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156
engines/hpl1/engine/impl/CGProgram.cpp
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156
engines/hpl1/engine/impl/CGProgram.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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/*
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* Copyright (C) 2006-2010 - Frictional Games
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*
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* This file is part of HPL1 Engine.
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*/
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#include "hpl1/engine/impl/CGProgram.h"
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#ifdef HPL1_USE_OPENGL
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#include "hpl1/engine/impl/SDLTexture.h"
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#include "hpl1/engine/system/low_level_system.h"
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#include "hpl1/engine/math/Math.h"
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#include "hpl1/engine/system/String.h"
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#include "common/array.h"
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#include "common/str.h"
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#include "hpl1/debug.h"
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#include "math/matrix4.h"
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namespace hpl {
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static OpenGL::Shader *createShader(const char *vertex, const char *fragment) {
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const char *attributes[] = {nullptr};
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return OpenGL::Shader::fromFiles(vertex, fragment, attributes);
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}
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static void setSamplers(OpenGL::Shader *shader) {
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shader->use();
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shader->setUniform("tex0", 0);
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shader->setUniform("tex1", 1);
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shader->setUniform("tex2", 2);
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shader->setUniform("tex3", 3);
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shader->setUniform("tex4", 4);
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shader->setUniform("tex5", 5);
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shader->setUniform("tex6", 6);
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shader->unbind();
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}
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cCGProgram::cCGProgram(const tString &vertex, const tString &fragment)
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: iGpuProgram(vertex + " " + fragment), _shader(createShader(vertex.c_str(), fragment.c_str())) {
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setSamplers(_shader);
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}
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cCGProgram::~cCGProgram() {
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delete _shader;
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}
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//-----------------------------------------------------------------------
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bool cCGProgram::reload() {
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return false;
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}
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//-----------------------------------------------------------------------
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void cCGProgram::unload() {
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}
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//-----------------------------------------------------------------------
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void cCGProgram::destroy() {
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delete _shader;
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}
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//-----------------------------------------------------------------------
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void cCGProgram::Bind() {
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Hpl1::logInfo(Hpl1::kDebugShaders, "binding shader %s\n", GetName().c_str());
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_shader->use();
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}
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//-----------------------------------------------------------------------
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void cCGProgram::UnBind() {
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Hpl1::logInfo(Hpl1::kDebugShaders, "unbinding shader %s\n", GetName().c_str());
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_shader->unbind();
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}
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//-----------------------------------------------------------------------
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bool cCGProgram::SetFloat(const tString &asName, float afX) {
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_shader->setUniform1f(asName.c_str(), afX);
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return true;
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}
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//-----------------------------------------------------------------------
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bool cCGProgram::SetVec2f(const tString &asName, float afX, float afY) {
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_shader->setUniform(asName.c_str(), {afX, afY});
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return true;
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}
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//-----------------------------------------------------------------------
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bool cCGProgram::SetVec3f(const tString &asName, float afX, float afY, float afZ) {
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_shader->setUniform(asName.c_str(), {afX, afY, afZ});
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return true;
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}
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//-----------------------------------------------------------------------
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bool cCGProgram::SetVec4f(const tString &asName, float afX, float afY, float afZ, float afW) {
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_shader->setUniform(asName.c_str(), {afX, afY, afZ, afW});
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return true;
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}
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//-----------------------------------------------------------------------
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bool cCGProgram::SetMatrixf(const tString &asName, const cMatrixf &mMtx) {
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Math::Matrix4 mat4;
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mat4.setData(mMtx.v);
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mat4.transpose();
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_shader->setUniform(asName.c_str(), mat4);
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return true;
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}
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//-----------------------------------------------------------------------
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bool cCGProgram::SetMatrixf(const tString &asName, eGpuProgramMatrix mType,
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eGpuProgramMatrixOp mOp) {
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if (mType != eGpuProgramMatrix_ViewProjection)
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error("unsupported shader matrix %d", mOp);
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Math::Matrix4 modelView, projection;
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glGetFloatv(GL_PROJECTION_MATRIX, projection.getData());
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glGetFloatv(GL_MODELVIEW_MATRIX, modelView.getData());
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_shader->setUniform(asName.c_str(), modelView * projection);
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return true;
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}
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} // namespace hpl
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#endif // HPL1_USE_OPENGL
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