🎉 Added cg-toolkit
This commit is contained in:
parent
26bc7561bf
commit
be965ce6c5
BIN
cg/all/bin/cg.dll
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cg/all/bin/cg.dll
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cg/all/bin/cgD3D10.dll
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cg/all/bin/cgD3D10.dll
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cg/all/bin/cgD3D11.dll
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cg/all/bin/cgD3D11.dll
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cg/all/bin/cgD3D9.dll
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cg/all/bin/cgD3D9.dll
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cg/all/bin/cgGL.dll
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cg/all/bin/cgGL.dll
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cg/all/bin/cgc
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cg/all/bin/cgc
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cg/all/bin/cgc.exe
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cg/all/bin/cgc.exe
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cg/all/bin/cgfxcat
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cg/all/bin/cgfxcat
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cg/all/bin/cgfxcat.exe
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cg/all/bin/cgfxcat.exe
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cg/all/bin/cginfo
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cg/all/bin/cginfo
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cg/all/bin/cginfo.exe
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cg/all/bin/cginfo.exe
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cg/all/bin/glut32.dll
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cg/all/bin/glut32.dll
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cg/all/bin64/cg.dll
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cg/all/bin64/cg.dll
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cg/all/bin64/cgD3D10.dll
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cg/all/bin64/cgD3D10.dll
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cg/all/bin64/cgD3D11.dll
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cg/all/bin64/cgD3D11.dll
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cg/all/bin64/cgD3D9.dll
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cg/all/bin64/cgD3D9.dll
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cg/all/bin64/cgGL.dll
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cg/all/bin64/cgGL.dll
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cg/all/bin64/cgc.exe
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cg/all/bin64/cgc.exe
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cg/all/bin64/cgfxcat.exe
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cg/all/bin64/cgfxcat.exe
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cg/all/bin64/cginfo.exe
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cg/all/bin64/cginfo.exe
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cg/all/bin64/glut32.dll
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cg/all/bin64/glut32.dll
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cg/all/conanfile.py
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cg/all/conanfile.py
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from conans import ConanFile, tools
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from conans.tools import os_info
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class GcConan(ConanFile):
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name = "cg-toolkit"
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version = "3.1"
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author = "Edgar Edgar@AnotherFoxGuy.com"
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settings = "os", "arch"
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exports_sources = [
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"bin*",
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"bin64*",
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"include*",
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"lib*",
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"lib64*"
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]
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def package(self):
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self.copy("*.h", src="include", dst="include")
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if os_info.is_linux:
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if self.settings.arch.__contains__('64'):
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self.copy("*.so", src="lib64", dst="lib", keep_path=False)
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else:
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self.copy("*.so", src="lib", dst="lib", keep_path=False)
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else:
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if self.settings.arch.__contains__('64'):
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self.copy("*.lib", src="lib64", dst="lib", keep_path=False)
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self.copy("*.dll", src="bin64", dst="bin", keep_path=False)
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else:
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self.copy("*.lib", src="lib", dst="lib", keep_path=False)
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self.copy("*.dll", src="bin", dst="bin", keep_path=False)
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def package_info(self):
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self.cpp_info.libs = tools.collect_libs(self)
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cg/all/include/Cg/cg.h
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cg/all/include/Cg/cg.h
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cg/all/include/Cg/cgD3D10.h
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cg/all/include/Cg/cgD3D10.h
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/*
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*
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* Copyright (c) 2002-2012, NVIDIA Corporation.
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*
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*
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*
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* NVIDIA Corporation("NVIDIA") supplies this software to you in consideration
|
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* of your agreement to the following terms, and your use, installation,
|
||||
* modification or redistribution of this NVIDIA software constitutes
|
||||
* acceptance of these terms. If you do not agree with these terms, please do
|
||||
* not use, install, modify or redistribute this NVIDIA software.
|
||||
*
|
||||
*
|
||||
*
|
||||
* In consideration of your agreement to abide by the following terms, and
|
||||
* subject to these terms, NVIDIA grants you a personal, non-exclusive license,
|
||||
* under NVIDIA's copyrights in this original NVIDIA software (the "NVIDIA
|
||||
* Software"), to use, reproduce, modify and redistribute the NVIDIA
|
||||
* Software, with or without modifications, in source and/or binary forms;
|
||||
* provided that if you redistribute the NVIDIA Software, you must retain the
|
||||
* copyright notice of NVIDIA, this notice and the following text and
|
||||
* disclaimers in all such redistributions of the NVIDIA Software. Neither the
|
||||
* name, trademarks, service marks nor logos of NVIDIA Corporation may be used
|
||||
* to endorse or promote products derived from the NVIDIA Software without
|
||||
* specific prior written permission from NVIDIA. Except as expressly stated
|
||||
* in this notice, no other rights or licenses express or implied, are granted
|
||||
* by NVIDIA herein, including but not limited to any patent rights that may be
|
||||
* infringed by your derivative works or by other works in which the NVIDIA
|
||||
* Software may be incorporated. No hardware is licensed hereunder.
|
||||
*
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*
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*
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* THE NVIDIA SOFTWARE IS BEING PROVIDED ON AN "AS IS" BASIS, WITHOUT
|
||||
* WARRANTIES OR CONDITIONS OF ANY KIND, EITHER EXPRESS OR IMPLIED, INCLUDING
|
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* WITHOUT LIMITATION, WARRANTIES OR CONDITIONS OF TITLE, NON-INFRINGEMENT,
|
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE, OR ITS USE AND OPERATION
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* EITHER ALONE OR IN COMBINATION WITH OTHER PRODUCTS.
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*
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*
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*
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* IN NO EVENT SHALL NVIDIA BE LIABLE FOR ANY SPECIAL, INDIRECT, INCIDENTAL,
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* EXEMPLARY, CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, LOST
|
||||
* PROFITS; PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
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* PROFITS; OR BUSINESS INTERRUPTION) OR ARISING IN ANY WAY OUT OF THE USE,
|
||||
* REPRODUCTION, MODIFICATION AND/OR DISTRIBUTION OF THE NVIDIA SOFTWARE,
|
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* HOWEVER CAUSED AND WHETHER UNDER THEORY OF CONTRACT, TORT (INCLUDING
|
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* NEGLIGENCE), STRICT LIABILITY OR OTHERWISE, EVEN IF NVIDIA HAS BEEN ADVISED
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* OF THE POSSIBILITY OF SUCH DAMAGE.
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*
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*/
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#ifndef __CGD3D10_H__
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#define __CGD3D10_H__
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#ifdef _WIN32
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#pragma once
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#include <windows.h>
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#include <d3d10_1.h>
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#include "Cg/cg.h"
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/* Set up for either Win32 import/export/lib. */
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#ifdef CGD3D10DLL_EXPORTS
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# define CGD3D10DLL_API __declspec(dllexport)
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#elif defined(CG_LIB)
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# define CGD3D10DLL_API
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#else
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# define CGD3D10DLL_API __declspec(dllimport)
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#endif
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#ifndef CGD3D10ENTRY
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# ifdef _WIN32
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# define CGD3D10ENTRY __cdecl
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# else
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# define CGD3D10ENTRY
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# endif
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#endif
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#ifdef __cplusplus
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extern "C"
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{
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#endif
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#ifndef CGD3D10_EXPLICIT
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CGD3D10DLL_API ID3D10Device * CGD3D10ENTRY cgD3D10GetDevice(CGcontext Context);
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CGD3D10DLL_API HRESULT CGD3D10ENTRY cgD3D10SetDevice(CGcontext Context, ID3D10Device *pDevice);
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CGD3D10DLL_API void CGD3D10ENTRY cgD3D10SetTextureParameter(CGparameter Parameter, ID3D10Resource *pTexture);
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CGD3D10DLL_API void CGD3D10ENTRY cgD3D10SetSamplerStateParameter(CGparameter Parameter, ID3D10SamplerState *pSamplerState);
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CGD3D10DLL_API void CGD3D10ENTRY cgD3D10SetTextureSamplerStateParameter(CGparameter Parameter, ID3D10Resource *pTexture, ID3D10SamplerState *pSamplerState);
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CGD3D10DLL_API HRESULT CGD3D10ENTRY cgD3D10LoadProgram(CGprogram Program, UINT Flags);
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CGD3D10DLL_API ID3D10Blob * CGD3D10ENTRY cgD3D10GetCompiledProgram(CGprogram Program);
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CGD3D10DLL_API ID3D10Blob * CGD3D10ENTRY cgD3D10GetProgramErrors(CGprogram Program);
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CGD3D10DLL_API CGbool CGD3D10ENTRY cgD3D10IsProgramLoaded(CGprogram Program);
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CGD3D10DLL_API HRESULT CGD3D10ENTRY cgD3D10BindProgram(CGprogram Program);
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CGD3D10DLL_API void CGD3D10ENTRY cgD3D10UnloadProgram(CGprogram Program);
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CGD3D10DLL_API void CGD3D10ENTRY cgD3D10UnbindProgram(CGprogram Program);
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CGD3D10DLL_API ID3D10Buffer * CGD3D10ENTRY cgD3D10GetBufferByIndex(CGprogram Program, UINT Index);
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CGD3D10DLL_API void CGD3D10ENTRY cgD3D10RegisterStates(CGcontext Context);
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CGD3D10DLL_API void CGD3D10ENTRY cgD3D10SetManageTextureParameters(CGcontext Context, CGbool Flag);
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CGD3D10DLL_API CGbool CGD3D10ENTRY cgD3D10GetManageTextureParameters(CGcontext Context);
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CGD3D10DLL_API ID3D10Blob * CGD3D10ENTRY cgD3D10GetIASignatureByPass(CGpass Pass);
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CGD3D10DLL_API CGprofile CGD3D10ENTRY cgD3D10GetLatestVertexProfile(void);
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CGD3D10DLL_API CGprofile CGD3D10ENTRY cgD3D10GetLatestGeometryProfile(void);
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CGD3D10DLL_API CGprofile CGD3D10ENTRY cgD3D10GetLatestPixelProfile(void);
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CGD3D10DLL_API CGbool CGD3D10ENTRY cgD3D10IsProfileSupported(CGprofile Profile);
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CGD3D10DLL_API DWORD CGD3D10ENTRY cgD3D10TypeToSize(CGtype Type);
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CGD3D10DLL_API HRESULT CGD3D10ENTRY cgD3D10GetLastError(void);
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CGD3D10DLL_API const char ** CGD3D10ENTRY cgD3D10GetOptimalOptions(CGprofile Profile);
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CGD3D10DLL_API const char * CGD3D10ENTRY cgD3D10TranslateCGerror(CGerror Error);
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CGD3D10DLL_API const char * CGD3D10ENTRY cgD3D10TranslateHRESULT(HRESULT hr);
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CGD3D10DLL_API CGbuffer CGD3D10ENTRY cgD3D10CreateBuffer(CGcontext Context, int size, const void *data, D3D10_USAGE bufferUsage);
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CGD3D10DLL_API CGbuffer CGD3D10ENTRY cgD3D10CreateBufferFromObject(CGcontext Context, ID3D10Buffer *obj, CGbool manageObject);
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CGD3D10DLL_API ID3D10Buffer * CGD3D10ENTRY cgD3D10GetBufferObject(CGbuffer buffer);
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#endif /* CGD3D10_EXPLICIT */
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#ifdef __cplusplus
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}
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#endif
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#endif /* _WIN32 */
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#endif
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129
cg/all/include/Cg/cgD3D11.h
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129
cg/all/include/Cg/cgD3D11.h
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@ -0,0 +1,129 @@
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/*
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*
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* Copyright (c) 2002-2012, NVIDIA Corporation.
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*
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*
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*
|
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* NVIDIA Corporation("NVIDIA") supplies this software to you in consideration
|
||||
* of your agreement to the following terms, and your use, installation,
|
||||
* modification or redistribution of this NVIDIA software constitutes
|
||||
* acceptance of these terms. If you do not agree with these terms, please do
|
||||
* not use, install, modify or redistribute this NVIDIA software.
|
||||
*
|
||||
*
|
||||
*
|
||||
* In consideration of your agreement to abide by the following terms, and
|
||||
* subject to these terms, NVIDIA grants you a personal, non-exclusive license,
|
||||
* under NVIDIA's copyrights in this original NVIDIA software (the "NVIDIA
|
||||
* Software"), to use, reproduce, modify and redistribute the NVIDIA
|
||||
* Software, with or without modifications, in source and/or binary forms;
|
||||
* provided that if you redistribute the NVIDIA Software, you must retain the
|
||||
* copyright notice of NVIDIA, this notice and the following text and
|
||||
* disclaimers in all such redistributions of the NVIDIA Software. Neither the
|
||||
* name, trademarks, service marks nor logos of NVIDIA Corporation may be used
|
||||
* to endorse or promote products derived from the NVIDIA Software without
|
||||
* specific prior written permission from NVIDIA. Except as expressly stated
|
||||
* in this notice, no other rights or licenses express or implied, are granted
|
||||
* by NVIDIA herein, including but not limited to any patent rights that may be
|
||||
* infringed by your derivative works or by other works in which the NVIDIA
|
||||
* Software may be incorporated. No hardware is licensed hereunder.
|
||||
*
|
||||
*
|
||||
*
|
||||
* THE NVIDIA SOFTWARE IS BEING PROVIDED ON AN "AS IS" BASIS, WITHOUT
|
||||
* WARRANTIES OR CONDITIONS OF ANY KIND, EITHER EXPRESS OR IMPLIED, INCLUDING
|
||||
* WITHOUT LIMITATION, WARRANTIES OR CONDITIONS OF TITLE, NON-INFRINGEMENT,
|
||||
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE, OR ITS USE AND OPERATION
|
||||
* EITHER ALONE OR IN COMBINATION WITH OTHER PRODUCTS.
|
||||
*
|
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*
|
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*
|
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* IN NO EVENT SHALL NVIDIA BE LIABLE FOR ANY SPECIAL, INDIRECT, INCIDENTAL,
|
||||
* EXEMPLARY, CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, LOST
|
||||
* PROFITS; PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
||||
* PROFITS; OR BUSINESS INTERRUPTION) OR ARISING IN ANY WAY OUT OF THE USE,
|
||||
* REPRODUCTION, MODIFICATION AND/OR DISTRIBUTION OF THE NVIDIA SOFTWARE,
|
||||
* HOWEVER CAUSED AND WHETHER UNDER THEORY OF CONTRACT, TORT (INCLUDING
|
||||
* NEGLIGENCE), STRICT LIABILITY OR OTHERWISE, EVEN IF NVIDIA HAS BEEN ADVISED
|
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* OF THE POSSIBILITY OF SUCH DAMAGE.
|
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*
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*/
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#ifndef __CGD3D11_H__
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#define __CGD3D11_H__
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#ifdef _WIN32
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#pragma once
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#include <windows.h>
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#include <d3d11.h>
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#include "Cg/cg.h"
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/* Set up for either Win32 import/export/lib. */
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#ifdef CGD3D11DLL_EXPORTS
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# define CGD3D11DLL_API __declspec(dllexport)
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#elif defined(CG_LIB)
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# define CGD3D11DLL_API
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#else
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# define CGD3D11DLL_API __declspec(dllimport)
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#endif
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#ifndef CGD3D11ENTRY
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# ifdef _WIN32
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# define CGD3D11ENTRY __cdecl
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# else
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# define CGD3D11ENTRY
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# endif
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#endif
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#ifdef __cplusplus
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extern "C"
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{
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#endif
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#ifndef CGD3D11_EXPLICIT
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CGD3D11DLL_API ID3D11Device * CGD3D11ENTRY cgD3D11GetDevice(CGcontext Context);
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CGD3D11DLL_API HRESULT CGD3D11ENTRY cgD3D11SetDevice(CGcontext Context, ID3D11Device *pDevice);
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CGD3D11DLL_API void CGD3D11ENTRY cgD3D11SetTextureParameter(CGparameter Parameter, ID3D11Resource *pTexture);
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CGD3D11DLL_API void CGD3D11ENTRY cgD3D11SetSamplerStateParameter(CGparameter Parameter, ID3D11SamplerState *pSamplerState);
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CGD3D11DLL_API void CGD3D11ENTRY cgD3D11SetTextureSamplerStateParameter(CGparameter Parameter, ID3D11Resource *pTexture, ID3D11SamplerState *pSamplerState);
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CGD3D11DLL_API HRESULT CGD3D11ENTRY cgD3D11LoadProgram(CGprogram Program, UINT Flags);
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CGD3D11DLL_API ID3D10Blob * CGD3D11ENTRY cgD3D11GetCompiledProgram(CGprogram Program);
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CGD3D11DLL_API ID3D10Blob * CGD3D11ENTRY cgD3D11GetProgramErrors(CGprogram Program);
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CGD3D11DLL_API CGbool CGD3D11ENTRY cgD3D11IsProgramLoaded(CGprogram Program);
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CGD3D11DLL_API HRESULT CGD3D11ENTRY cgD3D11BindProgram(CGprogram Program);
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CGD3D11DLL_API void CGD3D11ENTRY cgD3D11UnloadProgram(CGprogram Program);
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CGD3D11DLL_API ID3D11Buffer * CGD3D11ENTRY cgD3D11GetBufferByIndex(CGprogram Program, UINT Index);
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CGD3D11DLL_API void CGD3D11ENTRY cgD3D11RegisterStates(CGcontext Context);
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CGD3D11DLL_API void CGD3D11ENTRY cgD3D11SetManageTextureParameters(CGcontext Context, CGbool Flag);
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CGD3D11DLL_API CGbool CGD3D11ENTRY cgD3D11GetManageTextureParameters(CGcontext Context);
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CGD3D11DLL_API ID3D10Blob * CGD3D11ENTRY cgD3D11GetIASignatureByPass(CGpass Pass);
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CGD3D11DLL_API CGprofile CGD3D11ENTRY cgD3D11GetLatestVertexProfile(void);
|
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CGD3D11DLL_API CGprofile CGD3D11ENTRY cgD3D11GetLatestGeometryProfile(void);
|
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CGD3D11DLL_API CGprofile CGD3D11ENTRY cgD3D11GetLatestPixelProfile(void);
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CGD3D11DLL_API CGprofile CGD3D11ENTRY cgD3D11GetLatestHullProfile(void);
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CGD3D11DLL_API CGprofile CGD3D11ENTRY cgD3D11GetLatestDomainProfile(void);
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CGD3D11DLL_API CGbool CGD3D11ENTRY cgD3D11IsProfileSupported(CGprofile Profile);
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CGD3D11DLL_API DWORD CGD3D11ENTRY cgD3D11TypeToSize(CGtype Type);
|
||||
CGD3D11DLL_API HRESULT CGD3D11ENTRY cgD3D11GetLastError(void);
|
||||
CGD3D11DLL_API const char ** CGD3D11ENTRY cgD3D11GetOptimalOptions(CGprofile Profile);
|
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CGD3D11DLL_API const char * CGD3D11ENTRY cgD3D11TranslateCGerror(CGerror Error);
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CGD3D11DLL_API const char * CGD3D11ENTRY cgD3D11TranslateHRESULT(HRESULT hr);
|
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CGD3D11DLL_API void CGD3D11ENTRY cgD3D11UnbindProgram(CGprogram Program);
|
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CGD3D11DLL_API CGbuffer CGD3D11ENTRY cgD3D11CreateBuffer(CGcontext Context, int size, const void *data, D3D11_USAGE bufferUsage);
|
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CGD3D11DLL_API CGbuffer CGD3D11ENTRY cgD3D11CreateBufferFromObject(CGcontext Context, ID3D11Buffer *obj, CGbool manageObject);
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CGD3D11DLL_API ID3D11Buffer * CGD3D11ENTRY cgD3D11GetBufferObject(CGbuffer buffer);
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|
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#endif /* CGD3D11_EXPLICIT */
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|
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#ifdef __cplusplus
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}
|
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#endif
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|
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#endif /* _WIN32 */
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|
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#endif
|
161
cg/all/include/Cg/cgD3D9.h
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161
cg/all/include/Cg/cgD3D9.h
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@ -0,0 +1,161 @@
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/*
|
||||
*
|
||||
* Copyright (c) 2002-2012, NVIDIA Corporation.
|
||||
*
|
||||
*
|
||||
*
|
||||
* NVIDIA Corporation("NVIDIA") supplies this software to you in consideration
|
||||
* of your agreement to the following terms, and your use, installation,
|
||||
* modification or redistribution of this NVIDIA software constitutes
|
||||
* acceptance of these terms. If you do not agree with these terms, please do
|
||||
* not use, install, modify or redistribute this NVIDIA software.
|
||||
*
|
||||
*
|
||||
*
|
||||
* In consideration of your agreement to abide by the following terms, and
|
||||
* subject to these terms, NVIDIA grants you a personal, non-exclusive license,
|
||||
* under NVIDIA's copyrights in this original NVIDIA software (the "NVIDIA
|
||||
* Software"), to use, reproduce, modify and redistribute the NVIDIA
|
||||
* Software, with or without modifications, in source and/or binary forms;
|
||||
* provided that if you redistribute the NVIDIA Software, you must retain the
|
||||
* copyright notice of NVIDIA, this notice and the following text and
|
||||
* disclaimers in all such redistributions of the NVIDIA Software. Neither the
|
||||
* name, trademarks, service marks nor logos of NVIDIA Corporation may be used
|
||||
* to endorse or promote products derived from the NVIDIA Software without
|
||||
* specific prior written permission from NVIDIA. Except as expressly stated
|
||||
* in this notice, no other rights or licenses express or implied, are granted
|
||||
* by NVIDIA herein, including but not limited to any patent rights that may be
|
||||
* infringed by your derivative works or by other works in which the NVIDIA
|
||||
* Software may be incorporated. No hardware is licensed hereunder.
|
||||
*
|
||||
*
|
||||
*
|
||||
* THE NVIDIA SOFTWARE IS BEING PROVIDED ON AN "AS IS" BASIS, WITHOUT
|
||||
* WARRANTIES OR CONDITIONS OF ANY KIND, EITHER EXPRESS OR IMPLIED, INCLUDING
|
||||
* WITHOUT LIMITATION, WARRANTIES OR CONDITIONS OF TITLE, NON-INFRINGEMENT,
|
||||
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE, OR ITS USE AND OPERATION
|
||||
* EITHER ALONE OR IN COMBINATION WITH OTHER PRODUCTS.
|
||||
*
|
||||
*
|
||||
*
|
||||
* IN NO EVENT SHALL NVIDIA BE LIABLE FOR ANY SPECIAL, INDIRECT, INCIDENTAL,
|
||||
* EXEMPLARY, CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, LOST
|
||||
* PROFITS; PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
||||
* PROFITS; OR BUSINESS INTERRUPTION) OR ARISING IN ANY WAY OUT OF THE USE,
|
||||
* REPRODUCTION, MODIFICATION AND/OR DISTRIBUTION OF THE NVIDIA SOFTWARE,
|
||||
* HOWEVER CAUSED AND WHETHER UNDER THEORY OF CONTRACT, TORT (INCLUDING
|
||||
* NEGLIGENCE), STRICT LIABILITY OR OTHERWISE, EVEN IF NVIDIA HAS BEEN ADVISED
|
||||
* OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*
|
||||
*/
|
||||
|
||||
#ifndef CGD3D9_INCLUDED
|
||||
#define CGD3D9_INCLUDED
|
||||
|
||||
#ifdef _WIN32
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "cg.h"
|
||||
|
||||
#include <d3d9.h>
|
||||
#include <d3dx9.h>
|
||||
#include <windows.h>
|
||||
|
||||
/* Set up for either Win32 import/export/lib. */
|
||||
|
||||
#ifdef CGD3D9DLL_EXPORTS
|
||||
# define CGD3D9DLL_API __declspec(dllexport)
|
||||
#elif defined(CG_LIB)
|
||||
# define CGD3D9DLL_API
|
||||
#else
|
||||
# define CGD3D9DLL_API __declspec(dllimport)
|
||||
#endif
|
||||
|
||||
#ifndef CGD3D9ENTRY
|
||||
# ifdef _WIN32
|
||||
# define CGD3D9ENTRY __cdecl
|
||||
# else
|
||||
# define CGD3D9ENTRY
|
||||
# endif
|
||||
#endif
|
||||
|
||||
enum cgD3D9Errors
|
||||
{
|
||||
cgD3D9Failed = 1000,
|
||||
cgD3D9DebugTrace = 1001
|
||||
};
|
||||
|
||||
/*---------------------------------------------------------------------------
|
||||
// HRESULTs specific to cgD3D9. When the CGerror is set to cgD3D9Failed
|
||||
// cgD3D9GetLastError will return an HRESULT that could be one these.
|
||||
// Use cgD3D9TranslateHRESULT() to translate these errors into strings.
|
||||
---------------------------------------------------------------------------*/
|
||||
|
||||
static const HRESULT CGD3D9ERR_NOTLOADED = MAKE_HRESULT(1, 0x877, 1);
|
||||
static const HRESULT CGD3D9ERR_NODEVICE = MAKE_HRESULT(1, 0x877, 2);
|
||||
static const HRESULT CGD3D9ERR_NOTSAMPLER = MAKE_HRESULT(1, 0x877, 3);
|
||||
static const HRESULT CGD3D9ERR_INVALIDPROFILE = MAKE_HRESULT(1, 0x877, 4);
|
||||
static const HRESULT CGD3D9ERR_NULLVALUE = MAKE_HRESULT(1, 0x877, 5);
|
||||
static const HRESULT CGD3D9ERR_OUTOFRANGE = MAKE_HRESULT(1, 0x877, 6);
|
||||
static const HRESULT CGD3D9ERR_NOTUNIFORM = MAKE_HRESULT(1, 0x877, 7);
|
||||
static const HRESULT CGD3D9ERR_NOTMATRIX = MAKE_HRESULT(1, 0x877, 8);
|
||||
static const HRESULT CGD3D9ERR_INVALIDPARAM = MAKE_HRESULT(1, 0x877, 9);
|
||||
|
||||
/*---------------------------------------------------------------------------
|
||||
// Other error return values
|
||||
---------------------------------------------------------------------------*/
|
||||
|
||||
static const DWORD CGD3D9_INVALID_USAGE = 0xFF;
|
||||
|
||||
#ifdef __cplusplus
|
||||
extern "C"
|
||||
{
|
||||
#endif
|
||||
|
||||
#ifndef CGD3D9_EXPLICIT
|
||||
|
||||
CGD3D9DLL_API DWORD CGD3D9ENTRY cgD3D9TypeToSize(CGtype type);
|
||||
CGD3D9DLL_API BYTE CGD3D9ENTRY cgD3D9ResourceToDeclUsage(CGresource resource);
|
||||
CGD3D9DLL_API CGbool CGD3D9ENTRY cgD3D9GetVertexDeclaration(CGprogram prog, D3DVERTEXELEMENT9 decl[MAXD3DDECLLENGTH]);
|
||||
CGD3D9DLL_API CGbool CGD3D9ENTRY cgD3D9ValidateVertexDeclaration(CGprogram prog, const D3DVERTEXELEMENT9 *decl);
|
||||
CGD3D9DLL_API IDirect3DDevice9 * CGD3D9ENTRY cgD3D9GetDevice(void);
|
||||
CGD3D9DLL_API HRESULT CGD3D9ENTRY cgD3D9SetDevice(IDirect3DDevice9 *pDevice);
|
||||
CGD3D9DLL_API HRESULT CGD3D9ENTRY cgD3D9LoadProgram(CGprogram prog, CGbool paramShadowing, DWORD assemFlags);
|
||||
CGD3D9DLL_API HRESULT CGD3D9ENTRY cgD3D9UnloadProgram(CGprogram prog);
|
||||
CGD3D9DLL_API CGbool CGD3D9ENTRY cgD3D9IsProgramLoaded(CGprogram prog);
|
||||
CGD3D9DLL_API HRESULT CGD3D9ENTRY cgD3D9BindProgram(CGprogram prog);
|
||||
CGD3D9DLL_API HRESULT CGD3D9ENTRY cgD3D9SetUniform(CGparameter param, const void *floats);
|
||||
CGD3D9DLL_API HRESULT CGD3D9ENTRY cgD3D9SetUniformArray(CGparameter param, DWORD offset, DWORD numItems, const void *values);
|
||||
CGD3D9DLL_API HRESULT CGD3D9ENTRY cgD3D9SetUniformMatrix(CGparameter param, const D3DMATRIX *matrix);
|
||||
CGD3D9DLL_API HRESULT CGD3D9ENTRY cgD3D9SetUniformMatrixArray(CGparameter param, DWORD offset, DWORD numItems, const D3DMATRIX *matrices);
|
||||
CGD3D9DLL_API HRESULT CGD3D9ENTRY cgD3D9SetTexture(CGparameter param, IDirect3DBaseTexture9 *tex);
|
||||
CGD3D9DLL_API HRESULT CGD3D9ENTRY cgD3D9SetSamplerState(CGparameter param, D3DSAMPLERSTATETYPE type, DWORD value);
|
||||
CGD3D9DLL_API HRESULT CGD3D9ENTRY cgD3D9SetTextureWrapMode(CGparameter param, DWORD value);
|
||||
CGD3D9DLL_API HRESULT CGD3D9ENTRY cgD3D9EnableParameterShadowing(CGprogram prog, CGbool enable);
|
||||
CGD3D9DLL_API CGbool CGD3D9ENTRY cgD3D9IsParameterShadowingEnabled(CGprogram prog);
|
||||
CGD3D9DLL_API CGprofile CGD3D9ENTRY cgD3D9GetLatestVertexProfile(void);
|
||||
CGD3D9DLL_API CGprofile CGD3D9ENTRY cgD3D9GetLatestPixelProfile(void);
|
||||
CGD3D9DLL_API const char ** CGD3D9ENTRY cgD3D9GetOptimalOptions(CGprofile profile);
|
||||
CGD3D9DLL_API CGbool CGD3D9ENTRY cgD3D9IsProfileSupported(CGprofile profile);
|
||||
CGD3D9DLL_API HRESULT CGD3D9ENTRY cgD3D9GetLastError(void);
|
||||
CGD3D9DLL_API const char * CGD3D9ENTRY cgD3D9TranslateCGerror(CGerror error);
|
||||
CGD3D9DLL_API const char * CGD3D9ENTRY cgD3D9TranslateHRESULT(HRESULT hr);
|
||||
CGD3D9DLL_API void CGD3D9ENTRY cgD3D9EnableDebugTracing(CGbool enable);
|
||||
CGD3D9DLL_API void CGD3D9ENTRY cgD3D9RegisterStates(CGcontext ctx);
|
||||
CGD3D9DLL_API void CGD3D9ENTRY cgD3D9SetManageTextureParameters(CGcontext ctx, CGbool flag);
|
||||
CGD3D9DLL_API CGbool CGD3D9ENTRY cgD3D9GetManageTextureParameters(CGcontext ctx);
|
||||
CGD3D9DLL_API IDirect3DBaseTexture9 * CGD3D9ENTRY cgD3D9GetTextureParameter(CGparameter param);
|
||||
CGD3D9DLL_API void CGD3D9ENTRY cgD3D9SetTextureParameter(CGparameter param, IDirect3DBaseTexture9 *tex);
|
||||
CGD3D9DLL_API void CGD3D9ENTRY cgD3D9UnloadAllPrograms(void);
|
||||
CGD3D9DLL_API HRESULT CGD3D9ENTRY cgD3D9UnbindProgram(CGprogram prog);
|
||||
|
||||
#endif /* CGD3D9_EXPLICIT */
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
|
||||
#endif /* _WIN32 */
|
||||
|
||||
#endif
|
263
cg/all/include/Cg/cgGL.h
Normal file
263
cg/all/include/Cg/cgGL.h
Normal file
@ -0,0 +1,263 @@
|
||||
/*
|
||||
*
|
||||
* Copyright (c) 2002-2012, NVIDIA Corporation.
|
||||
*
|
||||
*
|
||||
*
|
||||
* NVIDIA Corporation("NVIDIA") supplies this software to you in consideration
|
||||
* of your agreement to the following terms, and your use, installation,
|
||||
* modification or redistribution of this NVIDIA software constitutes
|
||||
* acceptance of these terms. If you do not agree with these terms, please do
|
||||
* not use, install, modify or redistribute this NVIDIA software.
|
||||
*
|
||||
*
|
||||
*
|
||||
* In consideration of your agreement to abide by the following terms, and
|
||||
* subject to these terms, NVIDIA grants you a personal, non-exclusive license,
|
||||
* under NVIDIA's copyrights in this original NVIDIA software (the "NVIDIA
|
||||
* Software"), to use, reproduce, modify and redistribute the NVIDIA
|
||||
* Software, with or without modifications, in source and/or binary forms;
|
||||
* provided that if you redistribute the NVIDIA Software, you must retain the
|
||||
* copyright notice of NVIDIA, this notice and the following text and
|
||||
* disclaimers in all such redistributions of the NVIDIA Software. Neither the
|
||||
* name, trademarks, service marks nor logos of NVIDIA Corporation may be used
|
||||
* to endorse or promote products derived from the NVIDIA Software without
|
||||
* specific prior written permission from NVIDIA. Except as expressly stated
|
||||
* in this notice, no other rights or licenses express or implied, are granted
|
||||
* by NVIDIA herein, including but not limited to any patent rights that may be
|
||||
* infringed by your derivative works or by other works in which the NVIDIA
|
||||
* Software may be incorporated. No hardware is licensed hereunder.
|
||||
*
|
||||
*
|
||||
*
|
||||
* THE NVIDIA SOFTWARE IS BEING PROVIDED ON AN "AS IS" BASIS, WITHOUT
|
||||
* WARRANTIES OR CONDITIONS OF ANY KIND, EITHER EXPRESS OR IMPLIED, INCLUDING
|
||||
* WITHOUT LIMITATION, WARRANTIES OR CONDITIONS OF TITLE, NON-INFRINGEMENT,
|
||||
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE, OR ITS USE AND OPERATION
|
||||
* EITHER ALONE OR IN COMBINATION WITH OTHER PRODUCTS.
|
||||
*
|
||||
*
|
||||
*
|
||||
* IN NO EVENT SHALL NVIDIA BE LIABLE FOR ANY SPECIAL, INDIRECT, INCIDENTAL,
|
||||
* EXEMPLARY, CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, LOST
|
||||
* PROFITS; PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
||||
* PROFITS; OR BUSINESS INTERRUPTION) OR ARISING IN ANY WAY OUT OF THE USE,
|
||||
* REPRODUCTION, MODIFICATION AND/OR DISTRIBUTION OF THE NVIDIA SOFTWARE,
|
||||
* HOWEVER CAUSED AND WHETHER UNDER THEORY OF CONTRACT, TORT (INCLUDING
|
||||
* NEGLIGENCE), STRICT LIABILITY OR OTHERWISE, EVEN IF NVIDIA HAS BEEN ADVISED
|
||||
* OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*
|
||||
*/
|
||||
|
||||
#ifndef _cggl_h
|
||||
#define _cggl_h
|
||||
|
||||
/*************************************************************************/
|
||||
/*** CGGL Run-Time Library API ***/
|
||||
/*************************************************************************/
|
||||
|
||||
#include <Cg/cg.h>
|
||||
|
||||
#ifdef _WIN32
|
||||
# ifndef APIENTRY /* From Win32's <windef.h> */
|
||||
# define CGGL_APIENTRY_DEFINED
|
||||
# if (_MSC_VER >= 800) || defined(_STDCALL_SUPPORTED) || defined(__BORLANDC__) || defined(__LCC__)
|
||||
# define APIENTRY __stdcall
|
||||
# else
|
||||
# define APIENTRY
|
||||
# endif
|
||||
# endif
|
||||
# ifndef WINGDIAPI /* From Win32's <wingdi.h> and <winnt.h> */
|
||||
# define CGGL_WINGDIAPI_DEFINED
|
||||
# define WINGDIAPI __declspec(dllimport)
|
||||
# endif
|
||||
#endif /* _WIN32 */
|
||||
|
||||
/* Set up CGGL_API for Win32 dllexport or gcc visibility. */
|
||||
|
||||
#ifndef CGGL_API
|
||||
# ifdef CGGL_EXPORTS
|
||||
# ifdef _WIN32
|
||||
# define CGGL_API __declspec(dllexport)
|
||||
# elif defined(__GNUC__) && __GNUC__>=4
|
||||
# define CGGL_API __attribute__ ((visibility("default")))
|
||||
# elif defined(__SUNPRO_C) || defined(__SUNPRO_CC)
|
||||
# define CGGL_API __global
|
||||
# else
|
||||
# define CGGL_API
|
||||
# endif
|
||||
# else
|
||||
# define CGGL_API
|
||||
# endif
|
||||
#endif
|
||||
|
||||
#ifndef CGGLENTRY
|
||||
# ifdef _WIN32
|
||||
# define CGGLENTRY __cdecl
|
||||
# else
|
||||
# define CGGLENTRY
|
||||
# endif
|
||||
#endif
|
||||
|
||||
/* Use CGGL_NO_OPENGL to avoid including OpenGL headers. */
|
||||
|
||||
#ifndef CGGL_NO_OPENGL
|
||||
# ifdef __APPLE__
|
||||
# include <OpenGL/gl.h>
|
||||
# else
|
||||
# include <GL/gl.h>
|
||||
# endif
|
||||
#endif
|
||||
|
||||
/*************************************************************************/
|
||||
/*** Data types and enumerants ***/
|
||||
/*************************************************************************/
|
||||
|
||||
typedef enum
|
||||
{
|
||||
CG_GL_MATRIX_IDENTITY = 0,
|
||||
CG_GL_MATRIX_TRANSPOSE = 1,
|
||||
CG_GL_MATRIX_INVERSE = 2,
|
||||
CG_GL_MATRIX_INVERSE_TRANSPOSE = 3,
|
||||
CG_GL_MODELVIEW_MATRIX = 4,
|
||||
CG_GL_PROJECTION_MATRIX = 5,
|
||||
CG_GL_TEXTURE_MATRIX = 6,
|
||||
CG_GL_MODELVIEW_PROJECTION_MATRIX = 7,
|
||||
CG_GL_VERTEX = 8,
|
||||
CG_GL_FRAGMENT = 9,
|
||||
CG_GL_GEOMETRY = 10,
|
||||
CG_GL_TESSELLATION_CONTROL = 11,
|
||||
CG_GL_TESSELLATION_EVALUATION = 12
|
||||
} CGGLenum;
|
||||
|
||||
typedef enum
|
||||
{
|
||||
CG_GL_GLSL_DEFAULT = 0,
|
||||
CG_GL_GLSL_100 = 1,
|
||||
CG_GL_GLSL_110 = 2,
|
||||
CG_GL_GLSL_120 = 3
|
||||
} CGGLglslversion;
|
||||
|
||||
#ifdef __cplusplus
|
||||
extern "C"
|
||||
{
|
||||
#endif
|
||||
|
||||
/*************************************************************************/
|
||||
/*** Functions ***/
|
||||
/*************************************************************************/
|
||||
|
||||
#ifndef CGGL_EXPLICIT
|
||||
|
||||
CGGL_API CGbool CGGLENTRY cgGLIsProfileSupported(CGprofile profile);
|
||||
CGGL_API void CGGLENTRY cgGLEnableProfile(CGprofile profile);
|
||||
CGGL_API void CGGLENTRY cgGLDisableProfile(CGprofile profile);
|
||||
CGGL_API CGprofile CGGLENTRY cgGLGetLatestProfile(CGGLenum profile_type);
|
||||
CGGL_API void CGGLENTRY cgGLSetOptimalOptions(CGprofile profile);
|
||||
CGGL_API char const ** CGGLENTRY cgGLGetOptimalOptions(CGprofile profile);
|
||||
CGGL_API void CGGLENTRY cgGLLoadProgram(CGprogram program);
|
||||
CGGL_API void CGGLENTRY cgGLUnloadProgram(CGprogram program);
|
||||
CGGL_API CGbool CGGLENTRY cgGLIsProgramLoaded(CGprogram program);
|
||||
CGGL_API void CGGLENTRY cgGLBindProgram(CGprogram program);
|
||||
CGGL_API void CGGLENTRY cgGLUnbindProgram(CGprofile profile);
|
||||
CGGL_API GLuint CGGLENTRY cgGLGetProgramID(CGprogram program);
|
||||
CGGL_API void CGGLENTRY cgGLSetParameter1f(CGparameter param, float x);
|
||||
CGGL_API void CGGLENTRY cgGLSetParameter2f(CGparameter param, float x, float y);
|
||||
CGGL_API void CGGLENTRY cgGLSetParameter3f(CGparameter param, float x, float y, float z);
|
||||
CGGL_API void CGGLENTRY cgGLSetParameter4f(CGparameter param, float x, float y, float z, float w);
|
||||
CGGL_API void CGGLENTRY cgGLSetParameter1fv(CGparameter param, const float *v);
|
||||
CGGL_API void CGGLENTRY cgGLSetParameter2fv(CGparameter param, const float *v);
|
||||
CGGL_API void CGGLENTRY cgGLSetParameter3fv(CGparameter param, const float *v);
|
||||
CGGL_API void CGGLENTRY cgGLSetParameter4fv(CGparameter param, const float *v);
|
||||
CGGL_API void CGGLENTRY cgGLSetParameter1d(CGparameter param, double x);
|
||||
CGGL_API void CGGLENTRY cgGLSetParameter2d(CGparameter param, double x, double y);
|
||||
CGGL_API void CGGLENTRY cgGLSetParameter3d(CGparameter param, double x, double y, double z);
|
||||
CGGL_API void CGGLENTRY cgGLSetParameter4d(CGparameter param, double x, double y, double z, double w);
|
||||
CGGL_API void CGGLENTRY cgGLSetParameter1dv(CGparameter param, const double *v);
|
||||
CGGL_API void CGGLENTRY cgGLSetParameter2dv(CGparameter param, const double *v);
|
||||
CGGL_API void CGGLENTRY cgGLSetParameter3dv(CGparameter param, const double *v);
|
||||
CGGL_API void CGGLENTRY cgGLSetParameter4dv(CGparameter param, const double *v);
|
||||
CGGL_API void CGGLENTRY cgGLGetParameter1f(CGparameter param, float *v);
|
||||
CGGL_API void CGGLENTRY cgGLGetParameter2f(CGparameter param, float *v);
|
||||
CGGL_API void CGGLENTRY cgGLGetParameter3f(CGparameter param, float *v);
|
||||
CGGL_API void CGGLENTRY cgGLGetParameter4f(CGparameter param, float *v);
|
||||
CGGL_API void CGGLENTRY cgGLGetParameter1d(CGparameter param, double *v);
|
||||
CGGL_API void CGGLENTRY cgGLGetParameter2d(CGparameter param, double *v);
|
||||
CGGL_API void CGGLENTRY cgGLGetParameter3d(CGparameter param, double *v);
|
||||
CGGL_API void CGGLENTRY cgGLGetParameter4d(CGparameter param, double *v);
|
||||
CGGL_API void CGGLENTRY cgGLSetParameterArray1f(CGparameter param, long offset, long nelements, const float *v);
|
||||
CGGL_API void CGGLENTRY cgGLSetParameterArray2f(CGparameter param, long offset, long nelements, const float *v);
|
||||
CGGL_API void CGGLENTRY cgGLSetParameterArray3f(CGparameter param, long offset, long nelements, const float *v);
|
||||
CGGL_API void CGGLENTRY cgGLSetParameterArray4f(CGparameter param, long offset, long nelements, const float *v);
|
||||
CGGL_API void CGGLENTRY cgGLSetParameterArray1d(CGparameter param, long offset, long nelements, const double *v);
|
||||
CGGL_API void CGGLENTRY cgGLSetParameterArray2d(CGparameter param, long offset, long nelements, const double *v);
|
||||
CGGL_API void CGGLENTRY cgGLSetParameterArray3d(CGparameter param, long offset, long nelements, const double *v);
|
||||
CGGL_API void CGGLENTRY cgGLSetParameterArray4d(CGparameter param, long offset, long nelements, const double *v);
|
||||
CGGL_API void CGGLENTRY cgGLGetParameterArray1f(CGparameter param, long offset, long nelements, float *v);
|
||||
CGGL_API void CGGLENTRY cgGLGetParameterArray2f(CGparameter param, long offset, long nelements, float *v);
|
||||
CGGL_API void CGGLENTRY cgGLGetParameterArray3f(CGparameter param, long offset, long nelements, float *v);
|
||||
CGGL_API void CGGLENTRY cgGLGetParameterArray4f(CGparameter param, long offset, long nelements, float *v);
|
||||
CGGL_API void CGGLENTRY cgGLGetParameterArray1d(CGparameter param, long offset, long nelements, double *v);
|
||||
CGGL_API void CGGLENTRY cgGLGetParameterArray2d(CGparameter param, long offset, long nelements, double *v);
|
||||
CGGL_API void CGGLENTRY cgGLGetParameterArray3d(CGparameter param, long offset, long nelements, double *v);
|
||||
CGGL_API void CGGLENTRY cgGLGetParameterArray4d(CGparameter param, long offset, long nelements, double *v);
|
||||
CGGL_API void CGGLENTRY cgGLSetParameterPointer(CGparameter param, GLint fsize, GLenum type, GLsizei stride, const GLvoid *pointer);
|
||||
CGGL_API void CGGLENTRY cgGLEnableClientState(CGparameter param);
|
||||
CGGL_API void CGGLENTRY cgGLDisableClientState(CGparameter param);
|
||||
CGGL_API void CGGLENTRY cgGLSetMatrixParameterdr(CGparameter param, const double *matrix);
|
||||
CGGL_API void CGGLENTRY cgGLSetMatrixParameterfr(CGparameter param, const float *matrix);
|
||||
CGGL_API void CGGLENTRY cgGLSetMatrixParameterdc(CGparameter param, const double *matrix);
|
||||
CGGL_API void CGGLENTRY cgGLSetMatrixParameterfc(CGparameter param, const float *matrix);
|
||||
CGGL_API void CGGLENTRY cgGLGetMatrixParameterdr(CGparameter param, double *matrix);
|
||||
CGGL_API void CGGLENTRY cgGLGetMatrixParameterfr(CGparameter param, float *matrix);
|
||||
CGGL_API void CGGLENTRY cgGLGetMatrixParameterdc(CGparameter param, double *matrix);
|
||||
CGGL_API void CGGLENTRY cgGLGetMatrixParameterfc(CGparameter param, float *matrix);
|
||||
CGGL_API void CGGLENTRY cgGLSetStateMatrixParameter(CGparameter param, CGGLenum matrix, CGGLenum transform);
|
||||
CGGL_API void CGGLENTRY cgGLSetMatrixParameterArrayfc(CGparameter param, long offset, long nelements, const float *matrices);
|
||||
CGGL_API void CGGLENTRY cgGLSetMatrixParameterArrayfr(CGparameter param, long offset, long nelements, const float *matrices);
|
||||
CGGL_API void CGGLENTRY cgGLSetMatrixParameterArraydc(CGparameter param, long offset, long nelements, const double *matrices);
|
||||
CGGL_API void CGGLENTRY cgGLSetMatrixParameterArraydr(CGparameter param, long offset, long nelements, const double *matrices);
|
||||
CGGL_API void CGGLENTRY cgGLGetMatrixParameterArrayfc(CGparameter param, long offset, long nelements, float *matrices);
|
||||
CGGL_API void CGGLENTRY cgGLGetMatrixParameterArrayfr(CGparameter param, long offset, long nelements, float *matrices);
|
||||
CGGL_API void CGGLENTRY cgGLGetMatrixParameterArraydc(CGparameter param, long offset, long nelements, double *matrices);
|
||||
CGGL_API void CGGLENTRY cgGLGetMatrixParameterArraydr(CGparameter param, long offset, long nelements, double *matrices);
|
||||
CGGL_API void CGGLENTRY cgGLSetTextureParameter(CGparameter param, GLuint texobj);
|
||||
CGGL_API GLuint CGGLENTRY cgGLGetTextureParameter(CGparameter param);
|
||||
CGGL_API void CGGLENTRY cgGLEnableTextureParameter(CGparameter param);
|
||||
CGGL_API void CGGLENTRY cgGLDisableTextureParameter(CGparameter param);
|
||||
CGGL_API GLenum CGGLENTRY cgGLGetTextureEnum(CGparameter param);
|
||||
CGGL_API void CGGLENTRY cgGLSetManageTextureParameters(CGcontext ctx, CGbool flag);
|
||||
CGGL_API CGbool CGGLENTRY cgGLGetManageTextureParameters(CGcontext ctx);
|
||||
CGGL_API void CGGLENTRY cgGLSetupSampler(CGparameter param, GLuint texobj);
|
||||
CGGL_API void CGGLENTRY cgGLRegisterStates(CGcontext ctx);
|
||||
CGGL_API void CGGLENTRY cgGLEnableProgramProfiles(CGprogram program);
|
||||
CGGL_API void CGGLENTRY cgGLDisableProgramProfiles(CGprogram program);
|
||||
CGGL_API void CGGLENTRY cgGLSetDebugMode(CGbool debug);
|
||||
CGGL_API CGbuffer CGGLENTRY cgGLCreateBuffer(CGcontext context, int size, const void *data, GLenum bufferUsage);
|
||||
CGGL_API GLuint CGGLENTRY cgGLGetBufferObject(CGbuffer buffer);
|
||||
CGGL_API CGbuffer CGGLENTRY cgGLCreateBufferFromObject(CGcontext context, GLuint obj, CGbool manageObject);
|
||||
CGGL_API void CGGLENTRY cgGLSetContextOptimalOptions(CGcontext context, CGprofile profile);
|
||||
CGGL_API char const ** CGGLENTRY cgGLGetContextOptimalOptions(CGcontext context, CGprofile profile);
|
||||
CGGL_API void CGGLENTRY cgGLSetContextGLSLVersion(CGcontext context, CGGLglslversion version);
|
||||
CGGL_API CGGLglslversion CGGLENTRY cgGLGetContextGLSLVersion(CGcontext context);
|
||||
CGGL_API const char * CGGLENTRY cgGLGetGLSLVersionString(CGGLglslversion version);
|
||||
CGGL_API CGGLglslversion CGGLENTRY cgGLGetGLSLVersion(const char *version_string);
|
||||
CGGL_API CGGLglslversion CGGLENTRY cgGLDetectGLSLVersion(void);
|
||||
|
||||
#endif
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef CGGL_APIENTRY_DEFINED
|
||||
# undef CGGL_APIENTRY_DEFINED
|
||||
# undef APIENTRY
|
||||
#endif
|
||||
|
||||
#ifdef CGGL_WINGDIAPI_DEFINED
|
||||
# undef CGGL_WINGDIAPI_DEFINED
|
||||
# undef WINGDIAPI
|
||||
#endif
|
||||
|
||||
#endif
|
BIN
cg/all/lib/cg.lib
Normal file
BIN
cg/all/lib/cg.lib
Normal file
Binary file not shown.
BIN
cg/all/lib/cgD3D10.lib
Normal file
BIN
cg/all/lib/cgD3D10.lib
Normal file
Binary file not shown.
BIN
cg/all/lib/cgD3D11.lib
Normal file
BIN
cg/all/lib/cgD3D11.lib
Normal file
Binary file not shown.
BIN
cg/all/lib/cgD3D9.lib
Normal file
BIN
cg/all/lib/cgD3D9.lib
Normal file
Binary file not shown.
BIN
cg/all/lib/cgGL.lib
Normal file
BIN
cg/all/lib/cgGL.lib
Normal file
Binary file not shown.
BIN
cg/all/lib/glut32.lib
Normal file
BIN
cg/all/lib/glut32.lib
Normal file
Binary file not shown.
BIN
cg/all/lib/libCg.so
Normal file
BIN
cg/all/lib/libCg.so
Normal file
Binary file not shown.
BIN
cg/all/lib/libCgGL.so
Normal file
BIN
cg/all/lib/libCgGL.so
Normal file
Binary file not shown.
BIN
cg/all/lib64/cg.lib
Normal file
BIN
cg/all/lib64/cg.lib
Normal file
Binary file not shown.
BIN
cg/all/lib64/cgD3D10.lib
Normal file
BIN
cg/all/lib64/cgD3D10.lib
Normal file
Binary file not shown.
BIN
cg/all/lib64/cgD3D11.lib
Normal file
BIN
cg/all/lib64/cgD3D11.lib
Normal file
Binary file not shown.
BIN
cg/all/lib64/cgD3D9.lib
Normal file
BIN
cg/all/lib64/cgD3D9.lib
Normal file
Binary file not shown.
BIN
cg/all/lib64/cgGL.lib
Normal file
BIN
cg/all/lib64/cgGL.lib
Normal file
Binary file not shown.
BIN
cg/all/lib64/glut32.lib
Normal file
BIN
cg/all/lib64/glut32.lib
Normal file
Binary file not shown.
BIN
cg/all/lib64/libCg.so
Normal file
BIN
cg/all/lib64/libCg.so
Normal file
Binary file not shown.
BIN
cg/all/lib64/libCgGL.so
Normal file
BIN
cg/all/lib64/libCgGL.so
Normal file
Binary file not shown.
138
cg/all/license.txt
Normal file
138
cg/all/license.txt
Normal file
@ -0,0 +1,138 @@
|
||||
License For Customer Use of NVIDIA Software
|
||||
|
||||
IMPORTANT NOTICE -- READ CAREFULLY: This License For Customer Use of
|
||||
NVIDIA Software ("LICENSE") is the agreement which governs use of the
|
||||
software of NVIDIA Corporation and its subsidiaries ("NVIDIA") downloadable
|
||||
herefrom, including computer software and associated printed materials
|
||||
("SOFTWARE"). By downloading, installing, copying, or otherwise using the
|
||||
SOFTWARE, you agree to be bound by the terms of this LICENSE. If you do
|
||||
not agree to the terms of this LICENSE, do not download the SOFTWARE.
|
||||
|
||||
RECITALS
|
||||
|
||||
Use of NVIDIA's products requires three elements: the SOFTWARE, the hardware
|
||||
on a graphics controller board, and a personal computer. The SOFTWARE is
|
||||
protected by copyright laws and international copyright treaties, as well as
|
||||
other intellectual property laws and treaties. The SOFTWARE is not sold, and
|
||||
instead is only licensed for use, strictly in accordance with this document.
|
||||
The hardware is protected by various patents, and is sold, but this agreement
|
||||
does not cover that sale, since it may not necessarily be sold as a package
|
||||
with the SOFTWARE. This agreement sets forth the terms and conditions of the
|
||||
SOFTWARE LICENSE only.
|
||||
|
||||
1. DEFINITIONS
|
||||
|
||||
1.1 Customer. Customer means the entity or individual that downloads the
|
||||
SOFTWARE.
|
||||
|
||||
2. GRANT OF LICENSE
|
||||
|
||||
2.1 Rights and Limitations of Grant. NVIDIA hereby grants Customer the
|
||||
following non-exclusive, worldwide, royalty-free, non-transferable right
|
||||
to use the SOFTWARE, with the following limitations:
|
||||
|
||||
2.1.1 Rights. Customer may use, reproduce, distribute, publicly display
|
||||
and publicly perform the SOFTWARE.
|
||||
|
||||
2.1.2 Limitations.
|
||||
|
||||
No Reverse Engineering. Customer may not reverse engineer, decompile, or
|
||||
disassemble the SOFTWARE, nor attempt in any other manner to obtain the
|
||||
source code.
|
||||
|
||||
No Modification. The SOFTWARE may be redistributed providing that distributed
|
||||
Cg compiler and runtime binaries are unmodified, except for decompression and
|
||||
compression.
|
||||
|
||||
No Rental. Customer may not rent or lease the SOFTWARE to someone else.
|
||||
|
||||
No Support. NVIDIA will not be responsible for providing maintenance and
|
||||
support to Customer or any other end users for the Software distributed by
|
||||
Customer or others.
|
||||
|
||||
3. TERMINATION
|
||||
|
||||
This LICENSE will automatically terminate if Customer fails to comply with
|
||||
any of the terms and conditions hereof. In such event, Customer must destroy
|
||||
all copies of the SOFTWARE and all of its component parts.
|
||||
|
||||
4. COPYRIGHT
|
||||
|
||||
All title and copyrights in and to the SOFTWARE (including but not limited to
|
||||
all images, photographs, animations, video, audio, music, text, and other
|
||||
information incorporated into the SOFTWARE), the accompanying printed
|
||||
materials, and any copies of the SOFTWARE, are owned by NVIDIA, or its
|
||||
suppliers. The SOFTWARE is protected by copyright laws and international
|
||||
treaty provisions. Accordingly, Customer is required to treat the SOFTWARE
|
||||
like any other copyrighted material.
|
||||
|
||||
Customer agrees that the Software is proprietary information of NVIDIA and
|
||||
that NVIDIA owns all right, title and interest therein. There are no implied
|
||||
licenses under this License, and any rights not expressly granted are reserved
|
||||
by NVIDIA. The Software is not sold, and instead is only licensed for use,
|
||||
strictly in accordance with this License. All copies of the Software shall
|
||||
contain NVIDIA's proprietary rights notices as provided therein. Customer
|
||||
shall not remove or modify any such proprietary rights notices of NVIDIA. This
|
||||
License will automatically terminate if Customer fails to comply with any of
|
||||
the terms and conditions hereof. In such event, Customer must cease
|
||||
reproducing, distributing, or otherwise using the Software and destroy all
|
||||
copies thereof.
|
||||
|
||||
5. APPLICABLE LAW
|
||||
|
||||
This agreement shall be deemed to have been made in, and shall be construed
|
||||
pursuant to, the laws of the State of Delaware. Any suit or controversy
|
||||
arising hereunder shall be brought in the federal or state courts located in
|
||||
Santa Clara County, California, and each party submits to the venue and
|
||||
jurisdiction thereof.
|
||||
|
||||
6. DISCLAIMER OF WARRANTIES AND LIMITATION ON LIABILITY
|
||||
|
||||
6.1 No Warranties. TO THE MAXIMUM EXTENT PERMITTED BY
|
||||
APPLICABLE LAW, THE SOFTWARE IS PROVIDED "AS IS" AND NVIDIA
|
||||
AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS
|
||||
OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, IMPLIED
|
||||
WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR
|
||||
PURPOSE AND NONINFRINGEMENT.
|
||||
|
||||
6.2 No Liability for Consequential Damages. TO THE MAXIMUM
|
||||
EXTENT PERMITTED BY APPLICABLE LAW, IN NO EVENT SHALL
|
||||
NVIDIA OR ITS SUPPLIERS BE LIABLE FOR ANY SPECIAL,
|
||||
INCIDENTAL, INDIRECT, OR CONSEQUENTIAL DAMAGES WHATSOEVER
|
||||
(INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS OF
|
||||
BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS
|
||||
INFORMATION, OR ANY OTHER PECUNIARY LOSS) ARISING OUT OF
|
||||
THE USE OF OR INABILITY TO USE THE SOFTWARE, EVEN IF NVIDIA
|
||||
HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. THESE
|
||||
LIMITATIONS SHALL APPLY NOTWITHSTANDING ANY FAILURE OF
|
||||
ESSENTIAL PURPOSE OF ANY LIMITED REMEDY. NVIDIA SHALL HAVE
|
||||
NO CONTRACTUAL OBLIGATION TO INDEMNIFY CUSTOMER UNDER
|
||||
THIS LICENSE. CUSTOMER AND/OR END-USERS OF THE SOFTWARE
|
||||
DISTRIBUTED BY CUSTOMER ASSUME THE ENTIRE COST OF ANY
|
||||
DAMAGE, LOSS, OR EXPENSE RESULTING FROM THEIR USE OR
|
||||
EXPLOITATION OF THE SOFTWARE.
|
||||
|
||||
7. MISCELLANEOUS
|
||||
|
||||
The United Nations Convention on Contracts for the International Sale of
|
||||
Goods is specifically disclaimed. This agreement is the final, complete
|
||||
and exclusive agreement between the parties relating to the subject matter
|
||||
hereof, and supersedes all prior or contemporaneous understandings and
|
||||
agreements relating to such subject matter, whether oral or written.
|
||||
Customer agrees that it will not ship, transfer or export the SOFTWARE
|
||||
into any country, or use the SOFTWARE in any manner, prohibited by the
|
||||
United States Bureau of Export Administration or any export laws,
|
||||
restrictions or regulations.
|
||||
|
||||
If any provision of this License is held to be invalid or unenforceable
|
||||
for any reason, the remaining provisions will continue in full force
|
||||
without being impaired or invalidated in any way.
|
||||
|
||||
No term or provisions hereof shall be deemed waived, and no breach excused,
|
||||
unless such waiver or consent is in writing and signed by the party claimed
|
||||
to have waived or consented. The waiver by either party of a breach of any
|
||||
provision of this License will not operate or be interpreted as a waiver of
|
||||
any other or subsequent breach.
|
||||
|
||||
This License may be changed only by mutual agreement in writing of the
|
||||
authorized representatives of the parties.
|
3
cg/config.yml
Normal file
3
cg/config.yml
Normal file
@ -0,0 +1,3 @@
|
||||
versions:
|
||||
"3.1":
|
||||
folder: all
|
Loading…
x
Reference in New Issue
Block a user