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@@ -27,8 +27,8 @@ using namespace CamelotEngine;
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int _tmain(int argc, _TCHAR* argv[])
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int _tmain(int argc, _TCHAR* argv[])
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{
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{
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- //gApplication().startUp("CamelotGLRenderSystem", "CamelotForwardRenderer");
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- gApplication().startUp("CamelotD3D9RenderSystem", "CamelotForwardRenderer");
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+ gApplication().startUp("CamelotGLRenderSystem", "CamelotForwardRenderer");
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+ //gApplication().startUp("CamelotD3D9RenderSystem", "CamelotForwardRenderer");
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RenderSystem* renderSystem = RenderSystemManager::getActive();
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RenderSystem* renderSystem = RenderSystemManager::getActive();
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RenderWindow* renderWindow = gApplication().getPrimaryRenderWindow();
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RenderWindow* renderWindow = gApplication().getPrimaryRenderWindow();
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@@ -59,7 +59,6 @@ int _tmain(int argc, _TCHAR* argv[])
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// }";
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// }";
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//fragProg = HighLevelGpuProgram::create(fragShaderCode, "ps_main", "hlsl", GPT_FRAGMENT_PROGRAM, GPP_PS_2_0);
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//fragProg = HighLevelGpuProgram::create(fragShaderCode, "ps_main", "hlsl", GPT_FRAGMENT_PROGRAM, GPP_PS_2_0);
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- //fragProg->load();
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//String vertShaderCode = "float4x4 matViewProjection; \
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//String vertShaderCode = "float4x4 matViewProjection; \
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// void vs_main( \
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// void vs_main( \
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@@ -73,9 +72,6 @@ int _tmain(int argc, _TCHAR* argv[])
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// }";
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// }";
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//vertProg = HighLevelGpuProgram::create(vertShaderCode, "vs_main", "hlsl", GPT_VERTEX_PROGRAM, GPP_VS_2_0);
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//vertProg = HighLevelGpuProgram::create(vertShaderCode, "vs_main", "hlsl", GPT_VERTEX_PROGRAM, GPP_VS_2_0);
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- //vertProg->load();
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-
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-
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/////////////////// CG SHADERS //////////////////////////
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/////////////////// CG SHADERS //////////////////////////
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String fragShaderCode = "sampler2D tex; \
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String fragShaderCode = "sampler2D tex; \
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@@ -100,16 +96,6 @@ int _tmain(int argc, _TCHAR* argv[])
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vertProg = HighLevelGpuProgram::create(vertShaderCode, "vs_main", "cg", GPT_VERTEX_PROGRAM, GPP_VS_2_0);
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vertProg = HighLevelGpuProgram::create(vertShaderCode, "vs_main", "cg", GPT_VERTEX_PROGRAM, GPP_VS_2_0);
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- HighLevelGpuProgramHandle vertProgRef(vertProg);
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-
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- gResources().create(vertProgRef, "C:\\vertProgCg.vprog", true);
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- vertProgRef = static_resource_cast<HighLevelGpuProgram>(gResources().load("C:\\vertProgCg.vprog"));
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-
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- HighLevelGpuProgramHandle fragProgRef(fragProg);
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-
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- gResources().create(fragProgRef, "C:\\fragProgCg.vprog", true);
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- fragProgRef = static_resource_cast<HighLevelGpuProgram>(gResources().load("C:\\fragProgCg.vprog"));
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-
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///////////////// GLSL SHADERS ////////////////////////////
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///////////////// GLSL SHADERS ////////////////////////////
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//String fragShaderCode = "uniform sampler2D tex; \
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//String fragShaderCode = "uniform sampler2D tex; \
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// void main() \
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// void main() \
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@@ -119,7 +105,6 @@ int _tmain(int argc, _TCHAR* argv[])
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// }";
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// }";
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//fragProg = HighLevelGpuProgram::create(fragShaderCode, "main", "glsl", GPT_FRAGMENT_PROGRAM, GPP_PS_2_0);
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//fragProg = HighLevelGpuProgram::create(fragShaderCode, "main", "glsl", GPT_FRAGMENT_PROGRAM, GPP_PS_2_0);
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- //fragProg->load();
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//// TODO - Ogres GLSL parsing requires some strict parameter naming, can that be avoided?
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//// TODO - Ogres GLSL parsing requires some strict parameter naming, can that be avoided?
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//String vertShaderCode = "uniform mat4 matViewProjection; \
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//String vertShaderCode = "uniform mat4 matViewProjection; \
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@@ -131,7 +116,16 @@ int _tmain(int argc, _TCHAR* argv[])
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// }";
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// }";
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//vertProg = HighLevelGpuProgram::create(vertShaderCode, "main", "glsl", GPT_VERTEX_PROGRAM, GPP_VS_2_0);
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//vertProg = HighLevelGpuProgram::create(vertShaderCode, "main", "glsl", GPT_VERTEX_PROGRAM, GPP_VS_2_0);
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- //vertProg->load();
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+
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+ HighLevelGpuProgramHandle vertProgRef(vertProg);
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+
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+ gResources().create(vertProgRef, "C:\\vertProgCg.vprog", true);
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+ vertProgRef = static_resource_cast<HighLevelGpuProgram>(gResources().load("C:\\vertProgCg.vprog"));
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+
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+ HighLevelGpuProgramHandle fragProgRef(fragProg);
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+
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+ gResources().create(fragProgRef, "C:\\fragProgCg.vprog", true);
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+ fragProgRef = static_resource_cast<HighLevelGpuProgram>(gResources().load("C:\\fragProgCg.vprog"));
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ShaderPtr testShader = ShaderPtr(new Shader("TestShader"));
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ShaderPtr testShader = ShaderPtr(new Shader("TestShader"));
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TechniquePtr newTechniqueGL = testShader->addTechnique("GLRenderSystem", "ForwardRenderer");
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TechniquePtr newTechniqueGL = testShader->addTechnique("GLRenderSystem", "ForwardRenderer");
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