mirror of
https://github.com/panda3d/panda3d.git
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1250 lines
45 KiB
C++
Executable File
1250 lines
45 KiB
C++
Executable File
// Filename: glShaderContext_src.cxx
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// Created by: jyelon (01Sep05)
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//
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////////////////////////////////////////////////////////////////////
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//
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// PANDA 3D SOFTWARE
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// Copyright (c) 2001 - 2004, Disney Enterprises, Inc. All rights reserved
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//
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// All use of this software is subject to the terms of the Panda 3d
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// Software license. You should have received a copy of this license
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// along with this source code; you will also find a current copy of
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// the license at http://etc.cmu.edu/panda3d/docs/license/ .
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//
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// To contact the maintainers of this program write to
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// panda3d-general@lists.sourceforge.net .
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//
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////////////////////////////////////////////////////////////////////
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TypeHandle CLP(ShaderContext)::_type_handle;
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////////////////////////////////////////////////////////////////////
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// Function: GLShaderContext::Constructor
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// Access: Public
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// Description: xyz
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////////////////////////////////////////////////////////////////////
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CLP(ShaderContext)::
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CLP(ShaderContext)(ShaderExpansion *s, GSG *gsg) : ShaderContext(s) {
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string header;
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s->parse_init();
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s->parse_line(header, true, true);
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#ifdef HAVE_CGGL
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_cg_context = (CGcontext)0;
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_cg_profile[SHADER_type_vert] = CG_PROFILE_UNKNOWN;
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_cg_profile[SHADER_type_frag] = CG_PROFILE_UNKNOWN;
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_cg_program[SHADER_type_vert] = (CGprogram)0;
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_cg_program[SHADER_type_frag] = (CGprogram)0;
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if (header == "//Cg") {
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// Create the Cg context.
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_cg_context = cgCreateContext();
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if (_cg_context == 0) {
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release_resources();
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cerr << "Cg not supported by this video card.\n";
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return;
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}
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// Parse any directives in the source.
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string directive;
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while (!s->parse_eof()) {
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s->parse_line(directive, true, true);
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vector_string pieces;
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tokenize(directive, pieces, " \t");
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if ((pieces.size()==4)&&(pieces[0]=="//Cg")&&(pieces[1]=="profile")) {
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suggest_cg_profile(pieces[2], pieces[3]);
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}
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}
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// Select a profile if no preferred profile specified in the source.
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if (_cg_profile[SHADER_type_vert] == CG_PROFILE_UNKNOWN) {
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_cg_profile[SHADER_type_vert] = cgGLGetLatestProfile(CG_GL_VERTEX);
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}
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if (_cg_profile[SHADER_type_frag] == CG_PROFILE_UNKNOWN) {
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_cg_profile[SHADER_type_frag] = cgGLGetLatestProfile(CG_GL_FRAGMENT);
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}
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// If we still haven't chosen a profile, give up.
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if ((_cg_profile[SHADER_type_vert] == CG_PROFILE_UNKNOWN)||
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(_cg_profile[SHADER_type_frag] == CG_PROFILE_UNKNOWN)) {
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release_resources();
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cerr << "Cg not supported by this video card.\n";
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return;
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}
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// Compile the program.
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try_cg_compile(s, gsg);
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cerr << _cg_errors;
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return;
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}
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#endif
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cerr << s->get_name() << ": unrecognized shader language " << header << "\n";
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}
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////////////////////////////////////////////////////////////////////
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// Function: GLShaderContext::suggest_cg_profile
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// Access: Private
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// Description: xyz
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////////////////////////////////////////////////////////////////////
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#ifdef HAVE_CGGL
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void CLP(ShaderContext)::
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suggest_cg_profile(const string &vpro, const string &fpro)
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{
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// If a good profile has already been suggested, ignore suggestion.
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if ((_cg_profile[SHADER_type_vert] != CG_PROFILE_UNKNOWN)||
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(_cg_profile[SHADER_type_frag] != CG_PROFILE_UNKNOWN)) {
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return;
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}
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// Parse the suggestion. If not parseable, print error and ignore.
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_cg_profile[SHADER_type_vert] = parse_cg_profile(vpro, true);
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_cg_profile[SHADER_type_frag] = parse_cg_profile(fpro, false);
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if ((_cg_profile[SHADER_type_vert] == CG_PROFILE_UNKNOWN)||
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(_cg_profile[SHADER_type_frag] == CG_PROFILE_UNKNOWN)) {
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cerr << "Cg: unrecognized profile name: " << vpro << " " << fpro << "\n";
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_cg_profile[SHADER_type_vert] = CG_PROFILE_UNKNOWN;
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_cg_profile[SHADER_type_frag] = CG_PROFILE_UNKNOWN;
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return;
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}
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// If the suggestion is parseable, but not supported, ignore silently.
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if ((!cgGLIsProfileSupported(_cg_profile[SHADER_type_vert]))||
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(!cgGLIsProfileSupported(_cg_profile[SHADER_type_frag]))) {
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_cg_profile[SHADER_type_vert] = CG_PROFILE_UNKNOWN;
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_cg_profile[SHADER_type_frag] = CG_PROFILE_UNKNOWN;
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return;
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}
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}
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#endif
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////////////////////////////////////////////////////////////////////
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// Function: GLShaderContext::parse_cg_profile
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// Access: Private
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// Description: xyz
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////////////////////////////////////////////////////////////////////
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#ifdef HAVE_CGGL
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CGprofile CLP(ShaderContext)::
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parse_cg_profile(const string &id, bool vertex)
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{
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int nvprofiles = 4;
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int nfprofiles = 4;
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CGprofile vprofiles[] = { CG_PROFILE_ARBVP1, CG_PROFILE_VP20, CG_PROFILE_VP30, CG_PROFILE_VP40 };
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CGprofile fprofiles[] = { CG_PROFILE_ARBFP1, CG_PROFILE_FP20, CG_PROFILE_FP30, CG_PROFILE_FP40 };
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if (vertex) {
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for (int i=0; i<nvprofiles; i++) {
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if (id == cgGetProfileString(vprofiles[i])) {
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return vprofiles[i];
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}
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}
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} else {
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for (int i=0; i<nfprofiles; i++) {
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if (id == cgGetProfileString(fprofiles[i])) {
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return fprofiles[i];
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}
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}
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}
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return CG_PROFILE_UNKNOWN;
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}
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#endif // HAVE_CGGL
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////////////////////////////////////////////////////////////////////
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// Function: GLShaderContext::try_cg_compile
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// Access: Private
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// Description: xyz
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////////////////////////////////////////////////////////////////////
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#ifdef HAVE_CGGL
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bool CLP(ShaderContext)::
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try_cg_compile(ShaderExpansion *s, GSG *gsg)
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{
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_cg_errors = "";
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cgGetError();
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_cg_program[0] =
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cgCreateProgram(_cg_context, CG_SOURCE, s->_text.c_str(),
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_cg_profile[0], "vshader", (const char**)NULL);
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print_cg_compile_errors(s->get_name(), _cg_context);
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cgGetError();
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_cg_program[1] =
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cgCreateProgram(_cg_context, CG_SOURCE, s->_text.c_str(),
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_cg_profile[1], "fshader", (const char**)NULL);
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print_cg_compile_errors(s->get_name(), _cg_context);
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if ((_cg_program[SHADER_type_vert]==0)||(_cg_program[SHADER_type_frag]==0)) {
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release_resources();
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return false;
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}
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// The following code is present to work around a bug in the Cg compiler.
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// It does not generate correct code for shadow map lookups when using arbfp1.
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// This is a particularly onerous limitation, given that arbfp1 is the only
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// Cg target that works on radeons. I suspect this is an intentional
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// omission on nvidia's part. The following code fetches the output listing,
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// detects the error, repairs the code, and resumbits the repaired code to Cg.
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if ((_cg_profile[1] == CG_PROFILE_ARBFP1) && (gsg->_supports_shadow_filter)) {
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bool shadowunit[32];
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bool anyshadow = false;
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memset(shadowunit, 0, sizeof(shadowunit));
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vector_string lines;
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tokenize(cgGetProgramString(_cg_program[1], CG_COMPILED_PROGRAM), lines, "\n");
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// figure out which texture units contain shadow maps.
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for (int lineno=0; lineno<(int)lines.size(); lineno++) {
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if (lines[lineno].compare(0,21,"#var sampler2DSHADOW ")) {
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continue;
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}
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vector_string fields;
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tokenize(lines[lineno], fields, ":");
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if (fields.size()!=5) {
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continue;
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}
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vector_string words;
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tokenize(trim(fields[2]), words, " ");
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if (words.size()!=2) {
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continue;
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}
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int unit = atoi(words[1].c_str());
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if ((unit < 0)||(unit >= 32)) {
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continue;
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}
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anyshadow = true;
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shadowunit[unit] = true;
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}
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// modify all TEX statements that use the relevant texture units.
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if (anyshadow) {
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for (int lineno=0; lineno<(int)lines.size(); lineno++) {
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if (lines[lineno].compare(0,4,"TEX ")) {
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continue;
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}
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vector_string fields;
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tokenize(lines[lineno], fields, ",");
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if ((fields.size()!=4)||(trim(fields[3]) != "2D;")) {
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continue;
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}
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vector_string texunitf;
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tokenize(trim(fields[2]), texunitf, "[]");
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if ((texunitf.size()!=3)||(texunitf[0] != "texture")||(texunitf[2]!="")) {
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continue;
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}
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int unit = atoi(texunitf[1].c_str());
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if ((unit < 0) || (unit >= 32) || (shadowunit[unit]==false)) {
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continue;
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}
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lines[lineno] = fields[0]+","+fields[1]+","+fields[2]+", SHADOW2D;";
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}
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string result = "!!ARBfp1.0\nOPTION ARB_fragment_program_shadow;\n";
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for (int lineno=1; lineno<(int)lines.size(); lineno++) {
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result += (lines[lineno] + "\n");
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}
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cgDestroyProgram(_cg_program[1]);
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_cg_program[1] =
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cgCreateProgram(_cg_context, CG_OBJECT, result.c_str(),
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_cg_profile[1], "fshader", (const char**)NULL);
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print_cg_compile_errors(s->get_name(), _cg_context);
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if (_cg_program[SHADER_type_frag]==0) {
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release_resources();
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return false;
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}
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}
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}
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bool success = true;
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CGparameter parameter;
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for (int progindex=0; progindex<2; progindex++) {
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for (parameter = cgGetFirstLeafParameter(_cg_program[progindex],CG_PROGRAM);
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parameter != 0;
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parameter = cgGetNextLeafParameter(parameter)) {
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success &= compile_cg_parameter(parameter);
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}
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}
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if (!success) {
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release_resources();
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return false;
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}
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cgGLLoadProgram(_cg_program[SHADER_type_vert]);
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cgGLLoadProgram(_cg_program[SHADER_type_frag]);
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_cg_errors = s->get_name() + ": compiled to "
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+ cgGetProfileString(_cg_profile[SHADER_type_vert]) + " "
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+ cgGetProfileString(_cg_profile[SHADER_type_frag]) + "\n";
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return true;
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}
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#endif
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////////////////////////////////////////////////////////////////////
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// Function: GLShaderContext::Destructor
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// Access: Public
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// Description: xyz
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////////////////////////////////////////////////////////////////////
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CLP(ShaderContext)::
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~CLP(ShaderContext)() {
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release_resources();
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}
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////////////////////////////////////////////////////////////////////
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// Function: GLShaderContext::release_resources
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// Access: Public
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// Description: Should deallocate all system resources (such as
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// vertex program handles or Cg contexts).
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////////////////////////////////////////////////////////////////////
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void CLP(ShaderContext)::
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release_resources() {
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#ifdef HAVE_CGGL
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if (_cg_context) {
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cgDestroyContext(_cg_context);
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_cg_context = (CGcontext)0;
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_cg_profile[SHADER_type_vert] = (CGprofile)0;
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_cg_profile[SHADER_type_frag] = (CGprofile)0;
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_cg_program[SHADER_type_vert] = (CGprogram)0;
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_cg_program[SHADER_type_frag] = (CGprogram)0;
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}
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#endif
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}
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////////////////////////////////////////////////////////////////////
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// Function: GLShaderContext::bind
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// Access: Public
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// Description: This function is to be called to enable a new
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// shader. It also initializes all of the shader's
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// input parameters.
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////////////////////////////////////////////////////////////////////
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void CLP(ShaderContext)::
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bind(GSG *gsg) {
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#ifdef HAVE_CGGL
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if (_cg_context != 0) {
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// Pass in k-parameters and transform-parameters
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issue_parameters(gsg);
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// Bind the shaders.
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cgGLEnableProfile(_cg_profile[SHADER_type_vert]);
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cgGLBindProgram(_cg_program[SHADER_type_vert]);
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cgGLEnableProfile(_cg_profile[SHADER_type_frag]);
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cgGLBindProgram(_cg_program[SHADER_type_frag]);
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}
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#endif
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}
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////////////////////////////////////////////////////////////////////
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// Function: GLShaderContext::unbind
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// Access: Public
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// Description: This function disables a currently-bound shader.
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////////////////////////////////////////////////////////////////////
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void CLP(ShaderContext)::
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unbind()
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{
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#ifdef HAVE_CGGL
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if (_cg_context != 0) {
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cgGLDisableProfile(_cg_profile[SHADER_type_vert]);
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cgGLDisableProfile(_cg_profile[SHADER_type_frag]);
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}
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#endif
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}
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////////////////////////////////////////////////////////////////////
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// Function: GLShaderContext::issue_cg_auto_bind
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// Access: Public
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// Description: Pass a single system parameter into the shader.
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////////////////////////////////////////////////////////////////////
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#ifdef HAVE_CGGL
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void CLP(ShaderContext)::
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issue_cg_auto_bind(const ShaderAutoBind &bind, GSG *gsg)
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{
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LVecBase4f t; float xhi,yhi; int px,py;
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CGparameter p = bind.parameter;
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switch(bind.value) {
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case SIC_mat_modelview:
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case SIC_inv_modelview:
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case SIC_tps_modelview:
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case SIC_itp_modelview:
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case SIC_mat_projection:
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case SIC_inv_projection:
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case SIC_tps_projection:
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case SIC_itp_projection:
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case SIC_mat_texture:
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case SIC_inv_texture:
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case SIC_tps_texture:
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case SIC_itp_texture:
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case SIC_mat_modelproj:
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case SIC_inv_modelproj:
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case SIC_tps_modelproj:
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case SIC_itp_modelproj:
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cgGLSetStateMatrixParameter(p, (CGGLenum)((bind.value >> 2)+4), (CGGLenum)(bind.value & 3));
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return;
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case SIC_sys_windowsize:
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t[0] = gsg->_current_display_region->get_pixel_width();
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t[1] = gsg->_current_display_region->get_pixel_height();
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t[2] = 1;
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t[3] = 1;
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cgGLSetParameter4fv(p, t.get_data());
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return;
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case SIC_sys_pixelsize:
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t[0] = 1.0 / gsg->_current_display_region->get_pixel_width();
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t[1] = 1.0 / gsg->_current_display_region->get_pixel_height();
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t[2] = 1;
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t[3] = 1;
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cgGLSetParameter4fv(p, t.get_data());
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return;
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case SIC_sys_cardcenter:
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px = gsg->_current_display_region->get_pixel_width();
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py = gsg->_current_display_region->get_pixel_height();
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xhi = (px*1.0) / Texture::up_to_power_2(px);
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yhi = (py*1.0) / Texture::up_to_power_2(py);
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t[0] = xhi*0.5;
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t[1] = yhi*0.5;
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t[2] = 1;
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t[3] = 1;
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cgGLSetParameter4fv(p, t.get_data());
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return;
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}
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}
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#endif
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////////////////////////////////////////////////////////////////////
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// Function: GLShaderContext::issue_parameters
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// Access: Public
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// Description: This function gets called whenever the RenderState
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// has changed, but the ShaderExpansion itself has not
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// changed. It loads new parameters into the
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// already-bound shader.
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////////////////////////////////////////////////////////////////////
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void CLP(ShaderContext)::
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issue_parameters(GSG *gsg)
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{
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#ifdef HAVE_CGGL
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if (_cg_context != 0) {
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// Pass in k-float parameters.
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for (int i=0; i<(int)_cg_fbind.size(); i++) {
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InternalName *id = _cg_fbind[i].name;
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const ShaderInput *input = gsg->_target._shader->get_shader_input(id);
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cgGLSetParameter4fv(_cg_fbind[i].parameter, input->get_vector().get_data());
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}
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// Pass in k-float4x4 parameters.
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for (int i=0; i<(int)_cg_npbind.size(); i++) {
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InternalName *id = _cg_npbind[i].name;
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const ShaderInput *input = gsg->_target._shader->get_shader_input(id);
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const float *dat;
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if (input->get_nodepath().is_empty()) {
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dat = LMatrix4f::ident_mat().get_data();
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} else {
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dat = input->get_nodepath().node()->get_transform()->get_mat().get_data();
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}
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cgGLSetMatrixParameterfc(_cg_npbind[i].parameter, dat);
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}
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// Pass in system parameters
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for (int i=0; i<(int)_cg_auto_param.size(); i++) {
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issue_cg_auto_bind(_cg_auto_param[i], gsg);
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}
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// Pass in trans,tpose,row,col,xvec,yvec,zvec,pos parameters
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for (int i=0; i<(int)_cg_parameter_bind.size(); i++) {
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bind_cg_transform(_cg_parameter_bind[i], gsg);
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}
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}
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#endif
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issue_transform(gsg);
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}
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////////////////////////////////////////////////////////////////////
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// Function: GLShaderContext::issue_transform
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// Access: Public
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// Description: This function gets called whenever the RenderState
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// or the TransformState has changed, but the
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// ShaderExpansion itself has not changed. It loads
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// new parameters into the already-bound shader.
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////////////////////////////////////////////////////////////////////
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void CLP(ShaderContext)::
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issue_transform(GSG *gsg)
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{
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#ifdef HAVE_CGGL
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if (_cg_context != 0) {
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// Pass in modelview, projection, etc.
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for (int i=0; i<(int)_cg_auto_trans.size(); i++) {
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issue_cg_auto_bind(_cg_auto_trans[i], gsg);
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}
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// Pass in trans,tpose,row,col,xvec,yvec,zvec,pos parameters
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for (int i=0; i<(int)_cg_transform_bind.size(); i++) {
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bind_cg_transform(_cg_transform_bind[i], gsg);
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GLShaderContext::disable_shader_vertex_arrays
|
|
// Access: Public
|
|
// Description: Disable all the vertex arrays used by this shader.
|
|
////////////////////////////////////////////////////////////////////
|
|
void CLP(ShaderContext)::
|
|
disable_shader_vertex_arrays(GSG *gsg)
|
|
{
|
|
#ifdef HAVE_CGGL
|
|
if (_cg_context)
|
|
for (int i=0; i<(int)_cg_varying.size(); i++)
|
|
cgGLDisableClientState(_cg_varying[i].parameter);
|
|
#endif
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GLShaderContext::update_shader_vertex_arrays
|
|
// Access: Public
|
|
// Description: Disables all vertex arrays used by the previous
|
|
// shader, then enables all the vertex arrays needed
|
|
// by this shader. Extracts the relevant vertex array
|
|
// data from the gsg.
|
|
// The current implementation is inefficient, because
|
|
// it may unnecessarily disable arrays then immediately
|
|
// reenable them. We may optimize this someday.
|
|
////////////////////////////////////////////////////////////////////
|
|
void CLP(ShaderContext)::
|
|
update_shader_vertex_arrays(CLP(ShaderContext) *prev, GSG *gsg)
|
|
{
|
|
if (prev) prev->disable_shader_vertex_arrays(gsg);
|
|
#ifdef HAVE_CGGL
|
|
if (_cg_context) {
|
|
#ifdef SUPPORT_IMMEDIATE_MODE
|
|
if (gsg->_use_sender) {
|
|
cerr << "immediate mode shaders not implemented yet\n";
|
|
} else
|
|
#endif // SUPPORT_IMMEDIATE_MODE
|
|
{
|
|
const GeomVertexArrayData *array_data;
|
|
Geom::NumericType numeric_type;
|
|
int start, stride, num_values;
|
|
int nvarying = _cg_varying.size();
|
|
for (int i=0; i<nvarying; i++) {
|
|
InternalName *name = _cg_varying[i].name;
|
|
int texslot = _cg_varying[i].append_uv;
|
|
if (texslot >= 0) {
|
|
const Geom::ActiveTextureStages &active_stages =
|
|
gsg->_state._texture->get_on_stages();
|
|
if (texslot < (int)active_stages.size()) {
|
|
TextureStage *stage = active_stages[texslot];
|
|
InternalName *texname = stage->get_texcoord_name();
|
|
if (name == InternalName::get_texcoord()) {
|
|
name = texname;
|
|
} else if (texname != InternalName::get_texcoord()) {
|
|
name = name->append(texname->get_basename());
|
|
}
|
|
}
|
|
}
|
|
if (gsg->_vertex_data->get_array_info(name,
|
|
array_data, num_values, numeric_type,
|
|
start, stride)) {
|
|
const unsigned char *client_pointer = gsg->setup_array_data(array_data);
|
|
cgGLSetParameterPointer(_cg_varying[i].parameter,
|
|
num_values, gsg->get_numeric_type(numeric_type),
|
|
stride, client_pointer + start);
|
|
cgGLEnableClientState(_cg_varying[i].parameter);
|
|
} else {
|
|
cgGLDisableClientState(_cg_varying[i].parameter);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif // HAVE_CGGL
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GLShaderContext::disable_shader_texture_bindings
|
|
// Access: Public
|
|
// Description: Disable all the texture bindings used by this shader.
|
|
////////////////////////////////////////////////////////////////////
|
|
void CLP(ShaderContext)::
|
|
disable_shader_texture_bindings(GSG *gsg)
|
|
{
|
|
#ifdef HAVE_CGGL
|
|
if (_cg_context) {
|
|
for (int i=0; i<(int)_cg_texbind.size(); i++) {
|
|
int texunit = cgGetParameterResourceIndex(_cg_texbind[i].parameter);
|
|
gsg->_glActiveTexture(GL_TEXTURE0 + texunit);
|
|
GLP(Disable)(GL_TEXTURE_1D);
|
|
GLP(Disable)(GL_TEXTURE_2D);
|
|
if (gsg->_supports_3d_texture) {
|
|
GLP(Disable)(GL_TEXTURE_3D);
|
|
}
|
|
if (gsg->_supports_cube_map) {
|
|
GLP(Disable)(GL_TEXTURE_CUBE_MAP);
|
|
}
|
|
// This is probably faster - but maybe not as safe?
|
|
// cgGLDisableTextureParameter(_cg_texbind[i].parameter);
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GLShaderContext::update_shader_texture_bindings
|
|
// Access: Public
|
|
// Description: Disables all texture bindings used by the previous
|
|
// shader, then enables all the texture bindings needed
|
|
// by this shader. Extracts the relevant vertex array
|
|
// data from the gsg.
|
|
// The current implementation is inefficient, because
|
|
// it may unnecessarily disable textures then immediately
|
|
// reenable them. We may optimize this someday.
|
|
////////////////////////////////////////////////////////////////////
|
|
void CLP(ShaderContext)::
|
|
update_shader_texture_bindings(CLP(ShaderContext) *prev, GSG *gsg)
|
|
{
|
|
if (prev) prev->disable_shader_texture_bindings(gsg);
|
|
#ifdef HAVE_CGGL
|
|
if (_cg_context) {
|
|
for (int i=0; i<(int)_cg_texbind.size(); i++) {
|
|
Texture *tex = 0;
|
|
InternalName *id = _cg_texbind[i].name;
|
|
if (id != 0) {
|
|
const ShaderInput *input = gsg->_target._shader->get_shader_input(id);
|
|
tex = input->get_texture();
|
|
} else {
|
|
if (_cg_texbind[i].stage >= gsg->_target._texture->get_num_on_stages()) {
|
|
continue;
|
|
}
|
|
TextureStage *stage = gsg->_target._texture->get_on_stage(_cg_texbind[i].stage);
|
|
tex = gsg->_target._texture->get_on_texture(stage);
|
|
}
|
|
if (_cg_texbind[i].suffix != 0) {
|
|
// The suffix feature is inefficient. It is a temporary hack.
|
|
if (tex == 0) {
|
|
continue;
|
|
}
|
|
tex = tex->load_related(_cg_texbind[i].suffix);
|
|
}
|
|
if ((tex == 0) || (tex->get_texture_type() != _cg_texbind[i].desiredtype)) {
|
|
continue;
|
|
}
|
|
TextureContext *tc = tex->prepare_now(gsg->_prepared_objects, gsg);
|
|
if (tc == (TextureContext*)NULL) {
|
|
continue;
|
|
}
|
|
int texunit = cgGetParameterResourceIndex(_cg_texbind[i].parameter);
|
|
gsg->_glActiveTexture(GL_TEXTURE0 + texunit);
|
|
|
|
GLenum target = gsg->get_texture_target(tex->get_texture_type());
|
|
if (target == GL_NONE) {
|
|
// Unsupported texture mode.
|
|
continue;
|
|
}
|
|
GLP(Enable)(target);
|
|
|
|
gsg->apply_texture(tc);
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
#ifdef HAVE_CGGL
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GLShaderContext::bind_cg_transform
|
|
// Access: Public
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void CLP(ShaderContext)::
|
|
bind_cg_transform(const ShaderTransBind &stb, GSG *gsg)
|
|
{
|
|
const float *data;
|
|
CPT(TransformState) src;
|
|
CPT(TransformState) rel;
|
|
|
|
if (stb.src_name == InternalName::get_camera()) {
|
|
src = TransformState::make_identity();
|
|
} else if (stb.src_name == InternalName::get_view()) {
|
|
src = gsg->_inv_cs_transform;
|
|
} else if (stb.src_name == InternalName::get_model()) {
|
|
src = gsg->get_transform();
|
|
} else if (stb.src_name == InternalName::get_world()) {
|
|
src = gsg->get_scene()->get_world_transform();
|
|
} else {
|
|
const ShaderInput *input = gsg->_target._shader->get_shader_input(stb.src_name);
|
|
if (input->get_nodepath().is_empty()) {
|
|
src = gsg->get_scene()->get_world_transform();
|
|
} else {
|
|
src = gsg->get_scene()->get_world_transform()->
|
|
compose(input->get_nodepath().get_net_transform());
|
|
}
|
|
}
|
|
|
|
if (stb.rel_name == InternalName::get_camera()) {
|
|
rel = TransformState::make_identity();
|
|
} else if (stb.rel_name == InternalName::get_view()) {
|
|
rel = gsg->_inv_cs_transform;
|
|
} else if (stb.rel_name == InternalName::get_model()) {
|
|
rel = gsg->get_transform();
|
|
} else if (stb.rel_name == InternalName::get_world()) {
|
|
rel = gsg->get_scene()->get_world_transform();
|
|
} else {
|
|
const ShaderInput *input = gsg->_target._shader->get_shader_input(stb.rel_name);
|
|
if (input->get_nodepath().is_empty()) {
|
|
rel = gsg->get_scene()->get_world_transform();
|
|
} else {
|
|
rel = gsg->get_scene()->get_world_transform()->
|
|
compose(input->get_nodepath().get_net_transform());
|
|
}
|
|
}
|
|
|
|
CPT(TransformState) total = rel->invert_compose(src);
|
|
|
|
// data = src->get_mat().get_data();
|
|
// cerr << "Src for " << cgGetParameterName(stb.parameter) << " is\n" <<
|
|
// data[ 0] << " " << data[ 1] << " " << data[ 2] << " " << data[ 3] << "\n" <<
|
|
// data[ 4] << " " << data[ 5] << " " << data[ 6] << " " << data[ 7] << "\n" <<
|
|
// data[ 8] << " " << data[ 9] << " " << data[10] << " " << data[11] << "\n" <<
|
|
// data[12] << " " << data[13] << " " << data[14] << " " << data[15] << "\n";
|
|
// data = rel->get_mat().get_data();
|
|
// cerr << "Rel for " << cgGetParameterName(stb.parameter) << " is\n" <<
|
|
// data[ 0] << " " << data[ 1] << " " << data[ 2] << " " << data[ 3] << "\n" <<
|
|
// data[ 4] << " " << data[ 5] << " " << data[ 6] << " " << data[ 7] << "\n" <<
|
|
// data[ 8] << " " << data[ 9] << " " << data[10] << " " << data[11] << "\n" <<
|
|
// data[12] << " " << data[13] << " " << data[14] << " " << data[15] << "\n";
|
|
// data = total->get_mat().get_data();
|
|
// cerr << "Total for " << cgGetParameterName(stb.parameter) << " is\n" <<
|
|
// data[ 0] << " " << data[ 1] << " " << data[ 2] << " " << data[ 3] << "\n" <<
|
|
// data[ 4] << " " << data[ 5] << " " << data[ 6] << " " << data[ 7] << "\n" <<
|
|
// data[ 8] << " " << data[ 9] << " " << data[10] << " " << data[11] << "\n" <<
|
|
// data[12] << " " << data[13] << " " << data[14] << " " << data[15] << "\n";
|
|
// data = gsg->_cs_transform->get_mat().get_data();
|
|
// cerr << "cs_transform is\n" <<
|
|
// data[ 0] << " " << data[ 1] << " " << data[ 2] << " " << data[ 3] << "\n" <<
|
|
// data[ 4] << " " << data[ 5] << " " << data[ 6] << " " << data[ 7] << "\n" <<
|
|
// data[ 8] << " " << data[ 9] << " " << data[10] << " " << data[11] << "\n" <<
|
|
// data[12] << " " << data[13] << " " << data[14] << " " << data[15] << "\n";
|
|
// data = gsg->_internal_transform->get_mat().get_data();
|
|
// cerr << "internal_transform is\n" <<
|
|
// data[ 0] << " " << data[ 1] << " " << data[ 2] << " " << data[ 3] << "\n" <<
|
|
// data[ 4] << " " << data[ 5] << " " << data[ 6] << " " << data[ 7] << "\n" <<
|
|
// data[ 8] << " " << data[ 9] << " " << data[10] << " " << data[11] << "\n" <<
|
|
// data[12] << " " << data[13] << " " << data[14] << " " << data[15] << "\n";
|
|
|
|
data = total->get_mat().get_data();
|
|
switch (stb.trans_piece) {
|
|
case SHADER_data_matrix: cgGLSetMatrixParameterfc(stb.parameter, data); break;
|
|
case SHADER_data_transpose: cgGLSetMatrixParameterfr(stb.parameter, data); break;
|
|
case SHADER_data_row0: cgGLSetParameter4fv(stb.parameter, data+ 0); break;
|
|
case SHADER_data_row1: cgGLSetParameter4fv(stb.parameter, data+ 4); break;
|
|
case SHADER_data_row2: cgGLSetParameter4fv(stb.parameter, data+ 8); break;
|
|
case SHADER_data_row3: cgGLSetParameter4fv(stb.parameter, data+12); break;
|
|
case SHADER_data_col0: cgGLSetParameter4f(stb.parameter, data[0], data[4], data[ 8], data[12]); break;
|
|
case SHADER_data_col1: cgGLSetParameter4f(stb.parameter, data[1], data[5], data[ 9], data[13]); break;
|
|
case SHADER_data_col2: cgGLSetParameter4f(stb.parameter, data[2], data[6], data[10], data[14]); break;
|
|
case SHADER_data_col3: cgGLSetParameter4f(stb.parameter, data[3], data[7], data[11], data[15]); break;
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: Shader::errchk_cg_parameter_words
|
|
// Access: Public, Static
|
|
// Description: Make sure the provided Cg parameter contains
|
|
// the specified number of words. If not, print
|
|
// error message and return false.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool CLP(ShaderContext)::
|
|
errchk_cg_parameter_words(CGparameter p, int len)
|
|
{
|
|
vector_string words;
|
|
tokenize(cgGetParameterName(p), words, "_");
|
|
if (words.size() != len) {
|
|
errchk_cg_output(p, "parameter name has wrong number of words");
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: Shader::errchk_cg_parameter_direction
|
|
// Access: Public, Static
|
|
// Description: Make sure the provided Cg parameter has the
|
|
// correct direction. If not, print
|
|
// error message and return false.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool CLP(ShaderContext)::
|
|
errchk_cg_parameter_direction(CGparameter p, CGenum dir)
|
|
{
|
|
if (cgGetParameterDirection(p) != dir) {
|
|
if (dir == CG_IN) errchk_cg_output(p, "parameter should be declared 'in'");
|
|
if (dir == CG_OUT) errchk_cg_output(p, "parameter should be declared 'out'");
|
|
if (dir == CG_INOUT) errchk_cg_output(p, "parameter should be declared 'inout'");
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: Shader::errchk_cg_parameter_variance
|
|
// Access: Public, Static
|
|
// Description: Make sure the provided Cg parameter has the
|
|
// correct variance. If not, print
|
|
// error message and return false.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool CLP(ShaderContext)::
|
|
errchk_cg_parameter_variance(CGparameter p, CGenum var)
|
|
{
|
|
if (cgGetParameterVariability(p) != var) {
|
|
if (var == CG_UNIFORM)
|
|
errchk_cg_output(p, "parameter should be declared 'uniform'");
|
|
if (var == CG_VARYING)
|
|
errchk_cg_output(p, "parameter should be declared 'varying'");
|
|
if (var == CG_CONSTANT)
|
|
errchk_cg_output(p, "parameter should be declared 'const'");
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: Shader::errchk_cg_parameter_prog
|
|
// Access: Public, Static
|
|
// Description: Make sure the provided Cg parameter is a part
|
|
// of the correct program. If not, print
|
|
// error message and return false.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool CLP(ShaderContext)::
|
|
errchk_cg_parameter_prog(CGparameter p, CGprogram prog, const string &msg)
|
|
{
|
|
if (cgGetParameterProgram(p) != prog) {
|
|
string fmsg = "parameter can only be used in a ";
|
|
errchk_cg_output(p, fmsg+msg+" program");
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: Shader::errchk_cg_parameter_type
|
|
// Access: Public, Static
|
|
// Description: Make sure the provided Cg parameter has the
|
|
// correct type. If not, print
|
|
// error message and return false.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool CLP(ShaderContext)::
|
|
errchk_cg_parameter_type(CGparameter p, CGtype dt)
|
|
{
|
|
if (cgGetParameterType(p) != dt) {
|
|
string msg = "parameter should be of type ";
|
|
errchk_cg_output(p, msg + cgGetTypeString(dt));
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: Shader::errchk_cg_parameter_float
|
|
// Access: Public, Static
|
|
// Description: Make sure the provided Cg parameter has
|
|
// a floating point type. If not, print
|
|
// error message and return false.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool CLP(ShaderContext)::
|
|
errchk_cg_parameter_float(CGparameter p)
|
|
{
|
|
CGtype t = cgGetParameterType(p);
|
|
if ((t != CG_FLOAT1)&&(t != CG_FLOAT2)&&(t != CG_FLOAT3)&&(t != CG_FLOAT4)) {
|
|
errchk_cg_output(p, "parameter should have a float type");
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: Shader::errchk_cg_parameter_sampler
|
|
// Access: Public, Static
|
|
// Description: Make sure the provided Cg parameter has
|
|
// a texture type. If not, print
|
|
// error message and return false.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool CLP(ShaderContext)::
|
|
errchk_cg_parameter_sampler(CGparameter p)
|
|
{
|
|
CGtype t = cgGetParameterType(p);
|
|
if ((t!=CG_SAMPLER1D)&&
|
|
(t!=CG_SAMPLER2D)&&
|
|
(t!=CG_SAMPLER3D)&&
|
|
(t!=CG_SAMPLERCUBE)) {
|
|
errchk_cg_output(p, "parameter should have a 'sampler' type");
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: Shader::errchk_cg_output
|
|
// Access: Public, Static
|
|
// Description: Print an error message including a description
|
|
// of the specified Cg parameter.
|
|
////////////////////////////////////////////////////////////////////
|
|
void CLP(ShaderContext)::
|
|
errchk_cg_output(CGparameter p, const string &msg)
|
|
{
|
|
string vstr;
|
|
CGenum v = cgGetParameterVariability(p);
|
|
if (v == CG_UNIFORM) vstr = "uniform ";
|
|
if (v == CG_VARYING) vstr = "varying ";
|
|
if (v == CG_CONSTANT) vstr = "const ";
|
|
|
|
string dstr;
|
|
CGenum d = cgGetParameterDirection(p);
|
|
if (d == CG_IN) dstr = "in ";
|
|
if (d == CG_OUT) dstr = "out ";
|
|
if (d == CG_INOUT) dstr = "inout ";
|
|
|
|
const char *ts = cgGetTypeString(cgGetParameterType(p));
|
|
|
|
string err;
|
|
string fn = _shader_expansion->get_name();
|
|
err = fn + ": " + msg + " (" + vstr + dstr + ts + " " + cgGetParameterName(p) + ")\n";
|
|
_cg_errors = _cg_errors + err + "\n";
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: Shader::print_cg_compile_errors
|
|
// Access: Public, Static
|
|
// Description: Used only after a Cg compile command, to print
|
|
// out any error messages that may have occurred
|
|
// during the Cg shader compilation. The 'file'
|
|
// is the name of the file containing the Cg code.
|
|
////////////////////////////////////////////////////////////////////
|
|
void CLP(ShaderContext)::
|
|
print_cg_compile_errors(const string &file, CGcontext ctx)
|
|
{
|
|
CGerror err = cgGetError();
|
|
if (err != CG_NO_ERROR) {
|
|
if (err == CG_COMPILER_ERROR) {
|
|
string listing = cgGetLastListing(ctx);
|
|
vector_string errlines;
|
|
tokenize(listing, errlines, "\n");
|
|
for (int i=0; i<(int)errlines.size(); i++) {
|
|
string line = trim(errlines[i]);
|
|
if (line != "") {
|
|
_cg_errors += file + " " + errlines[i] + "\n";
|
|
}
|
|
}
|
|
} else {
|
|
_cg_errors += file + ": " + cgGetErrorString(err) + "\n";
|
|
}
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GLShaderContext::compile_cg_parameter
|
|
// Access: Public
|
|
// Description: Analyzes a Cg parameter and decides how to
|
|
// bind the parameter to some part of panda's
|
|
// internal state. Updates one of the cg bind
|
|
// arrays to cause the binding to occur.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool CLP(ShaderContext)::
|
|
compile_cg_parameter(CGparameter p)
|
|
{
|
|
string pname = cgGetParameterName(p);
|
|
if (pname.size() == 0) return true;
|
|
if (pname[0] == '$') return true;
|
|
vector_string pieces;
|
|
tokenize(pname, pieces, "_");
|
|
|
|
if (pieces.size() < 2) {
|
|
errchk_cg_output(p,"invalid parameter name");
|
|
return false;
|
|
}
|
|
|
|
if (pieces[0] == "vtx") {
|
|
if ((!errchk_cg_parameter_direction(p, CG_IN)) ||
|
|
(!errchk_cg_parameter_variance(p, CG_VARYING)) ||
|
|
(!errchk_cg_parameter_float(p)) ||
|
|
(!errchk_cg_parameter_prog(p, _cg_program[SHADER_type_vert], "vertex")))
|
|
return false;
|
|
ShaderVarying bind;
|
|
bind.parameter = p;
|
|
if (pieces.size() == 2) {
|
|
if (pieces[1]=="position") {
|
|
bind.name = InternalName::get_vertex();
|
|
bind.append_uv = -1;
|
|
_cg_varying.push_back(bind);
|
|
return true;
|
|
}
|
|
if (pieces[1].substr(0,8)=="texcoord") {
|
|
bind.name = InternalName::get_texcoord();
|
|
bind.append_uv = atoi(pieces[1].c_str()+8);
|
|
_cg_varying.push_back(bind);
|
|
return true;
|
|
}
|
|
if (pieces[1].substr(0,7)=="tangent") {
|
|
bind.name = InternalName::get_tangent();
|
|
bind.append_uv = atoi(pieces[1].c_str()+7);
|
|
_cg_varying.push_back(bind);
|
|
return true;
|
|
}
|
|
if (pieces[1].substr(0,8)=="binormal") {
|
|
bind.name = InternalName::get_binormal();
|
|
bind.append_uv = atoi(pieces[1].c_str()+8);
|
|
_cg_varying.push_back(bind);
|
|
return true;
|
|
}
|
|
}
|
|
bind.name = InternalName::get_root();
|
|
bind.append_uv = -1;
|
|
for (int i=1; i<(int)(pieces.size()-0); i++)
|
|
bind.name = bind.name->append(pieces[i]);
|
|
_cg_varying.push_back(bind);
|
|
return true;
|
|
}
|
|
|
|
if ((pieces[0] == "trans")||
|
|
(pieces[0] == "tpose")||
|
|
(pieces[0] == "row0")||
|
|
(pieces[0] == "row1")||
|
|
(pieces[0] == "row2")||
|
|
(pieces[0] == "row3")||
|
|
(pieces[0] == "col0")||
|
|
(pieces[0] == "col1")||
|
|
(pieces[0] == "col2")||
|
|
(pieces[0] == "col3")) {
|
|
if ((!errchk_cg_parameter_words(p,4)) ||
|
|
(!errchk_cg_parameter_direction(p, CG_IN)) ||
|
|
(!errchk_cg_parameter_variance(p, CG_UNIFORM)))
|
|
return false;
|
|
if ((pieces[2] != "rel")&&(pieces[2] != "to")) {
|
|
errchk_cg_output(p, "syntax error");
|
|
return false;
|
|
}
|
|
ShaderTransBind bind;
|
|
bind.parameter = p;
|
|
|
|
if (pieces[0]=="trans") bind.trans_piece = SHADER_data_matrix;
|
|
else if (pieces[0]=="tpose") bind.trans_piece = SHADER_data_transpose;
|
|
else if (pieces[0]=="row0") bind.trans_piece = SHADER_data_row0;
|
|
else if (pieces[0]=="row1") bind.trans_piece = SHADER_data_row1;
|
|
else if (pieces[0]=="row2") bind.trans_piece = SHADER_data_row2;
|
|
else if (pieces[0]=="row3") bind.trans_piece = SHADER_data_row3;
|
|
else if (pieces[0]=="col0") bind.trans_piece = SHADER_data_col0;
|
|
else if (pieces[0]=="col1") bind.trans_piece = SHADER_data_col1;
|
|
else if (pieces[0]=="col2") bind.trans_piece = SHADER_data_col2;
|
|
else if (pieces[0]=="col3") bind.trans_piece = SHADER_data_col3;
|
|
|
|
bind.src_name = InternalName::make(pieces[1]);
|
|
bind.rel_name = InternalName::make(pieces[3]);
|
|
|
|
if ((bind.trans_piece == SHADER_data_matrix)||(bind.trans_piece == SHADER_data_transpose)) {
|
|
if (!errchk_cg_parameter_type(p, CG_FLOAT4x4)) return false;
|
|
} else {
|
|
if (!errchk_cg_parameter_type(p, CG_FLOAT4)) return false;
|
|
}
|
|
|
|
_cg_parameter_bind.push_back(bind);
|
|
if ((bind.src_name == InternalName::get_model()) ||
|
|
(bind.rel_name == InternalName::get_model())) {
|
|
_cg_transform_bind.push_back(bind);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
if ((pieces[0]=="mstrans")||
|
|
(pieces[0]=="cstrans")||
|
|
(pieces[0]=="wstrans")||
|
|
(pieces[0]=="vstrans")||
|
|
(pieces[0]=="mspos")||
|
|
(pieces[0]=="cspos")||
|
|
(pieces[0]=="wspos")||
|
|
(pieces[0]=="vspos")) {
|
|
if ((!errchk_cg_parameter_words(p,2)) ||
|
|
(!errchk_cg_parameter_direction(p, CG_IN)) ||
|
|
(!errchk_cg_parameter_variance(p, CG_UNIFORM)))
|
|
return false;
|
|
ShaderTransBind bind;
|
|
bind.parameter = p;
|
|
|
|
if (pieces[0]=="wstrans") { bind.rel_name = InternalName::get_world(); bind.trans_piece = SHADER_data_matrix; }
|
|
else if (pieces[0]=="vstrans") { bind.rel_name = InternalName::get_view(); bind.trans_piece = SHADER_data_matrix; }
|
|
else if (pieces[0]=="cstrans") { bind.rel_name = InternalName::get_camera(); bind.trans_piece = SHADER_data_matrix; }
|
|
else if (pieces[0]=="mstrans") { bind.rel_name = InternalName::get_model(); bind.trans_piece = SHADER_data_matrix; }
|
|
else if (pieces[0]=="wspos") { bind.rel_name = InternalName::get_world(); bind.trans_piece = SHADER_data_row3; }
|
|
else if (pieces[0]=="vspos") { bind.rel_name = InternalName::get_view(); bind.trans_piece = SHADER_data_row3; }
|
|
else if (pieces[0]=="cspos") { bind.rel_name = InternalName::get_camera(); bind.trans_piece = SHADER_data_row3; }
|
|
else if (pieces[0]=="mspos") { bind.rel_name = InternalName::get_model(); bind.trans_piece = SHADER_data_row3; }
|
|
|
|
bind.src_name = InternalName::make(pieces[1]);
|
|
|
|
if ((bind.trans_piece == SHADER_data_matrix)||(bind.trans_piece == SHADER_data_transpose)) {
|
|
if (!errchk_cg_parameter_type(p, CG_FLOAT4x4)) return false;
|
|
} else {
|
|
if (!errchk_cg_parameter_type(p, CG_FLOAT4)) return false;
|
|
}
|
|
_cg_parameter_bind.push_back(bind);
|
|
if ((bind.src_name == InternalName::get_model()) ||
|
|
(bind.rel_name == InternalName::get_model())) {
|
|
_cg_transform_bind.push_back(bind);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
if ((pieces[0]=="mat")||
|
|
(pieces[0]=="inv")||
|
|
(pieces[0]=="tps")||
|
|
(pieces[0]=="itp")) {
|
|
if ((!errchk_cg_parameter_words(p,2)) ||
|
|
(!errchk_cg_parameter_direction(p, CG_IN)) ||
|
|
(!errchk_cg_parameter_variance(p, CG_UNIFORM)) ||
|
|
(!errchk_cg_parameter_type(p, CG_FLOAT4x4)))
|
|
return false;
|
|
ShaderAutoBind bind;
|
|
bind.parameter = p;
|
|
bind.value = 0;
|
|
if (pieces[1] == "modelview") bind.value += 0;
|
|
else if (pieces[1] == "projection") bind.value += 4;
|
|
else if (pieces[1] == "texmatrix") bind.value += 8;
|
|
else if (pieces[1] == "modelproj") bind.value += 12;
|
|
else {
|
|
errchk_cg_output(p, "unrecognized matrix name");
|
|
return false;
|
|
}
|
|
if (pieces[0]=="mat") bind.value += 0;
|
|
else if (pieces[0]=="inv") bind.value += 1;
|
|
else if (pieces[0]=="tps") bind.value += 2;
|
|
else if (pieces[0]=="itp") bind.value += 3;
|
|
_cg_auto_trans.push_back(bind);
|
|
return true;
|
|
}
|
|
|
|
if (pieces[0] == "sys") {
|
|
if ((!errchk_cg_parameter_words(p,2)) ||
|
|
(!errchk_cg_parameter_direction(p, CG_IN)) ||
|
|
(!errchk_cg_parameter_variance(p, CG_UNIFORM))) {
|
|
return false;
|
|
}
|
|
ShaderAutoBind bind;
|
|
bind.parameter = p;
|
|
if (pieces[1] == "pixelsize") {
|
|
if (!errchk_cg_parameter_type(p, CG_FLOAT2)) {
|
|
return false;
|
|
}
|
|
bind.value = SIC_sys_pixelsize;
|
|
_cg_auto_param.push_back(bind);
|
|
return true;
|
|
}
|
|
if (pieces[1] == "windowsize") {
|
|
if (!errchk_cg_parameter_type(p, CG_FLOAT2)) {
|
|
return false;
|
|
}
|
|
bind.value = SIC_sys_windowsize;
|
|
_cg_auto_param.push_back(bind);
|
|
return true;
|
|
}
|
|
if (pieces[1] == "cardcenter") {
|
|
if (!errchk_cg_parameter_type(p, CG_FLOAT2)) {
|
|
return false;
|
|
}
|
|
bind.value = SIC_sys_cardcenter;
|
|
_cg_auto_param.push_back(bind);
|
|
return true;
|
|
}
|
|
errchk_cg_output(p,"unknown system parameter");
|
|
return false;
|
|
}
|
|
|
|
if (pieces[0] == "tex") {
|
|
if ((!errchk_cg_parameter_direction(p, CG_IN)) ||
|
|
(!errchk_cg_parameter_variance(p, CG_UNIFORM)) ||
|
|
(!errchk_cg_parameter_sampler(p)))
|
|
return false;
|
|
if ((pieces.size() != 2)&&(pieces.size() != 3)) {
|
|
errchk_cg_output(p, "Invalid parameter name");
|
|
return false;
|
|
}
|
|
ShaderTexBind bind;
|
|
bind.parameter = p;
|
|
bind.name = 0;
|
|
bind.stage = atoi(pieces[1].c_str());
|
|
switch (cgGetParameterType(p)) {
|
|
case CG_SAMPLER1D: bind.desiredtype = Texture::TT_1d_texture; break;
|
|
case CG_SAMPLER2D: bind.desiredtype = Texture::TT_2d_texture; break;
|
|
case CG_SAMPLER3D: bind.desiredtype = Texture::TT_3d_texture; break;
|
|
case CG_SAMPLERCUBE: bind.desiredtype = Texture::TT_cube_map; break;
|
|
default:
|
|
errchk_cg_output(p, "Invalid type for a tex-parameter");
|
|
return false;
|
|
}
|
|
if (pieces.size()==3) {
|
|
bind.suffix = InternalName::make(((string)"-") + pieces[2]);
|
|
}
|
|
_cg_texbind.push_back(bind);
|
|
return true;
|
|
}
|
|
|
|
if (pieces[0] == "k") {
|
|
if ((!errchk_cg_parameter_words(p,2)) ||
|
|
(!errchk_cg_parameter_direction(p, CG_IN)) ||
|
|
(!errchk_cg_parameter_variance(p, CG_UNIFORM)))
|
|
return false;
|
|
switch (cgGetParameterType(p)) {
|
|
case CG_FLOAT4: {
|
|
ShaderArgBind bind;
|
|
bind.parameter = p;
|
|
bind.name = InternalName::make(pieces[1]);
|
|
_cg_fbind.push_back(bind);
|
|
break;
|
|
}
|
|
case CG_FLOAT4x4: {
|
|
ShaderArgBind bind;
|
|
bind.parameter = p;
|
|
bind.name = InternalName::make(pieces[1]);
|
|
_cg_npbind.push_back(bind);
|
|
break;
|
|
}
|
|
case CG_SAMPLER1D: {
|
|
ShaderTexBind bind;
|
|
bind.parameter = p;
|
|
bind.name = InternalName::make(pieces[1]);
|
|
bind.desiredtype=Texture::TT_1d_texture;
|
|
_cg_texbind.push_back(bind);
|
|
break;
|
|
}
|
|
case CG_SAMPLER2D: {
|
|
ShaderTexBind bind;
|
|
bind.parameter = p;
|
|
bind.name = InternalName::make(pieces[1]);
|
|
bind.desiredtype=Texture::TT_2d_texture;
|
|
_cg_texbind.push_back(bind);
|
|
break;
|
|
}
|
|
case CG_SAMPLER3D: {
|
|
ShaderTexBind bind;
|
|
bind.parameter = p;
|
|
bind.name = InternalName::make(pieces[1]);
|
|
bind.desiredtype=Texture::TT_3d_texture;
|
|
_cg_texbind.push_back(bind);
|
|
break;
|
|
}
|
|
case CG_SAMPLERCUBE: {
|
|
ShaderTexBind bind;
|
|
bind.parameter = p;
|
|
bind.name = InternalName::make(pieces[1]);
|
|
bind.desiredtype = Texture::TT_cube_map;
|
|
_cg_texbind.push_back(bind);
|
|
break;
|
|
}
|
|
default:
|
|
errchk_cg_output(p, "Invalid type for a k-parameter");
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
if (pieces[0] == "l") {
|
|
// IMPLEMENT THE ERROR CHECKING
|
|
return true; // Cg handles this automatically.
|
|
}
|
|
|
|
if (pieces[0] == "o") {
|
|
// IMPLEMENT THE ERROR CHECKING
|
|
return true; // Cg handles this automatically.
|
|
}
|
|
|
|
errchk_cg_output(p, "unrecognized parameter name");
|
|
return false;
|
|
}
|
|
#endif
|
|
|
|
|