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CgShaderCelScreen.cpp
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CgShaderCelScreen.cpp
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/*
* CgShaderCelScreen.cpp
* 5900_Project, Assignment 02
*
* Created by radix on 08/03/09.
* Copyright Mykola Konyk, <mykola@konyk.org>, 2011.
*
* This code is under Microsoft Reciprocal License (Ms-RL)
* Please see http://www.opensource.org/licenses/ms-rl.html
*
* Important points about the license (from Ms-RL):
*
* [A] For any file you distribute that contains code from the software (in source code or binary format), you must provide
* recipients the source code to that file along with a copy of this license, which license will govern that file.
* You may license other files that are entirely your own work and do not contain code from the software under any terms
* you choose.
*
* [B] No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
*
* [C] If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your
* patent license from such contributor to the software ends automatically.
*
* [D] If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution notices
* that are present in the software.
*
* [E] If you distribute any portion of the software in source code form, you may do so only under this license by including a
* complete copy of this license with your distribution. If you distribute any portion of the software in compiled or object
* code form, you may only do so under a license that complies with this license.
*
* [F] The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees
* or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the extent
* permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a particular
* purpose and non-infringement.
*
*/
#include "CgShaderCelScreen.h"
namespace Project5900
{
//--
CgShaderCelScreen::CgShaderCelScreen(CGcontext cgContext) :
CgShader(cgContext, CgShader::VertexFragment)
{
// [rad] This is vertex and fragment shader
// [rad] Setup vertex shader:
// [rad] Setup vertex shader entry point
SetEntry(CgShader::Vertex, "main");
static const std::string sProgramVertex = " \
\
void main( float4 inPosition : POSITION, \
float2 inTexCoord : TEXCOORD0, \
\
out float4 outPosition : POSITION, \
out float2 outTexCoord : TEXCOORD0, \
\
uniform float4x4 uniModelViewProjMat) \
{ \
outPosition = mul(uniModelViewProjMat, inPosition); \
outTexCoord = inTexCoord; \
} ";
// [rad] Setup vertex shader program
SetProgram(CgShader::Vertex, sProgramVertex);
// [rad] Setup fragment shader:
// [rad] Setup fragment shader entry point
SetEntry(CgShader::Fragment, "main");
static const std::string sProgramFragment = " \
\
void main( float2 inTexCoord : TEXCOORD0, \
\
out float4 outColor : COLOR, \
\
uniform int2 uniTexSize, \
uniform sampler2D uniTexCel, \
uniform sampler2D uniTexOutline) \
{ \
float4 cel = tex2D(uniTexCel, inTexCoord); \
float4 outline = tex2D(uniTexOutline, inTexCoord); \
\
if(outline.x == 0) \
{ \
outColor = float4(0, 0, 0, 1); \
} \
else \
{ \
outColor = cel; \
} \
} ";
// [rad] Setup fragment shader program
SetProgram(CgShader::Fragment, sProgramFragment);
// [rad] Create shaders (both fragment and vertex)
Create();
// [rad] Set params
m_cgParamModelViewProjMatrix = cgGetNamedParameter(m_cgShaderVertex, "uniModelViewProjMat");
m_cgParamSamplerCel = cgGetNamedParameter(m_cgShaderFragment, "uniTexCel");
m_cgParamSamplerOutline = cgGetNamedParameter(m_cgShaderFragment, "uniTexOutline");
m_cgParamSamplerSize = cgGetNamedParameter(m_cgShaderFragment, "uniTexSize");
}
//--
void
CgShaderCelScreen::SetParamModelMatices()
{
cgGLSetStateMatrixParameter(m_cgParamModelViewProjMatrix, CG_GL_MODELVIEW_PROJECTION_MATRIX, CG_GL_MATRIX_IDENTITY);
}
//--
void
CgShaderCelScreen::SetParamSamplerCel(GLuint glIDTexCel)
{
cgGLSetTextureParameter(m_cgParamSamplerCel, glIDTexCel);
}
//--
void
CgShaderCelScreen::SetParamSamplerSize(int i32W, int i32H)
{
cgSetParameter2i(m_cgParamSamplerSize, i32W, i32H);
}
//--
void
CgShaderCelScreen::SetParamSamplerOutline(GLuint glIDTexOutline)
{
cgGLSetTextureParameter(m_cgParamSamplerOutline, glIDTexOutline);
}
//--
void
CgShaderCelScreen::BindBegin()
{
CgShader::BindBegin();
cgGLEnableTextureParameter(m_cgParamSamplerCel);
cgGLEnableTextureParameter(m_cgParamSamplerOutline);
}
//--
void
CgShaderCelScreen::BindEnd()
{
CgShader::BindEnd();
cgGLDisableTextureParameter(m_cgParamSamplerOutline);
cgGLDisableTextureParameter(m_cgParamSamplerCel);
}
}