// Copyright (C) 2003 Dolphin Project. // 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, version 2.0. // 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 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official SVN repository and contact information can be found at // http://code.google.com/p/dolphin-emu/ #ifndef GCOGL_VERTEXSHADER_H #define GCOGL_VERTEXSHADER_H #include #include "XFMemory.h" #include "VideoCommon.h" #define SHADER_POSMTX_ATTRIB 1 #define SHADER_NORM1_ATTRIB 6 #define SHADER_NORM2_ATTRIB 7 // shader variables #define I_POSNORMALMATRIX "cpnmtx" #define I_PROJECTION "cproj" #define I_MATERIALS "cmtrl" #define I_LIGHTS "clights" #define I_TEXMATRICES "ctexmtx" #define I_TRANSFORMMATRICES "ctrmtx" #define I_NORMALMATRICES "cnmtx" #define I_POSTTRANSFORMMATRICES "cpostmtx" #define I_DEPTHPARAMS "cDepth" // farZ, zRange, scaled viewport width, scaled viewport height #define C_POSNORMALMATRIX 0 #define C_PROJECTION (C_POSNORMALMATRIX + 6) #define C_MATERIALS (C_PROJECTION + 4) #define C_LIGHTS (C_MATERIALS + 4) #define C_TEXMATRICES (C_LIGHTS + 40) #define C_TRANSFORMMATRICES (C_TEXMATRICES + 24) #define C_NORMALMATRICES (C_TRANSFORMMATRICES + 64) #define C_POSTTRANSFORMMATRICES (C_NORMALMATRICES + 32) #define C_DEPTHPARAMS (C_POSTTRANSFORMMATRICES + 64) #define C_VENVCONST_END (C_DEPTHPARAMS + 4) // TODO: Need packing? struct uid_data { u32 components; u32 numColorChans : 2; u32 numTexGens : 4; struct { u32 projection : 1; // XF_TEXPROJ_X u32 inputform : 2; // XF_TEXINPUT_X u32 texgentype : 3; // XF_TEXGEN_X u32 sourcerow : 5; // XF_SRCGEOM_X u32 embosssourceshift : 3; // what generated texcoord to use u32 embosslightshift : 3; // light index that is used } texMtxInfo[8]; struct { u32 index : 6; // base row of dual transform matrix u32 normalize : 1; // normalize before send operation } postMtxInfo[8]; struct { u32 enabled : 1; } dualTexTrans; struct { u32 matsource : 1; u32 enablelighting : 1; u32 ambsource : 1; u32 diffusefunc : 2; u32 attnfunc : 2; u32 light_mask : 8; } lit_chans[4]; }; class ShaderUid { public: ShaderUid() { memset(values, 0, sizeof(values)); } void Write(const char* fmt, ...) {} const char* GetBuffer() { return NULL; } void SetBuffer(char* buffer) { } bool operator == (const ShaderUid& obj) const { return memcmp(this->values, obj.values, sizeof(values)) == 0; } // TODO: Store last frame used and order by that? makes much more sense anyway... bool operator < (const ShaderUid& obj) const { for (int i = 0; i < 24; ++i) { if (this->values[i] < obj.values[i]) return true; else if (this->values[i] > obj.values[i]) return false; } return false; } uid_data& GetUidData() { return data; } private: union { uid_data data; u32 values[24]; // TODO: Length? }; }; class ShaderCode { public: ShaderCode() : buf(NULL), write_ptr(NULL) { } void Write(const char* fmt, ...) { va_list arglist; va_start(arglist, fmt); write_ptr += vsprintf(write_ptr, fmt, arglist); va_end(arglist); } const char* GetBuffer() { return buf; } void SetBuffer(char* buffer) { buf = buffer; write_ptr = buffer; } uid_data& GetUidData() { return *(uid_data*)NULL; } private: const char* buf; char* write_ptr; }; void GenerateShaderUid(ShaderUid& object, u32 components, API_TYPE api_type); void GenerateShaderCode(ShaderCode& object, u32 components, API_TYPE api_type); #endif // GCOGL_VERTEXSHADER_H