MegaGlest/source/shared_lib/sources/graphics/shader.cpp
Mark Vejvoda 8c0bf75bf5 - got built in memory leak working. Just edit leak_dumper.h and uncomment:
//#define SL_LEAK_DUMP
- got better / more accurate stack dumps when we detect errors in game.
- Both of these need to be worked on in windows next, win32 may not compile for now until i fix it on that platform.
- BE VERY CAREFUL when working in leak_dumper.* it may cause GCC and your system to crash if you don't know what you are doing!
2012-04-14 21:21:09 +00:00

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1.1 KiB
C++

// ==============================================================
// This file is part of Glest Shared Library (www.glest.org)
//
// Copyright (C) 2001-2008 Martiño Figueroa
//
// You can redistribute this code and/or modify it under
// the terms of the GNU General Public License as published
// by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version
// ==============================================================
#include "shader.h"
#include <stdexcept>
#include <fstream>
#include "platform_util.h"
#include "leak_dumper.h"
using namespace std;
namespace Shared{ namespace Graphics{
// =====================================================
// class ShaderSource
// =====================================================
void ShaderSource::load(const string &path){
pathInfo+= path + " ";
//open file
ifstream ifs(path.c_str());
if(ifs.fail()){
throw megaglest_runtime_error("Can't open shader file: " + path);
}
//read source
while(true){
fstream::int_type c= ifs.get();
if(ifs.eof() || ifs.fail() || ifs.bad()){
break;
}
code+= c;
}
}
}}//end namespace