//////////////////////////////////////////////////////////////////////////////// // Scorched3D (c) 2000-2004 // // This file is part of Scorched3D. // // Scorched3D is free software; you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation; either version 2 of the License, or // (at your option) any later version. // // Scorched3D is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with Scorched3D; if not, write to the Free Software // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA //////////////////////////////////////////////////////////////////////////////// #include #include CGLoader *CGLoader::instance_ = 0; CGLoader *CGLoader::instance() { if (!instance_) instance_ = new CGLoader; return instance_; } CGLoader::CGLoader() : cgContext_(0), init_(false), counter_(0) { } CGLoader::~CGLoader() { if (cgContext_) cgDestroyContext(cgContext_); } bool CGLoader::cgEnabled() { #ifdef HAVE_CG return init_; #endif return false; } bool CGLoader::init() { if (!cgEnabled()) return true; // Setup Cg // Create A New Context For Our Cg Program(s) cgContext_ = cgCreateContext(); // Validate Our Context Generation Was Successful if (!cgContext_) { init_ = false; dialogMessage("CGLoader", "Failed To Create Cg Context"); return false; } init_ = true; return true; } CGProgram *CGLoader::loadVertexProgram(const char *fileName, const char *entryFn) { if (!init_) return 0; // Get The Latest GL Vertex Profile CGprofile cgVertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX); // Validate Our Profile Determination Was Successful if (cgVertexProfile == CG_PROFILE_UNKNOWN) { dialogMessage("CGLoader", formatString("%s : Invalid profile type", fileName)); return false; } // Set The Current Profile cgGLSetOptimalOptions(cgVertexProfile); // Load And Compile The Vertex Shader From File CGprogram cgProgram = cgCreateProgramFromFile(cgContext_, CG_SOURCE, fileName, cgVertexProfile, entryFn, 0); // Validate Success if (!cgProgram) { // We Need To Determine What Went Wrong CGerror Error = cgGetError(); // Show A Message Box Explaining What Went Wrong dialogMessage("CGLoader", formatString("%s : %s", fileName, cgGetErrorString(Error))); init_ = false; return 0; } // Load The Program cgGLLoadProgram(cgProgram); // Return this new program return new CGProgram(cgProgram, cgVertexProfile); } CGProgram *CGLoader::loadFragmentProgram(const char *fileName, const char *entryFn) { if (!init_) return 0; // Get The Latest GL Fragment Profile CGprofile cgFragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT); // Validate Our Profile Determination Was Successful if (cgFragmentProfile == CG_PROFILE_UNKNOWN) { dialogMessage("CGLoader", formatString("%s : Invalid profile type", fileName)); return false; } // Set The Current Profile cgGLSetOptimalOptions(cgFragmentProfile); // Load And Compile The Vertex Shader From File CGprogram cgProgram = cgCreateProgramFromFile(cgContext_, CG_SOURCE, fileName, cgFragmentProfile, entryFn, 0); // Validate Success if (!cgProgram) { // We Need To Determine What Went Wrong CGerror Error = cgGetError(); // Show A Message Box Explaining What Went Wrong dialogMessage("CGLoader", formatString("%s : %s", fileName, cgGetErrorString(Error))); init_ = false; return 0; } // Load The Program cgGLLoadProgram(cgProgram); // Return this new program return new CGProgram(cgProgram, cgFragmentProfile); }