1 | #include "ResourceManager.h"
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2 | #include "Matrix4x4.h"
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3 | #include "Geometry.h"
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4 | #include "SceneEntity.h"
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5 | #include "Material.h"
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6 | #include "Texture.h"
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7 | #include "gzstream.h"
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8 | #include "Matrix4x4.h"
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9 | #include "Vector3.h"
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10 | #include "Transform3.h"
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11 | #include "Shape.h"
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12 | #include "LODInfo.h"
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13 | #include "RenderState.h"
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14 | #include "ShaderProgram.h"
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15 | #include <Cg/cg.h>
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16 | #include <Cg/cgGL.h>
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17 |
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18 |
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19 | #ifdef _CRT_SET
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20 | #define _CRTDBG_MAP_ALLOC
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21 | #include <stdlib.h>
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22 | #include <crtdbg.h>
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23 |
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24 | // redefine new operator
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25 | #define DEBUG_NEW new(_NORMAL_BLOCK, __FILE__, __LINE__)
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26 | #define new DEBUG_NEW
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27 | #endif
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28 |
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29 |
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30 | using namespace std;
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31 |
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32 |
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33 | namespace CHCDemoEngine
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34 | {
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35 |
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36 |
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37 | /////////
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38 | //-- cg stuff
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39 |
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40 | static CGcontext sCgContext = NULL;
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41 |
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42 | static CGprofile sCgFragmentProfile;
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43 | static CGprofile sCgVertexProfile;
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44 |
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45 | static ShaderProgram *sTreeAnimationProgramMrt;
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46 | static ShaderProgram *sTreeAnimationProgram;
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47 |
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48 |
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49 | // only instance of the resource manager
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50 | ResourceManager *ResourceManager::sResourceManager = NULL;
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51 |
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52 |
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53 | static void cgErrorCallback()
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54 | {
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55 | CGerror lastError = cgGetError();
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56 |
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57 | if(lastError)
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58 | {
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59 | printf("%s\n\n", cgGetErrorString(lastError));
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60 | printf("%s\n", cgGetLastListing(sCgContext));
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61 |
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62 | printf("Cg error, exiting...\n");
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63 |
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64 | exit(0);
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65 | }
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66 | }
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67 |
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68 |
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69 | ResourceManager::ResourceManager()
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70 | {
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71 | InitCg();
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72 | }
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73 |
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74 |
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75 | ResourceManager::~ResourceManager()
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76 | {
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77 | // delete all resources.
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78 | CLEAR_CONTAINER(mSceneEntities);
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79 | CLEAR_CONTAINER(mGeometry);
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80 | CLEAR_CONTAINER(mMaterials);
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81 | CLEAR_CONTAINER(mTextures);
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82 | CLEAR_CONTAINER(mTrafos);
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83 | CLEAR_CONTAINER(mShapes);
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84 | CLEAR_CONTAINER(mLODs);
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85 | CLEAR_CONTAINER(mGPUParameters);
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86 | CLEAR_CONTAINER(mShaders);
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87 |
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88 | if (sCgContext)
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89 | cgDestroyContext(sCgContext);
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90 | }
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91 |
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92 |
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93 | void ResourceManager::DelSingleton()
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94 | {
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95 | DEL_PTR(sResourceManager);
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96 | }
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97 |
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98 |
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99 | SceneEntity *ResourceManager::LoadSceneEntity(igzstream &str)
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100 | {
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101 | bool hasTrafo;
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102 | str.read(reinterpret_cast<char *>(&hasTrafo), sizeof(bool));
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103 |
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104 | SceneEntity *sceneGeom;
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105 | Transform3 *trafo;
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106 |
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107 | if (!hasTrafo)
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108 | {
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109 | // identity
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110 | trafo = new Transform3();
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111 | }
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112 | else
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113 | {
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114 | Matrix4x4 m;
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115 | str.read(reinterpret_cast<char *>(m.x), sizeof(Matrix4x4));
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116 |
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117 | trafo = new Transform3(m);
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118 | }
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119 |
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120 | mTrafos.push_back(trafo);
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121 |
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122 | sceneGeom = new SceneEntity(trafo);
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123 |
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124 |
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125 | ///////////////
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126 | //-- load LOD levels
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127 |
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128 | // note: lods must be ordered from smallest distance to largest
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129 | int numLODs;
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130 | str.read(reinterpret_cast<char *>(&numLODs), sizeof(int));
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131 |
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132 | for (int i = 0; i < numLODs; ++ i)
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133 | {
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134 | // the distance until the next LOD level is used
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135 | float dist;
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136 | str.read(reinterpret_cast<char *>(&dist), sizeof(float));
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137 |
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138 | int numShapes;
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139 | str.read(reinterpret_cast<char *>(&numShapes), sizeof(int));
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140 |
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141 | LODLevel *lodLevel = new LODLevel(dist);
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142 |
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143 | for (int j = 0; j < numShapes; ++ j)
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144 | {
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145 | int shapeId;
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146 | str.read(reinterpret_cast<char *>(&shapeId), sizeof(int));
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147 |
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148 | Geometry *geom = mGeometryTable[shapeId];
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149 | Material *mat = mMaterialTable[shapeId];
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150 |
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151 | // create shape
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152 | Shape *shape = new Shape(geom, mat, sceneGeom);
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153 |
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154 | mShapes.push_back(shape);
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155 |
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156 | sceneGeom->AddShape(shape);
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157 | lodLevel->AddShape(shape);
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158 | }
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159 |
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160 | mLODs.push_back(lodLevel);
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161 | sceneGeom->AddLODLevel(lodLevel);
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162 | }
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163 |
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164 | ///////////
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165 | //-- hack: add tree animation (should be done per material script!)
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166 |
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167 | if (numLODs > 1)
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168 | {
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169 | ShapeContainer::iterator sstart, send;
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170 |
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171 | // only use shader for the first two lod levels (the non-billboards)
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172 | for (int i = 0; i < min(numLODs, 2); ++ i)
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173 | //for (int i = 0; i < numLODs; ++ i)
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174 | {
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175 | sceneGeom->GetLODLevel(i, sstart, send);
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176 |
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177 | for (ShapeContainer::iterator it = sstart; it != send; ++ it)
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178 | {
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179 | Shape *shape = *it;
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180 |
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181 | Material *mat = shape->GetMaterial();
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182 |
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183 | // add the vertex animation program
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184 | for (int i = 0; i < 3; ++ i)
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185 | {
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186 | Technique *tech = mat->GetTechnique(i);
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187 |
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188 | GPUProgramParameters *vtxParams = tech->GetVertexProgramParameters();
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189 |
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190 | if (i == 0)
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191 | {
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192 | tech->SetVertexProgram(sTreeAnimationProgram);
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193 | vtxParams->SetLightDirParam(5);
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194 | }
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195 | else
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196 | {
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197 | tech->SetVertexProgram(sTreeAnimationProgramMrt);
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198 | }
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199 |
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200 | /// use a timer to simulate the moving of the tree in the wind
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201 | vtxParams->SetTimerParam(0);
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202 | // wind direction
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203 | static Vector3 windDir = Normalize(Vector3(0.8f, 0.2f, 0.0f));
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204 | vtxParams->SetValue3f(1, windDir.x, windDir.y, windDir.z);
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205 | // amplitude
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206 | vtxParams->SetValue1f(2, 0.3f);
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207 |
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208 | AxisAlignedBox3 box = sceneGeom->GetBoundingBox();
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209 | vtxParams->SetValue2f(3, box.Min().z, box.Max().z);
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210 | // frequency
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211 | vtxParams->SetValue1f(4, 0.1f);
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212 | }
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213 | }
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214 | }
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215 | }
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216 |
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217 | return sceneGeom;
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218 | }
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219 |
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220 |
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221 | void ResourceManager::LoadTextures(igzstream &str)
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222 | {
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223 | int numTextures;
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224 | str.read(reinterpret_cast<char *>(&numTextures), sizeof(int));
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225 |
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226 | for (int i = 0; i < numTextures; ++ i)
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227 | {
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228 | // load texture name
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229 | int texnameSize;
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230 | str.read(reinterpret_cast<char *>(&texnameSize), sizeof(int));
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231 |
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232 | char *texname = new char[texnameSize];
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233 | str.read(texname, sizeof(char) * texnameSize);
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234 |
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235 | Texture *tex = new Texture(model_path + texname);
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236 |
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237 | int boundS, boundT;
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238 |
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239 | str.read(reinterpret_cast<char *>(&boundS), sizeof(int));
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240 | str.read(reinterpret_cast<char *>(&boundT), sizeof(int));
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241 |
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242 | tex->SetBoundaryModeS(boundS);
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243 | tex->SetBoundaryModeT(boundT);
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244 |
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245 | tex->Create();
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246 |
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247 | mTextureTable[i] = tex;
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248 | mTextures.push_back(tex);
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249 |
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250 | delete [] texname;
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251 | }
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252 |
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253 | cout << "loaded " << (int)mTextureTable.size() << " textures" << endl;
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254 | }
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255 |
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256 |
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257 | void ResourceManager::LoadShapes(igzstream &str)
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258 | {
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259 | int numShapes;
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260 | str.read(reinterpret_cast<char *>(&numShapes), sizeof(int));
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261 |
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262 | for (int i = 0; i < numShapes; ++ i)
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263 | {
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264 | Geometry *geom = LoadGeometry(str);
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265 | Material *mat = LoadMaterial(str);
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266 |
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267 | mGeometryTable[i] = geom;
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268 | mMaterialTable[i] = mat;
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269 |
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270 | mGeometry.push_back(geom);
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271 | mMaterials.push_back(mat);
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272 | }
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273 |
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274 | cout << "loaded " << (int)mGeometryTable.size() << " shapes" << endl;
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275 | }
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276 |
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277 |
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278 | Material *ResourceManager::LoadMaterial(igzstream &str)
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279 | {
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280 | // default material
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281 | Material *mat = new Material();
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282 |
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283 | // set default fragment + vertex programs
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284 | Technique *tech = mat->GetDefaultTechnique();
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285 |
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286 | // texture
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287 | int texId;
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288 | str.read(reinterpret_cast<char *>(&texId), sizeof(int));
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289 |
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290 | if (texId >= 0)
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291 | tech->SetTexture(mTextureTable[texId]);
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292 |
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293 | str.read(reinterpret_cast<char *>(&tech->mAlphaTestEnabled), sizeof(bool));
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294 | str.read(reinterpret_cast<char *>(&tech->mCullFaceEnabled), sizeof(bool));
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295 |
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296 | // gl material
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297 | bool hasGlMaterial;
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298 | str.read(reinterpret_cast<char *>(&hasGlMaterial), sizeof(bool));
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299 |
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300 | if (hasGlMaterial)
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301 | {
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302 | // only write rgb part of the material
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303 | str.read(reinterpret_cast<char *>(&tech->mAmbientColor), sizeof(Vector3));
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304 | str.read(reinterpret_cast<char *>(&tech->mDiffuseColor), sizeof(Vector3));
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305 | str.read(reinterpret_cast<char *>(&tech->mEmmisiveColor), sizeof(Vector3));
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306 | str.read(reinterpret_cast<char *>(&tech->mSpecularColor), sizeof(Vector3));
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307 | }
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308 |
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309 |
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310 | ///////////////
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311 | //-- add technique for deferred shading
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312 |
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313 | Technique *deferred = new Technique(*tech);
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314 |
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315 | if (deferred->GetTexture())
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316 | {
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317 | deferred->SetFragmentProgram(mMrtDefaultFragmentTexProgram);
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318 | deferred->GetFragmentProgramParameters()->SetViewMatrixParam(0);
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319 | deferred->GetFragmentProgramParameters()->SetTexture(1, tech->GetTexture()->GetId());
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320 | }
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321 | else
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322 | {
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323 | deferred->SetFragmentProgram(mMrtDefaultFragmentProgram);
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324 | deferred->GetFragmentProgramParameters()->SetViewMatrixParam(0);
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325 | }
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326 |
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327 | deferred->SetVertexProgram(mMrtDefaultVertexProgram);
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328 | mat->AddTechnique(deferred);
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329 |
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330 |
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331 | ///////////
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332 | //-- add depth pass
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333 |
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334 | Technique *depthPass = new Technique(*tech);
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335 | depthPass->SetColorWriteEnabled(false);
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336 | depthPass->SetLightingEnabled(false);
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337 | mat->AddTechnique(depthPass);
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338 |
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339 | return mat;
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340 | }
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341 |
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342 |
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343 | Geometry *ResourceManager::LoadGeometry(igzstream &str)
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344 | {
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345 | Vector3 *vertices;
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346 | Vector3 *normals;
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347 | Texcoord2 *texcoords;
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348 |
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349 |
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350 | //////////////
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351 | //-- read in vertices
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352 |
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353 | int vertexCount;
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354 | str.read(reinterpret_cast<char *>(&vertexCount), sizeof(int));
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355 |
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356 | // end of file reached
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357 | if (str.eof()) return NULL;
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358 |
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359 | //cout << "vertexcount: " << vertexCount << endl;
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360 |
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361 | vertices = new Vector3[vertexCount];
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362 | str.read(reinterpret_cast<char *>(vertices), sizeof(Vector3) * vertexCount);
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363 |
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364 | normals = new Vector3[vertexCount];
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365 | str.read(reinterpret_cast<char *>(normals), sizeof(Vector3) * vertexCount);
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366 |
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367 | int texCoordCount;
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368 | str.read(reinterpret_cast<char *>(&texCoordCount), sizeof(int));
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369 |
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370 | if (texCoordCount)
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371 | {
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372 | texcoords = new Texcoord2[texCoordCount];
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373 | str.read(reinterpret_cast<char *>(texcoords), sizeof(Texcoord2) * texCoordCount);
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374 | }
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375 | else
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376 | {
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377 | texcoords = NULL;
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378 | }
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379 |
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380 | return new Geometry(vertices, normals, texcoords, vertexCount, true);
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381 | //return new Geometry(vertices, normals, texcoords, vertexCount, false);
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382 | }
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383 |
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384 |
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385 | void ResourceManager::LoadSceneEntities(igzstream &str,
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386 | SceneEntityContainer &entities)
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387 | {
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388 | int entityCount;
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389 | str.read(reinterpret_cast<char *>(&entityCount), sizeof(int));
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390 |
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391 | entities.reserve(entityCount);
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392 |
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393 | for (int i = 0; i < entityCount; ++ i)
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394 | {
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395 | SceneEntity *ent = LoadSceneEntity(str);
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396 |
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397 | // return loaded entities
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398 | entities.push_back(ent);
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399 | // also store internally
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400 | mSceneEntities.push_back(ent);
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401 | }
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402 |
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403 | cout << "loaded " << entityCount << " scene entities" << endl;
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404 | }
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405 |
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406 |
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407 | bool ResourceManager::Load(const std::string &filename,
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408 | SceneEntityContainer &entities)
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409 | {
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410 | igzstream istr(filename.c_str());
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411 |
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412 | if (!istr.is_open())
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413 | return false;
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414 |
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415 | cout << "loading textures" << endl;
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416 |
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417 | // load the texture table
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418 | LoadTextures(istr);
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419 |
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420 | cout << "loading shapes (geometry + materials)" << endl;
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421 |
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422 | // load the shapees
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423 | LoadShapes(istr);
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424 |
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425 | cout << "loading scene entites" << endl;
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426 | LoadSceneEntities(istr, entities);
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427 |
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428 | cout << "bin loading finished" << endl;
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429 |
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430 | // clean up
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431 | mTextureTable.clear();
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432 | mGeometryTable.clear();
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433 | mMaterialTable.clear();
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434 |
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435 | return true;
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436 | }
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437 |
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438 |
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439 | ShaderProgram *ResourceManager::CreateFragmentProgram(const std::string &filename,
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440 | const std::string &funcName)
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441 | {
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442 | const string fullName = "src/shaders/" + filename + ".cg";
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443 |
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444 | ShaderProgram *p = new ShaderProgram(sCgContext, fullName, sCgFragmentProfile, funcName);
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445 | mShaders.push_back(p);
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446 |
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447 | if (!p->IsValid())
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448 | {
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449 | DEL_PTR(p);
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450 | cerr << "Program " << funcName << " in " << fullName << " failed to load" << endl;
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451 | }
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452 |
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453 | cout << "Program " << funcName << " in " << fullName << " loaded" << endl;
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454 |
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455 | return p;
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456 | }
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457 |
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458 |
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459 | ShaderProgram *ResourceManager::CreateVertexProgram(const std::string &filename, const std::string &funcName)
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460 | {
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461 | const string fullName = "src/shaders/" + filename + ".cg";
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462 |
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463 | ShaderProgram *p = new ShaderProgram(sCgContext, fullName, sCgVertexProfile, funcName);
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464 | mShaders.push_back(p);
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465 |
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466 | if (!p->IsValid())
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467 | {
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468 | DEL_PTR(p);
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469 | cerr << "Program " << funcName << " in " << fullName << " failed to load" << endl;
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470 | }
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471 | else
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472 | cout << "Program " << funcName << " in " << fullName << " loaded" << endl;
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473 |
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474 | return p;
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475 | }
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476 |
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477 |
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478 | void ResourceManager::InitCg()
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479 | {
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480 | // setup cg
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481 | cgSetErrorCallback(cgErrorCallback);
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482 | // create context.
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483 | sCgContext = cgCreateContext();
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484 | // get the optimal fragment profile
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485 | sCgFragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);
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486 | cgGLSetOptimalOptions(sCgFragmentProfile);
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487 | // get the optimal vertex profile
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488 | sCgVertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);
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489 | cgGLSetOptimalOptions(sCgVertexProfile);
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490 |
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491 | // set textures to auto load
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492 | cgGLSetManageTextureParameters(sCgContext, false);
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493 |
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494 | mMrtDefaultVertexProgram = CreateVertexProgram("mrt", "vtx");
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495 | mMrtDefaultFragmentProgram = CreateFragmentProgram("mrt", "frag");
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496 | mMrtDefaultFragmentTexProgram = CreateFragmentProgram("mrt", "fragtex");
|
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497 |
|
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498 | // provide the current view matrix
|
---|
499 | mMrtDefaultFragmentProgram->AddParameter("viewMatrix", 0);
|
---|
500 | mMrtDefaultFragmentTexProgram->AddParameter("viewMatrix", 0);
|
---|
501 | // add a texture parameter
|
---|
502 | mMrtDefaultFragmentTexProgram->AddParameter("tex", 1);
|
---|
503 |
|
---|
504 |
|
---|
505 | ////////////
|
---|
506 | //-- hack: apply hardcoded tree animation (should be provided with a material script!)
|
---|
507 |
|
---|
508 | sTreeAnimationProgram = CreateVertexProgram("treeanimation", "animateVtx");
|
---|
509 | sTreeAnimationProgramMrt = CreateVertexProgram("treeanimation", "animateVtxMrt");
|
---|
510 |
|
---|
511 | sTreeAnimationProgram->AddParameter("timer", 0);
|
---|
512 | sTreeAnimationProgram->AddParameter("windDir", 1);
|
---|
513 | sTreeAnimationProgram->AddParameter("windStrength", 2);
|
---|
514 | sTreeAnimationProgram->AddParameter("minMaxPos", 3);
|
---|
515 | sTreeAnimationProgram->AddParameter("frequency", 4);
|
---|
516 | sTreeAnimationProgram->AddParameter("lightDir", 5);
|
---|
517 |
|
---|
518 | sTreeAnimationProgramMrt->AddParameter("timer", 0);
|
---|
519 | sTreeAnimationProgramMrt->AddParameter("windDir", 1);
|
---|
520 | sTreeAnimationProgramMrt->AddParameter("windStrength", 2);
|
---|
521 | sTreeAnimationProgramMrt->AddParameter("minMaxPos", 3);
|
---|
522 | sTreeAnimationProgramMrt->AddParameter("frequency", 4);
|
---|
523 |
|
---|
524 | cout << "cg initialization successful" << endl;
|
---|
525 | }
|
---|
526 |
|
---|
527 |
|
---|
528 | void ResourceManager::EnableFragmentProfile()
|
---|
529 | {
|
---|
530 | cgGLEnableProfile(sCgFragmentProfile);
|
---|
531 | }
|
---|
532 |
|
---|
533 |
|
---|
534 | void ResourceManager::EnableVertexProfile()
|
---|
535 | {
|
---|
536 | cgGLEnableProfile(sCgVertexProfile);
|
---|
537 | }
|
---|
538 |
|
---|
539 |
|
---|
540 | void ResourceManager::DisableFragmentProfile()
|
---|
541 | {
|
---|
542 | cgGLDisableProfile(sCgFragmentProfile);
|
---|
543 | }
|
---|
544 |
|
---|
545 |
|
---|
546 | void ResourceManager::DisableVertexProfile()
|
---|
547 | {
|
---|
548 | cgGLDisableProfile(sCgVertexProfile);
|
---|
549 |
|
---|
550 | }
|
---|
551 |
|
---|
552 |
|
---|
553 | }
|
---|
554 |
|
---|