open_toontown_panda3d/panda/src/glstuff/glShaderContext_src.cxx

791 lines
29 KiB
C++
Executable File

// Filename: glShaderContext_src.cxx
// Created by: jyelon (01Sep05)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) 2001 - 2004, Disney Enterprises, Inc. All rights reserved
//
// All use of this software is subject to the terms of the Panda 3d
// Software license. You should have received a copy of this license
// along with this source code; you will also find a current copy of
// the license at http://etc.cmu.edu/panda3d/docs/license/ .
//
// To contact the maintainers of this program write to
// panda3d-general@lists.sourceforge.net .
//
////////////////////////////////////////////////////////////////////
TypeHandle CLP(ShaderContext)::_type_handle;
////////////////////////////////////////////////////////////////////
// Function: GLShaderContext::Constructor
// Access: Public
// Description: xyz
////////////////////////////////////////////////////////////////////
CLP(ShaderContext)::
CLP(ShaderContext)(Shader *s) : ShaderContext(s) {
string header;
s->parse_init();
s->parse_line(header, true, true);
#ifdef HAVE_CGGL
_cg_context = (CGcontext)0;
_cg_profile[SHADER_type_vert] = (CGprofile)0;
_cg_profile[SHADER_type_frag] = (CGprofile)0;
_cg_program[SHADER_type_vert] = (CGprogram)0;
_cg_program[SHADER_type_frag] = (CGprogram)0;
if (header == "//Cg") {
_cg_context = cgCreateContext();
if (_cg_context == 0) {
release_resources();
cerr << "Cg not supported by this video card.\n";
return;
}
_cg_profile[SHADER_type_vert] = cgGLGetLatestProfile(CG_GL_VERTEX);
_cg_profile[SHADER_type_frag] = cgGLGetLatestProfile(CG_GL_FRAGMENT);
if ((_cg_profile[SHADER_type_vert] == CG_PROFILE_UNKNOWN)||
(_cg_profile[SHADER_type_frag] == CG_PROFILE_UNKNOWN)) {
release_resources();
cerr << "Cg not supported by this video card II\n";
return;
}
cgGetError();
_cg_program[0] =
cgCreateProgram(_cg_context, CG_SOURCE, s->_text.c_str(),
_cg_profile[0], "vshader", (const char**)NULL);
print_cg_compile_errors(s->_file, _cg_context);
cgGetError();
_cg_program[1] =
cgCreateProgram(_cg_context, CG_SOURCE, s->_text.c_str(),
_cg_profile[1], "fshader", (const char**)NULL);
print_cg_compile_errors(s->_file, _cg_context);
if ((_cg_program[SHADER_type_vert]==0)||(_cg_program[SHADER_type_frag]==0)) {
release_resources();
return;
}
bool success = true;
CGparameter parameter;
for (int progindex=0; progindex<2; progindex++) {
for (parameter = cgGetFirstLeafParameter(_cg_program[progindex],CG_PROGRAM);
parameter != 0;
parameter = cgGetNextLeafParameter(parameter)) {
success &= compile_cg_parameter(parameter);
}
}
if (!success) {
release_resources();
return;
}
cgGLLoadProgram(_cg_program[SHADER_type_vert]);
cgGLLoadProgram(_cg_program[SHADER_type_frag]);
cerr << s->_file << ": compiled ok.\n";
return;
}
#endif
cerr << s->_file << ": unrecognized shader language " << header << "\n";
}
////////////////////////////////////////////////////////////////////
// Function: GLShaderContext::Destructor
// Access: Public
// Description: xyz
////////////////////////////////////////////////////////////////////
CLP(ShaderContext)::
~CLP(ShaderContext)() {
release_resources();
}
////////////////////////////////////////////////////////////////////
// Function: GLShaderContext::release_resources
// Access: Public
// Description: Should deallocate all system resources (such as
// vertex program handles or Cg contexts).
////////////////////////////////////////////////////////////////////
void CLP(ShaderContext)::
release_resources() {
#ifdef HAVE_CGGL
if (_cg_context) {
cgDestroyContext(_cg_context);
_cg_context = (CGcontext)0;
_cg_profile[SHADER_type_vert] = (CGprofile)0;
_cg_profile[SHADER_type_frag] = (CGprofile)0;
_cg_program[SHADER_type_vert] = (CGprogram)0;
_cg_program[SHADER_type_frag] = (CGprogram)0;
}
#endif
}
////////////////////////////////////////////////////////////////////
// Function: GLShaderContext::bind
// Access: Public
// Description: This function is to be called to enable a new
// shader. It also initializes all of the shader's
// input parameters.
////////////////////////////////////////////////////////////////////
void CLP(ShaderContext)::
bind(ShaderMode *m, GSG *gsg) {
#ifdef HAVE_CGGL
if (_cg_context != 0) {
// Pass in k-parameters and transform-parameters
issue_parameters(m, gsg);
issue_transform(m, gsg);
// Bind the shaders.
cgGLEnableProfile(_cg_profile[SHADER_type_vert]);
cgGLBindProgram(_cg_program[SHADER_type_vert]);
cgGLEnableProfile(_cg_profile[SHADER_type_frag]);
cgGLBindProgram(_cg_program[SHADER_type_frag]);
}
#endif
}
////////////////////////////////////////////////////////////////////
// Function: GLShaderContext::unbind
// Access: Public
// Description: This function disables a currently-bound shader.
////////////////////////////////////////////////////////////////////
void CLP(ShaderContext)::
unbind()
{
#ifdef HAVE_CGGL
if (_cg_context != 0) {
cgGLDisableProfile(_cg_profile[SHADER_type_vert]);
cgGLDisableProfile(_cg_profile[SHADER_type_frag]);
}
#endif
}
////////////////////////////////////////////////////////////////////
// Function: GLShaderContext::issue_parameters
// Access: Public
// Description: This function is to be called whenever
// the ShaderMode has changed, but the Shader
// itself has not changed. It loads the new
// input parameters into the already-bound shader.
////////////////////////////////////////////////////////////////////
void CLP(ShaderContext)::
issue_parameters(ShaderMode *m, GSG *gsg)
{
#ifdef HAVE_CGGL
if (_cg_context != 0) {
// Pass in k-float parameters.
for (int i=0; i<(int)_cg_fbind.size(); i++) {
int index = _cg_fbind[i].argindex;
if (index >= (int)m->_args.size()) continue;
if (m->_args[index]._type != ShaderModeArg::SAT_FLOAT) continue;
cgGLSetParameter4dv(_cg_fbind[i].parameter, m->_args[index]._fvalue.get_data());
}
// Pass in k-float4x4 parameters.
for (int i=0; i<(int)_cg_npbind.size(); i++) {
int index = _cg_npbind[i].argindex;
if (index >= (int)m->_args.size()) continue;
if (m->_args[index]._type != ShaderModeArg::SAT_NODEPATH) continue;
const float *dat = m->_args[index]._nvalue.node()->get_transform()->get_mat().get_data();
cgGLSetMatrixParameterfc(_cg_npbind[i].parameter, dat);
}
// Pass in trans,tpose,row,col,xvec,yvec,zvec,pos parameters
for (int i=0; i<(int)_cg_parameter_bind.size(); i++)
bind_cg_transform(_cg_parameter_bind[i], m, gsg);
// Pass in trans,tpose,row,col,xvec,yvec,zvec,pos parameters
for (int i=0; i<(int)_cg_transform_bind.size(); i++)
bind_cg_transform(_cg_transform_bind[i], m, gsg);
}
#endif
}
////////////////////////////////////////////////////////////////////
// Function: GLShaderContext::issue_transform
// Access: Public
// Description: This function is to be called whenever
// the external_transform has changed, but the
// Shader itself has not changed. It loads the
// new transform into the already-bound shader.
////////////////////////////////////////////////////////////////////
void CLP(ShaderContext)::
issue_transform(ShaderMode *m, GSG *gsg)
{
#ifdef HAVE_CGGL
if (_cg_context != 0) {
// Pass in modelview, projection, etc.
for (int i=0; i<(int)_cg_autobind.size(); i++)
cgGLSetStateMatrixParameter(_cg_autobind[i].parameter,
_cg_autobind[i].matrix,
_cg_autobind[i].orient);
// Pass in trans,tpose,row,col,xvec,yvec,zvec,pos parameters
for (int i=0; i<(int)_cg_transform_bind.size(); i++)
bind_cg_transform(_cg_transform_bind[i], m, 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->_current_texture->get_on_stages();
if (texslot < (int)active_stages.size()) {
TextureStage *stage = active_stages[texslot];
const InternalName *slotname = stage->get_texcoord_name();
name = name->append(slotname->get_name());
}
}
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
}
#ifdef HAVE_CGGL
////////////////////////////////////////////////////////////////////
// Function: GLShaderContext::bind_cg_transform
// Access: Public
// Description: Should deallocate all system resources (such as
// vertex program handles or Cg contexts).
////////////////////////////////////////////////////////////////////
void CLP(ShaderContext)::
bind_cg_transform(const ShaderTransBind &stb, ShaderMode *m, GSG *gsg)
{
CPT(TransformState) src;
CPT(TransformState) rel;
if (stb.src_argindex < 0) {
if (stb.src_argindex == SHADER_arg_camera)
src = TransformState::make_identity();
else if (stb.src_argindex == SHADER_arg_model)
src = gsg->get_transform();
else
src = gsg->get_scene()->get_world_transform();
} else {
if ((int)m->_args.size() > stb.src_argindex) {
ShaderModeArg *arg = &(m->_args[stb.src_argindex]);
if (arg->_type == ShaderModeArg::SAT_NODEPATH)
src = gsg->get_scene()->get_world_transform()->compose(arg->_nvalue.get_net_transform());
}
}
if (stb.rel_argindex < 0) {
if (stb.rel_argindex == SHADER_arg_camera)
rel = TransformState::make_identity();
else if (stb.rel_argindex == SHADER_arg_model)
rel = gsg->get_transform();
else
rel = gsg->get_scene()->get_world_transform();
} else {
if ((int)m->_args.size() > stb.rel_argindex) {
ShaderModeArg *arg = &(m->_args[stb.rel_argindex]);
if (arg->_type == ShaderModeArg::SAT_NODEPATH)
rel = gsg->get_scene()->get_world_transform()->compose(arg->_nvalue.get_net_transform());
}
}
CPT(TransformState) total = rel->invert_compose(src);
const float *data = total->get_mat().get_data();
// cerr << "Input 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";
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_SAMPLER2D) {
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->_file;
err = fn + ": " + msg + " (" + vstr + dstr + ts + " " + cgGetParameterName(p) + ")\n";
cerr << 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 != "") {
cerr << file << " " << errlines[i] << "\n";
}
}
} else {
cerr << 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_root();
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;
if (pieces[1] == "world") bind.src_argindex = SHADER_arg_world;
else if (pieces[1] == "camera") bind.src_argindex = SHADER_arg_camera;
else if (pieces[1] == "model") bind.src_argindex = SHADER_arg_model;
else bind.src_argindex = _shader->arg_index(pieces[1]);
if (pieces[3] == "world") bind.rel_argindex = SHADER_arg_world;
else if (pieces[3] == "camera") bind.rel_argindex = SHADER_arg_camera;
else if (pieces[3] == "model") bind.rel_argindex = SHADER_arg_model;
else bind.rel_argindex = _shader->arg_index(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_argindex == SHADER_arg_model) ||
(bind.rel_argindex == SHADER_arg_model)) {
_cg_transform_bind.push_back(bind);
}
return true;
}
if ((pieces[0]=="mstrans")||
(pieces[0]=="cstrans")||
(pieces[0]=="wstrans")||
(pieces[0]=="mspos")||
(pieces[0]=="cspos")||
(pieces[0]=="wspos")) {
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_argindex = SHADER_arg_world; bind.trans_piece = SHADER_data_matrix; }
else if (pieces[0]=="cstrans") { bind.rel_argindex = SHADER_arg_camera; bind.trans_piece = SHADER_data_matrix; }
else if (pieces[0]=="mstrans") { bind.rel_argindex = SHADER_arg_model; bind.trans_piece = SHADER_data_matrix; }
else if (pieces[0]=="wspos") { bind.rel_argindex = SHADER_arg_world; bind.trans_piece = SHADER_data_row3; }
else if (pieces[0]=="cspos") { bind.rel_argindex = SHADER_arg_camera; bind.trans_piece = SHADER_data_row3; }
else if (pieces[0]=="mspos") { bind.rel_argindex = SHADER_arg_model; bind.trans_piece = SHADER_data_row3; }
if (pieces[1] == "world") bind.src_argindex = SHADER_arg_world;
else if (pieces[1] == "camera") bind.src_argindex = SHADER_arg_camera;
else if (pieces[1] == "model") bind.src_argindex = SHADER_arg_model;
else bind.src_argindex = _shader->arg_index(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_argindex == SHADER_arg_model) ||
(bind.rel_argindex == SHADER_arg_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;
if (pieces[1] == "modelview") bind.matrix = CG_GL_MODELVIEW_MATRIX;
else if (pieces[1] == "projection") bind.matrix = CG_GL_PROJECTION_MATRIX;
else if (pieces[1] == "texmatrix") bind.matrix = CG_GL_TEXTURE_MATRIX;
else if (pieces[1] == "modelproj") bind.matrix = CG_GL_MODELVIEW_PROJECTION_MATRIX;
else {
errchk_cg_output(p, "unrecognized matrix name");
return false;
}
if (pieces[0]=="mat") bind.orient = CG_GL_MATRIX_IDENTITY;
else if (pieces[0]=="inv") bind.orient = CG_GL_MATRIX_INVERSE;
else if (pieces[0]=="tps") bind.orient = CG_GL_MATRIX_TRANSPOSE;
else if (pieces[0]=="itp") bind.orient = CG_GL_MATRIX_INVERSE_TRANSPOSE;
_cg_autobind.push_back(bind);
return true;
}
if (pieces[0] == "tex") {
if ((!errchk_cg_parameter_words(p,2)) ||
(!errchk_cg_parameter_direction(p, CG_IN)) ||
(!errchk_cg_parameter_variance(p, CG_UNIFORM)) ||
(!errchk_cg_parameter_sampler(p)))
return false;
// IMPLEMENT ME
return true; // Cg handles this automatically.
}
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;
ShaderArgBind bind;
bind.parameter = p;
bind.argindex = _shader->arg_index(pieces[1]);
switch (cgGetParameterType(p)) {
case CG_FLOAT4: _cg_fbind.push_back(bind); break;
case CG_SAMPLER2D: _cg_tbind2d.push_back(bind); break;
case CG_SAMPLER3D: _cg_tbind3d.push_back(bind); break;
case CG_FLOAT4x4: _cg_npbind.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