+ // 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
+
+ // compile the vertex program
+ if (vertstring[0] && (p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, CG_PROFILE_ARBVP1, NULL, NULL)))
+ {
+ CHECKCGERROR
+ cgCompileProgram(p->vprogram);CHECKCGERROR
+ if (!cgIsProgramCompiled(p->vprogram))
+ {
+ CHECKCGERROR
+ cgDestroyProgram(p->vprogram);CHECKCGERROR
+ p->vprogram = 0;
+ }
+ else
+ {
+ cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
+ cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
+ // look up all the uniform variable names we care about, so we don't
+ // have to look them up every time we set them
+ CHECKCGERROR
+ 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");
+ CHECKCGERROR
+ }
+ }
+
+ // compile the fragment program
+ if (fragstring[0] && (p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, CG_PROFILE_ARBFP1, NULL, NULL)))
+ {
+ cgCompileProgram(p->fprogram);CHECKCGERROR
+ if (!cgIsProgramCompiled(p->fprogram))
+ {
+ CHECKCGERROR
+ cgDestroyProgram(p->fprogram);CHECKCGERROR
+ p->fprogram = 0;
+ }
+ else
+ {
+ cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
+ cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
+ CHECKCGERROR
+ 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_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_ShadowMapRect = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
+ p->fp_Texture_ShadowMapCube = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
+ 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_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");
+ 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);