2008-12-08 05:25:12 +00:00
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// Copyright (C) 2003-2008 Dolphin Project.
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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, version 2.0.
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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 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include "stdafx.h"
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#include "D3DShader.h"
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#include "VertexShader.h"
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#include "BPStructs.h"
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static const char *genericVS = "// Generic Vertex Shader\
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\n\
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struct VS_INPUT {\n\
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float4 pos : POSITION;\n\
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float3 normal : NORMAL;\n\
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float4 colors[2] : COLOR0;\n\
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float3 uv[8] : TEXCOORD0;\n\
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};\n\
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\n\
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struct VS_OUTPUT {\n\
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float4 pos : POSITION;\n\
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float4 colors[2] : COLOR0;\n\
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//numtexgen\n\
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float4 uv[5] : TEXCOORD0;\n\
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};\n\
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\n\
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uniform matrix matWorldViewProj : register(c0);\n\
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\n\
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VS_OUTPUT main(const VS_INPUT input)\n\
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{\n\
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VS_OUTPUT output;\n\
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\n\
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output.pos = mul(matWorldViewProj, input.pos);\n\
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// texgen\n\
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for (int i=0; i<5; i++)\n\
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output.uv[i] = float4(input.uv[i].xyz,1);\n\
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\n\
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for (int i=0; i<2; i++)\n output.colors[i] = input.colors[i];\n\
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return output;\n\
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}\0";
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const char *GenerateVertexShader() {
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return genericVS;
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}
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/*
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char text2[65536];
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#define WRITE p+=sprintf
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void WriteTexgen(char *&p, int n);
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const char *GenerateVertexShader()
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{
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int numColors = 2;
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int numUV = 8;
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int numTexgen = bpmem.genMode.numtexgens;
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int numNormals = 3;
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bool fogEnable = false;
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bool hasNormal = true;
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char *p = text2;
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WRITE(p,"//Vertex Shader\n");
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WRITE(p,"//%i uv->%i texgens, %i colors\n",numUV,numTexgen,numColors);
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WRITE(p,"\n");
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WRITE(p,"struct VS_INPUT {\n");
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WRITE(p," float4 pos : POSITION;\n");
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WRITE(p," float3 normal : NORMAL;\n");
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if (numColors)
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WRITE(p," float4 colors[%i] : COLOR0;\n",numColors);
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if (numUV)
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WRITE(p," float3 uv[%i] : TEXCOORD0;\n",numUV);
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WRITE(p,"};\n");
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WRITE(p,"\n");
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WRITE(p,"struct VS_OUTPUT {\n");
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WRITE(p," float4 pos : POSITION;\n");
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WRITE(p," float4 colors[%i] : COLOR0;\n",numColors);
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if (numTexgen)
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WRITE(p," float4 uv[%i] : TEXCOORD0;\n",numTexgen);
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if (fogEnable)
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WRITE(p," float fog : FOG;\n",numTexgen);
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WRITE(p,"};\n");
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WRITE(p,"\n");
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WRITE(p,"uniform matrix matWorldViewProj : register(c0);\n");
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WRITE(p,"\n");
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WRITE(p,"VS_OUTPUT main(const VS_INPUT input)\n");
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WRITE(p,"{\n");
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WRITE(p," VS_OUTPUT output;");
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WRITE(p,"\n");
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WRITE(p," output.pos = mul(matWorldViewProj, input.pos);\n");
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for (int i = 0; i < (int)bpmem.genMode.numtexgens; i++)
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{
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//build the equation for this stage
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WriteTexgen(p,i);
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}
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WRITE(p," for (int i=0; i<2; i++)\n output.colors[i] = input.colors[i];\n");
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//WRITE(p," output.fog = 0.0f;");
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WRITE(p,"return output;\n");
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WRITE(p,"}\n");
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WRITE(p,"\0");
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// MessageBox(0,text2,0,0);
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return text2;
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}
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/*
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* xform->vertexshader ideas
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*//*
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void WriteTexgen(char *&p, int n)
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{
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WRITE(p," output.uv[%i] = float4(input.uv[%i].xy,0,input.uv[%i].z);\n",n,n,n);
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}
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void WriteLight(int color, int component)
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{
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} */
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