diff --git a/src/shader/shader.cpp b/src/shader/shader.cpp index b415d049..73e5016d 100644 --- a/src/shader/shader.cpp +++ b/src/shader/shader.cpp @@ -38,7 +38,11 @@ class ShaderData friend class Shader; private: +#if !defined __CELLOS_LV2__ GLuint prog_id, vert_id, frag_id; +#else + CGprogram vert_id, frag_id; +#endif uint32_t vert_crc, frag_crc; /* Shader patcher */ @@ -84,14 +88,20 @@ void Shader::Destroy(Shader *shader) Shader::Shader(char const *vert, char const *frag) : data(new ShaderData()) { +#if !defined __CELLOS_LV2__ char buf[4096], errbuf[4096]; char const *shader = buf; GLint status; GLsizei len; +#else + /* Initialise the runtime shader compiler. FIXME: this needs only + * to be done once. */ + cgRTCgcInit(); +#endif -#if !defined __CELLOS_LV2__ /* Compile vertex shader */ data->vert_crc = Hash::Crc32(vert); +#if !defined __CELLOS_LV2__ ShaderData::Patch(buf, vert, NULL); data->vert_id = glCreateShader(GL_VERTEX_SHADER); glShaderSource(data->vert_id, 1, &shader, NULL); @@ -104,9 +114,20 @@ Shader::Shader(char const *vert, char const *frag) Log::Error("failed to compile vertex shader: %s", errbuf); Log::Error("shader source:\n%s\n", buf); } +#else + data->vert_id = cgCreateProgram(cgCreateContext(), CG_SOURCE, vert, + cgGLGetLatestProfile(CG_GL_VERTEX), + NULL, NULL); + if (data->vert_id == NULL) + { + Log::Error("failed to compile vertex shader"); + Log::Error("shader source:\n%s\n", vert); + } +#endif /* Compile fragment shader */ data->frag_crc = Hash::Crc32(frag); +#if !defined __CELLOS_LV2__ ShaderData::Patch(buf, NULL, frag); data->frag_id = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(data->frag_id, 1, &shader, NULL); @@ -119,7 +140,18 @@ Shader::Shader(char const *vert, char const *frag) Log::Error("failed to compile fragment shader: %s", errbuf); Log::Error("shader source:\n%s\n", buf); } +#else + data->frag_id = cgCreateProgram(cgCreateContext(), CG_SOURCE, frag, + cgGLGetLatestProfile(CG_GL_FRAGMENT), + NULL, NULL); + if (data->frag_id == NULL) + { + Log::Error("failed to compile fragment shader"); + Log::Error("shader source:\n%s\n", frag); + } +#endif +#if !defined __CELLOS_LV2__ /* Create program */ data->prog_id = glCreateProgram(); glAttachShader(data->prog_id, data->vert_id); @@ -132,43 +164,53 @@ Shader::Shader(char const *vert, char const *frag) int Shader::GetAttribLocation(char const *attr) const { -#if defined __CELLOS_LV2__ - return 0; -#else +#if !defined __CELLOS_LV2__ return glGetAttribLocation(data->prog_id, attr); +#else + /* FIXME: need to differentiate between vertex and fragment program */ + return 0; #endif } int Shader::GetUniformLocation(char const *uni) const { -#if defined __CELLOS_LV2__ - return 0; -#else +#if !defined __CELLOS_LV2__ return glGetUniformLocation(data->prog_id, uni); +#else + /* FIXME: need to differentiate between vertex and fragment program, + * and replace the ugly cast. */ + CGparameter tmp = cgGetNamedParameter(data->vert_id, uni); + if (tmp == NULL) + tmp = cgGetNamedParameter(data->frag_id, uni); + return (int)(intptr_t)tmp; #endif } void Shader::Bind() const { -#if defined __CELLOS_LV2__ - ; -#else +#if !defined __CELLOS_LV2__ glUseProgram(data->prog_id); +#else + cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX)); + cgGLBindProgram(data->vert_id); + cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT)); + cgGLBindProgram(data->frag_id); #endif } Shader::~Shader() { -#if defined __CELLOS_LV2__ - ; -#else +#if !defined __CELLOS_LV2__ glDetachShader(data->prog_id, data->vert_id); glDetachShader(data->prog_id, data->frag_id); glDeleteShader(data->vert_id); glDeleteShader(data->frag_id); glDeleteProgram(data->prog_id); - delete data; +#else + cgDestroyProgram(data->vert_id); + cgDestroyProgram(data->frag_id); #endif + delete data; } /* Try to detect shader compiler features */