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