mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2024-11-15 22:09:19 -07:00
775dc8a9c0
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4 8ced0084-cf51-0410-be5f-012b33b47a6e
120 lines
2.7 KiB
C++
120 lines
2.7 KiB
C++
#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)
|
|
{
|
|
|
|
}
|