dolphin/Source/Plugins/Plugin_VideoDX9/Src/VertexShader.cpp

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#include "stdafx.h"
#include "D3DShader.h"
#include "VertexShader.h"
#include "BPStructs.h"
//I hope we don't get too many hash collisions :p
//all these magic numbers are primes, it should help a bit
xformhash GetCurrentXForm()
{
//return 0;
xformhash hash = bpmem.genMode.numtexgens*8*17;
/*
for (int i=0; i<bpmem.genMode.numtevstages+1; i++)
{
hash = _rotl(hash,3) ^ (bpmem.combiners[i].colorC.hex*13);
hash = _rotl(hash,7) ^ ((bpmem.combiners[i].alphaC.hex&0xFFFFFFFC)*3);
}
for (int i=0; i<bpmem.genMode.numtevstages/2+1; i++)
{
hash = _rotl(hash,13) ^ (bpmem.tevorders[i].hex*7);
}
for (int i=0; i<8; i++)
{
hash = _rotl(hash,3) ^ bpmem.tevksel[i].swap1;
hash = _rotl(hash,3) ^ bpmem.tevksel[i].swap2;
}*/
// to hash: bpmem.tevorders[j/2].getTexCoord(j&1);
// also texcoords array
return hash;
}
char text2[65536];
#define WRITE p+=sprintf
void WriteTexgen(char *&p, int n);
LPDIRECT3DVERTEXSHADER9 GenerateVertexShader()
{
int numColors = 2;
int numUV = 8;
int numTexgen = bpmem.genMode.numtexgens;
int numNormals = 3;
bool fogEnable = false;
bool hasNormal = true;
char *p = text2;
WRITE(p,"//Vertex Shader\n");
WRITE(p,"//%i uv->%i texgens, %i colors\n",numUV,numTexgen,numColors);
WRITE(p,"\n");
WRITE(p,"struct VS_INPUT {\n");
WRITE(p," float4 pos : POSITION;\n");
WRITE(p," float3 normal : NORMAL;\n");
if (numColors)
WRITE(p," float4 colors[%i] : COLOR0;\n",numColors);
if (numUV)
WRITE(p," float3 uv[%i] : TEXCOORD0;\n",numUV);
WRITE(p,"};\n");
WRITE(p,"\n");
WRITE(p,"struct VS_OUTPUT {\n");
WRITE(p," float4 pos : POSITION;\n");
WRITE(p," float4 colors[%i] : COLOR0;\n",numColors);
if (numTexgen)
WRITE(p," float4 uv[%i] : TEXCOORD0;\n",numTexgen);
if (fogEnable)
WRITE(p," float fog : FOG;\n",numTexgen);
WRITE(p,"};\n");
WRITE(p,"\n");
WRITE(p,"uniform matrix matWorldViewProj : register(c0);\n");
WRITE(p,"\n");
WRITE(p,"VS_OUTPUT main(const VS_INPUT input)\n");
WRITE(p,"{\n");
WRITE(p," VS_OUTPUT output;");
WRITE(p,"\n");
WRITE(p," output.pos = mul(matWorldViewProj, input.pos);\n");
for (int i = 0; i < (int)bpmem.genMode.numtexgens; i++)
{
//build the equation for this stage
WriteTexgen(p,i);
}
WRITE(p," for (int i=0; i<2; i++)\n output.colors[i] = input.colors[i];\n");
// WRITE(p," output.fog = 0.0f;");
WRITE(p,"return output;\n");
WRITE(p,"}\n");
WRITE(p,"\0");
// MessageBox(0,text2,0,0);
return D3D::CompileVShader(text2,(int)(p-text2));
}
/*
* xform->vertexshader ideas
*/
void WriteTexgen(char *&p, int n)
{
WRITE(p," output.uv[%i] = float4(input.uv[%i].xy,0,input.uv[%i].z);\n",n,n,n);
}
void WriteLight(int color, int component)
{
}