void RenderMethod_TerrainPhong_CG::setupShader(CGcontext &cg, CGprofile &_cgVertexProfile, CGprofile &_cgFragmentProfile) { RenderMethod::setupShader(cg, _cgVertexProfile, _cgFragmentProfile); createVertexProgram(cg, FileName("data/shaders/cg/terrain.vp.cg")); createFragmentProgram(cg, FileName("data/shaders/cg/terrain.fp.cg")); // Vertex program parameters cgMVP = getVertexProgramParameter (cg, "MVP"); cgView = getVertexProgramParameter (cg, "View"); cgCameraPos = getVertexProgramParameter (cg, "CameraPos"); cgLightDir = getFragmentProgramParameter(cg, "LightDir"); cgTexture = getFragmentProgramParameter(cg, "tex0"); cgKa = getFragmentProgramParameter(cg, "Ka"); cgKd = getFragmentProgramParameter(cg, "Kd"); }
void RenderMethod_Grass_CG::setupShader(CGcontext &cg, CGprofile &_cgVertexProfile, CGprofile &_cgFragmentProfile) { RenderMethod::setupShader(cg, _cgVertexProfile, _cgFragmentProfile); createVertexProgram(cg, FileName("data/shaders/cg/grass.vp.cg")); createFragmentProgram(cg, FileName("data/shaders/cg/grass.fp.cg")); // Vertex program parameters cgMVP = getVertexProgramParameter (cg, "MVP"); cgView = getVertexProgramParameter (cg, "View"); cgViewI = getVertexProgramParameter (cg, "ViewI"); cgLightPos = getVertexProgramParameter (cg, "LightPos"); cgCameraPos = getVertexProgramParameter (cg, "CameraPos"); cgCameraRight = getVertexProgramParameter (cg, "CameraRight"); cgCameraUp = getVertexProgramParameter (cg, "CameraUp"); cgTime = getVertexProgramParameter (cg, "time"); // Fragment program parameters cgTexture = getFragmentProgramParameter(cg, "tex0"); cgKa = getFragmentProgramParameter(cg, "Ka"); cgKd = getFragmentProgramParameter(cg, "Kd"); cgkC = getFragmentProgramParameter(cg, "kC"); cgkL = getFragmentProgramParameter(cg, "kL"); cgkQ = getFragmentProgramParameter(cg, "kQ"); }
void RenderMethod_CGTest::setupShader(CGcontext &cg, CGprofile &_cgVertexProfile, CGprofile &_cgFragmentProfile) { RenderMethod::setupShader(cg, _cgVertexProfile, _cgFragmentProfile); createVertexProgram(cg, FileName("data/shaders/cg/test.vp.cg")); createFragmentProgram(cg, FileName("data/shaders/cg/test.fp.cg")); // get handles shader program parameters cgProj = getVertexProgramParameter (cg, "Proj"); cgView = getVertexProgramParameter (cg, "View"); cgTexture = getFragmentProgramParameter(cg, "tex0"); // setup shader constants cgGLSetStateMatrixParameter(cgProj, CG_GL_PROJECTION_MATRIX, CG_GL_MATRIX_IDENTITY); cgSetParameterVariability(cgProj, CG_LITERAL); // make it a constant }
void RenderMethod_PhongPoint_CG::setupShader(CGcontext &cg, CGprofile &_cgVertexProfile, CGprofile &_cgFragmentProfile) { RenderMethod::setupShader(cg, _cgVertexProfile, _cgFragmentProfile); createVertexProgram(cg, FileName("data/shaders/cg/phong_point.vp.cg")); createFragmentProgram(cg, FileName("data/shaders/cg/phong_point.fp.cg")); // Vertex program parameters cgMVP = getVertexProgramParameter (cg, "MVP"); cgView = getVertexProgramParameter (cg, "View"); cgLightPos = getVertexProgramParameter (cg, "LightPos"); cgCameraPos = getVertexProgramParameter (cg, "CameraPos"); cgTexture = getFragmentProgramParameter(cg, "tex0"); cgKa = getFragmentProgramParameter(cg, "Ka"); cgKd = getFragmentProgramParameter(cg, "Kd"); cgKs = getFragmentProgramParameter(cg, "Ks"); cgShininess = getFragmentProgramParameter(cg, "shininess"); cgkC = getFragmentProgramParameter(cg, "kC"); cgkL = getFragmentProgramParameter(cg, "kL"); cgkQ = getFragmentProgramParameter(cg, "kQ"); }