/* Copyright (C) 2011 by Ivan Safrin Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #include "PolyCGShaderModule.h" using namespace Polycode; CGShaderModule::CGShaderModule() : PolycodeShaderModule() { if( cgGLIsProfileSupported(CG_PROFILE_ARBVP1) ) { Logger::log("Using vertex profile CG_PROFILE_ARBVP1\n"); vertexProfile = CG_PROFILE_ARBVP1; } else if ( cgGLIsProfileSupported(CG_PROFILE_VP40) ) { Logger::log("Using vertex profile CG_PROFILE_VP40\n"); vertexProfile = CG_PROFILE_VP40; } else { Logger::log("Error, no required vertex profiles supported by your card\n"); } if( cgGLIsProfileSupported(CG_PROFILE_ARBFP1) ) { Logger::log("Using fragment profile CG_PROFILE_ARBFP1\n"); fragmentProfile = CG_PROFILE_ARBFP1; } else if( cgGLIsProfileSupported(CG_PROFILE_FP30) ) { Logger::log("Using fragment profile CG_PROFILE_FP30\n"); fragmentProfile = CG_PROFILE_FP30; } else if( cgGLIsProfileSupported(CG_PROFILE_FP20) ) { Logger::log("Using fragment profile CG_PROFILE_FP20\n"); fragmentProfile = CG_PROFILE_FP20; } else { Logger::log("Error, no required fragment profiles supported by your card\n"); return; } cgContext = cgCreateContext(); } CGShaderModule::~CGShaderModule() { cgDestroyContext(cgContext); } bool CGShaderModule::acceptsExtension(String extension) { if(extension == "cgvert" || extension == "cgfrag") { return true; } else { return false; } } String CGShaderModule::getShaderType() { return "cg"; } Shader *CGShaderModule::createShader(TiXmlNode *node) { TiXmlNode* pChild, *pChild2, *pChild3; CGProgram *vp = NULL; CGProgram *fp = NULL; CGShader *retShader = NULL; for (pChild = node->FirstChild(); pChild != 0; pChild = pChild->NextSibling()) { if(strcmp(pChild->Value(), "vp") == 0) { vp = (CGProgram*)CoreServices::getInstance()->getResourceManager()->getResource(Resource::RESOURCE_PROGRAM, pChild->ToElement()->Attribute("source")); if(vp) { for (pChild2 = pChild->FirstChild(); pChild2 != 0; pChild2 = pChild2->NextSibling()) { if(strcmp(pChild2->Value(), "params") == 0) { for (pChild3 = pChild2->FirstChild(); pChild3 != 0; pChild3 = pChild3->NextSibling()) { if(strcmp(pChild3->Value(), "param") == 0) { addParamToProgram(vp,pChild3); } } } } } } if(strcmp(pChild->Value(), "fp") == 0) { fp = (CGProgram*)CoreServices::getInstance()->getResourceManager()->getResource(Resource::RESOURCE_PROGRAM, pChild->ToElement()->Attribute("source")); if(fp) { for (pChild2 = pChild->FirstChild(); pChild2 != 0; pChild2 = pChild2->NextSibling()) { if(strcmp(pChild2->Value(), "params") == 0) { for (pChild3 = pChild2->FirstChild(); pChild3 != 0; pChild3 = pChild3->NextSibling()) { if(strcmp(pChild3->Value(), "param") == 0) { addParamToProgram(fp,pChild3); } } } } } } } if(vp != NULL && fp != NULL) { CGShader *cgShader = new CGShader(vp,fp); cgShader->setName(node->ToElement()->Attribute("name")); retShader = cgShader; shaders.push_back((Shader*)cgShader); } return retShader; } void CGShaderModule::clearShader() { cgGLDisableProfile(fragmentProfile); cgGLDisableProfile(vertexProfile); } void CGShaderModule::setCGAreaLightPositionParameter(Renderer *renderer, CGProgramParam ¶m, int lightIndex) { if(renderer->getNumAreaLights() > lightIndex) { vector areaLights = renderer->getAreaLights(); Vector3 lPos(areaLights[lightIndex].position.x,areaLights[lightIndex].position.y,areaLights[lightIndex].position.z); lPos = renderer->getCameraMatrix().Inverse() * lPos; cgGLSetParameter4f(param.cgParam, lPos.x,lPos.y,lPos.z, areaLights[lightIndex].distance); } else { cgGLSetParameter4f(param.cgParam, 0,0,0,0); } } void CGShaderModule::setCGSpotLightPositionParameter(Renderer *renderer, CGProgramParam ¶m, int lightIndex) { if(renderer->getNumSpotLights() > lightIndex) { vector spotLights = renderer->getSpotLights(); Vector3 lPos(spotLights[lightIndex].position.x,spotLights[lightIndex].position.y,spotLights[lightIndex].position.z); lPos = renderer->getCameraMatrix().Inverse() * lPos; cgGLSetParameter4f(param.cgParam, lPos.x,lPos.y,lPos.z, spotLights[lightIndex].distance); } else { cgGLSetParameter4f(param.cgParam, 0,0,0,0); } } void CGShaderModule::setCGSpotLightDirectionParameter(Renderer *renderer, CGProgramParam ¶m, int lightIndex) { if(renderer->getNumSpotLights() > lightIndex) { vector spotLights = renderer->getSpotLights(); Vector3 lPos(spotLights[lightIndex].dir.x,spotLights[lightIndex].dir.y,spotLights[lightIndex].dir.z); lPos = renderer->getCameraMatrix().Inverse().rotateVector(lPos); cgGLSetParameter3f(param.cgParam, lPos.x,lPos.y,lPos.z); } else { cgGLSetParameter3f(param.cgParam, 0.0f,0.0f,0.0f); } } void CGShaderModule::setCGAreaLightColorParameter(Renderer *renderer, CGProgramParam ¶m, int lightIndex) { if(renderer->getNumAreaLights() > lightIndex) { vector areaLights = renderer->getAreaLights(); cgGLSetParameter4f(param.cgParam, areaLights[lightIndex].color.x,areaLights[lightIndex].color.y,areaLights[lightIndex].color.z, areaLights[lightIndex].intensity); } else { cgGLSetParameter4f(param.cgParam, 0,0,0,0); } } void CGShaderModule::setCGSpotLightColorParameter(Renderer *renderer, CGProgramParam ¶m, int lightIndex) { if(renderer->getNumSpotLights() > lightIndex) { vector spotLights = renderer->getSpotLights(); cgGLSetParameter4f(param.cgParam, spotLights[lightIndex].color.x,spotLights[lightIndex].color.y,spotLights[lightIndex].color.z, spotLights[lightIndex].intensity); } else { cgGLSetParameter4f(param.cgParam, 0,0,0,0); } } void CGShaderModule::setCGSpotLightTextureMatrixParameter(Renderer *renderer, CGProgramParam ¶m, int lightIndex) { if(renderer->getNumLights() > lightIndex) { vector spotLights = renderer->getSpotLights(); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadMatrixf((GLfloat*)spotLights[lightIndex].textureMatrix.ml); cgGLSetStateMatrixParameter(param.cgParam, CG_GL_MODELVIEW_MATRIX,CG_GL_MATRIX_IDENTITY); glPopMatrix(); } } void CGShaderModule::updateCGParam(Renderer *renderer, CGProgramParam ¶m, ShaderBinding *materialOptions, ShaderBinding *localOptions) { if(param.isAuto) { switch(param.autoID) { case CGProgramParam::POLY_MODELVIEWPROJ_MATRIX: cgGLSetStateMatrixParameter(param.cgParam, CG_GL_MODELVIEW_PROJECTION_MATRIX,CG_GL_MATRIX_IDENTITY); break; case CGProgramParam::POLY_SPOT_LIGHT_TEXTUREMATRIX_0: setCGSpotLightTextureMatrixParameter(renderer, param, 0); break; case CGProgramParam::POLY_SPOT_LIGHT_TEXTUREMATRIX_1: setCGSpotLightTextureMatrixParameter(renderer, param, 1); break; case CGProgramParam::POLY_SPOT_LIGHT_TEXTUREMATRIX_2: setCGSpotLightTextureMatrixParameter(renderer, param, 2); break; case CGProgramParam::POLY_SPOT_LIGHT_TEXTUREMATRIX_3: setCGSpotLightTextureMatrixParameter(renderer, param, 3); break; case CGProgramParam::POLY_AMBIENTCOLOR: cgGLSetParameter3f(param.cgParam, renderer->ambientColor.r,renderer->ambientColor.g,renderer->ambientColor.b); break; case CGProgramParam::POLY_CLEARCOLOR: cgGLSetParameter3f(param.cgParam, renderer->clearColor.r,renderer->clearColor.g,renderer->clearColor.b); break; case CGProgramParam::POLY_SPOT_LIGHT_DIRECTION_0: setCGSpotLightDirectionParameter(renderer, param, 0); break; case CGProgramParam::POLY_SPOT_LIGHT_DIRECTION_1: setCGSpotLightDirectionParameter(renderer, param, 1); break; case CGProgramParam::POLY_SPOT_LIGHT_DIRECTION_2: setCGSpotLightDirectionParameter(renderer, param, 2); break; case CGProgramParam::POLY_SPOT_LIGHT_DIRECTION_3: setCGSpotLightDirectionParameter(renderer, param, 3); break; case CGProgramParam::POLY_AREA_LIGHT_POSITION_0: setCGAreaLightPositionParameter(renderer, param, 0); break; case CGProgramParam::POLY_AREA_LIGHT_POSITION_1: setCGAreaLightPositionParameter(renderer, param, 1); break; case CGProgramParam::POLY_AREA_LIGHT_POSITION_2: setCGAreaLightPositionParameter(renderer, param, 2); break; case CGProgramParam::POLY_AREA_LIGHT_POSITION_3: setCGAreaLightPositionParameter(renderer, param, 3); break; case CGProgramParam::POLY_AREA_LIGHT_POSITION_4: setCGAreaLightPositionParameter(renderer, param, 4); break; case CGProgramParam::POLY_AREA_LIGHT_POSITION_5: setCGAreaLightPositionParameter(renderer, param, 5); break; case CGProgramParam::POLY_AREA_LIGHT_POSITION_6: setCGAreaLightPositionParameter(renderer, param, 6); break; case CGProgramParam::POLY_AREA_LIGHT_POSITION_7: setCGAreaLightPositionParameter(renderer, param, 7); break; case CGProgramParam::POLY_SPOT_LIGHT_POSITION_0: setCGSpotLightPositionParameter(renderer, param, 0); break; case CGProgramParam::POLY_SPOT_LIGHT_POSITION_1: setCGSpotLightPositionParameter(renderer, param, 1); break; case CGProgramParam::POLY_SPOT_LIGHT_POSITION_2: setCGSpotLightPositionParameter(renderer, param, 2); break; case CGProgramParam::POLY_SPOT_LIGHT_POSITION_3: setCGSpotLightPositionParameter(renderer, param, 3); break; case CGProgramParam::POLY_AREA_LIGHT_COLOR_0: setCGAreaLightColorParameter(renderer, param, 0); break; case CGProgramParam::POLY_AREA_LIGHT_COLOR_1: setCGAreaLightColorParameter(renderer, param, 1); break; case CGProgramParam::POLY_AREA_LIGHT_COLOR_2: setCGAreaLightColorParameter(renderer, param, 2); break; case CGProgramParam::POLY_AREA_LIGHT_COLOR_3: setCGAreaLightColorParameter(renderer, param, 3); break; case CGProgramParam::POLY_AREA_LIGHT_COLOR_4: setCGAreaLightColorParameter(renderer, param, 4); break; case CGProgramParam::POLY_AREA_LIGHT_COLOR_5: setCGAreaLightColorParameter(renderer, param, 5); break; case CGProgramParam::POLY_AREA_LIGHT_COLOR_6: setCGAreaLightColorParameter(renderer, param, 6); break; case CGProgramParam::POLY_AREA_LIGHT_COLOR_7: setCGAreaLightColorParameter(renderer, param, 7); break; case CGProgramParam::POLY_SPOT_LIGHT_COLOR_0: setCGSpotLightColorParameter(renderer, param, 0); break; case CGProgramParam::POLY_SPOT_LIGHT_COLOR_1: setCGSpotLightColorParameter(renderer, param, 1); break; case CGProgramParam::POLY_SPOT_LIGHT_COLOR_2: setCGSpotLightColorParameter(renderer, param, 2); break; case CGProgramParam::POLY_SPOT_LIGHT_COLOR_3: setCGSpotLightColorParameter(renderer, param, 3); break; case CGProgramParam::POLY_MODELVIEW_MATRIX: { cgGLSetStateMatrixParameter(param.cgParam, CG_GL_MODELVIEW_MATRIX,CG_GL_MATRIX_IDENTITY); } break; case CGProgramParam::POLY_MODELVIEW_INVERSE_MATRIX: cgGLSetStateMatrixParameter(param.cgParam, CG_GL_MODELVIEW_MATRIX,CG_GL_MATRIX_INVERSE_TRANSPOSE); break; case CGProgramParam::POLY_EXPOSURE_LEVEL: cgGLSetParameter1f(param.cgParam, renderer->exposureLevel); break; } } else { void *paramData = param.defaultData; LocalShaderParam *localParam = materialOptions->getLocalParamByName(param.name); if(localParam) paramData = localParam->data; localParam = localOptions->getLocalParamByName(param.name); if(localParam) paramData = localParam->data; Number *fval; switch(param.paramType) { case CGProgramParam::PARAM_Number: fval = (Number*)paramData; cgGLSetParameter1f(param.cgParam, *fval); break; case CGProgramParam::PARAM_Number3: Vector3 *fval3 = (Vector3*)paramData; cgGLSetParameter3f(param.cgParam, fval3->x,fval3->y,fval3->z); break; } } } bool CGShaderModule::applyShaderMaterial(Renderer *renderer, Material *material, ShaderBinding *localOptions, unsigned int shaderIndex) { glEnable(GL_TEXTURE_2D); CGShader *cgShader = (CGShader*)material->getShader(shaderIndex); CGShaderBinding *cgBinding = (CGShaderBinding*)material->getShaderBinding(shaderIndex); // Logger::log("applying %s (%s %s)\n", material->getShader()->getName().c_str(), cgShader->vp->getResourceName().c_str(), cgShader->fp->getResourceName().c_str()); for(int i=0; i < cgBinding->textures.size(); i++) { cgGLSetTextureParameter(cgBinding->textures[i].vpParam, ((OpenGLTexture*)cgBinding->textures[i].texture)->getTextureID()); cgGLEnableTextureParameter(cgBinding->textures[i].vpParam); } for(int i=0; i < cgBinding->cubemaps.size(); i++) { cgGLSetTextureParameter(cgBinding->cubemaps[i].vpParam, ((OpenGLCubemap*)cgBinding->cubemaps[i].cubemap)->getTextureID()); cgGLEnableTextureParameter(cgBinding->cubemaps[i].vpParam); } cgBinding = (CGShaderBinding*)localOptions; for(int i=0; i < cgBinding->textures.size(); i++) { cgGLSetTextureParameter(cgBinding->textures[i].vpParam, ((OpenGLTexture*)cgBinding->textures[i].texture)->getTextureID()); cgGLEnableTextureParameter(cgBinding->textures[i].vpParam); } vector shadowMapTextures = renderer->getShadowMapTextures(); char texName[32]; for(int i=0; i< 4; i++) { if(i < shadowMapTextures.size()) { switch(i) { case 0: strcpy(texName, "shadowMap0"); break; case 1: strcpy(texName, "shadowMap1"); break; case 2: strcpy(texName, "shadowMap2"); break; case 3: strcpy(texName, "shadowMap3"); break; } cgGLSetTextureParameter(cgGetNamedParameter(cgShader->fp->program, texName), ((OpenGLTexture*)shadowMapTextures[i])->getTextureID()); cgGLEnableTextureParameter(cgGetNamedParameter(cgShader->fp->program, texName)); } } cgGLEnableProfile(vertexProfile); cgGLBindProgram(cgShader->vp->program); cgGLEnableProfile(fragmentProfile); cgGLBindProgram(cgShader->fp->program); for(int i=0; i < cgShader->vp->params.size(); i++) { CGProgramParam param = cgShader->vp->params[i]; updateCGParam(renderer, param, material->getShaderBinding(shaderIndex), localOptions); } for(int i=0; i < cgShader->fp->params.size(); i++) { CGProgramParam param = cgShader->fp->params[i]; updateCGParam(renderer, param, material->getShaderBinding(shaderIndex), localOptions); } } void CGShaderModule::addParamToProgram(CGProgram *program,TiXmlNode *node) { bool isAuto = false; int autoID = 0; int paramType = CGProgramParam::PARAM_UNKNOWN; void *defaultData = NULL; if(strcmp(node->ToElement()->Attribute("type"), "auto") == 0) { isAuto = true; String pid = node->ToElement()->Attribute("id"); if(pid == "POLY_MODELVIEWPROJ_MATRIX") autoID = CGProgramParam::POLY_MODELVIEWPROJ_MATRIX; else if(pid == "POLY_AREA_LIGHT_POSITION_0") autoID = CGProgramParam::POLY_AREA_LIGHT_POSITION_0; else if(pid == "POLY_AREA_LIGHT_POSITION_1") autoID = CGProgramParam::POLY_AREA_LIGHT_POSITION_1; else if(pid == "POLY_AREA_LIGHT_POSITION_2") autoID = CGProgramParam::POLY_AREA_LIGHT_POSITION_2; else if(pid == "POLY_AREA_LIGHT_POSITION_3") autoID = CGProgramParam::POLY_AREA_LIGHT_POSITION_3; else if(pid == "POLY_AREA_LIGHT_POSITION_4") autoID = CGProgramParam::POLY_AREA_LIGHT_POSITION_4; else if(pid == "POLY_AREA_LIGHT_POSITION_5") autoID = CGProgramParam::POLY_AREA_LIGHT_POSITION_5; else if(pid == "POLY_AREA_LIGHT_POSITION_6") autoID = CGProgramParam::POLY_AREA_LIGHT_POSITION_6; else if(pid == "POLY_AREA_LIGHT_POSITION_7") autoID = CGProgramParam::POLY_AREA_LIGHT_POSITION_7; else if(pid == "POLY_SPOT_LIGHT_POSITION_0") autoID = CGProgramParam::POLY_SPOT_LIGHT_POSITION_0; else if(pid == "POLY_SPOT_LIGHT_POSITION_1") autoID = CGProgramParam::POLY_SPOT_LIGHT_POSITION_1; else if(pid == "POLY_SPOT_LIGHT_POSITION_2") autoID = CGProgramParam::POLY_SPOT_LIGHT_POSITION_2; else if(pid == "POLY_SPOT_LIGHT_POSITION_3") autoID = CGProgramParam::POLY_SPOT_LIGHT_POSITION_3; else if(pid == "POLY_AREA_LIGHT_COLOR_0") autoID = CGProgramParam::POLY_AREA_LIGHT_COLOR_0; else if(pid == "POLY_AREA_LIGHT_COLOR_1") autoID = CGProgramParam::POLY_AREA_LIGHT_COLOR_1; else if(pid == "POLY_AREA_LIGHT_COLOR_2") autoID = CGProgramParam::POLY_AREA_LIGHT_COLOR_2; else if(pid == "POLY_AREA_LIGHT_COLOR_3") autoID = CGProgramParam::POLY_AREA_LIGHT_COLOR_3; else if(pid == "POLY_AREA_LIGHT_COLOR_4") autoID = CGProgramParam::POLY_AREA_LIGHT_COLOR_4; else if(pid == "POLY_AREA_LIGHT_COLOR_5") autoID = CGProgramParam::POLY_AREA_LIGHT_COLOR_5; else if(pid == "POLY_AREA_LIGHT_COLOR_6") autoID = CGProgramParam::POLY_AREA_LIGHT_COLOR_6; else if(pid == "POLY_AREA_LIGHT_COLOR_7") autoID = CGProgramParam::POLY_AREA_LIGHT_COLOR_7; else if(pid == "POLY_SPOT_LIGHT_COLOR_0") autoID = CGProgramParam::POLY_SPOT_LIGHT_COLOR_0; else if(pid == "POLY_SPOT_LIGHT_COLOR_1") autoID = CGProgramParam::POLY_SPOT_LIGHT_COLOR_1; else if(pid == "POLY_SPOT_LIGHT_COLOR_2") autoID = CGProgramParam::POLY_SPOT_LIGHT_COLOR_2; else if(pid == "POLY_SPOT_LIGHT_COLOR_3") autoID = CGProgramParam::POLY_SPOT_LIGHT_COLOR_3; else if(pid == "POLY_SPOT_LIGHT_DIRECTION_0") autoID = CGProgramParam::POLY_SPOT_LIGHT_DIRECTION_0; else if(pid == "POLY_SPOT_LIGHT_DIRECTION_1") autoID = CGProgramParam::POLY_SPOT_LIGHT_DIRECTION_1; else if(pid == "POLY_SPOT_LIGHT_DIRECTION_2") autoID = CGProgramParam::POLY_SPOT_LIGHT_DIRECTION_2; else if(pid == "POLY_SPOT_LIGHT_DIRECTION_3") autoID = CGProgramParam::POLY_SPOT_LIGHT_DIRECTION_3; else if(pid == "POLY_SPOT_LIGHT_TEXTUREMATRIX_0") autoID = CGProgramParam::POLY_SPOT_LIGHT_TEXTUREMATRIX_0; else if(pid == "POLY_SPOT_LIGHT_TEXTUREMATRIX_1") autoID = CGProgramParam::POLY_SPOT_LIGHT_TEXTUREMATRIX_1; else if(pid == "POLY_SPOT_LIGHT_TEXTUREMATRIX_2") autoID = CGProgramParam::POLY_SPOT_LIGHT_TEXTUREMATRIX_2; else if(pid == "POLY_SPOT_LIGHT_TEXTUREMATRIX_3") autoID = CGProgramParam::POLY_SPOT_LIGHT_TEXTUREMATRIX_3; else if(pid == "POLY_MODELVIEW_MATRIX") autoID = CGProgramParam::POLY_MODELVIEW_MATRIX; else if(pid == "POLY_MODELVIEW_INVERSE_MATRIX") autoID = CGProgramParam::POLY_MODELVIEW_INVERSE_MATRIX; else if(pid == "POLY_EXPOSURE_LEVEL") autoID = CGProgramParam::POLY_EXPOSURE_LEVEL; else if(pid == "POLY_CLEARCOLOR") autoID = CGProgramParam::POLY_CLEARCOLOR; else if(pid == "POLY_AMBIENTCOLOR") autoID = CGProgramParam::POLY_AMBIENTCOLOR; else isAuto = false; } else { defaultData = CGProgramParam::createParamData(¶mType, node->ToElement()->Attribute("type"), node->ToElement()->Attribute("default")); } program->addParam(node->ToElement()->Attribute("name"), isAuto, autoID, paramType, defaultData); } void CGShaderModule::reloadPrograms() { for(int i=0; i < programs.size(); i++) { CGProgram *program = programs[i]; recreateCGProgram(program, program->getResourcePath(), program->type); } } void CGShaderModule::recreateCGProgram(CGProgram *prog, String fileName, int type) { OSFILE *file = OSBasics::open(fileName, "r"); OSBasics::seek(file, 0, SEEK_END); long progsize = OSBasics::tell(file); OSBasics::seek(file, 0, SEEK_SET); char *buffer = (char*)malloc(progsize+1); memset(buffer, 0, progsize+1); OSBasics::read(buffer, progsize, 1, file); if(type == CGProgram::TYPE_VERT) { prog->program = cgCreateProgram(cgContext, CG_SOURCE, buffer, vertexProfile, NULL, NULL); } else { prog->program = cgCreateProgram(cgContext, CG_SOURCE, buffer, fragmentProfile, NULL, NULL); } free(buffer); if(prog->program == NULL) { Logger::log("SHADER ERROR!\n"); Logger::log("%s\n",cgGetErrorString(cgGetError())); Logger::log("%s\n",cgGetLastListing(cgContext)); } cgGLLoadProgram(prog->program); } CGProgram *CGShaderModule::createCGProgram(String fileName, int type) { CGProgram *prog = new CGProgram(type); recreateCGProgram(prog, fileName, type); programs.push_back(prog); return prog; } Resource* CGShaderModule::createProgramFromFile(String extension, String fullPath) { if(extension == "cgvert") { Logger::log("Adding CG vertex program %s\n", fullPath.c_str()); return createCGProgram(fullPath, CGProgram::TYPE_VERT); } if(extension == "cgfrag") { Logger::log("Adding CG fragment program %s\n", fullPath.c_str()); return createCGProgram(fullPath, CGProgram::TYPE_FRAG); } return NULL; }