//- // ========================================================================== // Copyright 1995,2006,2008 Autodesk, Inc. All rights reserved. // // Use of this software is subject to the terms of the Autodesk // license agreement provided at the time of installation or download, // or which otherwise accompanies this software in either electronic // or hard copy form. // ========================================================================== //+ #include "Shader.h" #include "glslFXShader.h" #include "hlslFXShader.h" #include "hlslSm3FXShader.h" std::string shader::sError; bool shader::sSupportSM3 = false; // // shader* shader::create( const char *filename) { sError.clear(); if (glShadingLanguageSupport && glAsmProgramSupport) { //create an AshliFX for this file and attempt to read it //after parsing, the type can be checked to determine which type of shader node to create IAshliFX *fx = new IAshliFX; fx->init(); fx->setFX( filename); try { if (fx->parse()) { if (fx->getBinding() == IAshliFX::GLSL) { glslFXShader *s = new glslFXShader; s->createFromFX( fx); // Commented out as this causes a access violation. //delete fx; return s; } if (fx->getBinding() == IAshliFX::DXSL) { if ( sSupportSM3) { hlslSm3FXShader *s = new hlslSm3FXShader; s->createFromFX( fx); // Commented out as this causes a access violation. //delete fx; return s; } else { hlslFXShader *s = new hlslFXShader; if (! s->createFromFX( fx)) { sError = s->errorString(); delete s; } else { // Commented out as this causes a access violation. //delete fx; return s; } } } } else { sError = fx->getError(); } } catch(...) { printf("Unexpected Error!!\n"); } delete fx; } //how should we treat an error? there is no convenient way to report an error message return NULL; }
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