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path: root/LayerManagerCommands/src/ShaderCreateCommand.cpp
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/***************************************************************************
*
* Copyright 2010,2011 BMW Car IT GmbH
*
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
*        http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
****************************************************************************/
#include "ShaderCreateCommand.h"
#include "ICommandExecutor.h"
#include "Scene.h"
#include "Log.h"
#include "RendererList.h"

ExecutionResult ShaderCreateCommand::execute(ICommandExecutor* executor)
{
    Scene& scene = *(executor->getScene());
    ExecutionResult result = ExecutionFailed;

    Shader* shader = NULL;
    RendererListIterator iter = executor->getRendererList()->begin();
    RendererListIterator iterEnd = executor->getRendererList()->end();
    for (; iter != iterEnd; ++iter)
    {
        IRenderer* renderer = *iter;
        if (renderer)
        {
            shader = renderer->createShader(&m_vertName, &m_fragName);
            break;
        }
    }
    if (shader)
    {
        // insert shader to shader map
        int id = shader->getId();
        LOG_DEBUG("CreateShaderCommand", "Shader with shader id : " << id << " successfully created");
        ShaderMap &shaderMap = scene.m_shaderMap;
        shaderMap[id] = shader;
        *m_returnID = id;
        result = ExecutionSuccess;
    }

    return result;
}

const std::string ShaderCreateCommand::getVertName() const
{
    return m_vertName;
}

const std::string ShaderCreateCommand::getFragName() const
{
    return m_fragName;
}

const std::string ShaderCreateCommand::getString()
{
    std::stringstream description;
    description << "ShaderCreateCommand("
                << "vertName=" << m_vertName
                << ", fragName=" << m_fragName
                << ")";
    return description.str();
}