enum constants fix

This commit is contained in:
Shalin Shodhan 2004-08-06 01:06:47 +00:00
parent 1b0f8bd324
commit ef35bbe354
3 changed files with 26 additions and 52 deletions

View File

@ -61,7 +61,7 @@ un_bind() {
// Description: Overloaded version to set Matrix parameters
////////////////////////////////////////////////////////////////////
void CgShaderContext::
set_param(const string &pname, Matrix_Type m, Transform_Type t,
set_param(const string &pname, CgShader::Matrix_Type m, CgShader::Transform_Type t,
bool vert_or_frag) {
}

View File

@ -49,32 +49,6 @@ class EXPCL_PANDAFX CgShaderContext: public TypedReferenceCount {
PUBLISHED:
enum Bind_Type {
BONCE,
BFRAME,
BVERTEX,
};
enum Param_Type {
PMATRIX,
PTEXTURE,
PNUMERIC,
};
enum Matrix_Type {
M_MODELVIEW,
M_PROJECTION,
M_TEXTURE,
M_MODELVIEW_PROJECTION,
};
enum Transform_Type {
T_IDENTITY,
T_TRANSPOSE,
T_INVERSE,
T_INVERSE_TRANSPOSE,
};
INLINE CgShaderContext(PT(CgShader) cg_shader);
@ -109,8 +83,8 @@ public:
INLINE virtual void set_param(const string &pname, Texture *t, bool vert_or_frag, GraphicsStateGuardianBase *gsg);
virtual void set_param(const string &pname, Matrix_Type m,
Transform_Type t, bool vert_or_frag);
virtual void set_param(const string &pname, CgShader::Matrix_Type m,
CgShader::Transform_Type t, bool vert_or_frag);
INLINE virtual void enable_texture_param(const string &pname, bool vert_or_frag);

View File

@ -260,7 +260,7 @@ un_bind(){
cgGLDisableProfile(_cg_shader->cgVertexProfile);// Disable Our Vertex Profile
cgGLDisableProfile(_cg_shader->cgFragmentProfile);// Disable Our Fragment Profile
cgGLDisableProfile(_cg_shader->cgFragmentProfile);// Disable Our Fragment Profile
}
////////////////////////////////////////////////////////////////////
@ -268,16 +268,16 @@ un_bind(){
// Access: Published
// Description: Select a matrix type and a transform type
// Matrices you can send to your shaders are:
// M_MODELVIEW,M_PROJECTION,M_TEXTURE,M_MODELVIEW_PROJECTION,
// MTXMODELVIEW,MTXPROJECTION,MTXTEXTURE,MTXMODELVIEWPROJECTION,
// and they can have th transforms:
// T_IDENTITY,T_TRANSPOSE,T_INVERSE,T_INVERSE_TRANSPOSE,
// TRFIDENTITY,TRFTRANSPOSE,TRFINVERSE,TRFINVERSETRANSPOSE,
////////////////////////////////////////////////////////////////////
void CLP(CgShaderContext)::
set_param(const string &pname, CgShader::Matrix_Type m, CgShader::Transform_Type t,
bool vert_or_frag) {
// MODELVIEW BEGINS
if (m == M_MODELVIEW) {
if (t == T_IDENTITY) {
if (m == CgShader::MTXMODELVIEW) {
if (t == CgShader::TRFIDENTITY) {
if (vert_or_frag) {
cgGLSetStateMatrixParameter(_cg_shader->_vertex_matrix_params[pname],
CG_GL_MODELVIEW_MATRIX, CG_GL_MATRIX_IDENTITY);
@ -285,7 +285,7 @@ set_param(const string &pname, CgShader::Matrix_Type m, CgShader::Transform_Type
cgGLSetStateMatrixParameter(_cg_shader->_fragment_matrix_params[pname],
CG_GL_MODELVIEW_MATRIX, CG_GL_MATRIX_IDENTITY);
}
} else if (t == T_TRANSPOSE) {
} else if (t == CgShader::TRFTRANSPOSE) {
if (vert_or_frag) {
cgGLSetStateMatrixParameter(_cg_shader->_vertex_matrix_params[pname],
CG_GL_MODELVIEW_MATRIX, CG_GL_MATRIX_TRANSPOSE);
@ -293,7 +293,7 @@ set_param(const string &pname, CgShader::Matrix_Type m, CgShader::Transform_Type
cgGLSetStateMatrixParameter(_cg_shader->_fragment_matrix_params[pname],
CG_GL_MODELVIEW_MATRIX, CG_GL_MATRIX_TRANSPOSE);
}
} else if (t == T_INVERSE) {
} else if (t == CgShader::TRFINVERSE) {
if (vert_or_frag) {
cgGLSetStateMatrixParameter(_cg_shader->_vertex_matrix_params[pname],
CG_GL_MODELVIEW_MATRIX, CG_GL_MATRIX_INVERSE);
@ -301,7 +301,7 @@ set_param(const string &pname, CgShader::Matrix_Type m, CgShader::Transform_Type
cgGLSetStateMatrixParameter(_cg_shader->_fragment_matrix_params[pname],
CG_GL_MODELVIEW_MATRIX, CG_GL_MATRIX_INVERSE);
}
} else if (t == T_INVERSE_TRANSPOSE) {
} else if (t == CgShader::TRFINVERSETRANSPOSE) {
if (vert_or_frag) {
cgGLSetStateMatrixParameter(_cg_shader->_vertex_matrix_params[pname],
CG_GL_MODELVIEW_MATRIX, CG_GL_MATRIX_INVERSE_TRANSPOSE);
@ -312,8 +312,8 @@ set_param(const string &pname, CgShader::Matrix_Type m, CgShader::Transform_Type
}
// MODELVIEW ENDS
// PROJECTION BEGINS
} else if (m == M_PROJECTION) {
if (t == T_IDENTITY) {
} else if (m == CgShader::MTXPROJECTION) {
if (t == CgShader::TRFIDENTITY) {
if (vert_or_frag) {
cgGLSetStateMatrixParameter(_cg_shader->_vertex_matrix_params[pname],
CG_GL_PROJECTION_MATRIX, CG_GL_MATRIX_IDENTITY);
@ -321,7 +321,7 @@ set_param(const string &pname, CgShader::Matrix_Type m, CgShader::Transform_Type
cgGLSetStateMatrixParameter(_cg_shader->_fragment_matrix_params[pname],
CG_GL_PROJECTION_MATRIX, CG_GL_MATRIX_IDENTITY);
}
} else if (t == T_TRANSPOSE) {
} else if (t == CgShader::TRFTRANSPOSE) {
if (vert_or_frag) {
cgGLSetStateMatrixParameter(_cg_shader->_vertex_matrix_params[pname],
CG_GL_PROJECTION_MATRIX, CG_GL_MATRIX_TRANSPOSE);
@ -329,7 +329,7 @@ set_param(const string &pname, CgShader::Matrix_Type m, CgShader::Transform_Type
cgGLSetStateMatrixParameter(_cg_shader->_fragment_matrix_params[pname],
CG_GL_PROJECTION_MATRIX, CG_GL_MATRIX_TRANSPOSE);
}
} else if (t == T_INVERSE) {
} else if (t == CgShader::TRFINVERSE) {
if (vert_or_frag) {
cgGLSetStateMatrixParameter(_cg_shader->_vertex_matrix_params[pname],
CG_GL_PROJECTION_MATRIX, CG_GL_MATRIX_INVERSE);
@ -337,7 +337,7 @@ set_param(const string &pname, CgShader::Matrix_Type m, CgShader::Transform_Type
cgGLSetStateMatrixParameter(_cg_shader->_fragment_matrix_params[pname],
CG_GL_PROJECTION_MATRIX, CG_GL_MATRIX_INVERSE);
}
} else if (t == T_INVERSE_TRANSPOSE) {
} else if (t == CgShader::TRFINVERSETRANSPOSE) {
if (vert_or_frag) {
cgGLSetStateMatrixParameter(_cg_shader->_vertex_matrix_params[pname],
CG_GL_PROJECTION_MATRIX, CG_GL_MATRIX_INVERSE_TRANSPOSE);
@ -348,8 +348,8 @@ set_param(const string &pname, CgShader::Matrix_Type m, CgShader::Transform_Type
}
// PROJECTION ENDS
// TEXTURE BEGINS
} else if (m == M_TEXTURE) {
if (t == T_IDENTITY) {
} else if (m == CgShader::MTXTEXTURE) {
if (t == CgShader::TRFIDENTITY) {
if (vert_or_frag) {
cgGLSetStateMatrixParameter(_cg_shader->_vertex_matrix_params[pname],
CG_GL_TEXTURE_MATRIX, CG_GL_MATRIX_IDENTITY);
@ -357,7 +357,7 @@ set_param(const string &pname, CgShader::Matrix_Type m, CgShader::Transform_Type
cgGLSetStateMatrixParameter(_cg_shader->_fragment_matrix_params[pname],
CG_GL_TEXTURE_MATRIX, CG_GL_MATRIX_IDENTITY);
}
} else if (t == T_TRANSPOSE) {
} else if (t == CgShader::TRFTRANSPOSE) {
if (vert_or_frag) {
cgGLSetStateMatrixParameter(_cg_shader->_vertex_matrix_params[pname],
CG_GL_TEXTURE_MATRIX, CG_GL_MATRIX_TRANSPOSE);
@ -365,7 +365,7 @@ set_param(const string &pname, CgShader::Matrix_Type m, CgShader::Transform_Type
cgGLSetStateMatrixParameter(_cg_shader->_fragment_matrix_params[pname],
CG_GL_TEXTURE_MATRIX, CG_GL_MATRIX_TRANSPOSE);
}
} else if (t == T_INVERSE) {
} else if (t == CgShader::TRFINVERSE) {
if (vert_or_frag) {
cgGLSetStateMatrixParameter(_cg_shader->_vertex_matrix_params[pname],
CG_GL_TEXTURE_MATRIX, CG_GL_MATRIX_INVERSE);
@ -373,7 +373,7 @@ set_param(const string &pname, CgShader::Matrix_Type m, CgShader::Transform_Type
cgGLSetStateMatrixParameter(_cg_shader->_fragment_matrix_params[pname],
CG_GL_TEXTURE_MATRIX, CG_GL_MATRIX_INVERSE);
}
} else if (t == T_INVERSE_TRANSPOSE) {
} else if (t == CgShader::TRFINVERSETRANSPOSE) {
if (vert_or_frag) {
cgGLSetStateMatrixParameter(_cg_shader->_vertex_matrix_params[pname],
CG_GL_TEXTURE_MATRIX, CG_GL_MATRIX_INVERSE_TRANSPOSE);
@ -384,8 +384,8 @@ set_param(const string &pname, CgShader::Matrix_Type m, CgShader::Transform_Type
}
// TEXTURE ENDS
// MODELVIEWPROJECTION BEGINS
} else if (m == M_MODELVIEW_PROJECTION) {
if (t == T_IDENTITY) {
} else if (m == CgShader::MTXMODELVIEWPROJECTION) {
if (t == CgShader::TRFIDENTITY) {
if (vert_or_frag) {
cgGLSetStateMatrixParameter(_cg_shader->_vertex_matrix_params[pname],
CG_GL_MODELVIEW_PROJECTION_MATRIX, CG_GL_MATRIX_IDENTITY);
@ -393,7 +393,7 @@ set_param(const string &pname, CgShader::Matrix_Type m, CgShader::Transform_Type
cgGLSetStateMatrixParameter(_cg_shader->_fragment_matrix_params[pname],
CG_GL_MODELVIEW_PROJECTION_MATRIX, CG_GL_MATRIX_IDENTITY);
}
} else if (t == T_TRANSPOSE) {
} else if (t == CgShader::TRFTRANSPOSE) {
if (vert_or_frag) {
cgGLSetStateMatrixParameter(_cg_shader->_vertex_matrix_params[pname],
CG_GL_MODELVIEW_PROJECTION_MATRIX, CG_GL_MATRIX_TRANSPOSE);
@ -401,7 +401,7 @@ set_param(const string &pname, CgShader::Matrix_Type m, CgShader::Transform_Type
cgGLSetStateMatrixParameter(_cg_shader->_fragment_matrix_params[pname],
CG_GL_MODELVIEW_PROJECTION_MATRIX, CG_GL_MATRIX_TRANSPOSE);
}
} else if (t == T_INVERSE) {
} else if (t == CgShader::TRFINVERSE) {
if (vert_or_frag) {
cgGLSetStateMatrixParameter(_cg_shader->_vertex_matrix_params[pname],
CG_GL_MODELVIEW_PROJECTION_MATRIX, CG_GL_MATRIX_INVERSE);
@ -409,7 +409,7 @@ set_param(const string &pname, CgShader::Matrix_Type m, CgShader::Transform_Type
cgGLSetStateMatrixParameter(_cg_shader->_fragment_matrix_params[pname],
CG_GL_MODELVIEW_PROJECTION_MATRIX, CG_GL_MATRIX_INVERSE);
}
} else if (t == T_INVERSE_TRANSPOSE) {
} else if (t == CgShader::TRFINVERSETRANSPOSE) {
if (vert_or_frag) {
cgGLSetStateMatrixParameter(_cg_shader->_vertex_matrix_params[pname],
CG_GL_MODELVIEW_PROJECTION_MATRIX, CG_GL_MATRIX_INVERSE_TRANSPOSE);