📄 ts1.0_inst_list.cpp
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#include "ts1.0_inst_list.h"
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#ifdef WIN32
#include <windows.h>
#endif
#ifdef MACOS
#include <OpenGL/gl.h>
#include "GL/glext.h"
#else
#define GL_GLEXT_LEGACY
#include <GL/gl.h>
#define GL_GLEXT_PROTOTYPES
#include <GL/glext.h>
#endif
#include "nvparse_errors.h"
#include "nvparse_externs.h"
#include <OgreGLPrerequisites.h>
using namespace Ogre;
const int instListInc = 4;
InstList::InstList()
{
size = 0;
max = instListInc;
list = (InstPtr)malloc(sizeof(Inst) * max);
}
InstList::~InstList()
{
free(list);
}
int InstList::Size()
{
return size;
}
InstList& InstList::operator+=(InstPtr t)
{
if (size == max) {
/* Extend list size by instListInc amount */
max += instListInc;
list = (InstPtr)realloc(list, sizeof(Inst) * max);
}
list[size++] = *t;
return *this;
}
void InstList::Invoke()
{
int i;
for (i = 0; i < size; i++) {
// set active texture
glActiveTextureARB_ptr(GL_TEXTURE0_ARB + i);
list[i].Invoke();
}
// Reset active texture to unit 0
// Could do a glGet to figure out what the initial active texunit was,
// and reset to that, but the glGet would not behave well within
// a display list...
glActiveTextureARB_ptr(GL_TEXTURE0_ARB);
}
void InstList::Validate()
{
if (size > TSP_NUM_TEXTURE_UNITS)
errors.set("too many instructions");
int i;
for (i = 0; i < size; i++) {
int stage = list[i].opcode.bits.stage;
if (stage > i)
errors.set("prior stage missing");
if (list[i].opcode.bits.instruction != list[i - stage].opcode.bits.instruction)
errors.set("stage mismatch");
if (list[i].opcode.bits.dependent) {
int previousTexture = (int)list[i].args[0];
if (previousTexture >= i - stage)
errors.set("invalid texture reference");
if (list[previousTexture].opcode.bits.noOutput)
errors.set("no output on referenced texture");
}
}
// Assign remaining undesignated texture units to nop
for (; i < TSP_NUM_TEXTURE_UNITS; i++) {
InstPtr nopInst = new Inst(TSP_NOP);
*this += nopInst;
delete nopInst;
}
}
bool is_ts10(const char * s)
{
return ! strncmp(s, "!!TS1.0", 7);
}
bool ts10_init_more()
{
static bool tsinit = false;
if (tsinit == false )
{
/*
if(! glh_init_extensions( "GL_NV_texture_shader " "GL_ARB_multitexture " ))
{
errors.set("unable to initialize GL_NV_texture_shader\n");
return false;
}
else
{
*/
tsinit = true;
/*
}
*/
}
errors.reset();
line_number = 1;
return true;
}
/*
else if(!strncmp(instring, "!!TS1.0", 7))
{
if (tsinit == 0 )
{
if(! glh_init_extensions( "GL_NV_texture_shader " "GL_ARB_multitexture " ))
{
errors.set("unable to initialize GL_NV_texture_shader\n");
free(instring);
return;
}
else
{
tsinit = 1;
}
}
errors.reset();
line_number = 1;
ts10_init(instring+7);
ts10_parse();
}
*/
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