GX2_GUI_Template/src/video/shaders/ColorShader.cpp

168 lines
7.2 KiB
C++

/****************************************************************************
* Copyright (C) 2015 Dimok
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
****************************************************************************/
#include <malloc.h>
#include <string.h>
#include "ColorShader.h"
static const u32 cpVertexShaderProgram[] =
{
0x00000000,0x00008009,0x20000000,0x000078a0,
0x3c200000,0x88060094,0x00c00000,0x88062014,
0x00000000,0x00000000,0x00000000,0x00000000,
0x00000000,0x00000000,0x00000000,0x00000000,
0x00000000,0x00000000,0x00000000,0x00000000,
0x00000000,0x00000000,0x00000000,0x00000000,
0x00000000,0x00000000,0x00000000,0x00000000,
0x00000000,0x00000000,0x00000000,0x00000000,
0x00000000,0x00000000,0x00000000,0x00000000,
0x00000000,0x00000000,0x00000000,0x00000000,
0x00000000,0x00000000,0x00000000,0x00000000,
0x00000000,0x00000000,0x00000000,0x00000000,
0x00000000,0x00000000,0x00000000,0x00000000,
0x00000000,0x00000000,0x00000000,0x00000000,
0x00000000,0x00000000,0x00000000,0x00000000,
0x00000000,0x00000000,0x00000000,0x00000000,
0x00a11f00,0xfc00620f,0x02490001,0x80000040,
0xfd041f80,0x900c0060,0x83f9223e,0x0000803f,
0xfe282001,0x10000040,0xfe001f80,0x00080060,
0xfeac9f80,0xfd00624f,0xdb0f49c0,0xdb0fc940,
0xfea81f80,0x9000e02f,0x83f9223e,0x00000000,
0xfe041f80,0x00370000,0xffa01f00,0x80000000,
0xff101f00,0x800c0020,0x7f041f80,0x80370000,
0x0000103f,0x00000000,0x02c51f00,0x80000000,
0xfea41f00,0x80000020,0xffa09f00,0x80000040,
0xff001f80,0x800c0060,0x398ee33f,0x0000103f,
0x02c41f00,0x9000e00f,0x02c59f01,0x80000020,
0xfea81f00,0x80000040,0x02c19f80,0x9000e06f,
0x398ee33f,0x00000000,0x02c11f01,0x80000000,
0x02c49f80,0x80000060,0x02e08f01,0xfe0c620f,
0x02c01f80,0x7f00622f,0xfe242000,0x10000000,
0xfe20a080,0x10000020,0xf2178647,0x49c0e9fb,
0xfbbdb2ab,0x768ac733
};
static const u32 cpVertexShaderRegs[] = {
0x00000103,0x00000000,0x00000000,0x00000001,
0xffffff00,0xffffffff,0xffffffff,0xffffffff,
0xffffffff,0xffffffff,0xffffffff,0xffffffff,
0xffffffff,0xffffffff,0x00000000,0xfffffffc,
0x00000002,0x00000001,0x00000000,0x000000ff,
0x000000ff,0x000000ff,0x000000ff,0x000000ff,
0x000000ff,0x000000ff,0x000000ff,0x000000ff,
0x000000ff,0x000000ff,0x000000ff,0x000000ff,
0x000000ff,0x000000ff,0x000000ff,0x000000ff,
0x000000ff,0x000000ff,0x000000ff,0x000000ff,
0x000000ff,0x000000ff,0x000000ff,0x000000ff,
0x000000ff,0x000000ff,0x000000ff,0x000000ff,
0x000000ff,0x00000000,0x0000000e,0x00000010
};
static const u32 cpPixelShaderProgram[] =
{
0x20000000,0x00000ca0,0x00000000,0x88062094,
0x00000000,0x00000000,0x00000000,0x00000000,
0x00000000,0x00000000,0x00000000,0x00000000,
0x00000000,0x00000000,0x00000000,0x00000000,
0x00000000,0x00000000,0x00000000,0x00000000,
0x00000000,0x00000000,0x00000000,0x00000000,
0x00000000,0x00000000,0x00000000,0x00000000,
0x00000000,0x00000000,0x00000000,0x00000000,
0x00000000,0x00000000,0x00000000,0x00000000,
0x00000000,0x00000000,0x00000000,0x00000000,
0x00000000,0x00000000,0x00000000,0x00000000,
0x00000000,0x00000000,0x00000000,0x00000000,
0x00000000,0x00000000,0x00000000,0x00000000,
0x00000000,0x00000000,0x00000000,0x00000000,
0x00000000,0x00000000,0x00000000,0x00000000,
0x00000000,0x00000000,0x00000000,0x00000000,
0x00002000,0x90000000,0x0004a000,0x90000020,
0x00082001,0x90000040,0x000ca081,0x90000060,
0xbb7dd898,0x9746c59c,0xc69b00e7,0x03c36218
};
static const u32 cpPixelShaderRegs[] = {
0x00000001,0x00000002,0x14000001,0x00000000,
0x00000001,0x00000100,0x00000000,0x00000000,
0x00000000,0x00000000,0x00000000,0x00000000,
0x00000000,0x00000000,0x00000000,0x00000000,
0x00000000,0x00000000,0x00000000,0x00000000,
0x00000000,0x00000000,0x00000000,0x00000000,
0x00000000,0x00000000,0x00000000,0x00000000,
0x00000000,0x00000000,0x00000000,0x00000000,
0x00000000,0x00000000,0x00000000,0x00000000,
0x00000000,0x0000000f,0x00000001,0x00000010,
0x00000000
};
ColorShader * ColorShader::shaderInstance = NULL;
ColorShader::ColorShader()
: vertexShader(cuAttributeCount)
{
//! create pixel shader
pixelShader.setProgram(cpPixelShaderProgram, sizeof(cpPixelShaderProgram), cpPixelShaderRegs, sizeof(cpPixelShaderRegs));
colorIntensityLocation = 0;
pixelShader.addUniformVar((GX2UniformVar){ "unf_color_intensity", GX2_SHADER_VAR_TYPE_FLOAT4, 1, colorIntensityLocation, -1 });
//! create vertex shader
vertexShader.setProgram(cpVertexShaderProgram, sizeof(cpVertexShaderProgram), cpVertexShaderRegs, sizeof(cpVertexShaderRegs));
angleLocation = 0;
offsetLocation = 4;
scaleLocation = 8;
vertexShader.addUniformVar((GX2UniformVar){ "unf_angle", GX2_SHADER_VAR_TYPE_FLOAT, 1, angleLocation, -1 });
vertexShader.addUniformVar((GX2UniformVar){ "unf_offset", GX2_SHADER_VAR_TYPE_FLOAT3, 1, offsetLocation, -1 });
vertexShader.addUniformVar((GX2UniformVar){ "unf_scale", GX2_SHADER_VAR_TYPE_FLOAT3, 1, scaleLocation, -1 });
colorLocation = 1;
positionLocation = 0;
vertexShader.addAttribVar((GX2AttribVar){ "attr_color", GX2_SHADER_VAR_TYPE_FLOAT4, 0, colorLocation });
vertexShader.addAttribVar((GX2AttribVar){ "attr_position", GX2_SHADER_VAR_TYPE_FLOAT3, 0, positionLocation });
//! setup attribute streams
GX2InitAttribStream(vertexShader.getAttributeBuffer(0), positionLocation, 0, 0, GX2_ATTRIB_FORMAT_FLOAT_32_32_32);
GX2InitAttribStream(vertexShader.getAttributeBuffer(1), colorLocation, 1, 0, GX2_ATTRIB_FORMAT_UNORM_8_8_8_8);
//! create fetch shader
fetchShader = new FetchShader(vertexShader.getAttributeBuffer(), vertexShader.getAttributesCount());
//! model vertex has to be align and cannot be in unknown regions for GX2 like 0xBCAE1000
positionVtxs = (f32*)memalign(GX2_VERTEX_BUFFER_ALIGNMENT, cuPositionVtxsSize);
if(positionVtxs)
{
//! position vertex structure
int i = 0;
positionVtxs[i++] = -1.0f; positionVtxs[i++] = -1.0f; positionVtxs[i++] = 0.0f;
positionVtxs[i++] = 1.0f; positionVtxs[i++] = -1.0f; positionVtxs[i++] = 0.0f;
positionVtxs[i++] = 1.0f; positionVtxs[i++] = 1.0f; positionVtxs[i++] = 0.0f;
positionVtxs[i++] = -1.0f; positionVtxs[i++] = 1.0f; positionVtxs[i++] = 0.0f;
GX2Invalidate(GX2_INVALIDATE_MODE_CPU_ATTRIBUTE_BUFFER, positionVtxs, cuPositionVtxsSize);
}
}
ColorShader::~ColorShader()
{
if(positionVtxs)
{
free(positionVtxs);
positionVtxs = NULL;
}
delete fetchShader;
fetchShader = NULL;
}