|
|
|
/*==LICENSE==*
|
|
|
|
|
|
|
|
CyanWorlds.com Engine - MMOG client, server and tools
|
|
|
|
Copyright (C) 2011 Cyan Worlds, Inc.
|
|
|
|
|
|
|
|
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, either version 3 of the License, or
|
|
|
|
(at your option) any later version.
|
|
|
|
|
|
|
|
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 for more details.
|
|
|
|
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
|
|
along with this program. If not, see <http://www.gnu.org/licenses/>.
|
|
|
|
|
|
|
|
Additional permissions under GNU GPL version 3 section 7
|
|
|
|
|
|
|
|
If you modify this Program, or any covered work, by linking or
|
|
|
|
combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
|
|
|
|
NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
|
|
|
|
JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
|
|
|
|
(or a modified version of those libraries),
|
|
|
|
containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
|
|
|
|
PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
|
|
|
|
JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
|
|
|
|
licensors of this Program grant you additional
|
|
|
|
permission to convey the resulting work. Corresponding Source for a
|
|
|
|
non-source form of such a combination shall include the source code for
|
|
|
|
the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
|
|
|
|
work.
|
|
|
|
|
|
|
|
You can contact Cyan Worlds, Inc. by email legal@cyan.com
|
|
|
|
or by snail mail at:
|
|
|
|
Cyan Worlds, Inc.
|
|
|
|
14617 N Newport Hwy
|
|
|
|
Mead, WA 99021
|
|
|
|
|
|
|
|
*==LICENSE==*/
|
|
|
|
#include "HeadSpin.h"
|
|
|
|
|
|
|
|
#include <D3d9.h>
|
|
|
|
#include <D3dx9core.h>
|
|
|
|
|
|
|
|
#include "hsTypes.h"
|
|
|
|
|
|
|
|
#include "plDXVertexShader.h"
|
|
|
|
|
|
|
|
#include "plSurface/plShader.h"
|
|
|
|
|
|
|
|
#include "plGBufferGroup.h"
|
|
|
|
#include "plDXPipeline.h"
|
|
|
|
|
|
|
|
plDXVertexShader::plDXVertexShader(plShader* owner)
|
|
|
|
: plDXShader(owner), fHandle(nil)
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
plDXVertexShader::~plDXVertexShader()
|
|
|
|
{
|
|
|
|
Release();
|
|
|
|
}
|
|
|
|
|
|
|
|
void plDXVertexShader::Release()
|
|
|
|
{
|
|
|
|
ReleaseObject(fHandle);
|
|
|
|
fHandle = nil;
|
|
|
|
fPipe = nil;
|
|
|
|
|
|
|
|
ISetError(nil);
|
|
|
|
}
|
|
|
|
|
|
|
|
hsBool plDXVertexShader::VerifyFormat(uint8_t format) const
|
|
|
|
{
|
|
|
|
return (fOwner->GetInputFormat() & format) == fOwner->GetInputFormat();
|
|
|
|
}
|
|
|
|
|
|
|
|
IDirect3DVertexShader9 *plDXVertexShader::GetShader(plDXPipeline* pipe)
|
|
|
|
{
|
|
|
|
HRESULT hr = S_OK;
|
|
|
|
if ( !fHandle )
|
|
|
|
{
|
|
|
|
if( FAILED(hr = ICreate(pipe)) )
|
|
|
|
return nil;
|
|
|
|
}
|
|
|
|
|
|
|
|
if( FAILED(hr = ISetConstants(pipe)) )
|
|
|
|
return nil;
|
|
|
|
|
|
|
|
return fHandle;
|
|
|
|
}
|
|
|
|
|
|
|
|
HRESULT plDXVertexShader::ICreate(plDXPipeline* pipe)
|
|
|
|
{
|
|
|
|
fHandle = nil; // in case something goes wrong.
|
|
|
|
fPipe = nil;
|
|
|
|
ISetError(nil);
|
|
|
|
|
|
|
|
#ifdef HS_DEBUGGING
|
|
|
|
DWORD flags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
|
|
|
|
#else // HS_DEBUGGING
|
|
|
|
DWORD flags = 0;
|
|
|
|
#endif // HS_DEBUGGING
|
|
|
|
|
|
|
|
// We could store the compiled buffer and skip the assembly step
|
|
|
|
// if we need to recreate the shader (e.g. on device lost).
|
|
|
|
// But whatever.
|
|
|
|
DWORD* shaderCodes = nil;
|
|
|
|
|
|
|
|
HRESULT hr = S_OK;
|
|
|
|
if( plShaderTable::LoadFromFile() || !fOwner->GetDecl()->GetCodes() )
|
|
|
|
{
|
|
|
|
if( fOwner->GetDecl()->GetFileName() )
|
|
|
|
{
|
|
|
|
LPD3DXBUFFER compiledShader = nil;
|
|
|
|
LPD3DXBUFFER compilationErrors = nil;
|
|
|
|
|
|
|
|
hr = D3DXAssembleShaderFromFile(
|
|
|
|
fOwner->GetDecl()->GetFileName(),
|
|
|
|
NULL, NULL, flags,
|
|
|
|
&compiledShader,
|
|
|
|
&compilationErrors);
|
|
|
|
|
|
|
|
if( FAILED(hr) )
|
|
|
|
{
|
|
|
|
return IOnError(hr, compilationErrors ? (char*)compilationErrors->GetBufferPointer() : "File not found");
|
|
|
|
}
|
|
|
|
|
|
|
|
shaderCodes = (DWORD*)(compiledShader->GetBufferPointer());
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if( !shaderCodes )
|
|
|
|
{
|
|
|
|
shaderCodes = (DWORD*)(fOwner->GetDecl()->GetCodes());
|
|
|
|
}
|
|
|
|
if( !shaderCodes )
|
|
|
|
return IOnError(-1, "No file and no compiled codes");
|
|
|
|
|
|
|
|
hr = pipe->GetD3DDevice()->CreateVertexShader(shaderCodes, &fHandle);
|
|
|
|
|
|
|
|
if( FAILED(hr) )
|
|
|
|
return IOnError(hr, "Error on CreateVertexShader");
|
|
|
|
|
|
|
|
hsAssert(fHandle, "No error, but no vertex shader handle. Grrrr.");
|
|
|
|
|
|
|
|
fPipe = pipe;
|
|
|
|
|
|
|
|
return S_OK;
|
|
|
|
}
|
|
|
|
|
|
|
|
HRESULT plDXVertexShader::ISetConstants(plDXPipeline* pipe)
|
|
|
|
{
|
|
|
|
hsAssert(fHandle, "Vertex shader called to set constants without initialization");
|
|
|
|
if( fOwner->GetNumConsts() )
|
|
|
|
{
|
|
|
|
HRESULT hr = pipe->GetD3DDevice()->SetVertexShaderConstantF(0,
|
|
|
|
(float*)fOwner->GetConstBasePtr(),
|
|
|
|
fOwner->GetNumConsts());
|
|
|
|
if( FAILED(hr) )
|
|
|
|
return IOnError(hr, "Failure setting vertex shader constants");
|
|
|
|
}
|
|
|
|
|
|
|
|
return S_OK;
|
|
|
|
}
|
|
|
|
|