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shader.cpp from NeoEngineNG at Krugle


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/***************************************************************************
                       shader.cpp  -  Pipeline shaders
                             -------------------
    begin       : Mon May 05 2003
    copyright   : (C) 2003 by Reality Rift Studios
    email       : mattias@realityrift.com

  	last modify date	: Wen Jul 12 2006
	last modify			: GLSL manager
	l.m. copyright   	: (C) 2004-2006 by Arcadia Design s.r.l.
    email       		: Dario Deledda (penguindark [at] hotmail.com)

 ***************************************************************************

 The contents of this file are subject to the Mozilla Public License Version
 1.1 (the "License"); you may not use this file except in compliance with
 the License. You may obtain a copy of the License at 
 http://www.mozilla.org/MPL/

 Software distributed under the License is distributed on an "AS IS" basis,
 WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
 for the specific language governing rights and limitations under the
 License.

 The Original Code is the NeoEngine, NeoDevOpenGL, shader.cpp

 The Initial Developer of the Original Code is Mattias Jansson.
 Portions created by Mattias Jansson are Copyright (C) 2003
 Reality Rift Studios. All Rights Reserved.

 Contributors: Cody Russell (cody [at] jhu.edu)

 ***************************************************************************/

#include "shader.h"
#include "program-glsl.h"

#include <neoengine/logstream.h>

using namespace std;
using namespace NeoEngine;


namespace NeoOGL
{

	ShaderTable Shader::s_kPSTable;


NeoEngine::ShaderPtr Device::CreateShader( NeoEngine::ShaderPtr in ){
	if (in){
		if ( in->GetType() == Shader::GLSLPROGRAM ){
			NeoOGL::ProgramGLSL* pShd = new ProgramGLSL( this, Shader::GLSLPROGRAM ,(in->GetName()+"_cpy"), m_pkShaderPool, m_pkFileManager );

			void *p=static_cast<void*>( &(*in)); 
			NeoOGL::ProgramGLSL* ptr= static_cast<NeoOGL::ProgramGLSL*>(p); 

			*pShd=*(ptr);

			pShd->m_kParams.Clear();
			pShd->m_vpkParams.clear();
			pShd->m_vpkUpdatedParams.clear();

			std::vector< NeoEngine::ShaderParam* >::const_iterator  iter=ptr->m_vpkParams.begin();
			std::vector< NeoEngine::ShaderParam* >::const_iterator  end=ptr->m_vpkParams.end();

			while (iter != end){
				ShaderParam *pkParam = new ShaderParam;
				*pkParam=*(*iter);
				pShd->m_kParams.Insert( pkParam->m_sName, pkParam );
				pShd->m_vpkParams.push_back( pkParam );
				iter++;
			}

			return pShd;
		}
		else
			neolog << LogLevel( ERROR ) << "*** Unable to duplicate shader: Unknown type [" << in->GetType() << "]" << endl;

	}
	return 0;
}

NeoEngine::ShaderPtr Device::CreateShader( NeoEngine::Shader::SHADERTYPE eType, const std::string &rstrName )
{

	Shader::SHADERTARGET tgt=Shader::s_eVSTarget;
	if( eType == Shader::GLSLPROGRAM )
	{
		NeoEngine::ShaderPtr pShd=this->GetShader(Shader::GLSLPROGRAM,rstrName);
		if (pShd){
			return pShd;
		}else{
			pShd = new ProgramGLSL( this, Shader::GLSLPROGRAM ,rstrName, m_pkShaderPool, m_pkFileManager );
			return pShd;
		}
	}
	else
		neolog << LogLevel( ERROR ) << "*** Unable to create shader: Unknown type [" << eType << "]" << endl;

	return 0;
}


NeoEngine::ShaderPtr Device::GetShader( NeoEngine::Shader::SHADERTYPE eType, const std::string &rstrName )
{
	return ( ( eType == Shader::GLSLPROGRAM ) ? (Shader::s_kPSTable.Find( rstrName )) : 0);
}

Shader::Shader( Device *pkDevice, SHADERTYPE eType, const std::string &rstrName,
			   NeoEngine::ShaderPool *pkShaderPool, NeoEngine::FileManager *pkFileManager  ) :
		NeoEngine::Shader( eType, rstrName, pkShaderPool, pkFileManager ),
	m_pkDevice( pkDevice ),
	m_bIsCompiled( false )
{
}

Shader::~Shader()
{
	if( GetType() == Shader::GLSLPROGRAM )
		Shader::s_kPSTable.Delete( m_strName, this );

	if( m_pkDevice->m_pkProgramShader == this )
		m_pkDevice->m_pkProgramShader = 0;
}

void Shader::SetName( const HashString &rstrName )
{
	if( rstrName == GetName() )
		return;

	if( m_bIsCompiled )
	{
		ShaderTable &rkTable = Shader::s_kPSTable ;
		
		rkTable.Delete( m_strName, this );

		m_strName = rstrName;

		rkTable.Insert( m_strName, this );
	}
	else
		m_strName = rstrName;
}

};





See more files for this project here

NeoEngineNG

NeoenEngine NG (Next Generation) is the evolution of neoengine one,it\'s a different development from NeoEngine2, it\'s a direct inherits from NeoEngine one.\n

Project homepage: http://sourceforge.net/projects/neoengineng
Programming language(s): C,C++
License: other

  glew/
    bin/
      glew32.dll
      glewinfo.exe
      visualinfo.exe
    doc/
      advanced.html
      basic.html
      credits.html
      glew.css
      glew.html
      glew.png
      glx.txt
      glxew.html
      gpl.txt
      index.html
      install.html
      log.html
      new.png
      ogl_sm.jpg
      sgi.txt
      wglew.html
    include/
      GL/
    lib/
      glew32.lib
      glew32s.lib
  Makefile.am
  SConscript
  base.h
  begin.cpp
  buffermanager.cpp
  buffermanager.h
  bufferregion.cpp
  bufferregion.h
  callback.cpp
  clear.cpp
  close.cpp
  config.cpp
  device.cpp
  device.h
  end.cpp
  execute.cpp
  extensions.cpp
  extensions.h
  flip.cpp
  framebuffertarget.cpp
  framebuffertarget.h
  glext.h
  glue.cpp
  glxext.h
  initialize.cpp
  input.cpp
  light.cpp
  link.h
  mouse.cpp
  neodevopengl-static.dev
  neodevopengl.cbp
  neodevopengl.depend
  neodevopengl.dev
  neodevopengl.dsp
  neodevopengl.layout
  neodevopengl.vcproj
  op.h
  open.cpp
  pixelbuffer.cpp
  pixelbuffer.h
  pixelbuffertarget.cpp
  pixelbuffertarget.h
  polygonbuffer.cpp
  polygonstripbuffer.cpp
  program-glsl.cpp
  program-glsl.h
  projection.cpp
  query.cpp
  render.cpp
  renderqueue.cpp
  renderqueue.h
  rendertarget.cpp
  rendertarget.h
  resize.cpp
  shader.cpp
  shader.h
  shadowmap.cpp
  shadowmap.h
  shutdown.cpp
  statistics.cpp
  statistics.h
  stencilbuffer.cpp
  texture.cpp
  texture.h
  textureunit.cpp
  textureunit.h
  vertexbuffer-glsl.cpp
  vertexbuffer-glsl.h
  vertexbuffer.cpp
  vertexbuffer.h
  vertexbuffermanager-glsl.cpp
  vertexbuffermanager-glsl.h
  vertexbuffermanager-nobs.cpp
  vertexbuffermanager-nobs.h
  vertexbuffermanager.cpp
  vertexbuffermanager.h
  viewport.cpp
  wglext.h
  zbufferstate.cpp
  zbufferstate.h