92 lines
2.4 KiB
C++
92 lines
2.4 KiB
C++
#include <d3dx9.h>
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#include <string>
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#include "Globals.h"
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#include "D3DShader.h"
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namespace D3D
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{
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LPDIRECT3DVERTEXSHADER9 CompileVShader(const char *code, int len)
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{
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//try to compile
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LPD3DXBUFFER shaderBuffer = 0, errorBuffer = 0;
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LPDIRECT3DVERTEXSHADER9 vShader = 0;
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HRESULT hr = D3DXCompileShader(code,len,0,0,"main","vs_1_1",0,&shaderBuffer,&errorBuffer,0);
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if (FAILED(hr))
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{
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//let's try 2.0
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hr = D3DXCompileShader(code,len,0,0,"main","vs_2_0",0,&shaderBuffer,&errorBuffer,0);
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}
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if (FAILED(hr))
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{
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//compilation error
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std::string hello = (char*)errorBuffer->GetBufferPointer();
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hello += "\n\n";
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hello += code;
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if (g_Config.bShowShaderErrors)
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MessageBox(0, hello.c_str(), "Error compiling vertex shader", MB_ICONERROR);
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vShader = 0;
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}
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else if (SUCCEEDED(hr))
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{
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//create it
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HRESULT hr = E_FAIL;
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if (shaderBuffer)
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hr = D3D::dev->CreateVertexShader((DWORD *)shaderBuffer->GetBufferPointer(), &vShader);
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if (FAILED(hr) || vShader == 0)
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{
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if (g_Config.bShowShaderErrors)
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MessageBox(0,code,(char*)errorBuffer->GetBufferPointer(),MB_ICONERROR);
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}
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}
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//cleanup
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if (shaderBuffer)
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shaderBuffer->Release();
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if (errorBuffer)
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errorBuffer->Release();
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return vShader;
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}
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LPDIRECT3DPIXELSHADER9 CompilePShader(const char *code, int len)
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{
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LPD3DXBUFFER shaderBuffer = 0, errorBuffer = 0;
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LPDIRECT3DPIXELSHADER9 pShader = 0;
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static char *versions[6] = {"ERROR","ps_1_1","ps_1_4","ps_2_0","ps_3_0","ps_4_0"};
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HRESULT hr = D3DXCompileShader(code,len,0,0,
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"main","ps_2_0", // Pixel Shader 2.0 is enough for all we do
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0,&shaderBuffer,&errorBuffer,0);
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if (FAILED(hr))
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{
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std::string hello = (char*)errorBuffer->GetBufferPointer();
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hello += "\n\n";
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hello += code;
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if (g_Config.bShowShaderErrors)
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MessageBox(0, hello.c_str(), "Error compiling pixel shader", MB_ICONERROR);
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pShader = 0;
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}
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else
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{
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//create it
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HRESULT hr = D3D::dev->CreatePixelShader((DWORD *)shaderBuffer->GetBufferPointer(), &pShader);
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if (FAILED(hr) || pShader == 0)
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{
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if (g_Config.bShowShaderErrors)
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MessageBox(0,"damn","error creating pixelshader",MB_ICONERROR);
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}
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}
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//cleanup
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if (shaderBuffer)
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shaderBuffer->Release();
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if (errorBuffer)
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errorBuffer->Release();
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return pShader;
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}
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}
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