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vertexbuffermanager-glsl.cpp from NeoEngineNG at Krugle


Show vertexbuffermanager-glsl.cpp syntax highlighted

/***************************************************************************
              shader-arb.h  -  ARB vertex/fragment programs
                             -------------------
    begin       : Mon Jan 5 2004
    copyright   : (C) 2004 by Reality Rift Studios
    email       : mattias@realityrift.com
 
  	last modify date	: Mon Sep 20 2004
	last modify			: GLSL manager
	l.m. copyright   	: (C) 2004 by Arcadia Design s.r.l.
    email       		: Dario Deledda (penguindark@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-arb.h

 The Initial Developer of the Original Code is Mattias Jansson.
 Portions created by Mattias Jansson are Copyright (C) 2004
 Reality Rift Studios. All Rights Reserved.
 
 Contributors: Dario Deledda (penguindark@hotmail.com)

 ***************************************************************************/
#include "shader.h"
#include "vertexbuffermanager-glsl.h"
#include "vertexbuffer-glsl.h"
#include "texture.h"
#include "textureunit.h"

using namespace NeoEngine;


namespace NeoOGL
{


VertexBufferManagerGLSL::VertexBufferManagerGLSL( Device *pkDevice ) :
	VertexBufferManager( pkDevice )
{
}


VertexBufferManagerGLSL::~VertexBufferManagerGLSL()
{
}


VertexBufferPtr VertexBufferManagerGLSL::CreateVertexBuffer( unsigned int uiType, unsigned int uiNumVertices, const VertexDeclaration *pkFormat, const void *pData )
{
	if( uiType & Buffer::NORENDER )
		return new NeoEngine::VertexBuffer( uiType, uiNumVertices, pkFormat, pData );

	return new VertexBufferGLSL( m_pkDevice, this, uiType, uiNumVertices, pkFormat, pData );
}


void VertexBufferManagerGLSL::SetBasePointers( VertexBufferGL *pkVertexBuffer, unsigned int uiUVLayer )
{
	VertexBufferGLSL *pkBuffer = static_cast< VertexBufferGLSL* >( pkVertexBuffer );
	int              iStride  = pkBuffer->GetVertexSize();

	BindBuffer( pkBuffer );

	glVertexPointer( 3, GL_FLOAT, iStride, (char*)0 + pkBuffer->m_pkPositionElement->m_uiOffset );

	if( pkBuffer->m_pkNormalElement )
	{
		glNormalPointer( GL_FLOAT, iStride, (char*)0 + pkBuffer->m_pkNormalElement->m_uiOffset );

		if( !m_bNormalArrayEnabled )
		{
			glEnableClientState( GL_NORMAL_ARRAY );
			m_bNormalArrayEnabled = true;
		}
	}
	else if( m_bNormalArrayEnabled )
	{
		glDisableClientState( GL_NORMAL_ARRAY );
		m_bNormalArrayEnabled = false;
	}

	if( pkBuffer->m_pkDiffuseElement )
	{
		if( pkBuffer->m_pkDiffuseElement->m_uiType == VertexElement::COLOR32 )
			glColorPointer( 4, GL_UNSIGNED_BYTE, iStride, (char*)0 + pkBuffer->m_pkDiffuseElement->m_uiOffset );
		else
			glColorPointer( pkBuffer->m_pkDiffuseElement->m_uiType + 1, GL_FLOAT, iStride, (char*)0 + pkBuffer->m_pkDiffuseElement->m_uiOffset );

		if( !m_bDiffuseArrayEnabled )
		{
			glEnableClientState( GL_COLOR_ARRAY );
			m_bDiffuseArrayEnabled = true;
		}
	}
	else if( m_bDiffuseArrayEnabled )
	{
		glDisableClientState( GL_COLOR_ARRAY );
		m_bDiffuseArrayEnabled = false;
	}

	if( pkBuffer->m_pkTexCoordElement[ uiUVLayer ] )
	{
		glTexCoordPointer( pkBuffer->m_pkTexCoordElement[ uiUVLayer ]->m_uiType + 1, GL_FLOAT, iStride, (char*)0 + pkBuffer->m_pkTexCoordElement[ uiUVLayer ]->m_uiOffset );

		if( !m_bTexCoordArrayEnabled[ uiUVLayer ] )
		{
			glEnableClientState( GL_TEXTURE_COORD_ARRAY );
			m_bTexCoordArrayEnabled[ uiUVLayer ] = true;
		}
	}
	else if( m_bTexCoordArrayEnabled[ uiUVLayer ] )
	{
		glDisableClientState( GL_TEXTURE_COORD_ARRAY );
		m_bTexCoordArrayEnabled[ uiUVLayer ] = false;
	}

	if( pkBuffer->m_pkTangentElement )
	{
		switch( Shader::s_eVSTarget )
		{
			case Shader::NEPT_GL_GLSLV:
			case Shader::NEPT_GL_ARBVP_1:
			{
				if( pkBuffer->m_pkTangentElement->m_uiType == VertexElement::COLOR32 ){
					neoglVertexAttribPointerARB( 14, 4, GL_UNSIGNED_BYTE, GL_TRUE, iStride, (char*)0 + pkBuffer->m_pkTangentElement->m_uiOffset );
					neoglEnableVertexAttribArrayARB( 14 );
				}else{
					neoglVertexAttribPointerARB( 14, pkBuffer->m_pkTangentElement->m_uiType + 1, GL_FLOAT, GL_FALSE, iStride, (char*)0 + pkBuffer->m_pkTangentElement->m_uiOffset );
					neoglEnableVertexAttribArrayARB( 14 );
				}
				break;
			}
/*
			case NEPT_NVVP_30:
			{
				neoglVertexAttribPointerNV( 14, pkBuffer->m_pkTangentElement->m_uiType + 1, GL_FLOAT, iStride, (char*)pkBuffer->m_pkTangentElement->m_uiOffset );
				glEnableClientState( GL_VERTEX_ATTRIB_ARRAY14_NV );
				break;
			}
*/
			default:
				break;
		}

		m_bTangentArrayEnabled = true;
	}
	else if( m_bTangentArrayEnabled )
	{
		switch( Shader::s_eVSTarget )
		{
			case Shader::NEPT_GL_GLSLV:
			case Shader::NEPT_GL_ARBVP_1:
			{
				neoglDisableVertexAttribArrayARB( 14 );
				break;
			}
/*
			case CG_PROFILE_VP20:
			case CG_PROFILE_VP30:
				glDisableClientState( GL_VERTEX_ATTRIB_ARRAY14_NV );
				break;
*/
			default:
				break;
		}

		m_bTangentArrayEnabled = false;
	}

	if( pkBuffer->m_pkBinormalElement )
	{
		switch( Shader::s_eVSTarget )
		{
			case Shader::NEPT_GL_GLSLV:
			case Shader::NEPT_GL_ARBVP_1:
			{
				if( pkBuffer->m_pkTangentElement->m_uiType == VertexElement::COLOR32 ){
					neoglVertexAttribPointerARB( 15, 4, GL_UNSIGNED_BYTE, GL_TRUE, iStride, (char*)0 + pkBuffer->m_pkTangentElement->m_uiOffset );
					neoglEnableVertexAttribArrayARB( 15 );
				}else{
					neoglVertexAttribPointerARB( 15, pkBuffer->m_pkTangentElement->m_uiType + 1, GL_FLOAT, GL_FALSE, iStride, (char*)0 + pkBuffer->m_pkTangentElement->m_uiOffset );
					neoglEnableVertexAttribArrayARB( 15 );
				}
				break;
			}
/*
			case NEPT_NVVP_30:
			{
				neoglVertexAttribPointerNV( 15, pkBuffer->m_pkTangentElement->m_uiType + 1, GL_FLOAT, iStride, (char*)0 + pkBuffer->m_pkTangentElement->m_uiOffset );
				glEnableClientState( GL_VERTEX_ATTRIB_ARRAY15_NV );
				break;
			}
*/
			default:
				break;
		}

		m_bBinormalArrayEnabled = true;
	}
	else if( m_bBinormalArrayEnabled )
	{
		switch( Shader::s_eVSTarget )
		{
			case Shader::NEPT_GL_GLSLV:
			case Shader::NEPT_GL_ARBVP_1:
			{
				neoglDisableVertexAttribArrayARB( 15 );
				break;
			}
/*
			case CG_PROFILE_VP20:
			case CG_PROFILE_VP30:
				glDisableClientState( GL_VERTEX_ATTRIB_ARRAY15_NV );
				break;
*/
			default:
				break;
		}

		m_bBinormalArrayEnabled = false;
	}

	if( pkBuffer->m_pkFogElement )
	{
		neoglFogCoordPointerEXT( GL_FLOAT, iStride, (char*)0 + pkBuffer->m_pkFogElement->m_uiOffset );

		if( !m_bFogCoordArrayEnabled )
		{
			glEnableClientState( GL_FOG_COORDINATE_ARRAY_EXT );
			m_bFogCoordArrayEnabled = true;
		}
	}
	else if( m_bFogCoordArrayEnabled )
	{
		glDisableClientState( GL_FOG_COORDINATE_ARRAY_EXT );
		m_bFogCoordArrayEnabled = false;
	}
}


void VertexBufferManagerGLSL::SetTexLayerPointer( VertexBufferGL *pkVBuffer, unsigned int uiTexUnit, unsigned int uiUVLayer, bool bDisable )
{
	VertexBufferGLSL *pkBuffer = static_cast< VertexBufferGLSL* >( pkVBuffer );

	if( !bDisable && pkVBuffer && pkVBuffer->m_pkTexCoordElement[ uiUVLayer ] )
	{
		BindBuffer( pkBuffer );
		TextureUnit::SetActiveTextureUnit( uiTexUnit );
		glTexCoordPointer( pkVBuffer->m_pkTexCoordElement[ uiUVLayer ]->m_uiType + 1, GL_FLOAT, pkVBuffer->GetVertexSize(), (char*)0 + pkVBuffer->m_pkTexCoordElement[ uiUVLayer ]->m_uiOffset );

		if( !m_bTexCoordArrayEnabled[ uiTexUnit ] )
		{
			glEnableClientState( GL_TEXTURE_COORD_ARRAY );
			m_bTexCoordArrayEnabled[ uiTexUnit ] = true;
		}
	}
	else if( m_bTexCoordArrayEnabled[ uiTexUnit ] )
	{
		BindBuffer( pkBuffer );
		TextureUnit::SetActiveTextureUnit( uiTexUnit );
		glDisableClientState( GL_TEXTURE_COORD_ARRAY );
		m_bTexCoordArrayEnabled[ uiTexUnit ] = false;
	}
}


};







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

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