[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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[3113] | 6 | #include "Matrix4x4.h"
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[3045] | 7 | #include <Cg/cg.h>
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| 8 | #include <Cg/cgGL.h>
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| 9 |
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| 10 |
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| 11 | #ifdef _CRT_SET
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| 12 | #define _CRTDBG_MAP_ALLOC
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| 13 | #include <stdlib.h>
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| 14 | #include <crtdbg.h>
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| 15 |
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| 16 | // redefine new operator
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| 17 | #define DEBUG_NEW new(_NORMAL_BLOCK, __FILE__, __LINE__)
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| 18 | #define new DEBUG_NEW
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| 19 | #endif
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| 20 |
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| 21 |
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| 22 | using namespace std;
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| 23 |
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| 24 |
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| 25 | namespace CHCDemoEngine
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| 26 | {
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| 27 |
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| 28 |
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[3056] | 29 | // only instance of the shader manager
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| 30 | ShaderManager *ShaderManager::sShaderManager = NULL;
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| 31 |
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[3045] | 32 | /////////
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| 33 | //-- cg stuff
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| 34 |
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| 35 | static CGcontext sCgContext = NULL;
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| 36 |
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| 37 | static CGprofile sCgFragmentProfile;
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| 38 | static CGprofile sCgVertexProfile;
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[3055] | 39 |
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[3045] | 40 |
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| 41 |
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| 42 | static void cgErrorCallback()
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| 43 | {
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| 44 | CGerror lastError = cgGetError();
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| 45 |
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| 46 | if(lastError)
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| 47 | {
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[3113] | 48 | printf("Cg error, exiting...\n");
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| 49 |
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[3116] | 50 | //Debug << "\n" << cgGetErrorString(lastError) << endl;
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| 51 | //Debug << "\n" << cgGetLastListing(sCgContext) << endl;
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[3113] | 52 |
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| 53 | printf("%s\n\n", cgGetErrorString(lastError));
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[3045] | 54 | printf("%s\n", cgGetLastListing(sCgContext));
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| 55 |
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| 56 | exit(0);
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| 57 | }
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| 58 | }
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| 59 |
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| 60 |
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[3055] | 61 | ShaderManager::ShaderManager()
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[3045] | 62 | {
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[3055] | 63 | // setup cg
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| 64 | cgSetErrorCallback(cgErrorCallback);
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| 65 | // create context.
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| 66 | sCgContext = cgCreateContext();
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| 67 | // get the optimal fragment profile
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| 68 | sCgFragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);
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[3112] | 69 | //sCgFragmentProfile = CG_PROFILE_GPU_FP;
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| 70 | //CG_PROFILE_FP40;;
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[3055] | 71 | cgGLSetOptimalOptions(sCgFragmentProfile);
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| 72 | // get the optimal vertex profile
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| 73 | sCgVertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);
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| 74 | cgGLSetOptimalOptions(sCgVertexProfile);
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[3045] | 75 |
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[3055] | 76 | // set textures to auto load
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| 77 | cgGLSetManageTextureParameters(sCgContext, false);
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[3056] | 78 |
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| 79 | ///////////////
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| 80 | //-- load the defaul programs for mrt (used if not defined by the user)
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[3045] | 81 |
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[3056] | 82 | ShaderProgram *vertexProgMrt, *fragmentProgMrt, *fragmentProgMrtTex;
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[3045] | 83 |
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[3056] | 84 | vertexProgMrt = CreateVertexProgram("mrt", "vtx", "defaultVertexMrt");
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| 85 | fragmentProgMrt = CreateFragmentProgram("mrt", "frag", "defaultFragmentMrt");
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| 86 | fragmentProgMrtTex = CreateFragmentProgram("mrt", "fragtex", "defaultFragmentTexMrt");
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| 87 |
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[3113] | 88 | // provide the current view matrix:
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| 89 | // this is an automatic parameter that is updated each frame
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[3056] | 90 | fragmentProgMrt->AddParameter("viewMatrix", 0);
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| 91 | fragmentProgMrtTex->AddParameter("viewMatrix", 0);
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| 92 |
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[3114] | 93 |
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| 94 | // vertex program
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[3113] | 95 | vertexProgMrt->AddParameter("viewMatrix", 0);
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[3114] | 96 | // needed for for ssao
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[3113] | 97 | vertexProgMrt->AddParameter("modelMatrix", 1);
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| 98 | vertexProgMrt->AddParameter("oldModelMatrix", 2);
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| 99 |
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| 100 |
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[3055] | 101 | // add a texture parameter
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[3056] | 102 | fragmentProgMrtTex->AddParameter("tex", 1);
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[3045] | 103 |
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| 104 |
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[3055] | 105 | //////////////////////////
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[3056] | 106 | //-- hack: use hardcoded tree animation (should be provided with a material script!)
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[3045] | 107 |
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[3056] | 108 | ShaderProgram *treeAnimProg, *treeAnimProgMrt;
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[3045] | 109 |
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[3056] | 110 | treeAnimProg = CreateVertexProgram("treeanimation", "animateVtx", "treeAnimation");
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| 111 | treeAnimProgMrt = CreateVertexProgram("treeanimation", "animateVtxMrt", "treeAnimationMrt");
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[3045] | 112 |
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[3056] | 113 | treeAnimProg->AddParameter("timer", 0);
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| 114 | treeAnimProg->AddParameter("windDir", 1);
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| 115 | treeAnimProg->AddParameter("windStrength", 2);
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| 116 | treeAnimProg->AddParameter("minMaxPos", 3);
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| 117 | treeAnimProg->AddParameter("frequency", 4);
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| 118 | treeAnimProg->AddParameter("lightDir", 5);
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[3045] | 119 |
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[3056] | 120 | treeAnimProgMrt->AddParameter("timer", 0);
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| 121 | treeAnimProgMrt->AddParameter("windDir", 1);
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| 122 | treeAnimProgMrt->AddParameter("windStrength", 2);
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| 123 | treeAnimProgMrt->AddParameter("minMaxPos", 3);
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| 124 | treeAnimProgMrt->AddParameter("frequency", 4);
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[3116] | 125 | treeAnimProgMrt->AddParameter("oldTimer", 5);
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[3056] | 126 |
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[3055] | 127 | cout << "cg initialization successful" << endl;
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[3045] | 128 | }
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| 129 |
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| 130 |
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[3055] | 131 | void ShaderManager::DelSingleton()
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[3045] | 132 | {
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[3055] | 133 | DEL_PTR(sShaderManager);
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| 134 | }
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[3045] | 135 |
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| 136 |
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[3055] | 137 | ShaderManager::~ShaderManager()
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| 138 | {
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| 139 | CLEAR_CONTAINER(mShaders);
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| 140 |
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| 141 | if (sCgContext)
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| 142 | cgDestroyContext(sCgContext);
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[3045] | 143 | }
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| 144 |
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| 145 |
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[3055] | 146 | ShaderProgram *ShaderManager::CreateFragmentProgram(const std::string &filename,
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| 147 | const std::string &funcName,
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| 148 | const std::string &name)
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[3045] | 149 | {
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[3055] | 150 | return CreateShaderProgram(filename, funcName, name, true);
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[3045] | 151 | }
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| 152 |
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| 153 |
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[3055] | 154 | ShaderProgram *ShaderManager::CreateVertexProgram(const std::string &filename,
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| 155 | const std::string &funcName,
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| 156 | const std::string &name)
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[3045] | 157 | {
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[3055] | 158 | return CreateShaderProgram(filename, funcName, name, false);
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[3045] | 159 | }
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| 160 |
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| 161 |
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[3055] | 162 | void ShaderManager::EnableFragmentProfile()
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[3045] | 163 | {
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[3055] | 164 | cgGLEnableProfile(sCgFragmentProfile);
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[3045] | 165 | }
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| 166 |
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| 167 |
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[3055] | 168 | void ShaderManager::EnableVertexProfile()
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[3045] | 169 | {
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[3055] | 170 | cgGLEnableProfile(sCgVertexProfile);
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[3045] | 171 | }
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| 172 |
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| 173 |
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[3055] | 174 | void ShaderManager::DisableFragmentProfile()
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[3045] | 175 | {
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[3055] | 176 | cgGLDisableProfile(sCgFragmentProfile);
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| 177 | }
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[3045] | 178 |
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| 179 |
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[3055] | 180 | void ShaderManager::DisableVertexProfile()
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| 181 | {
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| 182 | cgGLDisableProfile(sCgVertexProfile);
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[3045] | 183 | }
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| 184 |
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| 185 |
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[3055] | 186 | ShaderProgram *ShaderManager::CreateShaderProgram(const std::string &filename,
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| 187 | const std::string &funcName,
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| 188 | const std::string &name,
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| 189 | bool isFragment)
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[3045] | 190 | {
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| 191 | const string fullName = "src/shaders/" + filename + ".cg";
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[3055] | 192 |
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| 193 | ShaderProgram *p =
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| 194 | new ShaderProgram(sCgContext, fullName,
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| 195 | isFragment ? sCgFragmentProfile : sCgVertexProfile, funcName);
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[3045] | 196 |
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[3057] | 197 | if (GetShaderProgram(name))
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| 198 | {
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| 199 | cerr << "Program name " << name << "already chosen" << endl;
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[3045] | 200 |
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| 201 | DEL_PTR(p);
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[3055] | 202 | return p;
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[3045] | 203 | }
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| 204 |
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| 205 | if (!p->IsValid())
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| 206 | {
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[3057] | 207 | cerr << "Program " << funcName << " in " << fullName << " failed to load" << endl;
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| 208 |
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[3045] | 209 | DEL_PTR(p);
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[3055] | 210 | return p;
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[3045] | 211 | }
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[3055] | 212 |
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[3057] | 213 |
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| 214 | // everything ok
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[3045] | 215 | cout << "Program " << funcName << " in " << fullName << " loaded" << endl;
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[3055] | 216 |
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| 217 | mShaders.push_back(p);
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| 218 | mShaderMap[name] = p;
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[3045] | 219 |
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| 220 | return p;
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| 221 | }
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| 222 |
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| 223 |
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[3057] | 224 | ShaderProgram *ShaderManager::GetShaderProgram(const std::string &name)
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| 225 | {
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| 226 | ShaderMap::const_iterator it = mShaderMap.find(name);
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| 227 |
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| 228 | if (it == mShaderMap.end())
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| 229 | return NULL;
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| 230 |
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| 231 | return (*it).second;
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[3045] | 232 | }
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| 233 |
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[3057] | 234 |
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| 235 | }
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| 236 |
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