-#ifdef SUPPORTCG
-#include <Cg/cgGL.h>
-struct r_cg_permutation_s;
-typedef struct r_cg_permutation_s
-{
- /// hash lookup data
- struct r_cg_permutation_s *hashnext;
- unsigned int mode;
- unsigned int permutation;
-
- /// indicates if we have tried compiling this permutation already
- qboolean compiled;
- /// 0 if compilation failed
- CGprogram vprogram;
- CGprogram fprogram;
- /// locations of detected parameters in programs, or NULL if not found
- CGparameter vp_EyePosition;
- CGparameter vp_FogPlane;
- CGparameter vp_LightDir;
- CGparameter vp_LightPosition;
- CGparameter vp_ModelToLight;
- CGparameter vp_TexMatrix;
- CGparameter vp_BackgroundTexMatrix;
- CGparameter vp_ModelViewProjectionMatrix;
- CGparameter vp_ModelViewMatrix;
- CGparameter vp_ShadowMapMatrix;
-
- CGparameter fp_Texture_First;
- CGparameter fp_Texture_Second;
- CGparameter fp_Texture_GammaRamps;
- CGparameter fp_Texture_Normal;
- CGparameter fp_Texture_Color;
- CGparameter fp_Texture_Gloss;
- CGparameter fp_Texture_Glow;
- CGparameter fp_Texture_SecondaryNormal;
- CGparameter fp_Texture_SecondaryColor;
- CGparameter fp_Texture_SecondaryGloss;
- CGparameter fp_Texture_SecondaryGlow;
- CGparameter fp_Texture_Pants;
- CGparameter fp_Texture_Shirt;
- CGparameter fp_Texture_FogHeightTexture;
- CGparameter fp_Texture_FogMask;
- CGparameter fp_Texture_Lightmap;
- CGparameter fp_Texture_Deluxemap;
- CGparameter fp_Texture_Attenuation;
- CGparameter fp_Texture_Cube;
- CGparameter fp_Texture_Refraction;
- CGparameter fp_Texture_Reflection;
- CGparameter fp_Texture_ShadowMap2D;
- CGparameter fp_Texture_CubeProjection;
- CGparameter fp_Texture_ScreenDepth;
- CGparameter fp_Texture_ScreenNormalMap;
- CGparameter fp_Texture_ScreenDiffuse;
- CGparameter fp_Texture_ScreenSpecular;
- CGparameter fp_Texture_ReflectMask;
- CGparameter fp_Texture_ReflectCube;
- CGparameter fp_Alpha;
- CGparameter fp_BloomBlur_Parameters;
- CGparameter fp_ClientTime;
- CGparameter fp_Color_Ambient;
- CGparameter fp_Color_Diffuse;
- CGparameter fp_Color_Specular;
- CGparameter fp_Color_Glow;
- CGparameter fp_Color_Pants;
- CGparameter fp_Color_Shirt;
- CGparameter fp_DeferredColor_Ambient;
- CGparameter fp_DeferredColor_Diffuse;
- CGparameter fp_DeferredColor_Specular;
- CGparameter fp_DeferredMod_Diffuse;
- CGparameter fp_DeferredMod_Specular;
- CGparameter fp_DistortScaleRefractReflect;
- CGparameter fp_EyePosition;
- CGparameter fp_FogColor;
- CGparameter fp_FogHeightFade;
- CGparameter fp_FogPlane;
- CGparameter fp_FogPlaneViewDist;
- CGparameter fp_FogRangeRecip;
- CGparameter fp_LightColor;
- CGparameter fp_LightDir;
- CGparameter fp_LightPosition;
- CGparameter fp_OffsetMapping_Scale;
- CGparameter fp_PixelSize;
- CGparameter fp_ReflectColor;
- CGparameter fp_ReflectFactor;
- CGparameter fp_ReflectOffset;
- CGparameter fp_RefractColor;
- CGparameter fp_Saturation;
- CGparameter fp_ScreenCenterRefractReflect;
- CGparameter fp_ScreenScaleRefractReflect;
- CGparameter fp_ScreenToDepth;
- CGparameter fp_ShadowMap_Parameters;
- CGparameter fp_ShadowMap_TextureScale;
- CGparameter fp_SpecularPower;
- CGparameter fp_UserVec1;
- CGparameter fp_UserVec2;
- CGparameter fp_UserVec3;
- CGparameter fp_UserVec4;
- CGparameter fp_ViewTintColor;
- CGparameter fp_ViewToLight;
- CGparameter fp_PixelToScreenTexCoord;
- CGparameter fp_ModelToReflectCube;
- CGparameter fp_BloomColorSubtract;
- CGparameter fp_NormalmapScrollBlend;
-}
-r_cg_permutation_t;
-
-/// information about each possible shader permutation
-r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
-/// currently selected permutation
-r_cg_permutation_t *r_cg_permutation;
-/// storage for permutations linked in the hash table
-memexpandablearray_t r_cg_permutationarray;
-
-#define CHECKCGERROR {CGerror err = cgGetError(), err2 = err;if (err){Con_Printf("%s:%i CG error %i: %s : %s\n", __FILE__, __LINE__, err, cgGetErrorString(err), cgGetLastErrorString(&err2));if (err == 1) Con_Printf("last listing:\n%s\n", cgGetLastListing(vid.cgcontext));}}
-
-static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
-{
- //unsigned int hashdepth = 0;
- unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
- r_cg_permutation_t *p;
- for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
- {
- if (p->mode == mode && p->permutation == permutation)
- {
- //if (hashdepth > 10)
- // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
- return p;
- }
- //hashdepth++;
- }
- p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
- p->mode = mode;
- p->permutation = permutation;
- p->hashnext = r_cg_permutationhash[mode][hashindex];
- r_cg_permutationhash[mode][hashindex] = p;
- //if (hashdepth > 10)
- // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
- return p;
-}
-
-static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
-{
- char *shaderstring;
- if (!filename || !filename[0])
- return NULL;
- if (!strcmp(filename, "hlsl/default.hlsl"))
- {
- if (!hlslshaderstring)
- {
- hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
- if (hlslshaderstring)
- Con_DPrintf("Loading shaders from file %s...\n", filename);
- else
- hlslshaderstring = (char *)builtinhlslshaderstring;
- }
- shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
- memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
- return shaderstring;
- }
- shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
- if (shaderstring)
- {
- if (printfromdisknotice)
- Con_DPrintf("from disk %s... ", filename);
- return shaderstring;
- }
- return shaderstring;
-}
-
-static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
-{
- // TODO: load or create .fp and .vp shader files
-}
-
-static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
-{
- int i;
- shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
- int vertstring_length = 0;
- int geomstring_length = 0;
- int fragstring_length = 0;
- char *t;
- char *vertexstring, *geometrystring, *fragmentstring;
- char *vertstring, *geomstring, *fragstring;
- char permutationname[256];
- char cachename[256];
- CGprofile vertexProfile;
- CGprofile fragmentProfile;
- int vertstrings_count = 0;
- int geomstrings_count = 0;
- int fragstrings_count = 0;
- const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
- const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
- const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
-
- if (p->compiled)
- return;
- p->compiled = true;
- p->vprogram = NULL;
- p->fprogram = NULL;
-
- permutationname[0] = 0;
- cachename[0] = 0;
- vertexstring = R_CG_GetText(modeinfo->vertexfilename, true);
- geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
- fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
-
- strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
- strlcat(cachename, "cggl/", sizeof(cachename));
-
- // the first pretext is which type of shader to compile as
- // (later these will all be bound together as a program object)
- vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
- geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
- fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
-
- // the second pretext is the mode (for example a light source)
- vertstrings_list[vertstrings_count++] = modeinfo->pretext;
- geomstrings_list[geomstrings_count++] = modeinfo->pretext;
- fragstrings_list[fragstrings_count++] = modeinfo->pretext;
- strlcat(permutationname, modeinfo->name, sizeof(permutationname));
- strlcat(cachename, modeinfo->name, sizeof(cachename));
-
- // now add all the permutation pretexts
- for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
- {
- if (permutation & (1<<i))
- {
- vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
- geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
- fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
- strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
- strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
- }
- else
- {
- // keep line numbers correct
- vertstrings_list[vertstrings_count++] = "\n";
- geomstrings_list[geomstrings_count++] = "\n";
- fragstrings_list[fragstrings_count++] = "\n";
- }
- }
-
- // add static parms
- R_CompileShader_AddStaticParms(mode, permutation);
- memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
- vertstrings_count += shaderstaticparms_count;
- memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
- geomstrings_count += shaderstaticparms_count;
- memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
- fragstrings_count += shaderstaticparms_count;
-
- // replace spaces in the cachename with _ characters
- for (i = 0;cachename[i];i++)
- if (cachename[i] == ' ')
- cachename[i] = '_';
-
- // now append the shader text itself
- vertstrings_list[vertstrings_count++] = vertexstring;
- geomstrings_list[geomstrings_count++] = geometrystring;
- fragstrings_list[fragstrings_count++] = fragmentstring;
-
- // if any sources were NULL, clear the respective list
- if (!vertexstring)
- vertstrings_count = 0;
- if (!geometrystring)
- geomstrings_count = 0;
- if (!fragmentstring)
- fragstrings_count = 0;
-
- vertstring_length = 0;
- for (i = 0;i < vertstrings_count;i++)
- vertstring_length += strlen(vertstrings_list[i]);
- vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
- for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
- memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
-
- geomstring_length = 0;
- for (i = 0;i < geomstrings_count;i++)
- geomstring_length += strlen(geomstrings_list[i]);
- geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
- for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
- memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
-
- fragstring_length = 0;
- for (i = 0;i < fragstrings_count;i++)
- fragstring_length += strlen(fragstrings_list[i]);
- fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
- for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
- memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
-
- CHECKGLERROR
- CHECKCGERROR
- //vertexProfile = CG_PROFILE_ARBVP1;
- //fragmentProfile = CG_PROFILE_ARBFP1;
- vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
- fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
- //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
- //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
- //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
- CHECKGLERROR
-
- // try to load the cached shader, or generate one
- R_CG_CacheShader(p, cachename, vertstring, fragstring);
-
- // if caching failed, do a dynamic compile for now
- CHECKCGERROR
- if (vertstring[0] && !p->vprogram)
- p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
- CHECKCGERROR
- if (fragstring[0] && !p->fprogram)
- p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
- CHECKCGERROR
-
- // look up all the uniform variable names we care about, so we don't
- // have to look them up every time we set them
- if (p->vprogram)
- {
- CHECKCGERROR
- cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
- cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
- p->vp_EyePosition = cgGetNamedParameter(p->vprogram, "EyePosition");
- p->vp_FogPlane = cgGetNamedParameter(p->vprogram, "FogPlane");
- p->vp_LightDir = cgGetNamedParameter(p->vprogram, "LightDir");
- p->vp_LightPosition = cgGetNamedParameter(p->vprogram, "LightPosition");
- p->vp_ModelToLight = cgGetNamedParameter(p->vprogram, "ModelToLight");
- p->vp_TexMatrix = cgGetNamedParameter(p->vprogram, "TexMatrix");
- p->vp_BackgroundTexMatrix = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
- p->vp_ModelViewProjectionMatrix = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
- p->vp_ModelViewMatrix = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
- p->vp_ShadowMapMatrix = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
- CHECKCGERROR
- }
- if (p->fprogram)
- {
- CHECKCGERROR
- cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
- cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
- p->fp_Texture_First = cgGetNamedParameter(p->fprogram, "Texture_First");
- p->fp_Texture_Second = cgGetNamedParameter(p->fprogram, "Texture_Second");
- p->fp_Texture_GammaRamps = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
- p->fp_Texture_Normal = cgGetNamedParameter(p->fprogram, "Texture_Normal");
- p->fp_Texture_Color = cgGetNamedParameter(p->fprogram, "Texture_Color");
- p->fp_Texture_Gloss = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
- p->fp_Texture_Glow = cgGetNamedParameter(p->fprogram, "Texture_Glow");
- p->fp_Texture_SecondaryNormal = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
- p->fp_Texture_SecondaryColor = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
- p->fp_Texture_SecondaryGloss = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
- p->fp_Texture_SecondaryGlow = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
- p->fp_Texture_Pants = cgGetNamedParameter(p->fprogram, "Texture_Pants");
- p->fp_Texture_Shirt = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
- p->fp_Texture_FogHeightTexture = cgGetNamedParameter(p->fprogram, "Texture_FogHeightTexture");
- p->fp_Texture_FogMask = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
- p->fp_Texture_Lightmap = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
- p->fp_Texture_Deluxemap = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
- p->fp_Texture_Attenuation = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
- p->fp_Texture_Cube = cgGetNamedParameter(p->fprogram, "Texture_Cube");
- p->fp_Texture_Refraction = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
- p->fp_Texture_Reflection = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
- p->fp_Texture_ShadowMap2D = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
- p->fp_Texture_CubeProjection = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
- p->fp_Texture_ScreenDepth = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
- p->fp_Texture_ScreenNormalMap = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
- p->fp_Texture_ScreenDiffuse = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
- p->fp_Texture_ScreenSpecular = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
- p->fp_Texture_ReflectMask = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
- p->fp_Texture_ReflectCube = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
- p->fp_Alpha = cgGetNamedParameter(p->fprogram, "Alpha");
- p->fp_BloomBlur_Parameters = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
- p->fp_ClientTime = cgGetNamedParameter(p->fprogram, "ClientTime");
- p->fp_Color_Ambient = cgGetNamedParameter(p->fprogram, "Color_Ambient");
- p->fp_Color_Diffuse = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
- p->fp_Color_Specular = cgGetNamedParameter(p->fprogram, "Color_Specular");
- p->fp_Color_Glow = cgGetNamedParameter(p->fprogram, "Color_Glow");
- p->fp_Color_Pants = cgGetNamedParameter(p->fprogram, "Color_Pants");
- p->fp_Color_Shirt = cgGetNamedParameter(p->fprogram, "Color_Shirt");
- p->fp_DeferredColor_Ambient = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
- p->fp_DeferredColor_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
- p->fp_DeferredColor_Specular = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
- p->fp_DeferredMod_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
- p->fp_DeferredMod_Specular = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
- p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
- p->fp_EyePosition = cgGetNamedParameter(p->fprogram, "EyePosition");
- p->fp_FogColor = cgGetNamedParameter(p->fprogram, "FogColor");
- p->fp_FogHeightFade = cgGetNamedParameter(p->fprogram, "FogHeightFade");
- p->fp_FogPlane = cgGetNamedParameter(p->fprogram, "FogPlane");
- p->fp_FogPlaneViewDist = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
- p->fp_FogRangeRecip = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
- p->fp_LightColor = cgGetNamedParameter(p->fprogram, "LightColor");
- p->fp_LightDir = cgGetNamedParameter(p->fprogram, "LightDir");
- p->fp_LightPosition = cgGetNamedParameter(p->fprogram, "LightPosition");
- p->fp_OffsetMapping_Scale = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
- p->fp_PixelSize = cgGetNamedParameter(p->fprogram, "PixelSize");
- p->fp_ReflectColor = cgGetNamedParameter(p->fprogram, "ReflectColor");
- p->fp_ReflectFactor = cgGetNamedParameter(p->fprogram, "ReflectFactor");
- p->fp_ReflectOffset = cgGetNamedParameter(p->fprogram, "ReflectOffset");
- p->fp_RefractColor = cgGetNamedParameter(p->fprogram, "RefractColor");
- p->fp_Saturation = cgGetNamedParameter(p->fprogram, "Saturation");
- p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
- p->fp_ScreenScaleRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
- p->fp_ScreenToDepth = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
- p->fp_ShadowMap_Parameters = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
- p->fp_ShadowMap_TextureScale = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
- p->fp_SpecularPower = cgGetNamedParameter(p->fprogram, "SpecularPower");
- p->fp_UserVec1 = cgGetNamedParameter(p->fprogram, "UserVec1");
- p->fp_UserVec2 = cgGetNamedParameter(p->fprogram, "UserVec2");
- p->fp_UserVec3 = cgGetNamedParameter(p->fprogram, "UserVec3");
- p->fp_UserVec4 = cgGetNamedParameter(p->fprogram, "UserVec4");
- p->fp_ViewTintColor = cgGetNamedParameter(p->fprogram, "ViewTintColor");
- p->fp_ViewToLight = cgGetNamedParameter(p->fprogram, "ViewToLight");
- p->fp_PixelToScreenTexCoord = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
- p->fp_ModelToReflectCube = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
- p->fp_BloomColorSubtract = cgGetNamedParameter(p->fprogram, "BloomColorSubtract");
- p->fp_NormalmapScrollBlend = cgGetNamedParameter(p->fprogram, "NormalmapScrollBlend");
- CHECKCGERROR
- }
-
- if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
- Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
- else
- Con_Printf("^1CG shader %s failed! some features may not work properly.\n", permutationname);
-
- // free the strings
- if (vertstring)
- Mem_Free(vertstring);
- if (geomstring)
- Mem_Free(geomstring);
- if (fragstring)
- Mem_Free(fragstring);
- if (vertexstring)
- Mem_Free(vertexstring);
- if (geometrystring)
- Mem_Free(geometrystring);
- if (fragmentstring)
- Mem_Free(fragmentstring);
-}
-
-void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
-{
- r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
- CHECKGLERROR
- CHECKCGERROR
- if (r_cg_permutation != perm)
- {
- r_cg_permutation = perm;
- if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
- {
- if (!r_cg_permutation->compiled)
- R_CG_CompilePermutation(perm, mode, permutation);
- if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
- {
- // remove features until we find a valid permutation
- int i;
- for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
- {
- // reduce i more quickly whenever it would not remove any bits
- int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
- if (!(permutation & j))
- continue;
- permutation -= j;
- r_cg_permutation = R_CG_FindPermutation(mode, permutation);
- if (!r_cg_permutation->compiled)
- R_CG_CompilePermutation(perm, mode, permutation);
- if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
- break;
- }
- if (i >= SHADERPERMUTATION_COUNT)
- {
- //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
- r_cg_permutation = R_CG_FindPermutation(mode, permutation);
- return; // no bit left to clear, entire mode is broken
- }
- }
- }
- CHECKGLERROR
- CHECKCGERROR
- if (r_cg_permutation->vprogram)
- {
- cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
- cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
- cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
- }
- else
- {
- cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
- cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
- }
- if (r_cg_permutation->fprogram)
- {
- cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
- cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
- cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
- }
- else
- {
- cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
- cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
- }
- }
- CHECKCGERROR
- if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
- if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
- if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
-}
-
-void CG_BindTexture(CGparameter param, rtexture_t *tex)
-{
- cgGLSetTextureParameter(param, R_GetTexture(tex));
- cgGLEnableTextureParameter(param);
-}
-#endif
-