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168 lines
4.9 KiB
168 lines
4.9 KiB
/*==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 "HeadSpin.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 "plDXVertexShader.h" |
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#include "plSurface/plShader.h" |
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#include "plPipeline/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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bool plDXVertexShader::VerifyFormat(uint8_t 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 |
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? reinterpret_cast<const char *>(compilationErrors->GetBufferPointer()) |
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: "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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