From: Tim R. <ti...@us...> - 2004-11-05 15:45:48
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Update of /cvsroot/csdopenglnet/csdOpenGL/Cg In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv20295/Cg Modified Files: demoCg.cs Log Message: Kai forced me to remove the Debug-calls Index: demoCg.cs =================================================================== RCS file: /cvsroot/csdopenglnet/csdOpenGL/Cg/demoCg.cs,v retrieving revision 1.2 retrieving revision 1.3 diff -C2 -d -r1.2 -r1.3 *** demoCg.cs 11 Sep 2004 18:52:44 -0000 1.2 --- demoCg.cs 5 Nov 2004 15:45:36 -0000 1.3 *************** *** 1,5 **** using csDragons.OpenGL; using System; - using System.Diagnostics; namespace csDragons { --- 1,4 ---- *************** *** 20,27 **** public DemoCg() { ! Debug.Indent(); ! Debug.WriteLine( "Entering Demo()" ); ! ! Debug.WriteLine( "Initializing GLUT" ); glutInitDisplayMode( GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH ); glutInitWindowSize( res, res ); --- 19,23 ---- public DemoCg() { ! Console.WriteLine( "Initializing GLUT" ); glutInitDisplayMode( GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH ); glutInitWindowSize( res, res ); *************** *** 31,50 **** glutKeyboardFunc( new cb0_glutKeyboardFunc(keyboard) ); ! Debug.WriteLine( "Initializing Cg" ); cgSetErrorCallback( new CgErrorEvent( errorHandler ) ); context = cgCreateContext(); ! Debug.WriteLine( "Start main loop" ); glutMainLoop(); - - Debug.WriteLine( "Exiting Demo()" ); - - Debug.Unindent(); } protected void errorHandler() { - Debug.Indent(); - Debug.WriteLine( "Entering Demo.errorHandler()" ); - CGerror err = cgGetError(); Console.Write( "Cg error: " ); --- 27,39 ---- glutKeyboardFunc( new cb0_glutKeyboardFunc(keyboard) ); ! Console.WriteLine( "Initializing Cg" ); cgSetErrorCallback( new CgErrorEvent( errorHandler ) ); context = cgCreateContext(); ! Console.WriteLine( "Start main loop" ); glutMainLoop(); } protected void errorHandler() { CGerror err = cgGetError(); Console.Write( "Cg error: " ); *************** *** 52,66 **** Console.WriteLine( cgGetErrorString( err ) ); System.Environment.Exit( 3 ); - - Debug.WriteLine( "Exiting Demo.errorHandler()" ); - Debug.Unindent(); } protected void draw() { - Debug.Indent(); - Debug.WriteLine( "Entering Demo.draw()" ); - if (!haveLoadedPrograms) { ! Debug.WriteLine( "Initiize GL/Cg" ); ChooseProfiles(); LoadCgPrograms(); --- 41,49 ---- Console.WriteLine( cgGetErrorString( err ) ); System.Environment.Exit( 3 ); } protected void draw() { if (!haveLoadedPrograms) { ! Console.WriteLine( "Initiize GL/Cg" ); ChooseProfiles(); LoadCgPrograms(); *************** *** 71,84 **** } ! Debug.WriteLine( "Reset GL" ); glClearColor( 0.25f, 0.25f, 0.25f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); ! Debug.WriteLine( "Set projection matrix" ); glMatrixMode( GL_PROJECTION ); glLoadIdentity(); gluPerspective( 30.0, 1.0, 0.1, 100.0 ); ! Debug.WriteLine( "Set modelview matrix" ); glMatrixMode( GL_MODELVIEW ); glLoadIdentity(); --- 54,67 ---- } ! Console.WriteLine( "Reset GL" ); glClearColor( 0.25f, 0.25f, 0.25f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); ! Console.WriteLine( "Set projection matrix" ); glMatrixMode( GL_PROJECTION ); glLoadIdentity(); gluPerspective( 30.0, 1.0, 0.1, 100.0 ); ! Console.WriteLine( "Set modelview matrix" ); glMatrixMode( GL_MODELVIEW ); glLoadIdentity(); *************** *** 86,102 **** glRotatef( curTime, 0, 1, 0 ); ! Debug.WriteLine( "Bind Cg programs" ); cgGLBindProgram( vertexProgram ); cgGLBindProgram( fragmentProgram ); ! Debug.WriteLine( "Bind uniform parameters to vertex shader" ); ! Debug.WriteLine( "==> ModelViewProj" ); cgGLSetStateMatrixParameter(cgGetNamedParameter(vertexProgram, "ModelViewProj"), CGGLenum.CG_GL_MODELVIEW_PROJECTION_MATRIX, CGGLenum.CG_GL_MATRIX_IDENTITY); ! Debug.WriteLine( "==> ModelView" ); cgGLSetStateMatrixParameter(cgGetNamedParameter(vertexProgram, "ModelView"), CGGLenum.CG_GL_MODELVIEW_MATRIX, CGGLenum.CG_GL_MATRIX_IDENTITY); ! Debug.WriteLine( "==> ModelViewIT" ); cgGLSetStateMatrixParameter(cgGetNamedParameter(vertexProgram, "ModelViewIT"), CGGLenum.CG_GL_MODELVIEW_MATRIX, CGGLenum.CG_GL_MATRIX_INVERSE_TRANSPOSE); ! Debug.WriteLine( "Bind varying parameters to vertex shader" ); float[] Kd = { 0.7f, 0.2f, 0.2f }; float[] Ks = { 0.9f, 0.9f, 0.9f }; --- 69,85 ---- glRotatef( curTime, 0, 1, 0 ); ! Console.WriteLine( "Bind Cg programs" ); cgGLBindProgram( vertexProgram ); cgGLBindProgram( fragmentProgram ); ! Console.WriteLine( "Bind uniform parameters to vertex shader" ); ! Console.WriteLine( "==> ModelViewProj" ); cgGLSetStateMatrixParameter(cgGetNamedParameter(vertexProgram, "ModelViewProj"), CGGLenum.CG_GL_MODELVIEW_PROJECTION_MATRIX, CGGLenum.CG_GL_MATRIX_IDENTITY); ! Console.WriteLine( "==> ModelView" ); cgGLSetStateMatrixParameter(cgGetNamedParameter(vertexProgram, "ModelView"), CGGLenum.CG_GL_MODELVIEW_MATRIX, CGGLenum.CG_GL_MATRIX_IDENTITY); ! Console.WriteLine( "==> ModelViewIT" ); cgGLSetStateMatrixParameter(cgGetNamedParameter(vertexProgram, "ModelViewIT"), CGGLenum.CG_GL_MODELVIEW_MATRIX, CGGLenum.CG_GL_MATRIX_INVERSE_TRANSPOSE); ! Console.WriteLine( "Bind varying parameters to vertex shader" ); float[] Kd = { 0.7f, 0.2f, 0.2f }; float[] Ks = { 0.9f, 0.9f, 0.9f }; *************** *** 104,124 **** cgGLSetParameter3fv(cgGetNamedParameter(vertexProgram, "specular"), Ks); ! Debug.WriteLine( "Bind uniform parameters to fragment shader" ); float[] lightPos = { 3.0f, 2.0f, -3.0f }; float[] lightColor = { 1.0f, 1.0f, 1.0f }; ! Debug.WriteLine( "==> Plight" ); cgGLSetParameter3fv(cgGetNamedParameter(fragmentProgram, "Plight"), lightPos); ! Debug.WriteLine( "==> lightColor" ); cgGLSetParameter3fv(cgGetNamedParameter(fragmentProgram, "lightColor"), lightColor); ! Debug.WriteLine( "==> shininess" ); cgGLSetParameter1f(cgGetNamedParameter(fragmentProgram, "shininess"), 40.0f ); ! Debug.WriteLine( "Enable approprate texture for fragment shader" ); cgGLEnableTextureParameter(cgGetNamedParameter(fragmentProgram, "diffuseMap")); - Debug.WriteLine( "Draw scene" ); DrawGeometry(); ! Debug.WriteLine( "Disable texture" ); cgGLDisableTextureParameter(cgGetNamedParameter(fragmentProgram, "diffuseMap")); --- 87,106 ---- cgGLSetParameter3fv(cgGetNamedParameter(vertexProgram, "specular"), Ks); ! Console.WriteLine( "Bind uniform parameters to fragment shader" ); float[] lightPos = { 3.0f, 2.0f, -3.0f }; float[] lightColor = { 1.0f, 1.0f, 1.0f }; ! Console.WriteLine( "==> Plight" ); cgGLSetParameter3fv(cgGetNamedParameter(fragmentProgram, "Plight"), lightPos); ! Console.WriteLine( "==> lightColor" ); cgGLSetParameter3fv(cgGetNamedParameter(fragmentProgram, "lightColor"), lightColor); ! Console.WriteLine( "==> shininess" ); cgGLSetParameter1f(cgGetNamedParameter(fragmentProgram, "shininess"), 40.0f ); ! Console.WriteLine( "Enable approprate texture for fragment shader" ); cgGLEnableTextureParameter(cgGetNamedParameter(fragmentProgram, "diffuseMap")); DrawGeometry(); ! Console.WriteLine( "Disable texture" ); cgGLDisableTextureParameter(cgGetNamedParameter(fragmentProgram, "diffuseMap")); *************** *** 126,138 **** ++curTime; glutPostRedisplay(); - - Debug.WriteLine( "Exiting Demo.draw()" ); - Debug.Unindent(); } protected void DrawGeometry() { - Debug.Indent(); - Debug.WriteLine( "Entering Demo.DrawGeometry()" ); - int nu = 30; int nv = 30; --- 108,114 ---- *************** *** 150,154 **** uv = new float[2*nVerts]; ! Debug.WriteLine( "Fill position, normal and texture coordinate arrays" ); for ( v=0; v<nv; ++v ) { float fv = ((float)v)/((float)(nv-1)); --- 126,130 ---- uv = new float[2*nVerts]; ! Console.WriteLine( "Fill position, normal and texture coordinate arrays" ); for ( v=0; v<nv; ++v ) { float fv = ((float)v)/((float)(nv-1)); *************** *** 164,168 **** } ! Debug.WriteLine( "Fill in the vertex index arrays" ); indices = new uint[3*nTris]; int ip = 0; --- 140,144 ---- } ! Console.WriteLine( "Fill in the vertex index arrays" ); indices = new uint[3*nTris]; int ip = 0; *************** *** 179,233 **** ! Debug.WriteLine( "Associate data 'pointers' with vertex shader" ); ! Debug.WriteLine( "==> Pobject" ); param = cgGetNamedParameter( vertexProgram, "Pobject" ); cgGLSetParameterPointer( param, 3, GL_FLOAT, 0, P ); ! Debug.WriteLine( "==> Nobject "); param = cgGetNamedParameter( vertexProgram, "Nobject" ); cgGLSetParameterPointer( param, 3, GL_FLOAT, 0, N ); ! Debug.WriteLine( "==> TexUV" ); param = cgGetNamedParameter( vertexProgram, "TexUV" ); cgGLSetParameterPointer( param, 2, GL_FLOAT, 0, uv ); } ! Debug.WriteLine( "Enable bindings to parameters" ); ! Debug.WriteLine( "==> Pobject" ); param = cgGetNamedParameter( vertexProgram, "Pobject" ); cgGLEnableClientState( param ); ! Debug.WriteLine( "==> Nobject" ); param = cgGetNamedParameter( vertexProgram, "Nobject" ); cgGLEnableClientState( param ); ! Debug.WriteLine( "==> TexUV" ); param = cgGetNamedParameter( vertexProgram, "TexUV" ); cgGLEnableClientState( param ); ! Debug.WriteLine( "==> diffuseMap" ); param = cgGetNamedParameter( fragmentProgram, "diffuseMap" ); cgGLEnableTextureParameter( param ); ! Debug.WriteLine( "Draw geometry" ); glDrawElements( GL_TRIANGLES, 3*nTris, GL_UNSIGNED_INT, indices ); ! Debug.WriteLine( "Disable bindings to parameters" ); ! Debug.WriteLine( "==> Pobject" ); param = cgGetNamedParameter( vertexProgram, "Pobject" ); cgGLDisableClientState( param ); ! Debug.WriteLine( "==> Nobject" ); param = cgGetNamedParameter( vertexProgram, "Nobject" ); cgGLDisableClientState( param ); ! Debug.WriteLine( "==> TexUV" ); param = cgGetNamedParameter( vertexProgram, "TexUV" ); cgGLDisableClientState( param ); ! Debug.WriteLine( "==> diffuseMap" ); param = cgGetNamedParameter( fragmentProgram, "diffuseMap" ); cgGLDisableTextureParameter( param ); - - Debug.WriteLine( "Exiting Demo.DrawGeometry()" ); - Debug.Unindent(); } protected void parametricEval( float u, float v, int pp, int np ) { - Debug.Indent(); - Debug.WriteLine( "Entering Demo.parametricEval(float,float,int,int)" ); - double theta = System.Math.PI * u; double phi = 2.0 * System.Math.PI * v; --- 155,203 ---- ! Console.WriteLine( "Associate data 'pointers' with vertex shader" ); ! Console.WriteLine( "==> Pobject" ); param = cgGetNamedParameter( vertexProgram, "Pobject" ); cgGLSetParameterPointer( param, 3, GL_FLOAT, 0, P ); ! Console.WriteLine( "==> Nobject "); param = cgGetNamedParameter( vertexProgram, "Nobject" ); cgGLSetParameterPointer( param, 3, GL_FLOAT, 0, N ); ! Console.WriteLine( "==> TexUV" ); param = cgGetNamedParameter( vertexProgram, "TexUV" ); cgGLSetParameterPointer( param, 2, GL_FLOAT, 0, uv ); } ! Console.WriteLine( "Enable bindings to parameters" ); ! Console.WriteLine( "==> Pobject" ); param = cgGetNamedParameter( vertexProgram, "Pobject" ); cgGLEnableClientState( param ); ! Console.WriteLine( "==> Nobject" ); param = cgGetNamedParameter( vertexProgram, "Nobject" ); cgGLEnableClientState( param ); ! Console.WriteLine( "==> TexUV" ); param = cgGetNamedParameter( vertexProgram, "TexUV" ); cgGLEnableClientState( param ); ! Console.WriteLine( "==> diffuseMap" ); param = cgGetNamedParameter( fragmentProgram, "diffuseMap" ); cgGLEnableTextureParameter( param ); ! Console.WriteLine( "Draw geometry" ); glDrawElements( GL_TRIANGLES, 3*nTris, GL_UNSIGNED_INT, indices ); ! Console.WriteLine( "Disable bindings to parameters" ); ! Console.WriteLine( "==> Pobject" ); param = cgGetNamedParameter( vertexProgram, "Pobject" ); cgGLDisableClientState( param ); ! Console.WriteLine( "==> Nobject" ); param = cgGetNamedParameter( vertexProgram, "Nobject" ); cgGLDisableClientState( param ); ! Console.WriteLine( "==> TexUV" ); param = cgGetNamedParameter( vertexProgram, "TexUV" ); cgGLDisableClientState( param ); ! Console.WriteLine( "==> diffuseMap" ); param = cgGetNamedParameter( fragmentProgram, "diffuseMap" ); cgGLDisableTextureParameter( param ); } protected void parametricEval( float u, float v, int pp, int np ) { double theta = System.Math.PI * u; double phi = 2.0 * System.Math.PI * v; *************** *** 240,252 **** N[np+1] = P[pp+1]; N[np+2] = P[pp+2]; - - Debug.WriteLine( "Exiting Demo.parametricEval(float,float,int,int)" ); - Debug.Unindent(); } protected void ChooseProfiles() { - Debug.Indent(); - Debug.WriteLine( "Entering Demo.ChooseProfiles()" ); - if ( CG_TRUE==cgGLIsProfileSupported( CGprofile.CG_PROFILE_ARBVP1 ) ) { vertexProfile = CGprofile.CG_PROFILE_ARBVP1; --- 210,216 ---- *************** *** 270,284 **** System.Environment.Exit(2); } - - Debug.WriteLine( "Exiting Demo.ChooseProfiles()" ); - Debug.Unindent(); } protected void LoadCgPrograms() { - Debug.Indent(); - Debug.WriteLine( "Entering Demo.LoadCgPrograms()" ); - - Debug.Assert( CG_TRUE==cgIsContext( context ) ); - vertexProgram = cgCreateProgramFromFile( context, CGenum.CG_SOURCE, "demo_vert.cg", vertexProfile, null, null ); if (CG_FALSE==cgIsProgramCompiled(vertexProgram)) cgCompileProgram(vertexProgram); --- 234,240 ---- *************** *** 290,302 **** cgGLEnableProfile( fragmentProfile ); cgGLLoadProgram( fragmentProgram ); - - Debug.WriteLine( "Exiting Demo.LoadCgPrograms()" ); - Debug.Unindent(); } protected void LoadTextures() { - Debug.Indent(); - Debug.WriteLine( "Entering Demo.LoadTextures()" ); - uint handle ; uint[] h = new uint[1]; --- 246,252 ---- *************** *** 331,337 **** glTexImage2D( GL_TEXTURE_2D, 0, 4, res, res, 0, GL_RGBA, GL_FLOAT, data ); cgGLSetTextureParameter( cgGetNamedParameter( fragmentProgram, "diffuseMap" ), handle ); - - Debug.WriteLine( "Exiting Demo.LoadTextures()" ); - Debug.Unindent(); } --- 281,284 ---- *************** *** 344,349 **** public static void Main( string[] args) { - Debug.Listeners.Add( new TextWriterTraceListener( Console.Out ) ); - Debug.AutoFlush = true; new DemoCg(); } --- 291,294 ---- |