Example #1
0
ShaderSystem::ShaderSystem()
{
	cgContext=cgCreateContext();
	checkError("creating context");
	cgGLSetDebugMode(CG_FALSE);
	cgSetParameterSettingMode(cgContext,CG_DEFERRED_PARAMETER_SETTING);

	//profiles
	vertexProfile=cgGLGetLatestProfile(CG_GL_VERTEX);
	cgGLSetOptimalOptions(vertexProfile);
	checkError("selecting vertex profile");

	fragmentProfile=cgGLGetLatestProfile(CG_GL_FRAGMENT);
	cgGLSetOptimalOptions(fragmentProfile);
	checkError("selecting fragment profile");

	printf("vertex profile:   %s\n",
		cgGetProfileString(cgGLGetLatestProfile(CG_GL_VERTEX)));
	printf("geometry profile: %s\n",
		cgGetProfileString(cgGLGetLatestProfile(CG_GL_GEOMETRY)));
	printf("fragment profile: %s\n",
		cgGetProfileString(cgGLGetLatestProfile(CG_GL_FRAGMENT)));



}
Example #2
0
void CGlutCgWindow::chooseProfiles()
{
    // Make sure that the appropriate profiles are available on the
    // user's system.
    if (cgGLIsProfileSupported(CG_PROFILE_VP40))
        s_vertexProfile = CG_PROFILE_VP40;
    else {
        // try VP30
        if (cgGLIsProfileSupported(CG_PROFILE_VP30))
            s_vertexProfile = CG_PROFILE_VP30;
        else {
            fprintf(stderr, "Neither arbvp1 or vp30 vertex profiles supported on this system.\n");
            exit(1);
        }
    }
	cgGLSetOptimalOptions(s_vertexProfile);

    if (cgGLIsProfileSupported(CG_PROFILE_FP40))
        s_fragmentProfile = CG_PROFILE_FP40;
    else {
        // try FP30
        if (cgGLIsProfileSupported(CG_PROFILE_FP30))
            s_fragmentProfile = CG_PROFILE_FP30;
        else {
            fprintf(stderr, "Neither arbfp1 or fp30 fragment profiles supported on this system.\n");
            exit(1);
        }
    }
	cgGLSetOptimalOptions(s_fragmentProfile);
}
Example #3
0
//==============================================================
void GPUProgram::_chooseProfiles(void)
{
    // Do one-time setup only once; setup Cg programs and textures
    // and set up OpenGL state.
	vertexProfile   = cgGLGetLatestProfile(CG_GL_VERTEX);
    fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);
    geometryProfile = cgGLGetLatestProfile(CG_GL_GEOMETRY);
    cgGLSetOptimalOptions(vertexProfile);
    cgGLSetOptimalOptions(fragmentProfile);
    cgGLSetOptimalOptions(geometryProfile);
}
Example #4
0
bool ZZshStartUsingShaders() {
	cgSetErrorHandler(HandleCgError, NULL);
	g_cgcontext = cgCreateContext();

	cgvProf = CG_PROFILE_ARBVP1;
	cgfProf = CG_PROFILE_ARBFP1;
	cgGLEnableProfile(cgvProf);
	cgGLEnableProfile(cgfProf);
	cgGLSetOptimalOptions(cgvProf);
	cgGLSetOptimalOptions(cgfProf);

	cgGLSetManageTextureParameters(g_cgcontext, CG_FALSE);
	//cgSetAutoCompile(g_cgcontext, CG_COMPILE_IMMEDIATE);

	g_fparamFogColor = cgCreateParameter(g_cgcontext, CG_FLOAT4);
	g_vparamPosXY[0] = cgCreateParameter(g_cgcontext, CG_FLOAT4);
	g_vparamPosXY[1] = cgCreateParameter(g_cgcontext, CG_FLOAT4);


	ZZLog::GS_Log("Creating effects.");
	B_G(LoadEffects(), return false);

	// create a sample shader
	clampInfo temp;
	memset(&temp, 0, sizeof(temp));
	temp.wms = 3; temp.wmt = 3;

	g_nPixelShaderVer = 0;//SHADER_ACCURATE;
	// test
	bool bFailed;
	FRAGMENTSHADER* pfrag = ZZshLoadShadeEffect(0, 1, 1, 1, 1, temp, 0, &bFailed);
	if( bFailed || pfrag == NULL ) {
		g_nPixelShaderVer = SHADER_ACCURATE|SHADER_REDUCED;

		pfrag = ZZshLoadShadeEffect(0, 0, 1, 1, 0, temp, 0, &bFailed);
		if( pfrag != NULL )
			cgGLLoadProgram(pfrag->prog);
		if( bFailed || pfrag == NULL || cgGetError() != CG_NO_ERROR ) {
			g_nPixelShaderVer = SHADER_REDUCED;
			ZZLog::Error_Log("Basic shader test failed.");
		}
	}

	if (g_nPixelShaderVer & SHADER_REDUCED)
		conf.bilinear = 0;

	ZZLog::GS_Log("Creating extra effects.");
	B_G(ZZshLoadExtraEffects(), return false);

	ZZLog::GS_Log("using %s shaders\n", g_pShaders[g_nPixelShaderVer]);
	return true;
}
Example #5
0
bool ShaderCG::init(const char* file_v, const char* file_f)
{
#ifdef HAS_CG
  CGcontext context = cgCreateContext();

  profile_vertex = cgGLGetLatestProfile(CG_GL_VERTEX);;
  profile_fragment = cgGLGetLatestProfile(CG_GL_FRAGMENT);;

  cgGLSetOptimalOptions(profile_vertex);
  cgGLSetOptimalOptions(profile_fragment);

  program_vertex   = cgCreateProgramFromFile(context, CG_SOURCE, file_v, profile_vertex  , 0, 0);
  program_fragment = cgCreateProgramFromFile(context, CG_SOURCE, file_f, profile_fragment, 0, 0);

  if (!program_vertex || !program_fragment)
  {
    ErrorCheck();
    use_cg = false;
    printf("Shaders Disabled\n");
    return false;
  }

  g_modelViewProjMatrix = cgGetNamedParameter(program_vertex, "ModelViewProj");
  g_modelViewMatrix = cgGetNamedParameter(program_vertex, "ModelView");
  g_modelViewMatrixI = cgGetNamedParameter(program_vertex, "ModelViewI");
  g_modelViewMatrixIT = cgGetNamedParameter(program_vertex, "ModelViewIT");

  g_lightPosition = cgGetNamedParameter(program_vertex, "LightPos");
  g_lightDiffuse  = cgGetNamedParameter(program_fragment, "lightcolor");
  //g_lightAmbiente = cgGetNamedParameter(program_vertex, "LightAmbiente");
  //g_lightSpecular = cgGetNamedParameter(program_vertex, "LightSpecular");

  cgGLLoadProgram(program_vertex);
  cgGLLoadProgram(program_fragment);

  ErrorCheck();

  printf("Shaders Enabled\n");

  return true;
#else
  printf("Shaders Disabled\n");
  return false;
#endif // HAS_CG
}
Example #6
0
int createShader ( int n, std::string vname, std::string vfunc, std::string fname, std::string ffunc)
{
#if 0
	char vnbuf[200];
	char vfbuf[200];
	char fnbuf[200];
	char ffbuf[200];
	strcpy ( vnbuf, vname.c_str() );
	strcpy ( vfbuf, vfunc.c_str() );
	strcpy ( fnbuf, fname.c_str() );
	strcpy ( ffbuf, ffunc.c_str() );

	if ( cgContext == 0 ) {
		cgSetErrorCallback( cgErrorCallback );
		cgContext = cgCreateContext();
	}

	// Select profiles
	vert_profile = cgGLGetLatestProfile ( CG_GL_VERTEX );
	cgGLSetOptimalOptions( vert_profile );
	
	frag_profile = cgGLGetLatestProfile ( CG_GL_FRAGMENT );
	cgGLSetOptimalOptions( frag_profile );

	printf ( "Vertex profile:   %s\n", cgGetProfileString(vert_profile) );
	printf ( "Fragment profile: %s\n", cgGetProfileString(frag_profile) );
	printf ( " (See http.developer.nvidia.com/Cg/index_profiles.html)\n");

	//debug.PrintF ( "rend", "Geometry profile: %s\n", cgGetProfileString(vert_profile) );	

	printf ( "Loading VP:       %s\n", vnbuf );
	cgVP = cgCreateProgramFromFile( cgContext, CG_SOURCE, vnbuf, vert_profile, vfbuf, NULL );
	cgGLLoadProgram( cgVP );
	
	printf ( "Loading FP:       %s\n", fnbuf );
	cgFP = cgCreateProgramFromFile( cgContext, CG_SOURCE, fnbuf, frag_profile, ffbuf, NULL );	
	cgGLLoadProgram( cgFP );
	
	cgGLSetManageTextureParameters ( cgContext, CG_FALSE ); 
	cgGLBindProgram ( cgVP );
	cgGLBindProgram ( cgFP );	
#endif
	return 0;
}
bool CgShaderProgramGL::compileCg(
    const io::stringc &SourceCodeString, const io::stringc &EntryPoint, const c8** CompilerOptions)
{
    if (!createProgram(SourceCodeString, EntryPoint, CompilerOptions ? CompilerOptions : cgGLGetOptimalOptions(cgProfile_)))
        return false;

    cgGLSetOptimalOptions(cgProfile_);
    cgGLLoadProgram(cgProgram_);

    return !CgShaderContext::checkForError("shader program loading");
}
Example #8
0
bool Shader::compileSourceCode (CGcontext context,
                                const QString& code, const QString& entryPoint)
{
    d->profile = cgGLGetLatestProfile(d->profileClass);

    qDebug("profile: %s", cgGetProfileString(d->profile));

    cgGLSetOptimalOptions(d->profile);
    d->program = cgCreateProgram(context, CG_SOURCE, code.toLocal8Bit(),
                                 d->profile, entryPoint.toLocal8Bit(), NULL);
    return true;
}
Example #9
0
CrtBool CrtInitCg()
{
	// Create a context for the CG programs we are going to load and validate it was successful
	CrtPrint("Creating CG context\n");
	cgContext = cgCreateContext();
	if (cgContext == NULL)
	{
		// BLahhh exit here 
		MessageBox(NULL, "Failed To Create Cg Context", "Error", MB_OK);
		return CrtFalse;													
	}

//	cgSetAutoCompile(cgContext, CG_COMPILE_MANUAL);

	// Register GL states (ugly crashes if you don't do this)
	cgGLRegisterStates(cgContext);

	// Get The Latest GL Vertex Profile
	cgVertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);				
	cgFragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);
    
	// Validate Our Profile Determination Was Successful
	if (cgVertexProfile == CG_PROFILE_UNKNOWN || cgFragmentProfile == CG_PROFILE_UNKNOWN)
	{
		MessageBox(NULL, "Invalid profile type", "Error", MB_OK);
		return CrtFalse;			
	}

	// Set The Current Profile
	cgGLSetOptimalOptions(cgVertexProfile);
	cgGLSetOptimalOptions(cgFragmentProfile);

	// Check for errors
	if(!CrtCheckForCgError())
		return CrtFalse;

	return CrtTrue; 
}
Example #10
0
Shader::Shader(std::string shader_name)
{
  // Be carefull: Cg needs a valid OpenGL context (be sure no shader is created before we have an OpenGL window)
  if (!cg_context)
    {
      cg_context = cgCreateContext();
      vertex_profile = cgGLGetLatestProfile(CG_GL_VERTEX);      // auto-detect best vertex profile
      cgGLSetOptimalOptions(vertex_profile);
      fragment_profile = cgGLGetLatestProfile(CG_GL_FRAGMENT);  // auto-detect best fragment profile
      cgGLSetOptimalOptions(fragment_profile);
    }
  if (shader_name.length())
    {
      vertex_program = cgCreateProgramFromFile(cg_context, CG_SOURCE, shader_name.c_str(), vertex_profile, "VertexProgram", 0);
      CGerror vertex_error = cgGetError();
      if (vertex_error != CG_NO_ERROR)
        {
          printf("Warning: No valid vertex program found in %s: %s\n", shader_name.c_str(), cgGetErrorString(vertex_error));
          vertex_program = 0;
        }
      else
        {
          cgGLLoadProgram(vertex_program);
        }
      fragment_program = cgCreateProgramFromFile(cg_context, CG_SOURCE, shader_name.c_str(), fragment_profile, "FragmentProgram", 0);
      CGerror fragment_error = cgGetError();
      if (fragment_error != CG_NO_ERROR)
        {
          printf("Warning: No valid fragment program found in %s: %s\n", shader_name.c_str(), cgGetErrorString(fragment_error));
          fragment_program = 0;
        }
      else
        {
          cgGLLoadProgram(fragment_program);
        }
    }
}
Example #11
0
CrtBool CrtInitCg()
{
	CrtPrint("creating CG context\n");
	cgContext = cgCreateContext();
	if(cgContext == NULL)
	{
		printf("Failed to create CG context\n");
		return CrtFalse;
	}

	// Register GL states
	cgGLRegisterStates(cgContext);
	
	// Get the latest GL Vertex Profile
	cgVertexProfile   = cgGLGetLatestProfile(CG_GL_VERTEX);    // Was hardcoded to CG_PROFILE_SCE_VP_TYPEB
	cgFragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);  // Was hardcoded to CG_PROFILE_SCE_FP_TYPEB

	// Make sure the profiles came back valid
	if(cgVertexProfile == CG_PROFILE_UNKNOWN || cgFragmentProfile == CG_PROFILE_UNKNOWN)
	{
		CrtPrint("Invalid profile type returned from cgGLGetLatestProfile\n");
		return CrtFalse;
	}
	
	// Set Optimal Options for this profile 
	cgGLSetOptimalOptions(cgVertexProfile);
	cgGLSetOptimalOptions(cgFragmentProfile);
	
	// Check for Cg errors
	if ( !CrtCheckForCgError() )
		return CrtFalse;

	CrtPrint("CG context created\n");

	return CrtTrue; 
}
Example #12
0
int main(int argc,char** argv) {
    diff_seconds();
    srand(time(NULL));

    glutInit(&argc, argv);
    glutInitDisplayMode( GLUT_DEPTH | GLUT_DOUBLE |GLUT_RGB);
    glutInitWindowSize (900,600);
    glutInitWindowPosition (240, 40);
    glutCreateWindow ("E16 - Partikelsystem");

    glutKeyboardFunc(keyboard);

    glEnable(GL_LIGHTING);
    glEnable(GL_LIGHT0);
    glEnable(GL_COLOR_MATERIAL);

    init();
    glutDisplayFunc(display);

    glutIdleFunc(idle);

    glEnable(GL_DEPTH_TEST);
    /********************************************/

    cg_context = cgCreateContext();
    checkForCgError("creating context");

    cg_vertex_profile = cgGLGetLatestProfile(CG_GL_VERTEX);
    cgGLSetOptimalOptions(cg_vertex_profile);
    checkForCgError("selecting vertex profile");

    cg_vertex_program = cgCreateProgramFromFile(cg_context, CG_SOURCE, "vertex.cg",
                        cg_vertex_profile, "more_complex_vertex_shader", NULL);

    checkForCgError("creating vertex program from file");
    cgGLLoadProgram(cg_vertex_program);
    checkForCgError("loading vertex program");
    /**************************************************/
    cg_parameter_vertex_velocity = cgGetNamedParameter(cg_vertex_program, "Texture0");
    cg_parameter_vertex_time = cgGetNamedParameter(cg_vertex_program, "Texture1");


    glutMainLoop();

    return 0;
}
Example #13
0
int main(int argc, char **argv) {

  glutInitWindowSize(600, 600);
  glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH);
  glutInit(&argc, argv);

  glutCreateWindow("Per vertex lighting (Gouraud shading)");
  glutDisplayFunc(display);
  glutKeyboardFunc(keyboard);
  glutReshapeFunc(reshape);

  glClearColor(0.0, 0.0, 0.0, 1.0);

  cg_context = cgCreateContext();
  checkForCgError("creating context");

  cg_vertex_profile = cgGLGetLatestProfile(CG_GL_VERTEX);
  cgGLSetOptimalOptions(cg_vertex_profile);
  checkForCgError("selecting vertex profile");

  cg_vertex_program = cgCreateProgramFromFile(cg_context, CG_SOURCE, "E12_vertex.cg", 
						cg_vertex_profile, "per_vertex_lighting", NULL);                 

  checkForCgError("creating vertex program from file");
  cgGLLoadProgram(cg_vertex_program);
  checkForCgError("loading vertex program");

  
  GET_PARAM(modelview_proj);
  GET_PARAM(translation);
  GET_PARAM(ambient_light);
  GET_PARAM(light_color);
  GET_PARAM(light_position);
  GET_PARAM(camera_position);
  GET_PARAM(Ke);
  GET_PARAM(Ka);
  GET_PARAM(Kd);
  GET_PARAM(Ks);
  GET_PARAM(exponent);

  glEnable(GL_DEPTH_TEST);

  glutMainLoop();
  return 0;
}
Example #14
0
bool GLCgShader::LoadShaderFromString(
	ShaderContextPtr context,
	const str_type::string& shaderName,
	const std::string& codeAsciiString,
	const SHADER_FOCUS focus,
	const SHADER_PROFILE profile,
	const char *entry)
{
	if (entry)
		m_entry = entry;
	m_shaderCode = codeAsciiString;
	m_cgContext = ExtractCgContext(context);
	m_shaderName = shaderName;
	m_focus = focus;
	m_profile = profile;

	if (focus == Shader::SF_PIXEL)
	{
		//CGprofile latestProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);
		m_cgProfile = CG_PROFILE_ARBFP1;
	}
	else
	{
		#ifdef MACOSX
			m_cgProfile = CG_PROFILE_ARBVP1;
		#else
			m_cgProfile = cgGLGetLatestProfile(CG_GL_VERTEX);
		#endif
	}

	cgGLSetOptimalOptions(m_cgProfile);
	if (CheckForError("Shader::LoadShader setting optimal options", m_shaderName))
		return false;

	if (CreateCgProgram())
	{
		m_video->InsertRecoverableResource(this);
	}
	else
	{
		return false;
	}
	return true;
}
void FreezeParticle::InitializeFreezeParticleShader()
{
	TextureLoader textureLoader;
	glTexture FreezeParticleTexture;

	FreezeParticleProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);
	cgGLSetOptimalOptions(FreezeParticleProfile);
	CheckForCgError("FreezeParticle", "selecting fragment profile");

	FreezeParticleProgram = cgCreateProgramFromFile(ShaderContext, CG_SOURCE, "assets/pixelshaders/ps_freezeparticle.cg", FreezeParticleProfile, "pixelMain", 0);
	CheckForCgError("FreezeParticle", "creating fragment program from file");
	cgGLLoadProgram(FreezeParticleProgram);
	CheckForCgError("FreezeParticle", "loading fragment program");

	FreezeParticleCoord0 = cgGetNamedParameter(FreezeParticleProgram, "texcoord0");

	textureLoader.LoadTextureFromDisk("assets/textures/weapon/freezeparticle.tga", &FreezeParticleTexture);
	FreezeParticleText1 = cgGetNamedParameter(FreezeParticleProgram, "text1");
	cgGLSetTextureParameter(FreezeParticleText1, FreezeParticleTexture.TextureID);
	CheckForCgError("FreezeParticle", "setting decal 2D texture");
}
Example #16
0
	void InitCG(){
		mCgContext = cgCreateContext();
		checkForCgError("cgCreateContext()");
		cgGLSetDebugMode(CG_FALSE);
		cgSetParameterSettingMode(mCgContext, CG_DEFERRED_PARAMETER_SETTING);
		checkForCgError("cgSetParameterSettingMode()");

		mCgVertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);
		checkForCgError("cgGLGetLatestProfile()");
		cgGLSetOptimalOptions(mCgVertexProfile);
		checkForCgError("cgGLSetOptimalOptions()");

		

		mCgVertexProgram = cgCreateProgramFromFile(mCgContext, CG_SOURCE, "1tex_skin_mesh.cg",  mCgVertexProfile, "skinMeshCG", NULL);
		checkForCgError("cgCreateProgramFromFile()");

		cgGLLoadProgram(mCgVertexProgram);
		checkForCgError("cgGLLoadProgram()");

		mBoneParameter = cgGetNamedParameter(mCgVertexProgram, "boneMatrix");
		checkForCgError("cgGetNamedParameter(boneMatrix)");
	}
Example #17
0
FFxProgram::FFxProgram(CGdomain aProfileDomain, const char* aFileName, const char* aEntry, const char** aArgs) :
mProgramFlags(0),
mProgram(0),
mSourceBuffer(0),
mProfileDomain(aProfileDomain)
{
#ifdef WIN32
	if (GDD->GetClassID() == ClassIDZDisplayDeviceDX9)
		mProfile = (aProfileDomain == CG_VERTEX_DOMAIN) ?cgD3D9GetLatestVertexProfile():cgD3D9GetLatestPixelProfile();
	else
#endif
	{
		mProfile = (aProfileDomain == CG_VERTEX_DOMAIN) ?cgGLGetLatestProfile(CG_GL_VERTEX):cgGLGetLatestProfile(CG_GL_FRAGMENT );

		cgGLSetOptimalOptions(mProfile);
		checkForCgError("setprofile");
	}

	mFileName = aFileName;
	mEntry = aEntry;
    // FIXME mArgs
	//mArgs = aArgs;
}
int main(int argc, char **argv)
{
	glutInitWindowSize(400, 400);
	glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
	glutInit(&argc, argv);

	glutCreateWindow(myProgramName);
	glutDisplayFunc(display);
	glutKeyboardFunc(keyboard);

	glClearColor(0.1, 0.3, 0.6, 0.0);  /* Blue background */

	myCgContext = cgCreateContext();
	checkForCgError("creating context");
	cgGLSetDebugMode(CG_FALSE);
	cgSetParameterSettingMode(myCgContext, CG_DEFERRED_PARAMETER_SETTING);

	myCgVertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);
	cgGLSetOptimalOptions(myCgVertexProfile);
	checkForCgError("selecting vertex profile");

	myCgVertexProgram =
		cgCreateProgramFromFile(
		myCgContext,              /* Cg runtime context */
		CG_SOURCE,                /* Program in human-readable form */
		myVertexProgramFileName.c_str(),  /* Name of file containing program */
		myCgVertexProfile,        /* Profile: OpenGL ARB vertex program */
		myVertexProgramName,      /* Entry function name */
		NULL);                    /* No extra compiler options */
	checkForCgError("creating vertex program from file");
	cgGLLoadProgram(myCgVertexProgram);
	checkForCgError("loading vertex program");

	glutMainLoop();
	return 0;
}
Example #19
0
void InitScreenGlowShader(void)
{
	 bGlowShaderInitialised = false;
     // OPENGL EXTENSION LOADING
#ifdef _WIN32
     pglActiveTextureARB = (PFNGLACTIVETEXTUREARBPROC)wglGetProcAddress("glActiveTextureARB");
#else
     pglActiveTextureARB = SDL_GL_GetProcAddress("glActiveTextureARB");
#endif
     // TEXTURE CREATION
     unsigned char* pBlankTex = new unsigned char[ScreenWidth*ScreenHeight*3];
     memset(pBlankTex, 0, ScreenWidth*ScreenHeight*3);

     glGenTextures(1, &g_uiSceneTex);
     glBindTexture(GL_TEXTURE_RECTANGLE_NV, g_uiSceneTex);
     glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
     glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
     glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, GL_RGB8, ScreenWidth, ScreenHeight, 0, GL_RGB8, GL_UNSIGNED_BYTE, pBlankTex);

     glGenTextures(1, &g_uiBlurTex);
     glBindTexture(GL_TEXTURE_RECTANGLE_NV, g_uiBlurTex);
     glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
     glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
     glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, GL_RGB8, ScreenWidth/4, ScreenHeight/4, 0, GL_RGB8, GL_UNSIGNED_BYTE, pBlankTex);

     delete[] pBlankTex;

     // CG INITIALISATION
     g_cgContext = cgCreateContext();
     if (!g_cgContext) {
#ifdef _WIN32
          MessageBox(NULL, "Couldn't make Cg context", NULL, NULL);
#else
          SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "CG", "Couldn't make Cg context", NULL);
#endif
          return;
     }

     // VERTEX PROFILE
     g_cgVertProfile = cgGLGetLatestProfile(CG_GL_VERTEX);
     if (g_cgVertProfile == CG_PROFILE_UNKNOWN) {
#ifdef _WIN32
          MessageBox(NULL, "Couldn't fetch valid VP profile", NULL, NULL);
#else
          SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "CG", "Couldn't fetch valid VP profile", NULL);
#endif
          return;
     }

     cgGLSetOptimalOptions(g_cgVertProfile);

     // VP LOADING
     if (!LoadProgram(&g_cgVP_GlowDarken, g_cgVertProfile, "cgshaders/glow_darken_vp.cg"))
          return;

     if (!LoadProgram(&g_cgVP_GlowBlur, g_cgVertProfile, "cgshaders/glow_blur_vp.cg"))
          return;

     if (!LoadProgram(&g_cgVP_GlowCombine, g_cgVertProfile, "cgshaders/glow_combine_vp.cg"))
          return;

     // VP PARAM GRABBING
     g_cgpVP0_ModelViewMatrix = cgGetNamedParameter(g_cgVP_GlowDarken, "ModelViewProj");

     g_cgpVP1_ModelViewMatrix = cgGetNamedParameter(g_cgVP_GlowBlur, "ModelViewProj");
     g_cgpVP1_XOffset = cgGetNamedParameter(g_cgVP_GlowBlur, "XOffset");
     g_cgpVP1_YOffset = cgGetNamedParameter(g_cgVP_GlowBlur, "YOffset");

     g_cgpVP2_ModelViewMatrix = cgGetNamedParameter(g_cgVP_GlowCombine, "ModelViewProj");

     // FRAGMENT PROFILE
     g_cgFragProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);
     if (g_cgFragProfile == CG_PROFILE_UNKNOWN) {
#ifdef _WIN32
          MessageBox(NULL, "Couldn't fetch valid VP profile", NULL, NULL);
#else
          SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "CG", "Couldn't fetch valid VP profile", NULL);
#endif
          return;
     }

     cgGLSetOptimalOptions(g_cgFragProfile);

     // FP LOADING
     if (!LoadProgram(&g_cgFP_GlowDarken, g_cgFragProfile, "cgshaders/glow_darken_fp.cg"))
          return;

     if (!LoadProgram(&g_cgFP_GlowBlur, g_cgFragProfile, "cgshaders/glow_blur_fp.cg"))
          return;

     if (!LoadProgram(&g_cgFP_GlowCombine, g_cgFragProfile, "cgshaders/glow_combine_fp.cg"))
          return;

	 bGlowShaderInitialised = true;
}
Example #20
0
bool CGLCG::LoadShader(const TCHAR *shaderFile)
{
	CCGShader cgShader;
	TCHAR shaderPath[MAX_PATH];
	TCHAR tempPath[MAX_PATH];
	CGprofile vertexProfile, fragmentProfile;
	GLenum error;

	if(!fboFunctionsLoaded) {
		MessageBox(NULL, TEXT("Your OpenGL graphics driver does not support framebuffer objects.\nYou will not be able to use CG shaders in OpenGL mode."), TEXT("CG Error"),
			MB_OK|MB_ICONEXCLAMATION);
        return false;
    }

	vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);
	fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);

	cgGLDisableProfile(vertexProfile);
	cgGLDisableProfile(fragmentProfile);

	ClearPasses();

	if (shaderFile == NULL || *shaderFile==TEXT('\0'))
		return true;

	lstrcpy(shaderPath, shaderFile);
    ReduceToPath(shaderPath);

	SetCurrentDirectory(shaderPath);
	if(!cgShader.LoadShader(_tToChar(shaderFile)))
		return false;

	cgGLSetOptimalOptions(vertexProfile);
	cgGLSetOptimalOptions(fragmentProfile);

	/* insert dummy pass that will contain the original texture
	*/
	shaderPasses.push_back(shaderPass());

	for(CCGShader::passVector::iterator it=cgShader.shaderPasses.begin();
			it!=cgShader.shaderPasses.end();it++) {
		shaderPass pass;

		pass.scaleParams = it->scaleParams;
		/* if this is the last pass (the only one that can have CG_SCALE_NONE)
		   and no filter has been set use the GUI setting
		*/
		if(pass.scaleParams.scaleTypeX==CG_SCALE_NONE && !it->filterSet) {
			pass.linearFilter = GUI.BilinearFilter;
		} else {
			pass.linearFilter = it->linearFilter;
		}

        pass.frameCounterMod = it->frameCounterMod;

        pass.floatFbo = it->floatFbo;

		// paths in the meta file can be relative
		_tfullpath(tempPath,_tFromChar(it->cgShaderFile),MAX_PATH);
		char *fileContents = ReadShaderFileContents(tempPath);
		if(!fileContents)
			return false;

        // individual shader might include files, these should be relative to shader
        ReduceToPath(tempPath);
        SetCurrentDirectory(tempPath);

		pass.cgVertexProgram = cgCreateProgram( cgContext, CG_SOURCE, fileContents,
						vertexProfile, "main_vertex", NULL);

		checkForCgError("Compiling vertex program");

		pass.cgFragmentProgram = cgCreateProgram( cgContext, CG_SOURCE, fileContents,
							fragmentProfile, "main_fragment", NULL);

		checkForCgError("Compiling fragment program");

        // set path back for next pass
        SetCurrentDirectory(shaderPath);

		delete [] fileContents;
		if(!pass.cgVertexProgram || !pass.cgFragmentProgram) {
			return false;
		}
		cgGLLoadProgram(pass.cgVertexProgram);
		cgGLLoadProgram(pass.cgFragmentProgram);

		/* generate framebuffer and texture for this pass and apply
		   default texture settings
		*/
		glGenFramebuffers(1,&pass.fbo);
		glGenTextures(1,&pass.tex);
		glBindTexture(GL_TEXTURE_2D,pass.tex);
		glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
		glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
		glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
		glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);

		shaderPasses.push_back(pass);
	}

	for(std::vector<CCGShader::lookupTexture>::iterator it=cgShader.lookupTextures.begin();it!=cgShader.lookupTextures.end();it++) {		
		lookupTexture tex;
		strcpy(tex.id,it->id);

		/* generate texture for the lut and apply specified filter setting
		*/
		glGenTextures(1,&tex.tex);
		glBindTexture(GL_TEXTURE_2D,tex.tex);
		glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
		glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
		glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, it->linearfilter?GL_LINEAR:GL_NEAREST);
		glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, it->linearfilter?GL_LINEAR:GL_NEAREST);

		_tfullpath(tempPath,_tFromChar(it->texturePath),MAX_PATH);

		// simple file extension png/tga decision
		int strLen = strlen(it->texturePath);
		if(strLen>4) {
			if(!strcasecmp(&it->texturePath[strLen-4],".png")) {
				int width, height;
				bool hasAlpha;
				GLubyte *texData;
				if(loadPngImage(tempPath,width,height,hasAlpha,&texData)) {
					glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
					glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width,
						height, 0, hasAlpha ? GL_RGBA : GL_RGB, GL_UNSIGNED_BYTE, texData);
					free(texData);
				}
			} else if(!strcasecmp(&it->texturePath[strLen-4],".tga")) {
				STGA stga;
				if(loadTGA(tempPath,stga)) {
					glPixelStorei(GL_UNPACK_ROW_LENGTH, stga.width);
					glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, stga.width,
						stga.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, stga.data);
				}
			}
		}
		lookupTextures.push_back(tex);
	}

	/* enable texture unit 1 for the lookup textures
	*/
	glClientActiveTexture(GL_TEXTURE1);
	glEnableClientState(GL_TEXTURE_COORD_ARRAY);
	glTexCoordPointer(2,GL_FLOAT,0,lut_coords);
	glClientActiveTexture(GL_TEXTURE0);

	/* generate textures and set default values for the pref-filled PREV deque.
	*/
	for(int i=0;i<prevPasses.size();i++) {
		glGenTextures(1,&prevPasses[i].tex);
		glBindTexture(GL_TEXTURE_2D,prevPasses[i].tex);
		glTexImage2D(GL_TEXTURE_2D,0,GL_RGB,512,512,0,GL_RGB,GL_UNSIGNED_SHORT_5_6_5,NULL);
		glBindTexture(GL_TEXTURE_2D,0);
		prevPasses[i].textureSize.x = prevPasses[i].textureSize.y = prevPasses[i].textureSize.x = prevPasses[i].textureSize.y = 0;
		memset(prevPasses[i].texCoords,0,sizeof(prevPasses[i].texCoords));
	}

	shaderLoaded = true;
	
	return true;
}
Example #21
0
void InitCg()
{
	cgSetErrorCallback(CgErrorCallback);
	Context = cgCreateContext();
	VertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);
	printf("VertexProfile %s\n", cgGetProfileString(VertexProfile));
	cgGLSetOptimalOptions(VertexProfile);
	FragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);
	printf("FragmentProfile %s\n", cgGetProfileString(FragmentProfile));
	cgGLSetOptimalOptions(FragmentProfile);

	VP_DrawSites = cgCreateProgramFromFile(Context,
							CG_SOURCE, "VP_DrawSites.cg",
							VertexProfile,
							NULL, NULL);
	FP_DrawSites = cgCreateProgramFromFile(Context,
							CG_SOURCE, "FP_DrawSites.cg",
							FragmentProfile,
							NULL, NULL);
	VP_Flood = cgCreateProgramFromFile(Context,
							CG_SOURCE, "VP_Flood.cg",
							VertexProfile,
							NULL, NULL);
	FP_Flood = cgCreateProgramFromFile(Context,
							CG_SOURCE, "FP_Flood.cg",
							FragmentProfile,
							NULL, NULL);
	VP_Scatter = cgCreateProgramFromFile(Context,
							CG_SOURCE, "VP_Scatter.cg",
							VertexProfile,
							NULL, NULL);
	FP_Scatter = cgCreateProgramFromFile(Context,
							CG_SOURCE, "FP_Scatter.cg",
							FragmentProfile,
							NULL, NULL);
	VP_DrawNewSites = cgCreateProgramFromFile(Context,
							CG_SOURCE, "VP_DrawNewSites.cg",
							VertexProfile,
							NULL, NULL);
	FP_DrawNewSites = cgCreateProgramFromFile(Context,
							CG_SOURCE, "FP_DrawNewSites.cg",
							FragmentProfile,
							NULL, NULL);
	VP_DrawSitesOQ = cgCreateProgramFromFile(Context,
							CG_SOURCE, "VP_DrawSitesOQ.cg",
							VertexProfile,
							NULL, NULL);
	FP_DrawSitesOQ = cgCreateProgramFromFile(Context,
							CG_SOURCE, "FP_DrawSitesOQ.cg",
							FragmentProfile,
							NULL, NULL);
	VP_FinalRender = cgCreateProgramFromFile(Context,
							CG_SOURCE, "VP_FinalRender.cg",
							VertexProfile,
							NULL, NULL);
	FP_FinalRender = cgCreateProgramFromFile(Context,
							CG_SOURCE, "FP_FinalRender.cg",
							FragmentProfile,
							NULL, NULL);
	VP_ComputeEnergy = cgCreateProgramFromFile(Context,
							CG_SOURCE, "VP_ComputeEnergy.cg",
							VertexProfile,
							NULL, NULL);
	FP_ComputeEnergy = cgCreateProgramFromFile(Context,
							CG_SOURCE, "FP_ComputeEnergy.cg",
							FragmentProfile,
							NULL, NULL);
	VP_Deduction = cgCreateProgramFromFile(Context,
							CG_SOURCE, "VP_Deduction.cg",
							VertexProfile,
							NULL, NULL);
	FP_Deduction = cgCreateProgramFromFile(Context,
							CG_SOURCE, "FP_Deduction.cg",
							FragmentProfile,
							NULL, NULL);
	VP_ComputeEnergyCentroid = cgCreateProgramFromFile(Context,
							CG_SOURCE, "VP_ComputeEnergyCentroid.cg",
							VertexProfile,
							NULL, NULL);
	FP_ComputeEnergyCentroid = cgCreateProgramFromFile(Context,
							CG_SOURCE, "FP_ComputeEnergyCentroid.cg",
							FragmentProfile,
							NULL, NULL);
	VP_ScatterCentroid = cgCreateProgramFromFile(Context,
							CG_SOURCE, "VP_ScatterCentroid.cg",
							VertexProfile,
							NULL, NULL);
	FP_ScatterCentroid = cgCreateProgramFromFile(Context,
							CG_SOURCE, "FP_ScatterCentroid.cg",
							FragmentProfile,
							NULL, NULL);

	if(VP_DrawSites != NULL)
	{
		cgGLLoadProgram(VP_DrawSites);
	}
	if(FP_DrawSites != NULL)
	{
		cgGLLoadProgram(FP_DrawSites);
	}

	if(VP_Flood != NULL)
	{
		cgGLLoadProgram(VP_Flood);

		// Bind parameters to give access to variables in the shader
		VP_Flood_Steplength = cgGetNamedParameter(VP_Flood, "steplength");
		VP_Flood_Size = cgGetNamedParameter(VP_Flood, "size");
	}
	if(FP_Flood != NULL)
	{
		cgGLLoadProgram(FP_Flood);
	}

	if(VP_Scatter != NULL)
	{
		cgGLLoadProgram(VP_Scatter);

		// Bind parameters to give access to variables in the shader
		VP_Scatter_Size = cgGetNamedParameter(VP_Scatter, "size");
	}
	if(FP_Scatter != NULL)
	{
		cgGLLoadProgram(FP_Scatter);
	}

	if(VP_DrawNewSites != NULL)
	{
		cgGLLoadProgram(VP_DrawNewSites);

		// Bind parameters to give access to variables in the shader
		VP_DrawNewSites_Size = cgGetNamedParameter(VP_DrawNewSites, "size");
	}
	if(FP_DrawNewSites != NULL)
	{
		cgGLLoadProgram(FP_DrawNewSites);
	}

	if(VP_DrawSitesOQ != NULL)
	{
		cgGLLoadProgram(VP_DrawSitesOQ);

		// Bind parameters to give access to variables in the shader
		VP_DrawSitesOQ_Size = cgGetNamedParameter(VP_DrawSitesOQ, "size");
	}
	if(FP_DrawSitesOQ != NULL)
	{
		cgGLLoadProgram(FP_DrawSitesOQ);
	}

	if(VP_FinalRender != NULL)
	{
		cgGLLoadProgram(VP_FinalRender);
	}
	if(FP_FinalRender != NULL)
	{
		cgGLLoadProgram(FP_FinalRender);

		// Bind parameters to give access to variables in the shader
		FP_FinalRender_Size = cgGetNamedParameter(FP_FinalRender, "size");
	}

	if(VP_ComputeEnergy != NULL)
	{
		cgGLLoadProgram(VP_ComputeEnergy);
	}
	if(FP_ComputeEnergy != NULL)
	{
		cgGLLoadProgram(FP_ComputeEnergy);

		// Bind parameters to give access to variables in the shader
		FP_ComputeEnergy_Size = cgGetNamedParameter(FP_ComputeEnergy, "size");
	}

	if(VP_Deduction != NULL)
	{
		cgGLLoadProgram(VP_Deduction);
	}
	if(FP_Deduction != NULL)
	{
		cgGLLoadProgram(FP_Deduction);
	}

	if(VP_ComputeEnergyCentroid != NULL)
	{
		cgGLLoadProgram(VP_ComputeEnergyCentroid);
	}
	if(FP_ComputeEnergyCentroid != NULL)
	{
		cgGLLoadProgram(FP_ComputeEnergyCentroid);

		// Bind parameters to give access to variables in the shader
		FP_ComputeEnergyCentroid_Size = cgGetNamedParameter(FP_ComputeEnergyCentroid, "size");
	}

	if(VP_ScatterCentroid != NULL)
	{
		cgGLLoadProgram(VP_ScatterCentroid);

		// Bind parameters to give access to variables in the shader
		VP_ScatterCentroid_Size = cgGetNamedParameter(VP_ScatterCentroid, "size");
	}
	if(FP_ScatterCentroid != NULL)
	{
		cgGLLoadProgram(FP_ScatterCentroid);
	}
}
Example #22
0
static bool gl_cg_init(const char *path)
{
   unsigned i;
#ifdef HAVE_CG_RUNTIME_COMPILER
   cgRTCgcInit();
#endif

   if (!cgCtx)
      cgCtx = cgCreateContext();

   if (cgCtx == NULL)
   {
      RARCH_ERR("Failed to create Cg context\n");
      return false;
   }

#ifdef RARCH_CG_DEBUG
   cgGLSetDebugMode(CG_TRUE);
   cgSetErrorHandler(cg_error_handler, NULL);
#endif

   cgFProf = cgGLGetLatestProfile(CG_GL_FRAGMENT);
   cgVProf = cgGLGetLatestProfile(CG_GL_VERTEX);
   if (cgFProf == CG_PROFILE_UNKNOWN || cgVProf == CG_PROFILE_UNKNOWN)
   {
      RARCH_ERR("Invalid profile type\n");
      goto error;
   }
#ifndef HAVE_RGL
   RARCH_LOG("[Cg]: Vertex profile: %s\n", cgGetProfileString(cgVProf));
   RARCH_LOG("[Cg]: Fragment profile: %s\n", cgGetProfileString(cgFProf));
#endif
   cgGLSetOptimalOptions(cgFProf);
   cgGLSetOptimalOptions(cgVProf);
   cgGLEnableProfile(cgFProf);
   cgGLEnableProfile(cgVProf);

   if (path && strcmp(path_get_extension(path), "cgp") == 0)
   {
      if (!load_preset(path))
         goto error;
   }
   else
   {
      if (!load_plain(path))
         goto error;
   }

   prg[0].mvp = cgGetNamedParameter(prg[0].vprg, "IN.mvp_matrix");
   for (i = 1; i <= cg_shader->passes; i++)
      set_program_attributes(i);

   // If we aren't using last pass non-FBO shader, 
   // this shader will be assumed to be "fixed-function".
   // Just use prg[0] for that pass, which will be
   // pass-through.
   prg[cg_shader->passes + 1] = prg[0]; 

   // No need to apply Android hack in Cg.
   prg[GL_SHADER_STOCK_BLEND] = prg[0];

   cgGLBindProgram(prg[1].fprg);
   cgGLBindProgram(prg[1].vprg);

   cg_active = true;
   return true;

error:
   gl_cg_deinit();
   return false;
}
Example #23
0
void CgCompile ()
{

  VShader*    s;
  FShader*    fs;
  unsigned    i;

  //Setup Cg
  cgContext = cgCreateContext();				
  checkForCgError (cgGetError(), "Init", "Establishing Cg context");
  
  cgp_fragment = cgGLGetLatestProfile (CG_GL_FRAGMENT);
  checkForCgError (cgGetError(), "Init", "Establishing Cg Fragment profile");
  cgGLEnableProfile (cgp_fragment);
  cgGLSetOptimalOptions (cgp_fragment);
  
  //Now set up our list of shaders
  for (i = 0; i < FSHADER_COUNT; i++) {
    fs = &fshader_list[i];
    // Load And Compile The Vertex Shader From File
    fs->program = cgCreateProgramFromFile (cgContext, CG_SOURCE, FSHADER_FILE, cgp_fragment, fshader_function[i], 0);
    checkForCgError (cgGetError(), fshader_function[i], "Compiling");
    // Load The Program
	  cgGLLoadProgram (fs->program);
    cgGLBindProgram (fs->program);
    checkForCgError (cgGetError(), fshader_function[i], "Binding");
    fs->texture   = cgGetNamedParameter (fs->program, "texture2");
    fs->fogcolor  = cgGetNamedParameter (fs->program, "fogcolor");
    fs->data      = cgGetNamedParameter (fs->program, "data");
    checkForCgError (cgGetError(), fshader_function[i], "Loading variables");
  }
  









  cgp_vertex = cgGLGetLatestProfile (CG_GL_VERTEX);	
  checkForCgError (cgGetError(), "Init", "Establishing Cg Vertex profile");
  cgGLEnableProfile (cgp_vertex);
  cgGLSetOptimalOptions (cgp_vertex);// Set The Current Profile
  //Now set up our list of shaders
  for (i = 0; i < VSHADER_COUNT; i++) {
    s = &vshader_list[i];
    // Load And Compile The Vertex Shader From File
    s->program = cgCreateProgramFromFile (cgContext, CG_SOURCE, VSHADER_FILE, cgp_vertex, vshader_function[i], 0);
    checkForCgError (cgGetError(), vshader_function[i], "Compiling");
    // Load The Program
	  cgGLLoadProgram (s->program);
    cgGLBindProgram (s->program);
    // Get Handles To Each Of Our Parameters So That
	  // We Can Change Them At Will Within Our Code
	  s->position   = cgGetNamedParameter(s->program, "IN.position");
    s->offset     = cgGetNamedParameter(s->program, "offset");
	  s->lightpos   = cgGetNamedParameter(s->program, "lightpos");
    s->eyepos     = cgGetNamedParameter(s->program, "eyepos");
	  s->lightcol	  = cgGetNamedParameter(s->program, "lightcol");
    s->ambientcol	= cgGetNamedParameter(s->program, "ambientcol");
    s->fog        = cgGetNamedParameter(s->program, "fogdist");
    s->data       = cgGetNamedParameter(s->program, "data");
	  s->matrix	    = cgGetNamedParameter(s->program, "ModelViewProj");
  }

  cgGLDisableProfile (cgp_fragment);
  cgGLDisableProfile (cgp_vertex);

}
Example #24
0
bool cgShader::Reload(){

    for(int k = 0; k < 3; k++){
        if(cgProgram[k]){
            cgDestroyProgram(cgProgram[k]);
        }
    }

    cgProfile[0] = cgProfile[1] = cgProfile[2] = CG_PROFILE_UNKNOWN;
    cgProgram[0] = cgProgram[1] = cgProgram[2] = NULL;

    bool ret = true;

    if(cgGetContext()){
        for(int i = 0; i < 3; i++){
            if(i == 0 && vpmain == 0){ continue; }
            if(i == 1 && gpmain == 0){ continue; }
            if(i == 2 && fpmain == 0){ continue; }

            switch(i){
                case 0: cgProfile[i] = cgGLGetLatestProfile(CG_GL_VERTEX);   break;
                case 1: cgProfile[i] = cgGLGetLatestProfile(CG_GL_GEOMETRY); break;
                case 2: cgProfile[i] = cgGLGetLatestProfile(CG_GL_FRAGMENT); break;
            }

            if (cgProfile[i] == CG_PROFILE_UNKNOWN){
                printf("Invalid profile type (");
                switch(i){
                    case 0: printf("CG_GL_VERTEX)\n");   break;
                    case 1: printf("CG_GL_GEOMETRY)\n"); break;
                    case 2: printf("CG_GL_FRAGMENT)\n"); break;
                }
                ret = false;
                continue;
            }

            cgGLSetOptimalOptions(cgProfile[i]);

            if(code){
                switch(i){
                    case 0: cgProgram[i] = cgCreateProgram(cgGetContext(), CG_SOURCE, code, cgProfile[i], vpmain, 0); break;
                    case 1: cgProgram[i] = cgCreateProgram(cgGetContext(), CG_SOURCE, code, cgProfile[i], gpmain, 0); break;
                    case 2: cgProgram[i] = cgCreateProgram(cgGetContext(), CG_SOURCE, code, cgProfile[i], fpmain, 0); break;
                }
            }
            else{
                switch(i){
                    case 0: cgProgram[i] = cgCreateProgramFromFile(cgGetContext(), CG_SOURCE, fname, cgProfile[i], vpmain, 0); break;
                    case 1: cgProgram[i] = cgCreateProgramFromFile(cgGetContext(), CG_SOURCE, fname, cgProfile[i], gpmain, 0); break;
                    case 2: cgProgram[i] = cgCreateProgramFromFile(cgGetContext(), CG_SOURCE, fname, cgProfile[i], fpmain, 0); break;
                }
            }

            if (cgProgram[i] == NULL){
                switch(i){
                    case 0: printf("CG ERROR (VERTEX) : %s\n",  cgGetErrorString(cgGetError())); break;
                    case 1: printf("CG ERROR (GEOMETRY) : %s\n",cgGetErrorString(cgGetError())); break;
                    case 2: printf("CG ERROR (FRAGMENT) : %s\n",cgGetErrorString(cgGetError())); break;
                }
                ret = false;
                continue;
            }

            cgGLLoadProgram(cgProgram[i]);
        }
    }

    if(loaded){
        if(ret){    printf("INFO (cgShader): Reloaded %s successfully\n",fname); }
        else{        printf("INFO (cgShader): Reloading %s failed\n",fname); }
    }
    else{
        if(ret){    printf("INFO (cgShader): Loaded %s successfully\n",fname); }
        else{        printf("INFO (cgShader): Loading %s failed\n",fname); }
    }

    loaded = true;

    return ret;
}
Example #25
0
bool cgShader_3::Reload(){

    for(int k = 0; k < 5; k++){
        if(cgProgram[k]){
            cgDestroyProgram(cgProgram[k]);
        }
        cgProfile[k] = CG_PROFILE_UNKNOWN;
        cgProgram[k] = NULL;
    }

    bool ret = true;

    if(cgGetContext()){
        for(int i = 0; i < 5; i++){
            if( main[i] == 0 ){ continue; }

            switch(i){
                case 0: cgProfile[i] = cgGLGetLatestProfile(CG_GL_VERTEX);                    break;
                case 1: cgProfile[i] = cgGLGetLatestProfile(CG_GL_TESSELLATION_CONTROL);    break;
                case 2: cgProfile[i] = cgGLGetLatestProfile(CG_GL_TESSELLATION_EVALUATION);    break;
                case 3: cgProfile[i] = cgGLGetLatestProfile(CG_GL_GEOMETRY);                break;
                case 4: cgProfile[i] = cgGLGetLatestProfile(CG_GL_FRAGMENT);                break;
            }

            if (cgProfile[i] == CG_PROFILE_UNKNOWN){
                printf("Invalid profile type (");
                switch(i){
                    case 0: printf("CG_GL_VERTEX)\n");                    break;
                    case 1: printf("CG_GL_TESSELLATION_CONTROL)\n");    break;
                    case 2: printf("CG_GL_TESSELLATION_EVALUATION)\n");    break;
                    case 3: printf("CG_GL_GEOMETRY)\n");                break;
                    case 4: printf("CG_GL_FRAGMENT)\n");                break;
                }
                ret = false;
                continue;
            }

            cgGLSetOptimalOptions(cgProfile[i]);

            if(code){
                cgProgram[i] = cgCreateProgram(cgGetContext(), CG_SOURCE, code, cgProfile[i], main[i], 0);
            }
            else{
                cgProgram[i] = cgCreateProgramFromFile(cgGetContext(), CG_SOURCE, fname, cgProfile[i], main[i], 0);
            }

            if (cgProgram[i] == NULL){
                switch(i){
                    case 0: printf("CG ERROR (VERTEX) : %s\n",   cgGetErrorString(cgGetError())); break;
                    case 1: printf("CG ERROR (TESS_CTRL) : %s\n",cgGetErrorString(cgGetError())); break;
                    case 2: printf("CG ERROR (TESS_EVAL) : %s\n",cgGetErrorString(cgGetError())); break;
                    case 3: printf("CG ERROR (GEOMETRY) : %s\n", cgGetErrorString(cgGetError())); break;
                    case 4: printf("CG ERROR (FRAGMENT) : %s\n", cgGetErrorString(cgGetError())); break;
                }
                ret = false;
                continue;
            }

            cgGLLoadProgram(cgProgram[i]);
        }
    }

    if(loaded){
        if(ret){    printf("INFO (cgShader): Reloaded %s successfully\n",fname); }
        else{        printf("INFO (cgShader): Reloading %s failed\n",fname); }
    }
    else{
        if(ret){    printf("INFO (cgShader): Loaded %s successfully\n",fname); }
        else{        printf("INFO (cgShader): Loading %s failed\n",fname); }
    }

    loaded = true;

    return ret;
}
Example #26
0
void Sarge::InitializeSargeShaders() {
	TextureLoader textureLoader;

	/////////////////////////////
	//Vertex Shader

	vsSargeProfile = cgGLGetLatestProfile(CG_GL_VERTEX);
	cgGLSetOptimalOptions(vsSargeProfile);
	CheckForCgError("sarge", "selecting vertex profile");

	vsSargeProgram = cgCreateProgramFromFile(ShaderContext, CG_SOURCE, "assets/vertexshaders/vs_sarge.cg", vsSargeProfile, "sargeVertexShader", 0);
	CheckForCgError("sarge", "creating vertex program from file");
	cgGLLoadProgram(vsSargeProgram);
	CheckForCgError("sarge", "loading vertex program");


	//////////////////////////////
	//Pixel Shader

	psSargeProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);
	cgGLSetOptimalOptions(psSargeProfile);
	CheckForCgError("sarge", "selecting pixel profile");

	psSargeProgram = cgCreateProgramFromFile(ShaderContext, CG_SOURCE, "assets/pixelshaders/ps_sarge.cg", psSargeProfile, "sargeLightMap", 0);
	CheckForCgError("sarge", "creating fragment program from file");
	cgGLLoadProgram(psSargeProgram);
	CheckForCgError("sarge", "loading fragment program");

	modelViewProj	= cgGetNamedParameter(vsSargeProgram, "modelViewProj");
	lightViewProj	= cgGetNamedParameter(vsSargeProgram, "lightViewProj");
	vertin			= cgGetNamedParameter(vsSargeProgram, "vertin");
	lightPosition	= cgGetNamedParameter(vsSargeProgram, "lightPosition");
	fragin			= cgGetNamedParameter(psSargeProgram, "fragin");
	eyevector		= cgGetNamedParameter(psSargeProgram, "eyevector");
	


	CheckForCgError("sarge", "getting parameters");

	
	textureLoader.LoadTextureFromDisk("assets/textures/shadermaps/sarge_normalmap.tga", &sargeNormalTexture);
	textureLoader.LoadTextureFromDisk("assets/textures/shadermaps/sarge_colormap.tga", &sargeColorTexture);

	//textureLoader.LoadTextureFromDisk("assets/textures/weapon/fire1.tga", &sargeColorTexture);

	normalmap = cgGetNamedParameter(psSargeProgram, "normalmap");
	cgGLSetTextureParameter(normalmap, sargeNormalTexture.TextureID);
    decalmap = cgGetNamedParameter(psSargeProgram, "decalmap");
    cgGLSetTextureParameter(decalmap, sargeColorTexture.TextureID);
    CheckForCgError("sarge", "setting decal 2D texture");


	/*
	decalmap = cgGetNamedParameter(psSargeProgram, "decalmap");
	cgGLSetTextureParameter(text1, sargeColorTexture.TextureID);
	CheckForCgError("sarge", "setting decal 2D texture");
	
	*/

    mMeshObject.Scale(1.6f);
}
void CG_initialize(void)
{
    cgVertexProfile		= cgGLGetLatestProfile(CG_GL_VERTEX);
	cgFragmentProfile	= cgGLGetLatestProfile(CG_GL_FRAGMENT);
	
    cgGLSetOptimalOptions(cgVertexProfile);
	cgGLSetOptimalOptions(cgFragmentProfile);
    
    cgContext           = cgCreateContext();
    
    cgVertexProgram = cgCreateProgramFromFile(cgContext,
                                              CG_SOURCE,
                                              "CG_ENVIRO_MAPPING/oglu_per_vertex_reflective_environment_mapping_vs.cg",
                                              cgVertexProfile, 
                                              NULL, 
                                              NULL);	
cgGLLoadProgram(cgVertexProgram);
enviroCgVertexParam_lightPosition =  cgGetNamedParameter(cgVertexProgram, "lightPosition");
enviroCgVertexParam_globalAmbient =  cgGetNamedParameter(cgVertexProgram, "globalAmbient");    
enviroCgVertexParam_lightColor    =  cgGetNamedParameter(cgVertexProgram, "lightColor");  
//enviroCgVertexParam_Ke            =  cgGetNamedParameter(cgVertexProgram, "Ke");
enviroCgVertexParam_Ka            =  cgGetNamedParameter(cgVertexProgram, "Ka");    
enviroCgVertexParam_Kd            =  cgGetNamedParameter(cgVertexProgram, "Kd");  
enviroCgVertexParam_Ks            =  cgGetNamedParameter(cgVertexProgram, "Ks");
enviroCgVertexParam_shininess     =  cgGetNamedParameter(cgVertexProgram, "shininess"); 
enviroCgVertexParam_time     =  cgGetNamedParameter(cgVertexProgram, "time"); 
    


    cgModelViewProj = cgGetNamedParameter(cgVertexProgram, "ModelViewProj");
	cgModelView		= cgGetNamedParameter(cgVertexProgram, "ModelView");
	cgModelViewI	= cgGetNamedParameter(cgVertexProgram, "ModelViewI");
	cgModelViewIT	= cgGetNamedParameter(cgVertexProgram, "ModelViewIT");
	cgPosition		= cgGetNamedParameter(cgVertexProgram, "position");
	cgNormal		= cgGetNamedParameter(cgVertexProgram, "N");
	cgTexcoords		= cgGetNamedParameter(cgVertexProgram, "texCoord");
	cgEyePosition	= cgGetNamedParameter(cgVertexProgram, "eyePosition");
	
	cgGLSetParameter3f(cgEyePosition, 0, 0, 0);
    

    
    
   




    cgFragmentProgram = cgCreateProgramFromFile(cgContext, 
                                                CG_SOURCE, 
                                                "CG_ENVIRO_MAPPING/oglu_per_vertex_reflective_environment_mapping_ps.cg",
											    cgFragmentProfile, 
                                                NULL, 
                                                NULL );
    cgGLLoadProgram(cgFragmentProgram);

    
    cgEnvironmentMap = cgGetNamedParameter(cgFragmentProgram, "environmentMap");
    loadCubeMap();
    cgGLSetTextureParameter(cgEnvironmentMap, cubemapTexture[0]);
}
Example #28
0
int main(int argc, char **argv)
{
  glutInitWindowSize(800, 800);
  glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH | GLUT_MULTISAMPLE);
  glutInit(&argc, argv);

  glutCreateWindow(myProgramName);
  glutDisplayFunc(display);
  glutKeyboardFunc(keyboard);
  glutReshapeFunc(reshape);
  glutMouseFunc(mouse);

  glClearColor(0.1, 0.1, 0.1, 0);  /* Gray background. */
  glEnable(GL_DEPTH_TEST);         /* Hidden surface removal. */

  myCgContext = cgCreateContext();
  checkForCgError("creating context");
  cgGLSetDebugMode( CG_FALSE );

  myCgVertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);
  cgGLSetOptimalOptions(myCgVertexProfile);
  checkForCgError("selecting vertex profile");

  myCgVertexProgram =
    cgCreateProgramFromFile(
      myCgContext,              /* Cg runtime context */
      CG_SOURCE,                /* Program in human-readable form */
      myVertexProgramFileName,  /* Name of file containing program */
      myCgVertexProfile,        /* Profile: OpenGL ARB vertex program */
      myVertexProgramName,      /* Entry function name */
      NULL);                    /* No extra commyPiler options */
  checkForCgError("creating vertex program from file");
  cgGLLoadProgram(myCgVertexProgram);
  checkForCgError("loading vertex program");

#define GET_VERTEX_PARAM(name) \
  myCgVertexParam_##name = \
    cgGetNamedParameter(myCgVertexProgram, #name); \
  checkForCgError("could not get " #name " parameter");

  GET_VERTEX_PARAM(modelViewProj);

  myCgFragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);
  cgGLSetOptimalOptions(myCgFragmentProfile);
  checkForCgError("selecting fragment profile");

  myCgFragmentProgram =
    cgCreateProgramFromFile(
      myCgContext,              /* Cg runtime context */
      CG_SOURCE,                /* Program in human-readable form */
      myFragmentProgramFileName,
      myCgFragmentProfile,      /* Profile: latest fragment profile */
      myFragmentProgramName,    /* Entry function name */
      NULL); /* No extra commyPiler options */
  checkForCgError("creating fragment program from string");
  cgGLLoadProgram(myCgFragmentProgram);
  checkForCgError("loading fragment program");

#define GET_FRAGMENT_PARAM(name) \
  myCgFragmentParam_##name = \
    cgGetNamedParameter(myCgFragmentProgram, #name); \
  checkForCgError("could not get " #name " parameter");

  GET_FRAGMENT_PARAM(globalAmbient);
  GET_FRAGMENT_PARAM(lightColor);
  GET_FRAGMENT_PARAM(lightPosition);
  GET_FRAGMENT_PARAM(eyePosition);
  GET_FRAGMENT_PARAM(Ke);
  GET_FRAGMENT_PARAM(Ka);
  GET_FRAGMENT_PARAM(Kd);
  GET_FRAGMENT_PARAM(Ks);
  GET_FRAGMENT_PARAM(shininess);

  /* Set light source color parameters once. */
  cgSetParameter3fv(myCgFragmentParam_globalAmbient, myGlobalAmbient);
  cgSetParameter3fv(myCgFragmentParam_lightColor, myLightColor);
  
  stickangle=90+angle;

  w.xspeed=0 ;
  w.zspeed=0;


  w.x=0;w.y=4;w.z=30;
  w.r=1;w.g=1;w.b=1;

  
  r.x=-34;r.y=4;r.z=-80;
  r.r=1;r.g=0;r.b=0;
  
  b.x=26;b.y=4;b.z=-40;
  b.r=0;b.g=0;b.b=0;
  
  	w.flag=1;
	r.flag=1;
	b.flag=1;
	w.xspeed=0;
    w.zspeed=0;
	r.zspeed=0;
	r.xspeed=0;
	b.xspeed=0;
	b.zspeed=0;
    enablestick=1;

	printf("Billiards! By :\n");
	printf("Prabhat Kumar Gupta\t 2007MCS2895\n");
	printf("Nidhi Arora\t\t 2007MCS2913\t\n");
	printf("-----------------------------------------------\n");
	printf("\t\tControls\n");
	printf("-----------------------------------------------\n");
	printf("Control:\t\tAction\n");
	printf("-----------------------------------------------\n");
	printf("LeftClick/Spacebar\tEnable Stick and Strike\n");
	printf("z\t\t\tRotate Stick Left\n");
	printf("x\t\t\tRotate Stick Right\n");
	printf("n\t\t\tZoom In\n");
	printf("m\t\t\tZoom Out\n");
	printf("1\t\t\tCamera 1\n");
	printf("2\t\t\tCamera 2\n");
	printf("3\t\t\tCamera 3\n");
	printf("4\t\t\tCamera 4\n");
	printf("-----------------------------------------------\n");



  glutCreateMenu(menu);
  glutAddMenuEntry("[ ] Animate", ' ');
  glutAddMenuEntry("[ ] Camera1",'1');
  glutAddMenuEntry("[ ] Camera2",'2');
  glutAddMenuEntry("[ ] Camera3",'3');
  glutAddMenuEntry("[ ] Camera4",'4');
  
  glutAttachMenu(GLUT_RIGHT_BUTTON);
  glutMainLoop();
  return 0;
}
Example #29
0
static void *gl_cg_init(void *data, const char *path)
{
   unsigned i;
   cg_shader_data_t *cg_data = (cg_shader_data_t*)
      calloc(1, sizeof(cg_shader_data_t));

   if (!cg_data)
      return NULL;

#ifdef HAVE_CG_RUNTIME_COMPILER
   cgRTCgcInit();
#endif

   cg_data->cgCtx = cgCreateContext();

   if (!cg_data->cgCtx)
   {
      RARCH_ERR("Failed to create Cg context.\n");
      goto error;
   }

#ifdef RARCH_CG_DEBUG
   cgGLSetDebugMode(CG_TRUE);
   cgSetErrorHandler(cg_error_handler, NULL);
#endif

   cg_data->cgFProf = cgGLGetLatestProfile(CG_GL_FRAGMENT);
   cg_data->cgVProf = cgGLGetLatestProfile(CG_GL_VERTEX);

   if (
         cg_data->cgFProf == CG_PROFILE_UNKNOWN ||
         cg_data->cgVProf == CG_PROFILE_UNKNOWN)
   {
      RARCH_ERR("Invalid profile type\n");
      free(cg_data);
      cg_data = NULL;
      goto error;
   }

   RARCH_LOG("[Cg]: Vertex profile: %s\n",   cgGetProfileString(cg_data->cgVProf));
   RARCH_LOG("[Cg]: Fragment profile: %s\n", cgGetProfileString(cg_data->cgFProf));
   cgGLSetOptimalOptions(cg_data->cgFProf);
   cgGLSetOptimalOptions(cg_data->cgVProf);
   cgGLEnableProfile(cg_data->cgFProf);
   cgGLEnableProfile(cg_data->cgVProf);

   memset(cg_data->cg_alias_define, 0, sizeof(cg_data->cg_alias_define));

   if (path && string_is_equal(path_get_extension(path), "cgp"))
   {
      if (!gl_cg_load_preset(cg_data, path))
         goto error;
   }
   else
   {
      if (!gl_cg_load_plain(cg_data, path))
         goto error;
   }

   cg_data->prg[0].mvp = cgGetNamedParameter(cg_data->prg[0].vprg, "IN.mvp_matrix");
   for (i = 1; i <= cg_data->shader->passes; i++)
      gl_cg_set_program_attributes(cg_data, i);

   /* If we aren't using last pass non-FBO shader, 
    * this shader will be assumed to be "fixed-function".
    *
    * Just use prg[0] for that pass, which will be
    * pass-through. */
   cg_data->prg[cg_data->shader->passes + 1] = cg_data->prg[0]; 

   /* No need to apply Android hack in Cg. */
   cg_data->prg[GL_SHADER_STOCK_BLEND] = cg_data->prg[0];

   cgGLBindProgram(cg_data->prg[1].fprg);
   cgGLBindProgram(cg_data->prg[1].vprg);

   return cg_data;

error:
   gl_cg_destroy_resources(cg_data);
   if (!cg_data)
      free(cg_data);
   return NULL;
}
Example #30
0
void Skydome::InitializeSkydomeShaders() {
    TextureLoader textureLoader;
    glTexture daySky, nightSky, redSky, sun, sunMask;

    textureLoader.LoadTextureFromDisk("assets/textures/sky/clouds2.tga", &daySky);
    textureLoader.LoadTextureFromDisk("assets/textures/sky/night.tga", &nightSky);
	textureLoader.LoadTextureFromDisk("assets/textures/sky/red.tga", &redSky);

    /*
    //Vertext Shader profile
    vsSkydomeProfile = cgGLGetLatestProfile(CG_GL_VERTEX);
    //Set profile
    cgGLSetOptimalOptions(vsFireballProfile);
    CheckForCgError("skydome", "selecting vertex profile");

    //Load vertex shader
    vsFireballProgram = cgCreateProgramFromFile(ShaderContext, CG_SOURCE, "assets/vertexshaders/vs_fireball.cg", vsFireballProfile, "vertMain", 0);

    CheckForCgError("skydome", "creating vertex program from file");
    cgGLLoadProgram(vsFireballProgram);
    CheckForCgError("skydome", "loading vertex program");

    
    texVert			= cgGetNamedParameter(vsFireballProgram, "texCoordIN");
    position		= cgGetNamedParameter(vsFireballProgram, "posIN");
    move			= cgGetNamedParameter(vsFireballProgram, "move");
    mvMatrix		= cgGetNamedParameter(vsFireballProgram, "ModelViewProj");
    */
    
    /////////////////////////////
    //Pixel Shader
	  
    psSkydomeProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);
    cgGLSetOptimalOptions(psSkydomeProfile);
    CheckForCgError("skydome", "selecting Skydome fragment profile");

    psSkydomeProgram = cgCreateProgramFromFile(ShaderContext, CG_SOURCE, "assets/pixelshaders/ps_skydome.cg", psSkydomeProfile, "pixelMain", 0);
    CheckForCgError("skydome", "creating fragment program from file");
    cgGLLoadProgram(psSkydomeProgram);
    CheckForCgError("skydome", "loading fragment program");

    texcoord0       = cgGetNamedParameter(psSkydomeProgram, "texcoord0");
    dayTime       = cgGetNamedParameter(psSkydomeProgram, "lightdist");
	transition       = cgGetNamedParameter(psSkydomeProgram, "transition");

    text1 = cgGetNamedParameter(psSkydomeProgram, "text1");
    cgGLSetTextureParameter(text1, daySky.TextureID);
    text2 = cgGetNamedParameter(psSkydomeProgram, "text2");
    cgGLSetTextureParameter(text2, nightSky.TextureID);
	text3 = cgGetNamedParameter(psSkydomeProgram, "text3");
    cgGLSetTextureParameter(text3, redSky.TextureID);
    CheckForCgError("skydome", "setting decal 2D texture");

	textureLoader.LoadTextureFromDisk("assets/textures/sky/sun.tga", &sun);
	textureLoader.LoadTextureFromDisk("assets/textures/sky/sunmask.tga", &sunMask);

	psSkydomeSunProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);
    cgGLSetOptimalOptions(psSkydomeSunProfile);
    CheckForCgError("skydome", "selecting Skydome sun fragment profile");

	psSkydomeSunProgram = cgCreateProgramFromFile(ShaderContext, CG_SOURCE, "assets/pixelshaders/ps_skydomeSun.cg", psSkydomeSunProfile, "pixelMain", 0);
    CheckForCgError("skydome", "creating fragment program from file");
    cgGLLoadProgram(psSkydomeSunProgram);
    CheckForCgError("skydome", "loading fragment program");

	texcoord0       = cgGetNamedParameter(psSkydomeSunProgram, "texcoord0");

	suntext1 = cgGetNamedParameter(psSkydomeSunProgram, "text1");
    cgGLSetTextureParameter(suntext1, sun.TextureID);
    suntext2 = cgGetNamedParameter(psSkydomeSunProgram, "text2");
    cgGLSetTextureParameter(suntext2, sunMask.TextureID);
	CheckForCgError("skydome", "setting decal 2D texture");

    //Temporarily Unbind Texture
    //glDisable(GL_TEXTURE_2D);	
    //glDisable(GL_BLEND);						// Disable Blending
    //glBindTexture(GL_TEXTURE_2D,0);	
}