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📄 ts1.0_inst.cpp

📁 使用stl技术,(还没看,是听说的)
💻 CPP
📖 第 1 页 / 共 2 页
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		glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_DOT_PRODUCT_DEPTH_REPLACE_NV);
		glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + (int)args[0]);
		break;
	case TSP_DOT_PRODUCT_3D_1_OF_3:
		if (expand)
			glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_EXPAND_NORMAL_NV);
		else
			glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_UNSIGNED_IDENTITY_NV);
		glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_DOT_PRODUCT_NV);
		glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + (int)args[0]);
		break;
	case TSP_DOT_PRODUCT_3D_2_OF_3:
		if (expand)
			glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_EXPAND_NORMAL_NV);
		else
			glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_UNSIGNED_IDENTITY_NV);
		glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_DOT_PRODUCT_NV);
		glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + (int)args[0]);
		break;
	case TSP_DOT_PRODUCT_3D_3_OF_3:
		if (expand)
			glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_EXPAND_NORMAL_NV);
		else
			glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_UNSIGNED_IDENTITY_NV);
		glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_DOT_PRODUCT_TEXTURE_2D_NV);
		glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + (int)args[0]);
		break;
	case TSP_DOT_PRODUCT_CUBE_MAP_1_OF_3:
		if (expand)
			glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_EXPAND_NORMAL_NV);
		else
			glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_UNSIGNED_IDENTITY_NV);
		glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_DOT_PRODUCT_NV);
		glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + (int)args[0]);
		break;
	case TSP_DOT_PRODUCT_CUBE_MAP_2_OF_3:
		if (expand)
			glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_EXPAND_NORMAL_NV);
		else
			glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_UNSIGNED_IDENTITY_NV);
		glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_DOT_PRODUCT_NV);
		glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + (int)args[0]);
		break;
	case TSP_DOT_PRODUCT_CUBE_MAP_3_OF_3:
		if (expand)
			glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_EXPAND_NORMAL_NV);
		else
			glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_UNSIGNED_IDENTITY_NV);
		glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_DOT_PRODUCT_TEXTURE_CUBE_MAP_NV);
		glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + (int)args[0]);
		break;
	case TSP_DOT_PRODUCT_REFLECT_CUBE_MAP_EYE_FROM_QS_1_OF_3:
		if (expand)
			glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_EXPAND_NORMAL_NV);
		else
			glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_UNSIGNED_IDENTITY_NV);
		glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_DOT_PRODUCT_NV);
		glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + (int)args[0]);
		break;
	case TSP_DOT_PRODUCT_REFLECT_CUBE_MAP_EYE_FROM_QS_2_OF_3:
		if (expand)
			glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_EXPAND_NORMAL_NV);
		else
			glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_UNSIGNED_IDENTITY_NV);
		glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_DOT_PRODUCT_NV);
		glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + (int)args[0]);
		break;
	case TSP_DOT_PRODUCT_REFLECT_CUBE_MAP_EYE_FROM_QS_3_OF_3:
		if (expand)
			glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_EXPAND_NORMAL_NV);
		else
			glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_UNSIGNED_IDENTITY_NV);
		glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_DOT_PRODUCT_REFLECT_CUBE_MAP_NV);
		glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + (int)args[0]);
		break;
	case TSP_DOT_PRODUCT_REFLECT_CUBE_MAP_CONST_EYE_1_OF_3:
		if (expand)
			glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_EXPAND_NORMAL_NV);
		else
			glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_UNSIGNED_IDENTITY_NV);
		glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_DOT_PRODUCT_NV);
		glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + (int)args[0]);
		break;
	case TSP_DOT_PRODUCT_REFLECT_CUBE_MAP_CONST_EYE_2_OF_3:
		if (expand)
			glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_EXPAND_NORMAL_NV);
		else
			glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_UNSIGNED_IDENTITY_NV);
		glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_DOT_PRODUCT_NV);
		glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + (int)args[0]);
		break;
	case TSP_DOT_PRODUCT_REFLECT_CUBE_MAP_CONST_EYE_3_OF_3:
		if (expand)
			glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_EXPAND_NORMAL_NV);
		else
			glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_UNSIGNED_IDENTITY_NV);
		glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_DOT_PRODUCT_CONST_EYE_REFLECT_CUBE_MAP_NV);
		glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + (int)args[0]);
		glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_CONST_EYE_NV, &args[1]);
		break;
	case TSP_DOT_PRODUCT_CUBE_MAP_AND_REFLECT_CUBE_MAP_EYE_FROM_QS_1_OF_3:
		if (expand)
			glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_EXPAND_NORMAL_NV);
		else
			glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_UNSIGNED_IDENTITY_NV);
		glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_DOT_PRODUCT_NV);
		glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + (int)args[0]);
		break;
	case TSP_DOT_PRODUCT_CUBE_MAP_AND_REFLECT_CUBE_MAP_EYE_FROM_QS_2_OF_3:
		if (expand)
			glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_EXPAND_NORMAL_NV);
		else
			glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_UNSIGNED_IDENTITY_NV);
		glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_DOT_PRODUCT_DIFFUSE_CUBE_MAP_NV);
		glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + (int)args[0]);
		break;
	case TSP_DOT_PRODUCT_CUBE_MAP_AND_REFLECT_CUBE_MAP_EYE_FROM_QS_3_OF_3:
		if (expand)
			glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_EXPAND_NORMAL_NV);
		else
			glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_UNSIGNED_IDENTITY_NV);
		glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_DOT_PRODUCT_REFLECT_CUBE_MAP_NV);
		glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + (int)args[0]);
		break;
	case TSP_DOT_PRODUCT_CUBE_MAP_AND_REFLECT_CUBE_MAP_CONST_EYE_1_OF_3:
		if (expand)
			glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_EXPAND_NORMAL_NV);
		else
			glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_UNSIGNED_IDENTITY_NV);
		glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_DOT_PRODUCT_NV);
		glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + (int)args[0]);
		break;
	case TSP_DOT_PRODUCT_CUBE_MAP_AND_REFLECT_CUBE_MAP_CONST_EYE_2_OF_3:
		if (expand)
			glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_EXPAND_NORMAL_NV);
		else
			glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_UNSIGNED_IDENTITY_NV);
		glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_DOT_PRODUCT_DIFFUSE_CUBE_MAP_NV);
		glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + (int)args[0]);
		break;
	case TSP_DOT_PRODUCT_CUBE_MAP_AND_REFLECT_CUBE_MAP_CONST_EYE_3_OF_3:
		if (expand)
			glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_EXPAND_NORMAL_NV);
		else
			glTexEnvi(GL_TEXTURE_SHADER_NV, GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV, GL_UNSIGNED_IDENTITY_NV);
		glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_DOT_PRODUCT_CONST_EYE_REFLECT_CUBE_MAP_NV);
		glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + (int)args[0]);
		glTexEnvfv(GL_TEXTURE_SHADER_NV, GL_CONST_EYE_NV, &args[1]);
		break;
	}
}

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