364 lines
13 KiB
C++
Executable File
364 lines
13 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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#ifdef HAVE_CG
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#include "Cg/cgGL.h"
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#endif
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#define DEBUG_GL_SHADER 0
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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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#ifdef HAVE_CG
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if (s->get_header() == "//Cg") {
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// Ask the shader expansion to compile itself for us and
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// to give us the resulting Cg program objects.
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if (!s->cg_compile_for(gsg->_shader_caps,
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_cg_context,
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_cg_vprogram,
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_cg_fprogram,
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_cg_parameter_map)) {
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return;
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}
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// Load the program.
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cgGLLoadProgram(_cg_vprogram);
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CGerror verror = cgGetError();
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if (verror != CG_NO_ERROR) {
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const char *str = (const char *)GLP(GetString)(GL_PROGRAM_ERROR_STRING_ARB);
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GLCAT.error() << "Could not load Cg vertex program:" << s->get_name() << " (" <<
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cgGetProfileString(cgGetProgramProfile(_cg_vprogram)) << " " << str << ")\n";
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release_resources();
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}
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cgGLLoadProgram(_cg_fprogram);
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CGerror ferror = cgGetError();
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if (ferror != CG_NO_ERROR) {
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const char *str = (const char *)GLP(GetString)(GL_PROGRAM_ERROR_STRING_ARB);
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GLCAT.error() << "Could not load Cg fragment program:" << s->get_name() << " (" <<
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cgGetProfileString(cgGetProgramProfile(_cg_fprogram)) << " " << str << ")\n";
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release_resources();
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}
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}
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#endif
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}
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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_CG
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if (_cg_context) {
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cgDestroyContext(_cg_context);
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_cg_context = 0;
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_cg_vprogram = 0;
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_cg_fprogram = 0;
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_cg_parameter_map.clear();
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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_CG
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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, true);
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// Bind the shaders.
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cgGLEnableProfile(cgGetProgramProfile(_cg_vprogram));
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cgGLBindProgram(_cg_vprogram);
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cgGLEnableProfile(cgGetProgramProfile(_cg_fprogram));
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cgGLBindProgram(_cg_fprogram);
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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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#ifdef HAVE_CG
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if (_cg_context != 0) {
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cgGLDisableProfile(cgGetProgramProfile(_cg_vprogram));
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cgGLDisableProfile(cgGetProgramProfile(_cg_fprogram));
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}
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#endif
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}
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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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// or TransformState has changed, but the ShaderExpansion
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// itself has not changed. It loads new values into the
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// shader's parameters.
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//
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// If "altered" is false, that means you promise that
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// the parameters for this shader context have already
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// been issued once, and that since the last time the
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// parameters were issued, no part of the render
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// state has changed except the external and internal
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// transforms.
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////////////////////////////////////////////////////////////////////
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void CLP(ShaderContext)::
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issue_parameters(GSG *gsg, bool altered) {
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#ifdef HAVE_CG
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if (_cg_context == 0) {
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return;
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}
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for (int i=0; i<(int)_expansion->_mat_spec.size(); i++) {
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if (altered || _expansion->_mat_spec[i]._trans_dependent) {
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CGparameter p = _cg_parameter_map[_expansion->_mat_spec[i]._id._seqno];
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const LMatrix4f *val = gsg->fetch_specified_value(_expansion->_mat_spec[i], altered);
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if (val) {
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const float *data = val->get_data();
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switch (_expansion->_mat_spec[i]._piece) {
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case ShaderExpansion::SMP_whole: cgGLSetMatrixParameterfc(p, data); break;
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case ShaderExpansion::SMP_transpose: cgGLSetMatrixParameterfr(p, data); break;
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case ShaderExpansion::SMP_row0: cgGLSetParameter4fv(p, data+ 0); break;
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case ShaderExpansion::SMP_row1: cgGLSetParameter4fv(p, data+ 4); break;
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case ShaderExpansion::SMP_row2: cgGLSetParameter4fv(p, data+ 8); break;
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case ShaderExpansion::SMP_row3: cgGLSetParameter4fv(p, data+12); break;
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case ShaderExpansion::SMP_col0: cgGLSetParameter4f(p, data[0], data[4], data[ 8], data[12]); break;
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case ShaderExpansion::SMP_col1: cgGLSetParameter4f(p, data[1], data[5], data[ 9], data[13]); break;
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case ShaderExpansion::SMP_col2: cgGLSetParameter4f(p, data[2], data[6], data[10], data[14]); break;
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case ShaderExpansion::SMP_col3: cgGLSetParameter4f(p, data[3], data[7], data[11], data[15]); break;
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}
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}
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}
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}
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#endif
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}
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////////////////////////////////////////////////////////////////////
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// Function: GLShaderContext::disable_shader_vertex_arrays
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// Access: Public
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// Description: Disable all the vertex arrays used by this shader.
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////////////////////////////////////////////////////////////////////
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void CLP(ShaderContext)::
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disable_shader_vertex_arrays(GSG *gsg) {
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#ifdef HAVE_CG
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if (_cg_context == 0) {
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return;
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}
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for (int i=0; i<(int)_expansion->_var_spec.size(); i++) {
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CGparameter p = _cg_parameter_map[_expansion->_var_spec[i]._id._seqno];
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cgGLDisableClientState(p);
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}
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#endif
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}
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////////////////////////////////////////////////////////////////////
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// Function: GLShaderContext::update_shader_vertex_arrays
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// Access: Public
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// Description: Disables all vertex arrays used by the previous
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// shader, then enables all the vertex arrays needed
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// by this shader. Extracts the relevant vertex array
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// data from the gsg.
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// The current implementation is inefficient, because
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// it may unnecessarily disable arrays then immediately
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// reenable them. We may optimize this someday.
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////////////////////////////////////////////////////////////////////
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bool CLP(ShaderContext)::
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update_shader_vertex_arrays(CLP(ShaderContext) *prev, GSG *gsg,
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bool force) {
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if (prev) prev->disable_shader_vertex_arrays(gsg);
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#ifdef HAVE_CG
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if (_cg_context == 0) {
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return true;
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}
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#ifdef SUPPORT_IMMEDIATE_MODE
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if (gsg->_use_sender) {
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GLCAT.error() << "immediate mode shaders not implemented yet\n";
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} else
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#endif // SUPPORT_IMMEDIATE_MODE
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{
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const GeomVertexArrayDataHandle *array_reader;
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Geom::NumericType numeric_type;
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int start, stride, num_values;
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int nvarying = _expansion->_var_spec.size();
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for (int i=0; i<nvarying; i++) {
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CGparameter p = _cg_parameter_map[_expansion->_var_spec[i]._id._seqno];
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InternalName *name = _expansion->_var_spec[i]._name;
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int texslot = _expansion->_var_spec[i]._append_uv;
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if (texslot >= 0) {
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const Geom::ActiveTextureStages &active_stages =
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gsg->_state._texture->get_on_stages();
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if (texslot < (int)active_stages.size()) {
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TextureStage *stage = active_stages[texslot];
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InternalName *texname = stage->get_texcoord_name();
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if (name == InternalName::get_texcoord()) {
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name = texname;
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} else if (texname != InternalName::get_texcoord()) {
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name = name->append(texname->get_basename());
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}
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}
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}
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if (gsg->_data_reader->get_array_info(name,
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array_reader, num_values, numeric_type,
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start, stride)) {
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const unsigned char *client_pointer;
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if (!gsg->setup_array_data(client_pointer, array_reader, force)) {
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return false;
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}
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cgGLSetParameterPointer(p,
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num_values, gsg->get_numeric_type(numeric_type),
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stride, client_pointer + start);
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cgGLEnableClientState(p);
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} else {
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cgGLDisableClientState(p);
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}
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}
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}
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#endif // HAVE_CG
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return true;
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}
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////////////////////////////////////////////////////////////////////
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// Function: GLShaderContext::disable_shader_texture_bindings
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// Access: Public
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// Description: Disable all the texture bindings used by this shader.
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////////////////////////////////////////////////////////////////////
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void CLP(ShaderContext)::
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disable_shader_texture_bindings(GSG *gsg) {
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#ifdef HAVE_CG
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if (_cg_context == 0) {
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return;
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}
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for (int i=0; i<(int)_expansion->_tex_spec.size(); i++) {
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CGparameter p = _cg_parameter_map[_expansion->_tex_spec[i]._id._seqno];
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int texunit = cgGetParameterResourceIndex(p);
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gsg->_glActiveTexture(GL_TEXTURE0 + texunit);
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GLP(Disable)(GL_TEXTURE_1D);
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GLP(Disable)(GL_TEXTURE_2D);
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if (gsg->_supports_3d_texture) {
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GLP(Disable)(GL_TEXTURE_3D);
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}
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if (gsg->_supports_cube_map) {
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GLP(Disable)(GL_TEXTURE_CUBE_MAP);
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}
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// This is probably faster - but maybe not as safe?
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// cgGLDisableTextureParameter(p);
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}
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#endif
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}
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////////////////////////////////////////////////////////////////////
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// Function: GLShaderContext::update_shader_texture_bindings
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// Access: Public
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// Description: Disables all texture bindings used by the previous
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// shader, then enables all the texture bindings needed
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// by this shader. Extracts the relevant vertex array
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// data from the gsg.
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// The current implementation is inefficient, because
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// it may unnecessarily disable textures then immediately
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// reenable them. We may optimize this someday.
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////////////////////////////////////////////////////////////////////
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void CLP(ShaderContext)::
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update_shader_texture_bindings(CLP(ShaderContext) *prev, GSG *gsg) {
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if (prev) prev->disable_shader_texture_bindings(gsg);
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#ifdef HAVE_CG
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if (_cg_context == 0) {
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return;
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}
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for (int i=0; i<(int)_expansion->_tex_spec.size(); i++) {
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CGparameter p = _cg_parameter_map[_expansion->_tex_spec[i]._id._seqno];
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Texture *tex = 0;
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InternalName *id = _expansion->_tex_spec[i]._name;
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if (id != 0) {
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const ShaderInput *input = gsg->_target._shader->get_shader_input(id);
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tex = input->get_texture();
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} else {
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if (_expansion->_tex_spec[i]._stage >= gsg->_target._texture->get_num_on_stages()) {
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continue;
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}
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TextureStage *stage = gsg->_target._texture->get_on_stage(_expansion->_tex_spec[i]._stage);
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tex = gsg->_target._texture->get_on_texture(stage);
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}
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if (_expansion->_tex_spec[i]._suffix != 0) {
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// The suffix feature is inefficient. It is a temporary hack.
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if (tex == 0) {
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continue;
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}
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tex = tex->load_related(_expansion->_tex_spec[i]._suffix);
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}
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if ((tex == 0) || (tex->get_texture_type() != _expansion->_tex_spec[i]._desired_type)) {
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continue;
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}
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TextureContext *tc = tex->prepare_now(gsg->_prepared_objects, gsg);
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if (tc == (TextureContext*)NULL) {
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continue;
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}
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int texunit = cgGetParameterResourceIndex(p);
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gsg->_glActiveTexture(GL_TEXTURE0 + texunit);
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GLenum target = gsg->get_texture_target(tex->get_texture_type());
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if (target == GL_NONE) {
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// Unsupported texture mode.
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continue;
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}
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GLP(Enable)(target);
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gsg->apply_texture(tc);
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}
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#endif
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}
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