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gpu: implement a few CG calls.

legacy
Sam Hocevar sam 12 vuotta sitten
vanhempi
commit
28b3a4f639
1 muutettua tiedostoa jossa 21 lisäystä ja 16 poistoa
  1. +21
    -16
      src/gpu/shader.cpp

+ 21
- 16
src/gpu/shader.cpp Näytä tiedosto

@@ -294,8 +294,7 @@ void Shader::SetUniform(ShaderUniform const &uni, int i)
#elif !defined __CELLOS_LV2__
glUniform1i(uni.frag, i);
#else
/* FIXME: does this exist at all? */
//cgGLSetParameter1i((CGparameter)uni.frag, i);
/* FIXME: does this exist at all? cgGLSetParameter1i doesn't. */
#endif
}

@@ -354,12 +353,12 @@ void Shader::SetUniform(ShaderUniform const &uni, vec2 const &v)
#if defined USE_D3D9 || defined _XBOX
SetUniform(uni, vec4(v, 0, 0));
#elif !defined __CELLOS_LV2__
glUniform2f(uni.frag, v.x, v.y);
glUniform2fv(uni.frag, 1, &v[0]);
#else
if (uni.frag)
cgGLSetParameter2f((CGparameter)uni.frag, v.x, v.y);
cgGLSetParameter2fv((CGparameter)uni.frag, &v[0]);
if (uni.vert)
cgGLSetParameter2f((CGparameter)uni.vert, v.x, v.y);
cgGLSetParameter2fv((CGparameter)uni.vert, &v[0]);
#endif
}

@@ -368,12 +367,12 @@ void Shader::SetUniform(ShaderUniform const &uni, vec3 const &v)
#if defined USE_D3D9 || defined _XBOX
SetUniform(uni, vec4(v, 0));
#elif !defined __CELLOS_LV2__
glUniform3f(uni.frag, v.x, v.y, v.z);
glUniform3fv(uni.frag, 1, &v[0]);
#else
if (uni.frag)
cgGLSetParameter3f((CGparameter)uni.frag, v.x, v.y, v.z);
cgGLSetParameter3fv((CGparameter)uni.frag, &v[0]);
if (uni.vert)
cgGLSetParameter3f((CGparameter)uni.vert, v.x, v.y, v.z);
cgGLSetParameter3fv((CGparameter)uni.vert, &v[0]);
#endif
}

@@ -385,13 +384,12 @@ void Shader::SetUniform(ShaderUniform const &uni, vec4 const &v)
if (uni.flags & 2)
g_d3ddevice->SetVertexShaderConstantF((UINT)uni.vert, &v[0], 1);
#elif !defined __CELLOS_LV2__
glUniform4f(uni.frag, v.x, v.y, v.z, v.w);
glUniform4fv(uni.frag, 1, &v[0]);
#else
/* FIXME: use the array versions of these functions */
if (uni.frag)
cgGLSetParameter4f((CGparameter)uni.frag, v.x, v.y, v.z, v.w);
cgGLSetParameter4fv((CGparameter)uni.frag, &v[0]);
if (uni.vert)
cgGLSetParameter4f((CGparameter)uni.vert, v.x, v.y, v.z, v.w);
cgGLSetParameter4fv((CGparameter)uni.vert, &v[0]);
#endif
}

@@ -406,8 +404,11 @@ void Shader::SetUniform(ShaderUniform const &uni, mat2 const &m)
#elif !defined __CELLOS_LV2__
glUniformMatrix2fv(uni.frag, 1, GL_FALSE, &m[0][0]);
#else
/* FIXME: not implemented */
Abort();
mat4 tmp(m, 1.0f, 1.0f);
if (uni.frag)
cgGLSetMatrixParameterfc((CGparameter)uni.frag, &m[0][0]);
if (uni.vert)
cgGLSetMatrixParameterfc((CGparameter)uni.vert, &m[0][0]);
#endif
}

@@ -424,8 +425,12 @@ void Shader::SetUniform(ShaderUniform const &uni, mat3 const &m)
#elif !defined __CELLOS_LV2__
glUniformMatrix3fv(uni.frag, 1, GL_FALSE, &m[0][0]);
#else
/* FIXME: not implemented */
Abort();
/* FIXME: check it's the proper way to do this */
mat4 tmp(m, 1.0f);
if (uni.frag)
cgGLSetMatrixParameterfc((CGparameter)uni.frag, &m[0][0]);
if (uni.vert)
cgGLSetMatrixParameterfc((CGparameter)uni.vert, &m[0][0]);
#endif
}



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