[3045] | 1 | #include "Material.h"
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| 2 | #include "Texture.h"
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| 3 | #include "RenderState.h"
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| 4 | #include "ShaderProgram.h"
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[3055] | 5 | #include "ShaderManager.h"
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[3045] | 6 | #include <Cg/cg.h>
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| 7 | #include <Cg/cgGL.h>
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| 8 |
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| 9 |
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| 10 | #ifdef _CRT_SET
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| 11 | #define _CRTDBG_MAP_ALLOC
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| 12 | #include <stdlib.h>
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| 13 | #include <crtdbg.h>
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| 14 |
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| 15 | // redefine new operator
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| 16 | #define DEBUG_NEW new(_NORMAL_BLOCK, __FILE__, __LINE__)
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| 17 | #define new DEBUG_NEW
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| 18 | #endif
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| 19 |
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| 20 |
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| 21 | using namespace std;
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| 22 |
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| 23 |
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| 24 | namespace CHCDemoEngine
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| 25 | {
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| 26 |
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| 27 |
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[3056] | 28 | // only instance of the shader manager
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| 29 | ShaderManager *ShaderManager::sShaderManager = NULL;
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| 30 |
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[3045] | 31 | /////////
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| 32 | //-- cg stuff
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| 33 |
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| 34 | static CGcontext sCgContext = NULL;
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| 35 |
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| 36 | static CGprofile sCgFragmentProfile;
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| 37 | static CGprofile sCgVertexProfile;
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[3055] | 38 |
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[3045] | 39 |
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| 40 |
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| 41 | static void cgErrorCallback()
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| 42 | {
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| 43 | CGerror lastError = cgGetError();
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| 44 |
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| 45 | if(lastError)
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| 46 | {
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| 47 | printf("%s\n\n", cgGetErrorString(lastError));
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| 48 | printf("%s\n", cgGetLastListing(sCgContext));
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| 49 |
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| 50 | printf("Cg error, exiting...\n");
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| 51 |
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| 52 | exit(0);
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| 53 | }
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| 54 | }
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| 55 |
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| 56 |
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[3055] | 57 | ShaderManager::ShaderManager()
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[3045] | 58 | {
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[3055] | 59 | // setup cg
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| 60 | cgSetErrorCallback(cgErrorCallback);
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| 61 | // create context.
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| 62 | sCgContext = cgCreateContext();
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| 63 | // get the optimal fragment profile
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| 64 | sCgFragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);
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| 65 | cgGLSetOptimalOptions(sCgFragmentProfile);
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| 66 | // get the optimal vertex profile
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| 67 | sCgVertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);
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| 68 | cgGLSetOptimalOptions(sCgVertexProfile);
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[3045] | 69 |
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[3055] | 70 | // set textures to auto load
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| 71 | cgGLSetManageTextureParameters(sCgContext, false);
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[3056] | 72 |
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| 73 | ///////////////
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| 74 | //-- load the defaul programs for mrt (used if not defined by the user)
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[3045] | 75 |
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[3056] | 76 | ShaderProgram *vertexProgMrt, *fragmentProgMrt, *fragmentProgMrtTex;
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[3045] | 77 |
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[3056] | 78 | vertexProgMrt = CreateVertexProgram("mrt", "vtx", "defaultVertexMrt");
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| 79 | fragmentProgMrt = CreateFragmentProgram("mrt", "frag", "defaultFragmentMrt");
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| 80 | fragmentProgMrtTex = CreateFragmentProgram("mrt", "fragtex", "defaultFragmentTexMrt");
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| 81 |
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[3055] | 82 | // provide the current view matrix
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[3056] | 83 | fragmentProgMrt->AddParameter("viewMatrix", 0);
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| 84 | fragmentProgMrtTex->AddParameter("viewMatrix", 0);
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| 85 |
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[3055] | 86 | // add a texture parameter
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[3056] | 87 | fragmentProgMrtTex->AddParameter("tex", 1);
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[3045] | 88 |
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| 89 |
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[3055] | 90 | //////////////////////////
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[3056] | 91 | //-- hack: use hardcoded tree animation (should be provided with a material script!)
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[3045] | 92 |
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[3056] | 93 | ShaderProgram *treeAnimProg, *treeAnimProgMrt;
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[3045] | 94 |
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[3056] | 95 | treeAnimProg = CreateVertexProgram("treeanimation", "animateVtx", "treeAnimation");
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| 96 | treeAnimProgMrt = CreateVertexProgram("treeanimation", "animateVtxMrt", "treeAnimationMrt");
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[3045] | 97 |
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[3056] | 98 | treeAnimProg->AddParameter("timer", 0);
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| 99 | treeAnimProg->AddParameter("windDir", 1);
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| 100 | treeAnimProg->AddParameter("windStrength", 2);
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| 101 | treeAnimProg->AddParameter("minMaxPos", 3);
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| 102 | treeAnimProg->AddParameter("frequency", 4);
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| 103 | treeAnimProg->AddParameter("lightDir", 5);
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[3045] | 104 |
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[3056] | 105 | treeAnimProgMrt->AddParameter("timer", 0);
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| 106 | treeAnimProgMrt->AddParameter("windDir", 1);
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| 107 | treeAnimProgMrt->AddParameter("windStrength", 2);
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| 108 | treeAnimProgMrt->AddParameter("minMaxPos", 3);
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| 109 | treeAnimProgMrt->AddParameter("frequency", 4);
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| 110 |
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[3055] | 111 | cout << "cg initialization successful" << endl;
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[3045] | 112 | }
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| 113 |
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| 114 |
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[3055] | 115 | void ShaderManager::DelSingleton()
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[3045] | 116 | {
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[3055] | 117 | DEL_PTR(sShaderManager);
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| 118 | }
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[3045] | 119 |
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| 120 |
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[3055] | 121 | ShaderManager::~ShaderManager()
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| 122 | {
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| 123 | CLEAR_CONTAINER(mShaders);
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| 124 |
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| 125 | if (sCgContext)
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| 126 | cgDestroyContext(sCgContext);
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[3045] | 127 | }
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| 128 |
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| 129 |
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[3055] | 130 | ShaderProgram *ShaderManager::CreateFragmentProgram(const std::string &filename,
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| 131 | const std::string &funcName,
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| 132 | const std::string &name)
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[3045] | 133 | {
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[3055] | 134 | return CreateShaderProgram(filename, funcName, name, true);
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[3045] | 135 | }
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| 136 |
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| 137 |
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[3055] | 138 | ShaderProgram *ShaderManager::CreateVertexProgram(const std::string &filename,
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| 139 | const std::string &funcName,
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| 140 | const std::string &name)
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[3045] | 141 | {
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[3055] | 142 | return CreateShaderProgram(filename, funcName, name, false);
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[3045] | 143 | }
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| 144 |
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| 145 |
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[3055] | 146 | void ShaderManager::EnableFragmentProfile()
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[3045] | 147 | {
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[3055] | 148 | cgGLEnableProfile(sCgFragmentProfile);
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[3045] | 149 | }
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| 150 |
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| 151 |
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[3055] | 152 | void ShaderManager::EnableVertexProfile()
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[3045] | 153 | {
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[3055] | 154 | cgGLEnableProfile(sCgVertexProfile);
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[3045] | 155 | }
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| 156 |
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| 157 |
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[3055] | 158 | void ShaderManager::DisableFragmentProfile()
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[3045] | 159 | {
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[3055] | 160 | cgGLDisableProfile(sCgFragmentProfile);
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| 161 | }
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[3045] | 162 |
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| 163 |
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[3055] | 164 | void ShaderManager::DisableVertexProfile()
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| 165 | {
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| 166 | cgGLDisableProfile(sCgVertexProfile);
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[3045] | 167 | }
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| 168 |
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| 169 |
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[3055] | 170 | ShaderProgram *ShaderManager::CreateShaderProgram(const std::string &filename,
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| 171 | const std::string &funcName,
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| 172 | const std::string &name,
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| 173 | bool isFragment)
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[3045] | 174 | {
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| 175 | const string fullName = "src/shaders/" + filename + ".cg";
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[3055] | 176 |
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| 177 | ShaderProgram *p =
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| 178 | new ShaderProgram(sCgContext, fullName,
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| 179 | isFragment ? sCgFragmentProfile : sCgVertexProfile, funcName);
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[3045] | 180 |
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[3057] | 181 | if (GetShaderProgram(name))
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| 182 | {
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| 183 | cerr << "Program name " << name << "already chosen" << endl;
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[3045] | 184 |
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| 185 | DEL_PTR(p);
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[3055] | 186 | return p;
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[3045] | 187 | }
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| 188 |
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| 189 | if (!p->IsValid())
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| 190 | {
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[3057] | 191 | cerr << "Program " << funcName << " in " << fullName << " failed to load" << endl;
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| 192 |
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[3045] | 193 | DEL_PTR(p);
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[3055] | 194 | return p;
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[3045] | 195 | }
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[3055] | 196 |
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[3057] | 197 |
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| 198 | // everything ok
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[3045] | 199 | cout << "Program " << funcName << " in " << fullName << " loaded" << endl;
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[3055] | 200 |
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| 201 | mShaders.push_back(p);
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| 202 | mShaderMap[name] = p;
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[3045] | 203 |
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| 204 | return p;
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| 205 | }
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| 206 |
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| 207 |
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[3057] | 208 | ShaderProgram *ShaderManager::GetShaderProgram(const std::string &name)
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| 209 | {
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| 210 | ShaderMap::const_iterator it = mShaderMap.find(name);
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| 211 |
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| 212 | if (it == mShaderMap.end())
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| 213 | return NULL;
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| 214 |
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| 215 | return (*it).second;
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[3045] | 216 | }
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| 217 |
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[3057] | 218 |
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| 219 | }
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| 220 |
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