mirror of
https://github.com/wiiu-env/libgui.git
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168 lines
7.1 KiB
C++
168 lines
7.1 KiB
C++
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/****************************************************************************
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* Copyright (C) 2015 Dimok
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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****************************************************************************/
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#include <malloc.h>
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#include <string.h>
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#include "ColorShader.h"
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static const u32 cpVertexShaderProgram[] =
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{
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0x00000000,0x00008009,0x20000000,0x000078a0,
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0x3c200000,0x88060094,0x00c00000,0x88062014,
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0x00000000,0x00000000,0x00000000,0x00000000,
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0x00000000,0x00000000,0x00000000,0x00000000,
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0x00000000,0x00000000,0x00000000,0x00000000,
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0x00000000,0x00000000,0x00000000,0x00000000,
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0x00000000,0x00000000,0x00000000,0x00000000,
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0x00000000,0x00000000,0x00000000,0x00000000,
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0x00000000,0x00000000,0x00000000,0x00000000,
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0x00000000,0x00000000,0x00000000,0x00000000,
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0x00000000,0x00000000,0x00000000,0x00000000,
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0x00000000,0x00000000,0x00000000,0x00000000,
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0x00000000,0x00000000,0x00000000,0x00000000,
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0x00000000,0x00000000,0x00000000,0x00000000,
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0x00000000,0x00000000,0x00000000,0x00000000,
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0x00000000,0x00000000,0x00000000,0x00000000,
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0x00a11f00,0xfc00620f,0x02490001,0x80000040,
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0xfd041f80,0x900c0060,0x83f9223e,0x0000803f,
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0xfe282001,0x10000040,0xfe001f80,0x00080060,
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0xfeac9f80,0xfd00624f,0xdb0f49c0,0xdb0fc940,
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0xfea81f80,0x9000e02f,0x83f9223e,0x00000000,
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0xfe041f80,0x00370000,0xffa01f00,0x80000000,
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0xff101f00,0x800c0020,0x7f041f80,0x80370000,
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0x0000103f,0x00000000,0x02c51f00,0x80000000,
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0xfea41f00,0x80000020,0xffa09f00,0x80000040,
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0xff001f80,0x800c0060,0x398ee33f,0x0000103f,
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0x02c41f00,0x9000e00f,0x02c59f01,0x80000020,
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0xfea81f00,0x80000040,0x02c19f80,0x9000e06f,
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0x398ee33f,0x00000000,0x02c11f01,0x80000000,
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0x02c49f80,0x80000060,0x02e08f01,0xfe0c620f,
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0x02c01f80,0x7f00622f,0xfe242000,0x10000000,
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0xfe20a080,0x10000020,0xf2178647,0x49c0e9fb,
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0xfbbdb2ab,0x768ac733
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};
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static const u32 cpVertexShaderRegs[] = {
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0x00000103,0x00000000,0x00000000,0x00000001,
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0xffffff00,0xffffffff,0xffffffff,0xffffffff,
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0xffffffff,0xffffffff,0xffffffff,0xffffffff,
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0xffffffff,0xffffffff,0x00000000,0xfffffffc,
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0x00000002,0x00000001,0x00000000,0x000000ff,
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0x000000ff,0x000000ff,0x000000ff,0x000000ff,
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0x000000ff,0x000000ff,0x000000ff,0x000000ff,
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0x000000ff,0x000000ff,0x000000ff,0x000000ff,
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0x000000ff,0x000000ff,0x000000ff,0x000000ff,
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0x000000ff,0x000000ff,0x000000ff,0x000000ff,
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0x000000ff,0x000000ff,0x000000ff,0x000000ff,
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0x000000ff,0x000000ff,0x000000ff,0x000000ff,
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0x000000ff,0x00000000,0x0000000e,0x00000010
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};
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static const u32 cpPixelShaderProgram[] =
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{
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0x20000000,0x00000ca0,0x00000000,0x88062094,
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0x00000000,0x00000000,0x00000000,0x00000000,
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0x00000000,0x00000000,0x00000000,0x00000000,
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0x00000000,0x00000000,0x00000000,0x00000000,
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0x00000000,0x00000000,0x00000000,0x00000000,
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0x00000000,0x00000000,0x00000000,0x00000000,
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0x00000000,0x00000000,0x00000000,0x00000000,
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0x00000000,0x00000000,0x00000000,0x00000000,
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0x00000000,0x00000000,0x00000000,0x00000000,
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0x00000000,0x00000000,0x00000000,0x00000000,
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0x00000000,0x00000000,0x00000000,0x00000000,
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0x00000000,0x00000000,0x00000000,0x00000000,
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0x00000000,0x00000000,0x00000000,0x00000000,
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0x00000000,0x00000000,0x00000000,0x00000000,
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0x00000000,0x00000000,0x00000000,0x00000000,
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0x00000000,0x00000000,0x00000000,0x00000000,
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0x00002000,0x90000000,0x0004a000,0x90000020,
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0x00082001,0x90000040,0x000ca081,0x90000060,
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0xbb7dd898,0x9746c59c,0xc69b00e7,0x03c36218
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};
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static const u32 cpPixelShaderRegs[] = {
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0x00000001,0x00000002,0x14000001,0x00000000,
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0x00000001,0x00000100,0x00000000,0x00000000,
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0x00000000,0x00000000,0x00000000,0x00000000,
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0x00000000,0x00000000,0x00000000,0x00000000,
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0x00000000,0x00000000,0x00000000,0x00000000,
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0x00000000,0x00000000,0x00000000,0x00000000,
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0x00000000,0x00000000,0x00000000,0x00000000,
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0x00000000,0x00000000,0x00000000,0x00000000,
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0x00000000,0x00000000,0x00000000,0x00000000,
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0x00000000,0x0000000f,0x00000001,0x00000010,
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0x00000000
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};
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ColorShader * ColorShader::shaderInstance = NULL;
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ColorShader::ColorShader()
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: vertexShader(cuAttributeCount)
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{
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//! create pixel shader
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pixelShader.setProgram(cpPixelShaderProgram, sizeof(cpPixelShaderProgram), cpPixelShaderRegs, sizeof(cpPixelShaderRegs));
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colorIntensityLocation = 0;
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pixelShader.addUniformVar((GX2UniformVar){ "unf_color_intensity", GX2_VAR_TYPE_VEC4, 1, colorIntensityLocation, 0xffffffff });
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//! create vertex shader
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vertexShader.setProgram(cpVertexShaderProgram, sizeof(cpVertexShaderProgram), cpVertexShaderRegs, sizeof(cpVertexShaderRegs));
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angleLocation = 0;
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offsetLocation = 4;
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scaleLocation = 8;
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vertexShader.addUniformVar((GX2UniformVar){ "unf_angle", GX2_VAR_TYPE_FLOAT, 1, angleLocation, 0xffffffff });
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vertexShader.addUniformVar((GX2UniformVar){ "unf_offset", GX2_VAR_TYPE_VEC3, 1, offsetLocation, 0xffffffff });
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vertexShader.addUniformVar((GX2UniformVar){ "unf_scale", GX2_VAR_TYPE_VEC3, 1, scaleLocation, 0xffffffff });
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colorLocation = 1;
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positionLocation = 0;
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vertexShader.addAttribVar((GX2AttribVar){ "attr_color", GX2_VAR_TYPE_VEC4, 0, colorLocation });
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vertexShader.addAttribVar((GX2AttribVar){ "attr_position", GX2_VAR_TYPE_VEC3, 0, positionLocation });
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//! setup attribute streams
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GX2InitAttribStream(vertexShader.getAttributeBuffer(0), positionLocation, 0, 0, GX2_ATTRIB_FORMAT_32_32_32_FLOAT);
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GX2InitAttribStream(vertexShader.getAttributeBuffer(1), colorLocation, 1, 0, GX2_ATTRIB_FORMAT_8_8_8_8_UNORM);
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//! create fetch shader
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fetchShader = new FetchShader(vertexShader.getAttributeBuffer(), vertexShader.getAttributesCount());
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//! model vertex has to be align and cannot be in unknown regions for GX2 like 0xBCAE1000
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positionVtxs = (f32*)memalign(GX2_VERTEX_BUFFER_ALIGNMENT, cuPositionVtxsSize);
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if(positionVtxs)
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{
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//! position vertex structure
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s32 i = 0;
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positionVtxs[i++] = -1.0f; positionVtxs[i++] = -1.0f; positionVtxs[i++] = 0.0f;
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positionVtxs[i++] = 1.0f; positionVtxs[i++] = -1.0f; positionVtxs[i++] = 0.0f;
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positionVtxs[i++] = 1.0f; positionVtxs[i++] = 1.0f; positionVtxs[i++] = 0.0f;
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positionVtxs[i++] = -1.0f; positionVtxs[i++] = 1.0f; positionVtxs[i++] = 0.0f;
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GX2Invalidate(GX2_INVALIDATE_CPU_ATTRIB_BUFFER, positionVtxs, cuPositionVtxsSize);
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}
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}
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ColorShader::~ColorShader()
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{
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if(positionVtxs)
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{
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free(positionVtxs);
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positionVtxs = NULL;
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}
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delete fetchShader;
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fetchShader = NULL;
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}
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