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169 lines
4.4 KiB
169 lines
4.4 KiB
4 years ago
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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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#include "hsConfig.h"
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#include "hsWindows.h"
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#include <D3d9.h>
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#include <D3dx9core.h>
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#include "hsTypes.h"
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#include "plDXVertexShader.h"
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#include "../plSurface/plShader.h"
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#include "plGBufferGroup.h"
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#include "plDXPipeline.h"
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plDXVertexShader::plDXVertexShader(plShader* owner)
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: plDXShader(owner), fHandle(nil)
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{
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}
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plDXVertexShader::~plDXVertexShader()
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{
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Release();
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}
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void plDXVertexShader::Release()
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{
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ReleaseObject(fHandle);
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fHandle = nil;
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fPipe = nil;
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ISetError(nil);
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}
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hsBool plDXVertexShader::VerifyFormat(UInt8 format) const
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{
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return (fOwner->GetInputFormat() & format) == fOwner->GetInputFormat();
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}
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IDirect3DVertexShader9 *plDXVertexShader::GetShader(plDXPipeline* pipe)
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{
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HRESULT hr = S_OK;
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if ( !fHandle )
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{
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if( FAILED(hr = ICreate(pipe)) )
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return nil;
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}
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if( FAILED(hr = ISetConstants(pipe)) )
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return nil;
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return fHandle;
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}
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HRESULT plDXVertexShader::ICreate(plDXPipeline* pipe)
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{
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fHandle = nil; // in case something goes wrong.
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fPipe = nil;
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ISetError(nil);
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#ifdef HS_DEBUGGING
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DWORD flags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
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#else // HS_DEBUGGING
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DWORD flags = 0;
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#endif // HS_DEBUGGING
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// We could store the compiled buffer and skip the assembly step
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// if we need to recreate the shader (e.g. on device lost).
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// But whatever.
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DWORD* shaderCodes = nil;
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HRESULT hr = S_OK;
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if( plShaderTable::LoadFromFile() || !fOwner->GetDecl()->GetCodes() )
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{
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if( fOwner->GetDecl()->GetFileName() )
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{
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LPD3DXBUFFER compiledShader = nil;
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LPD3DXBUFFER compilationErrors = nil;
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hr = D3DXAssembleShaderFromFile(
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fOwner->GetDecl()->GetFileName(),
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NULL, NULL, flags,
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&compiledShader,
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&compilationErrors);
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if( FAILED(hr) )
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{
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return IOnError(hr, compilationErrors ? (char*)compilationErrors->GetBufferPointer() : "File not found");
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}
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shaderCodes = (DWORD*)(compiledShader->GetBufferPointer());
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}
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}
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if( !shaderCodes )
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{
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shaderCodes = (DWORD*)(fOwner->GetDecl()->GetCodes());
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}
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if( !shaderCodes )
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return IOnError(-1, "No file and no compiled codes");
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hr = pipe->GetD3DDevice()->CreateVertexShader(shaderCodes, &fHandle);
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if( FAILED(hr) )
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return IOnError(hr, "Error on CreateVertexShader");
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hsAssert(fHandle, "No error, but no vertex shader handle. Grrrr.");
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fPipe = pipe;
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return S_OK;
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}
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HRESULT plDXVertexShader::ISetConstants(plDXPipeline* pipe)
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{
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hsAssert(fHandle, "Vertex shader called to set constants without initialization");
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if( fOwner->GetNumConsts() )
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{
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HRESULT hr = pipe->GetD3DDevice()->SetVertexShaderConstantF(0,
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(float*)fOwner->GetConstBasePtr(),
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fOwner->GetNumConsts());
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if( FAILED(hr) )
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return IOnError(hr, "Failure setting vertex shader constants");
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}
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return S_OK;
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}
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