mirror of
https://github.com/wiiu-env/libgui.git
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179 lines
6.0 KiB
C
179 lines
6.0 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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#ifndef VERTEX_SHADER_H
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#define VERTEX_SHADER_H
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#include <string.h>
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#include "Shader.h"
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class VertexShader : public Shader
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{
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public:
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VertexShader(u32 numAttr)
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: attributesCount( numAttr )
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, attributes( new GX2AttribStream[attributesCount] )
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, vertexShader( (GX2VertexShader*) memalign(0x40, sizeof(GX2VertexShader)) )
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{
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if(vertexShader)
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{
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memset(vertexShader, 0, sizeof(GX2VertexShader));
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vertexShader->shader_mode = GX2_SHADER_MODE_UNIFORM_REGISTER;
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}
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}
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virtual ~VertexShader() {
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delete [] attributes;
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if(vertexShader)
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{
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if(vertexShader->shader_data)
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free(vertexShader->shader_data);
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for(u32 i = 0; i < vertexShader->uniform_blocks_count; i++)
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free((void*)vertexShader->uniform_block[i].name);
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if(vertexShader->uniform_block)
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free((void*)vertexShader->uniform_block);
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for(u32 i = 0; i < vertexShader->uniform_vars_count; i++)
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free((void*)vertexShader->uniform_var[i].name);
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if(vertexShader->uniform_var)
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free((void*)vertexShader->uniform_var);
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if(vertexShader->initial_value)
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free((void*)vertexShader->initial_value);
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for(u32 i = 0; i < vertexShader->sampler_vars_count; i++)
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free((void*)vertexShader->sampler_var[i].name);
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if(vertexShader->sampler_var)
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free((void*)vertexShader->sampler_var);
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for(u32 i = 0; i < vertexShader->attribute_vars_count; i++)
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free((void*)vertexShader->attribute_var[i].name);
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if(vertexShader->attribute_var)
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free((void*)vertexShader->attribute_var);
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if(vertexShader->loops_data)
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free((void*)vertexShader->loops_data);
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free(vertexShader);
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}
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}
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void setProgram(const u32 * program, const u32 & programSize, const u32 * regs, const u32 & regsSize)
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{
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if(!vertexShader)
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return;
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//! this must be moved into an area where the graphic engine has access to and must be aligned to 0x100
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vertexShader->shader_size = programSize;
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vertexShader->shader_data = memalign(GX2_SHADER_ALIGNMENT, vertexShader->shader_size);
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if(vertexShader->shader_data)
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{
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memcpy(vertexShader->shader_data, program, vertexShader->shader_size);
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GX2Invalidate(GX2_INVALIDATE_CPU_SHADER, vertexShader->shader_data, vertexShader->shader_size);
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}
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memcpy(vertexShader->regs, regs, regsSize);
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}
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void addUniformVar(const GX2UniformVar & var)
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{
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if(!vertexShader)
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return;
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u32 idx = vertexShader->uniform_vars_count;
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GX2UniformVar* newVar = (GX2UniformVar*) malloc((vertexShader->uniform_vars_count + 1) * sizeof(GX2UniformVar));
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if(newVar)
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{
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if(vertexShader->uniform_vars_count > 0)
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{
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memcpy(newVar, vertexShader->uniform_var, vertexShader->uniform_vars_count * sizeof(GX2UniformVar));
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free(vertexShader->uniform_var);
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}
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vertexShader->uniform_var = newVar;
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memcpy(vertexShader->uniform_var + idx, &var, sizeof(GX2UniformVar));
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vertexShader->uniform_var[idx].name = (char*) malloc(strlen(var.name) + 1);
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strcpy((char*)vertexShader->uniform_var[idx].name, var.name);
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vertexShader->uniform_vars_count++;
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}
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}
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void addAttribVar(const GX2AttribVar & var)
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{
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if(!vertexShader)
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return;
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u32 idx = vertexShader->attribute_vars_count;
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GX2AttribVar* newVar = (GX2AttribVar*) malloc((vertexShader->attribute_vars_count + 1) * sizeof(GX2AttribVar));
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if(newVar)
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{
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if(vertexShader->attribute_vars_count > 0)
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{
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memcpy(newVar, vertexShader->attribute_var, vertexShader->attribute_vars_count * sizeof(GX2AttribVar));
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free(vertexShader->attribute_var);
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}
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vertexShader->attribute_var = newVar;
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memcpy(vertexShader->attribute_var + idx, &var, sizeof(GX2AttribVar));
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vertexShader->attribute_var[idx].name = (char*) malloc(strlen(var.name) + 1);
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strcpy((char*)vertexShader->attribute_var[idx].name, var.name);
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vertexShader->attribute_vars_count++;
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}
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}
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static inline void setAttributeBuffer(u32 bufferIdx, u32 bufferSize, u32 stride, const void * buffer) {
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GX2SetAttribBuffer(bufferIdx, bufferSize, stride, buffer);
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}
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GX2VertexShader *getVertexShader() const {
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return vertexShader;
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}
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void setShader(void) const {
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GX2SetVertexShader(vertexShader);
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}
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GX2AttribStream * getAttributeBuffer(u32 idx = 0) const {
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if(idx >= attributesCount) {
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return NULL;
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}
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return &attributes[idx];
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}
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u32 getAttributesCount() const {
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return attributesCount;
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}
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static void setUniformReg(u32 location, u32 size, const void * reg) {
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GX2SetVertexUniformReg(location, size, reg);
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}
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protected:
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u32 attributesCount;
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GX2AttribStream *attributes;
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GX2VertexShader *vertexShader;
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};
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#endif // VERTEX_SHADER_H
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