Rodolfo Osvaldo Bogado e641323de2 i know still a lot to fix and much work to do but sometimes experiments are fun :)
for all the plugins implemented per pixel lighting, this will make games that uses lighting  a lot nice. (just look at mario sunshine and compare :))
for dx9: implemented temporal anaglyph stereo: just grab your red-cyan glasses  and enjoy.
stereo calibration: use stereo separation ( distance of the point from you are looking) and Focal Angle: the angle necessary to focus in one particular object.
this settings are different in every games as they use different depth ranges.
please for any regression and bug introduced by this commit.
if you ask why i did not implement stereo in dx11 and opengl the reason is one: they don't work right when i have more time will try to find a way to make them work.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6224 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-09-23 02:17:48 +00:00

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// Copyright (C) 2003 Dolphin Project.
// 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, version 2.0.
// 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 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#ifndef _PIXELSHADERCACHE_H_
#define _PIXELSHADERCACHE_H_
#include <map>
#include <string>
#include "BPMemory.h"
#include "PixelShaderGen.h"
struct FRAGMENTSHADER
{
FRAGMENTSHADER() : glprogid(0) { }
void Destroy()
{
if (glprogid)
{
glDeleteProgramsARB(1, &glprogid);
glprogid = 0;
}
}
GLuint glprogid; // opengl program id
#if defined(_DEBUG) || defined(DEBUGFAST)
std::string strprog;
#endif
};
class PixelShaderCache
{
struct PSCacheEntry
{
FRAGMENTSHADER shader;
int frameCount;
PSCacheEntry() : frameCount(0) {}
~PSCacheEntry() {}
void Destroy()
{
shader.Destroy();
}
};
typedef std::map<PIXELSHADERUID, PSCacheEntry> PSCache;
static PSCache pshaders;
static PIXELSHADERUID s_curuid; // the current pixel shader uid (progressively changed as memory is written)
static bool s_displayCompileAlert;
static GLuint CurrentShader;
static bool ShaderEnabled;
public:
static void Init();
static void Shutdown();
static FRAGMENTSHADER* GetShader(bool dstAlphaEnable,u32 components);
static bool CompilePixelShader(FRAGMENTSHADER& ps, const char* pstrprogram);
static GLuint GetColorMatrixProgram();
static GLuint GetDepthMatrixProgram();
static void SetCurrentShader(GLuint Shader);
static void DisableShader();
};
#endif // _PIXELSHADERCACHE_H_