mirror of
https://github.com/wiiu-env/libgui.git
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182 lines
7.9 KiB
C++
182 lines
7.9 KiB
C++
/****************************************************************************
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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 <gui/video/shaders/ColorShader.h>
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static const uint32_t cpVertexShaderProgram[] = {
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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 uint32_t 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 uint32_t cpPixelShaderProgram[] = {
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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 uint32_t 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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//! 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) {
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"unf_color_intensity", GX2_SHADER_VAR_TYPE_FLOAT4, 1, colorIntensityLocation, -1
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});
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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) {
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"unf_angle", GX2_SHADER_VAR_TYPE_FLOAT, 1, angleLocation, -1
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});
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vertexShader.addUniformVar((GX2UniformVar) {
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"unf_offset", GX2_SHADER_VAR_TYPE_FLOAT3, 1, offsetLocation, -1
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});
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vertexShader.addUniformVar((GX2UniformVar) {
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"unf_scale", GX2_SHADER_VAR_TYPE_FLOAT3, 1, scaleLocation, -1
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});
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colorLocation = 1;
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positionLocation = 0;
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vertexShader.addAttribVar((GX2AttribVar) {
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"attr_color", GX2_SHADER_VAR_TYPE_FLOAT4, 0, colorLocation
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});
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vertexShader.addAttribVar((GX2AttribVar) {
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"attr_position", GX2_SHADER_VAR_TYPE_FLOAT3, 0, positionLocation
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});
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//! setup attribute streams
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GX2InitAttribStream(vertexShader.getAttributeBuffer(0), positionLocation, 0, 0, GX2_ATTRIB_FORMAT_FLOAT_32_32_32);
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GX2InitAttribStream(vertexShader.getAttributeBuffer(1), colorLocation, 1, 0, GX2_ATTRIB_FORMAT_UNORM_8_8_8_8);
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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 = (float *) memalign(GX2_VERTEX_BUFFER_ALIGNMENT, cuPositionVtxsSize);
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if (positionVtxs) {
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//! position vertex structure
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int32_t i = 0;
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positionVtxs[i++] = -1.0f;
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positionVtxs[i++] = -1.0f;
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positionVtxs[i++] = 0.0f;
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positionVtxs[i++] = 1.0f;
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positionVtxs[i++] = -1.0f;
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positionVtxs[i++] = 0.0f;
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positionVtxs[i++] = 1.0f;
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positionVtxs[i++] = 1.0f;
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positionVtxs[i++] = 0.0f;
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positionVtxs[i++] = -1.0f;
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positionVtxs[i++] = 1.0f;
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positionVtxs[i++] = 0.0f;
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GX2Invalidate(GX2_INVALIDATE_MODE_CPU_ATTRIBUTE_BUFFER, positionVtxs, cuPositionVtxsSize);
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}
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}
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ColorShader::~ColorShader() {
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if (positionVtxs) {
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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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