mirror of
https://github.com/wiiu-env/libgui.git
synced 2024-11-15 04:45:06 +01:00
179 lines
6.0 KiB
C++
179 lines
6.0 KiB
C++
/****************************************************************************
|
|
* 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 <http://www.gnu.org/licenses/>.
|
|
****************************************************************************/
|
|
#ifndef VERTEX_SHADER_H
|
|
#define VERTEX_SHADER_H
|
|
|
|
#include <string.h>
|
|
#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
|