#include #include #include "Globals.h" #include "D3DShader.h" namespace D3D { LPDIRECT3DVERTEXSHADER9 CompileVShader(const char *code, int len) { //try to compile LPD3DXBUFFER shaderBuffer = 0, errorBuffer = 0; LPDIRECT3DVERTEXSHADER9 vShader = 0; HRESULT hr = D3DXCompileShader(code,len,0,0,"main","vs_1_1",0,&shaderBuffer,&errorBuffer,0); if (FAILED(hr)) { //let's try 2.0 hr = D3DXCompileShader(code,len,0,0,"main","vs_2_0",0,&shaderBuffer,&errorBuffer,0); } if (FAILED(hr)) { //compilation error std::string hello = (char*)errorBuffer->GetBufferPointer(); hello += "\n\n"; hello += code; if (g_Config.bShowShaderErrors) MessageBox(0, hello.c_str(), "Error compiling vertex shader", MB_ICONERROR); vShader = 0; } else if (SUCCEEDED(hr)) { //create it HRESULT hr = E_FAIL; if (shaderBuffer) hr = D3D::dev->CreateVertexShader((DWORD *)shaderBuffer->GetBufferPointer(), &vShader); if (FAILED(hr) || vShader == 0) { if (g_Config.bShowShaderErrors) MessageBox(0,code,(char*)errorBuffer->GetBufferPointer(),MB_ICONERROR); } } //cleanup if (shaderBuffer) shaderBuffer->Release(); if (errorBuffer) errorBuffer->Release(); return vShader; } LPDIRECT3DPIXELSHADER9 CompilePShader(const char *code, int len) { LPD3DXBUFFER shaderBuffer = 0, errorBuffer = 0; LPDIRECT3DPIXELSHADER9 pShader = 0; static char *versions[6] = {"ERROR","ps_1_1","ps_1_4","ps_2_0","ps_3_0","ps_4_0"}; HRESULT hr = D3DXCompileShader(code,len,0,0, "main","ps_2_0", // Pixel Shader 2.0 is enough for all we do 0,&shaderBuffer,&errorBuffer,0); if (FAILED(hr)) { std::string hello = (char*)errorBuffer->GetBufferPointer(); hello += "\n\n"; hello += code; if (g_Config.bShowShaderErrors) MessageBox(0, hello.c_str(), "Error compiling pixel shader", MB_ICONERROR); pShader = 0; } else { //create it HRESULT hr = D3D::dev->CreatePixelShader((DWORD *)shaderBuffer->GetBufferPointer(), &pShader); if (FAILED(hr) || pShader == 0) { if (g_Config.bShowShaderErrors) MessageBox(0,"damn","error creating pixelshader",MB_ICONERROR); } } //cleanup if (shaderBuffer) shaderBuffer->Release(); if (errorBuffer) errorBuffer->Release(); return pShader; } }