|
@@ -260,7 +260,7 @@ un_bind(){
|
|
|
|
|
|
|
|
|
|
|
|
|
cgGLDisableProfile(_cg_shader->cgVertexProfile);// Disable Our Vertex Profile
|
|
cgGLDisableProfile(_cg_shader->cgVertexProfile);// Disable Our Vertex Profile
|
|
|
- cgGLDisableProfile(_cg_shader->cgFragmentProfile);// Disable Our Fragment Profile
|
|
|
|
|
|
|
+ cgGLDisableProfile(_cg_shader->cgFragmentProfile);// Disable Our Fragment Profile
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
////////////////////////////////////////////////////////////////////
|
|
@@ -268,16 +268,16 @@ un_bind(){
|
|
|
// Access: Published
|
|
// Access: Published
|
|
|
// Description: Select a matrix type and a transform type
|
|
// Description: Select a matrix type and a transform type
|
|
|
// Matrices you can send to your shaders are:
|
|
// Matrices you can send to your shaders are:
|
|
|
-// M_MODELVIEW,M_PROJECTION,M_TEXTURE,M_MODELVIEW_PROJECTION,
|
|
|
|
|
|
|
+// MTXMODELVIEW,MTXPROJECTION,MTXTEXTURE,MTXMODELVIEWPROJECTION,
|
|
|
// and they can have th transforms:
|
|
// and they can have th transforms:
|
|
|
-// T_IDENTITY,T_TRANSPOSE,T_INVERSE,T_INVERSE_TRANSPOSE,
|
|
|
|
|
|
|
+// TRFIDENTITY,TRFTRANSPOSE,TRFINVERSE,TRFINVERSETRANSPOSE,
|
|
|
////////////////////////////////////////////////////////////////////
|
|
////////////////////////////////////////////////////////////////////
|
|
|
void CLP(CgShaderContext)::
|
|
void CLP(CgShaderContext)::
|
|
|
set_param(const string &pname, CgShader::Matrix_Type m, CgShader::Transform_Type t,
|
|
set_param(const string &pname, CgShader::Matrix_Type m, CgShader::Transform_Type t,
|
|
|
bool vert_or_frag) {
|
|
bool vert_or_frag) {
|
|
|
// MODELVIEW BEGINS
|
|
// MODELVIEW BEGINS
|
|
|
- if (m == M_MODELVIEW) {
|
|
|
|
|
- if (t == T_IDENTITY) {
|
|
|
|
|
|
|
+ if (m == CgShader::MTXMODELVIEW) {
|
|
|
|
|
+ if (t == CgShader::TRFIDENTITY) {
|
|
|
if (vert_or_frag) {
|
|
if (vert_or_frag) {
|
|
|
cgGLSetStateMatrixParameter(_cg_shader->_vertex_matrix_params[pname],
|
|
cgGLSetStateMatrixParameter(_cg_shader->_vertex_matrix_params[pname],
|
|
|
CG_GL_MODELVIEW_MATRIX, CG_GL_MATRIX_IDENTITY);
|
|
CG_GL_MODELVIEW_MATRIX, CG_GL_MATRIX_IDENTITY);
|
|
@@ -285,7 +285,7 @@ set_param(const string &pname, CgShader::Matrix_Type m, CgShader::Transform_Type
|
|
|
cgGLSetStateMatrixParameter(_cg_shader->_fragment_matrix_params[pname],
|
|
cgGLSetStateMatrixParameter(_cg_shader->_fragment_matrix_params[pname],
|
|
|
CG_GL_MODELVIEW_MATRIX, CG_GL_MATRIX_IDENTITY);
|
|
CG_GL_MODELVIEW_MATRIX, CG_GL_MATRIX_IDENTITY);
|
|
|
}
|
|
}
|
|
|
- } else if (t == T_TRANSPOSE) {
|
|
|
|
|
|
|
+ } else if (t == CgShader::TRFTRANSPOSE) {
|
|
|
if (vert_or_frag) {
|
|
if (vert_or_frag) {
|
|
|
cgGLSetStateMatrixParameter(_cg_shader->_vertex_matrix_params[pname],
|
|
cgGLSetStateMatrixParameter(_cg_shader->_vertex_matrix_params[pname],
|
|
|
CG_GL_MODELVIEW_MATRIX, CG_GL_MATRIX_TRANSPOSE);
|
|
CG_GL_MODELVIEW_MATRIX, CG_GL_MATRIX_TRANSPOSE);
|
|
@@ -293,7 +293,7 @@ set_param(const string &pname, CgShader::Matrix_Type m, CgShader::Transform_Type
|
|
|
cgGLSetStateMatrixParameter(_cg_shader->_fragment_matrix_params[pname],
|
|
cgGLSetStateMatrixParameter(_cg_shader->_fragment_matrix_params[pname],
|
|
|
CG_GL_MODELVIEW_MATRIX, CG_GL_MATRIX_TRANSPOSE);
|
|
CG_GL_MODELVIEW_MATRIX, CG_GL_MATRIX_TRANSPOSE);
|
|
|
}
|
|
}
|
|
|
- } else if (t == T_INVERSE) {
|
|
|
|
|
|
|
+ } else if (t == CgShader::TRFINVERSE) {
|
|
|
if (vert_or_frag) {
|
|
if (vert_or_frag) {
|
|
|
cgGLSetStateMatrixParameter(_cg_shader->_vertex_matrix_params[pname],
|
|
cgGLSetStateMatrixParameter(_cg_shader->_vertex_matrix_params[pname],
|
|
|
CG_GL_MODELVIEW_MATRIX, CG_GL_MATRIX_INVERSE);
|
|
CG_GL_MODELVIEW_MATRIX, CG_GL_MATRIX_INVERSE);
|
|
@@ -301,7 +301,7 @@ set_param(const string &pname, CgShader::Matrix_Type m, CgShader::Transform_Type
|
|
|
cgGLSetStateMatrixParameter(_cg_shader->_fragment_matrix_params[pname],
|
|
cgGLSetStateMatrixParameter(_cg_shader->_fragment_matrix_params[pname],
|
|
|
CG_GL_MODELVIEW_MATRIX, CG_GL_MATRIX_INVERSE);
|
|
CG_GL_MODELVIEW_MATRIX, CG_GL_MATRIX_INVERSE);
|
|
|
}
|
|
}
|
|
|
- } else if (t == T_INVERSE_TRANSPOSE) {
|
|
|
|
|
|
|
+ } else if (t == CgShader::TRFINVERSETRANSPOSE) {
|
|
|
if (vert_or_frag) {
|
|
if (vert_or_frag) {
|
|
|
cgGLSetStateMatrixParameter(_cg_shader->_vertex_matrix_params[pname],
|
|
cgGLSetStateMatrixParameter(_cg_shader->_vertex_matrix_params[pname],
|
|
|
CG_GL_MODELVIEW_MATRIX, CG_GL_MATRIX_INVERSE_TRANSPOSE);
|
|
CG_GL_MODELVIEW_MATRIX, CG_GL_MATRIX_INVERSE_TRANSPOSE);
|
|
@@ -312,8 +312,8 @@ set_param(const string &pname, CgShader::Matrix_Type m, CgShader::Transform_Type
|
|
|
}
|
|
}
|
|
|
// MODELVIEW ENDS
|
|
// MODELVIEW ENDS
|
|
|
// PROJECTION BEGINS
|
|
// PROJECTION BEGINS
|
|
|
- } else if (m == M_PROJECTION) {
|
|
|
|
|
- if (t == T_IDENTITY) {
|
|
|
|
|
|
|
+ } else if (m == CgShader::MTXPROJECTION) {
|
|
|
|
|
+ if (t == CgShader::TRFIDENTITY) {
|
|
|
if (vert_or_frag) {
|
|
if (vert_or_frag) {
|
|
|
cgGLSetStateMatrixParameter(_cg_shader->_vertex_matrix_params[pname],
|
|
cgGLSetStateMatrixParameter(_cg_shader->_vertex_matrix_params[pname],
|
|
|
CG_GL_PROJECTION_MATRIX, CG_GL_MATRIX_IDENTITY);
|
|
CG_GL_PROJECTION_MATRIX, CG_GL_MATRIX_IDENTITY);
|
|
@@ -321,7 +321,7 @@ set_param(const string &pname, CgShader::Matrix_Type m, CgShader::Transform_Type
|
|
|
cgGLSetStateMatrixParameter(_cg_shader->_fragment_matrix_params[pname],
|
|
cgGLSetStateMatrixParameter(_cg_shader->_fragment_matrix_params[pname],
|
|
|
CG_GL_PROJECTION_MATRIX, CG_GL_MATRIX_IDENTITY);
|
|
CG_GL_PROJECTION_MATRIX, CG_GL_MATRIX_IDENTITY);
|
|
|
}
|
|
}
|
|
|
- } else if (t == T_TRANSPOSE) {
|
|
|
|
|
|
|
+ } else if (t == CgShader::TRFTRANSPOSE) {
|
|
|
if (vert_or_frag) {
|
|
if (vert_or_frag) {
|
|
|
cgGLSetStateMatrixParameter(_cg_shader->_vertex_matrix_params[pname],
|
|
cgGLSetStateMatrixParameter(_cg_shader->_vertex_matrix_params[pname],
|
|
|
CG_GL_PROJECTION_MATRIX, CG_GL_MATRIX_TRANSPOSE);
|
|
CG_GL_PROJECTION_MATRIX, CG_GL_MATRIX_TRANSPOSE);
|
|
@@ -329,7 +329,7 @@ set_param(const string &pname, CgShader::Matrix_Type m, CgShader::Transform_Type
|
|
|
cgGLSetStateMatrixParameter(_cg_shader->_fragment_matrix_params[pname],
|
|
cgGLSetStateMatrixParameter(_cg_shader->_fragment_matrix_params[pname],
|
|
|
CG_GL_PROJECTION_MATRIX, CG_GL_MATRIX_TRANSPOSE);
|
|
CG_GL_PROJECTION_MATRIX, CG_GL_MATRIX_TRANSPOSE);
|
|
|
}
|
|
}
|
|
|
- } else if (t == T_INVERSE) {
|
|
|
|
|
|
|
+ } else if (t == CgShader::TRFINVERSE) {
|
|
|
if (vert_or_frag) {
|
|
if (vert_or_frag) {
|
|
|
cgGLSetStateMatrixParameter(_cg_shader->_vertex_matrix_params[pname],
|
|
cgGLSetStateMatrixParameter(_cg_shader->_vertex_matrix_params[pname],
|
|
|
CG_GL_PROJECTION_MATRIX, CG_GL_MATRIX_INVERSE);
|
|
CG_GL_PROJECTION_MATRIX, CG_GL_MATRIX_INVERSE);
|
|
@@ -337,7 +337,7 @@ set_param(const string &pname, CgShader::Matrix_Type m, CgShader::Transform_Type
|
|
|
cgGLSetStateMatrixParameter(_cg_shader->_fragment_matrix_params[pname],
|
|
cgGLSetStateMatrixParameter(_cg_shader->_fragment_matrix_params[pname],
|
|
|
CG_GL_PROJECTION_MATRIX, CG_GL_MATRIX_INVERSE);
|
|
CG_GL_PROJECTION_MATRIX, CG_GL_MATRIX_INVERSE);
|
|
|
}
|
|
}
|
|
|
- } else if (t == T_INVERSE_TRANSPOSE) {
|
|
|
|
|
|
|
+ } else if (t == CgShader::TRFINVERSETRANSPOSE) {
|
|
|
if (vert_or_frag) {
|
|
if (vert_or_frag) {
|
|
|
cgGLSetStateMatrixParameter(_cg_shader->_vertex_matrix_params[pname],
|
|
cgGLSetStateMatrixParameter(_cg_shader->_vertex_matrix_params[pname],
|
|
|
CG_GL_PROJECTION_MATRIX, CG_GL_MATRIX_INVERSE_TRANSPOSE);
|
|
CG_GL_PROJECTION_MATRIX, CG_GL_MATRIX_INVERSE_TRANSPOSE);
|
|
@@ -348,8 +348,8 @@ set_param(const string &pname, CgShader::Matrix_Type m, CgShader::Transform_Type
|
|
|
}
|
|
}
|
|
|
// PROJECTION ENDS
|
|
// PROJECTION ENDS
|
|
|
// TEXTURE BEGINS
|
|
// TEXTURE BEGINS
|
|
|
- } else if (m == M_TEXTURE) {
|
|
|
|
|
- if (t == T_IDENTITY) {
|
|
|
|
|
|
|
+ } else if (m == CgShader::MTXTEXTURE) {
|
|
|
|
|
+ if (t == CgShader::TRFIDENTITY) {
|
|
|
if (vert_or_frag) {
|
|
if (vert_or_frag) {
|
|
|
cgGLSetStateMatrixParameter(_cg_shader->_vertex_matrix_params[pname],
|
|
cgGLSetStateMatrixParameter(_cg_shader->_vertex_matrix_params[pname],
|
|
|
CG_GL_TEXTURE_MATRIX, CG_GL_MATRIX_IDENTITY);
|
|
CG_GL_TEXTURE_MATRIX, CG_GL_MATRIX_IDENTITY);
|
|
@@ -357,7 +357,7 @@ set_param(const string &pname, CgShader::Matrix_Type m, CgShader::Transform_Type
|
|
|
cgGLSetStateMatrixParameter(_cg_shader->_fragment_matrix_params[pname],
|
|
cgGLSetStateMatrixParameter(_cg_shader->_fragment_matrix_params[pname],
|
|
|
CG_GL_TEXTURE_MATRIX, CG_GL_MATRIX_IDENTITY);
|
|
CG_GL_TEXTURE_MATRIX, CG_GL_MATRIX_IDENTITY);
|
|
|
}
|
|
}
|
|
|
- } else if (t == T_TRANSPOSE) {
|
|
|
|
|
|
|
+ } else if (t == CgShader::TRFTRANSPOSE) {
|
|
|
if (vert_or_frag) {
|
|
if (vert_or_frag) {
|
|
|
cgGLSetStateMatrixParameter(_cg_shader->_vertex_matrix_params[pname],
|
|
cgGLSetStateMatrixParameter(_cg_shader->_vertex_matrix_params[pname],
|
|
|
CG_GL_TEXTURE_MATRIX, CG_GL_MATRIX_TRANSPOSE);
|
|
CG_GL_TEXTURE_MATRIX, CG_GL_MATRIX_TRANSPOSE);
|
|
@@ -365,7 +365,7 @@ set_param(const string &pname, CgShader::Matrix_Type m, CgShader::Transform_Type
|
|
|
cgGLSetStateMatrixParameter(_cg_shader->_fragment_matrix_params[pname],
|
|
cgGLSetStateMatrixParameter(_cg_shader->_fragment_matrix_params[pname],
|
|
|
CG_GL_TEXTURE_MATRIX, CG_GL_MATRIX_TRANSPOSE);
|
|
CG_GL_TEXTURE_MATRIX, CG_GL_MATRIX_TRANSPOSE);
|
|
|
}
|
|
}
|
|
|
- } else if (t == T_INVERSE) {
|
|
|
|
|
|
|
+ } else if (t == CgShader::TRFINVERSE) {
|
|
|
if (vert_or_frag) {
|
|
if (vert_or_frag) {
|
|
|
cgGLSetStateMatrixParameter(_cg_shader->_vertex_matrix_params[pname],
|
|
cgGLSetStateMatrixParameter(_cg_shader->_vertex_matrix_params[pname],
|
|
|
CG_GL_TEXTURE_MATRIX, CG_GL_MATRIX_INVERSE);
|
|
CG_GL_TEXTURE_MATRIX, CG_GL_MATRIX_INVERSE);
|
|
@@ -373,7 +373,7 @@ set_param(const string &pname, CgShader::Matrix_Type m, CgShader::Transform_Type
|
|
|
cgGLSetStateMatrixParameter(_cg_shader->_fragment_matrix_params[pname],
|
|
cgGLSetStateMatrixParameter(_cg_shader->_fragment_matrix_params[pname],
|
|
|
CG_GL_TEXTURE_MATRIX, CG_GL_MATRIX_INVERSE);
|
|
CG_GL_TEXTURE_MATRIX, CG_GL_MATRIX_INVERSE);
|
|
|
}
|
|
}
|
|
|
- } else if (t == T_INVERSE_TRANSPOSE) {
|
|
|
|
|
|
|
+ } else if (t == CgShader::TRFINVERSETRANSPOSE) {
|
|
|
if (vert_or_frag) {
|
|
if (vert_or_frag) {
|
|
|
cgGLSetStateMatrixParameter(_cg_shader->_vertex_matrix_params[pname],
|
|
cgGLSetStateMatrixParameter(_cg_shader->_vertex_matrix_params[pname],
|
|
|
CG_GL_TEXTURE_MATRIX, CG_GL_MATRIX_INVERSE_TRANSPOSE);
|
|
CG_GL_TEXTURE_MATRIX, CG_GL_MATRIX_INVERSE_TRANSPOSE);
|
|
@@ -384,8 +384,8 @@ set_param(const string &pname, CgShader::Matrix_Type m, CgShader::Transform_Type
|
|
|
}
|
|
}
|
|
|
// TEXTURE ENDS
|
|
// TEXTURE ENDS
|
|
|
// MODELVIEWPROJECTION BEGINS
|
|
// MODELVIEWPROJECTION BEGINS
|
|
|
- } else if (m == M_MODELVIEW_PROJECTION) {
|
|
|
|
|
- if (t == T_IDENTITY) {
|
|
|
|
|
|
|
+ } else if (m == CgShader::MTXMODELVIEWPROJECTION) {
|
|
|
|
|
+ if (t == CgShader::TRFIDENTITY) {
|
|
|
if (vert_or_frag) {
|
|
if (vert_or_frag) {
|
|
|
cgGLSetStateMatrixParameter(_cg_shader->_vertex_matrix_params[pname],
|
|
cgGLSetStateMatrixParameter(_cg_shader->_vertex_matrix_params[pname],
|
|
|
CG_GL_MODELVIEW_PROJECTION_MATRIX, CG_GL_MATRIX_IDENTITY);
|
|
CG_GL_MODELVIEW_PROJECTION_MATRIX, CG_GL_MATRIX_IDENTITY);
|
|
@@ -393,7 +393,7 @@ set_param(const string &pname, CgShader::Matrix_Type m, CgShader::Transform_Type
|
|
|
cgGLSetStateMatrixParameter(_cg_shader->_fragment_matrix_params[pname],
|
|
cgGLSetStateMatrixParameter(_cg_shader->_fragment_matrix_params[pname],
|
|
|
CG_GL_MODELVIEW_PROJECTION_MATRIX, CG_GL_MATRIX_IDENTITY);
|
|
CG_GL_MODELVIEW_PROJECTION_MATRIX, CG_GL_MATRIX_IDENTITY);
|
|
|
}
|
|
}
|
|
|
- } else if (t == T_TRANSPOSE) {
|
|
|
|
|
|
|
+ } else if (t == CgShader::TRFTRANSPOSE) {
|
|
|
if (vert_or_frag) {
|
|
if (vert_or_frag) {
|
|
|
cgGLSetStateMatrixParameter(_cg_shader->_vertex_matrix_params[pname],
|
|
cgGLSetStateMatrixParameter(_cg_shader->_vertex_matrix_params[pname],
|
|
|
CG_GL_MODELVIEW_PROJECTION_MATRIX, CG_GL_MATRIX_TRANSPOSE);
|
|
CG_GL_MODELVIEW_PROJECTION_MATRIX, CG_GL_MATRIX_TRANSPOSE);
|
|
@@ -401,7 +401,7 @@ set_param(const string &pname, CgShader::Matrix_Type m, CgShader::Transform_Type
|
|
|
cgGLSetStateMatrixParameter(_cg_shader->_fragment_matrix_params[pname],
|
|
cgGLSetStateMatrixParameter(_cg_shader->_fragment_matrix_params[pname],
|
|
|
CG_GL_MODELVIEW_PROJECTION_MATRIX, CG_GL_MATRIX_TRANSPOSE);
|
|
CG_GL_MODELVIEW_PROJECTION_MATRIX, CG_GL_MATRIX_TRANSPOSE);
|
|
|
}
|
|
}
|
|
|
- } else if (t == T_INVERSE) {
|
|
|
|
|
|
|
+ } else if (t == CgShader::TRFINVERSE) {
|
|
|
if (vert_or_frag) {
|
|
if (vert_or_frag) {
|
|
|
cgGLSetStateMatrixParameter(_cg_shader->_vertex_matrix_params[pname],
|
|
cgGLSetStateMatrixParameter(_cg_shader->_vertex_matrix_params[pname],
|
|
|
CG_GL_MODELVIEW_PROJECTION_MATRIX, CG_GL_MATRIX_INVERSE);
|
|
CG_GL_MODELVIEW_PROJECTION_MATRIX, CG_GL_MATRIX_INVERSE);
|
|
@@ -409,7 +409,7 @@ set_param(const string &pname, CgShader::Matrix_Type m, CgShader::Transform_Type
|
|
|
cgGLSetStateMatrixParameter(_cg_shader->_fragment_matrix_params[pname],
|
|
cgGLSetStateMatrixParameter(_cg_shader->_fragment_matrix_params[pname],
|
|
|
CG_GL_MODELVIEW_PROJECTION_MATRIX, CG_GL_MATRIX_INVERSE);
|
|
CG_GL_MODELVIEW_PROJECTION_MATRIX, CG_GL_MATRIX_INVERSE);
|
|
|
}
|
|
}
|
|
|
- } else if (t == T_INVERSE_TRANSPOSE) {
|
|
|
|
|
|
|
+ } else if (t == CgShader::TRFINVERSETRANSPOSE) {
|
|
|
if (vert_or_frag) {
|
|
if (vert_or_frag) {
|
|
|
cgGLSetStateMatrixParameter(_cg_shader->_vertex_matrix_params[pname],
|
|
cgGLSetStateMatrixParameter(_cg_shader->_vertex_matrix_params[pname],
|
|
|
CG_GL_MODELVIEW_PROJECTION_MATRIX, CG_GL_MATRIX_INVERSE_TRANSPOSE);
|
|
CG_GL_MODELVIEW_PROJECTION_MATRIX, CG_GL_MATRIX_INVERSE_TRANSPOSE);
|