コード例 #1
0
        public override void RenderingConfigurationChanged(RenderingConfigurator conf)
        {
            renderingConfiguration = conf;

            if (LasDataManager.ColorPallette != null)
            {
                LasDataManager.ColorPallette.ColorMode = renderingConfiguration.colorType;
            }

            selectedTexture = (int)renderingConfiguration.pointTexture;

            CgGl.cgGLSetParameter1f(m_CGparam_sizeFactorPass1, renderingConfiguration.pointSize);
            checkForCgError("setting sizeFactor");

            CgGl.cgGLSetParameter1f(m_CGparam_sizeFactorPass2, renderingConfiguration.pointSize);
            checkForCgError("setting sizeFactor2");

            CgGl.cgGLSetParameter1f(m_CGparam_zoffsetPass1, renderingConfiguration.Zoffset);
            checkForCgError("setting zoffset");

            CgGl.cgGLSetParameter1f(m_CGparam_splatRotationCutoffDistPass1, renderingConfiguration.splatRotationCutoffDistance);
            checkForCgError("setting splatRotationCutoffDistancePass1");

            CgGl.cgGLSetParameter1f(m_CGparam_splatRotationCutoffDistPass2, renderingConfiguration.splatRotationCutoffDistance);
            checkForCgError("setting splatRotationCutoffDistancePass2");
        }
コード例 #2
0
        private void InitCg()
        {
            m_CG_vertexProfile = CgGl.cgGLGetLatestProfile(CgGl.CG_GL_VERTEX);

            CgGl.cgGLSetOptimalOptions(m_CG_vertexProfile);
            checkForCgError("selecting vertex profile");

            m_CG_fragmentProfile = CgGl.cgGLGetLatestProfile(CgGl.CG_GL_FRAGMENT);

            CgGl.cgGLSetOptimalOptions(m_CG_fragmentProfile);
            checkForCgError("selecting fragment profile");

            // Create the context...
            m_CGcontext = Cg.cgCreateContext();
            checkForCgError("creating context");

            string cas = Application.StartupPath;

            //load pass1
            m_CGp_vertexProgramPass1 = Cg.cgCreateProgramFromFile(m_CGcontext,
                                                                  Cg.CG_SOURCE,
                                                                  cas + "/SpriteVertexProgram.cg",
                                                                  m_CG_vertexProfile,
                                                                  "main_pass1",
                                                                  null);
            checkForCgError("creating vertex program pass1 from file SpriteVertexProgram.cg");
            CgGl.cgGLLoadProgram(m_CGp_vertexProgramPass1);
            checkForCgError("loading vertex program");

            m_CGp_fragmentProgramPass1 = Cg.cgCreateProgramFromFile(m_CGcontext,
                                                                    Cg.CG_SOURCE,
                                                                    cas + "/SpriteFragmentProgram.cg",
                                                                    m_CG_fragmentProfile,
                                                                    "main_pass1",
                                                                    null);
            checkForCgError("creating fragment program from file SpriteFragmentProgram.cg");
            CgGl.cgGLLoadProgram(m_CGp_fragmentProgramPass1);
            checkForCgError("loading fragment program");

            //load pass2
            m_CGp_vertexProgramPass2 = Cg.cgCreateProgramFromFile(m_CGcontext,
                                                                  Cg.CG_SOURCE,
                                                                  cas + "/SpriteVertexProgram.cg",
                                                                  m_CG_vertexProfile,
                                                                  "main_pass2",
                                                                  null);
            checkForCgError("creating vertex program pass2 from file SpriteVertexProgram.cg");
            CgGl.cgGLLoadProgram(m_CGp_vertexProgramPass2);
            checkForCgError("loading vertex program");

            m_CGp_fragmentProgramPass2 = Cg.cgCreateProgramFromFile(m_CGcontext,
                                                                    Cg.CG_SOURCE,
                                                                    cas + "/SpriteFragmentProgram.cg",
                                                                    m_CG_fragmentProfile,
                                                                    "main_pass2",
                                                                    null);
            checkForCgError("creating fragment program from file SpriteFragmentProgram.cg");
            CgGl.cgGLLoadProgram(m_CGp_fragmentProgramPass2);
            checkForCgError("loading fragment program");

            //load pass3
            m_CGp_vertexProgramPass3 = Cg.cgCreateProgramFromFile(m_CGcontext,
                                                                  Cg.CG_SOURCE,
                                                                  cas + "/SpriteVertexProgram.cg",
                                                                  m_CG_vertexProfile,
                                                                  "main_pass3",
                                                                  null);
            checkForCgError("creating vertex program pass3 from file SpriteVertexProgram.cg");
            CgGl.cgGLLoadProgram(m_CGp_vertexProgramPass3);
            checkForCgError("loading vertex program");

            m_CGp_fragmentProgramPass3 = Cg.cgCreateProgramFromFile(m_CGcontext,
                                                                    Cg.CG_SOURCE,
                                                                    cas + "/SpriteFragmentProgram.cg",
                                                                    m_CG_fragmentProfile,
                                                                    "main_pass3",
                                                                    null);
            checkForCgError("creating fragment program from file SpriteFragmentProgram.cg");
            CgGl.cgGLLoadProgram(m_CGp_fragmentProgramPass3);
            checkForCgError("loading fragment pass3 program");

            //pass1 parameters
            m_CGparam_modelViewProjPass1 = Cg.cgGetNamedParameter(m_CGp_vertexProgramPass1, "modelViewProj");
            checkForCgError("getting modal view proj");

            m_CGparam_modelViewITPass1 = Cg.cgGetNamedParameter(m_CGp_vertexProgramPass1, "modelViewIT");
            checkForCgError("getting modal view IT");

            m_CGparam_modelViewPass1 = Cg.cgGetNamedParameter(m_CGp_vertexProgramPass1, "modelView");
            checkForCgError("getting modal view");

            m_CGparam_eyePositionPass1 = Cg.cgGetNamedParameter(m_CGp_vertexProgramPass1, "eyePos");
            checkForCgError("getting eyePos");

            m_CGparam_sizeFactorPass1 = Cg.cgGetNamedParameter(m_CGp_vertexProgramPass1, "sizeFactor");
            checkForCgError("getting sizeFactor");

            m_CGparam_zoffsetPass1 = Cg.cgGetNamedParameter(m_CGp_vertexProgramPass1, "zoffset");
            checkForCgError("getting zoffset");

            CgGl.cgGLSetParameter1f(m_CGparam_zoffsetPass1, 0.003f);
            checkForCgError("setting zoffset");

            m_CGparam_splatRotationCutoffDistPass1 = Cg.cgGetNamedParameter(m_CGp_vertexProgramPass1, "splatRotationCutoffDist");
            checkForCgError("getting splatRotationCutoffDist");

            CgGl.cgGLSetParameter1f(m_CGparam_zoffsetPass1, 0.003f);
            checkForCgError("setting zoffset");


            m_CGparam_farcullPass1 = Cg.cgGetNamedParameter(m_CGp_vertexProgramPass1, "farcull");
            checkForCgError("getting farcull");

            CgGl.cgGLSetParameter1f(m_CGparam_farcullPass1, WorldView.farCull);
            checkForCgError("setting farcull");

            m_CGparam_viewParamsPass1 = Cg.cgGetNamedParameter(m_CGp_vertexProgramPass1, "viewParams");
            checkForCgError("getting viewParams");


            //pass2 parameters
            m_CGparam_modelViewProjPass2 = Cg.cgGetNamedParameter(m_CGp_vertexProgramPass2, "modelViewProj");
            checkForCgError("getting modal view proj2");

            m_CGparam_modelViewITPass2 = Cg.cgGetNamedParameter(m_CGp_vertexProgramPass2, "modelViewIT");
            checkForCgError("getting modal view IT2");

            m_CGparam_modelViewPass2 = Cg.cgGetNamedParameter(m_CGp_vertexProgramPass2, "modelView");
            checkForCgError("getting modal view2");

            m_CGparam_eyePositionPass2 = Cg.cgGetNamedParameter(m_CGp_vertexProgramPass2, "eyePos");
            checkForCgError("getting eyePos2");

            m_CGparam_sizeFactorPass2 = Cg.cgGetNamedParameter(m_CGp_vertexProgramPass2, "sizeFactor");
            checkForCgError("getting sizeFactor2");

            m_CGparam_splatRotationCutoffDistPass2 = Cg.cgGetNamedParameter(m_CGp_vertexProgramPass2, "splatRotationCutoffDist");
            checkForCgError("getting splatRotationCutoffDist");

            CgGl.cgGLSetParameter1f(m_CGparam_sizeFactorPass1, 1f);
            checkForCgError("setting sizeFactor");

            CgGl.cgGLSetParameter1f(m_CGparam_sizeFactorPass2, 1f);
            checkForCgError("setting sizeFactor2");

            m_CGparam_farcullPass2 = Cg.cgGetNamedParameter(m_CGp_vertexProgramPass2, "farcull");
            checkForCgError("getting farcull");

            CgGl.cgGLSetParameter1f(m_CGparam_farcullPass2, WorldView.farCull);
            checkForCgError("setting farcull");

            m_CGparam_viewParamsPass2 = Cg.cgGetNamedParameter(m_CGp_vertexProgramPass2, "viewParams");
            checkForCgError("getting viewParams");
        }