forked from dolphin-emu/dolphin
		
	git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3234 8ced0084-cf51-0410-be5f-012b33b47a6e
		
			
				
	
	
		
			101 lines
		
	
	
		
			2.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			101 lines
		
	
	
		
			2.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// Copyright (C) 2003-2008 Dolphin Project.
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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, version 2.0.
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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 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#ifndef GCOGL_VERTEXSHADER_H
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#define GCOGL_VERTEXSHADER_H
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#include "XFMemory.h"
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#define SHADER_POSMTX_ATTRIB 1
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#define SHADER_NORM1_ATTRIB 6
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#define SHADER_NORM2_ATTRIB 7
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// shader variables
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#define I_POSNORMALMATRIX "cpnmtx"
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#define I_PROJECTION "cproj"
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#define I_MATERIALS "cmtrl"
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#define I_LIGHTS "clights"
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#define I_TEXMATRICES "ctexmtx"
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#define I_TRANSFORMMATRICES "ctrmtx"
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#define I_NORMALMATRICES "cnmtx"
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#define I_POSTTRANSFORMMATRICES "cpostmtx"
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#define I_FOGPARAMS "cfog"
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#define C_POSNORMALMATRIX 0
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#define C_PROJECTION (C_POSNORMALMATRIX+6)
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#define C_MATERIALS (C_PROJECTION+4)
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#define C_LIGHTS (C_MATERIALS+4)
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#define C_TEXMATRICES (C_LIGHTS+40)
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#define C_TRANSFORMMATRICES (C_TEXMATRICES+24)
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#define C_NORMALMATRICES (C_TRANSFORMMATRICES+64)
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#define C_POSTTRANSFORMMATRICES (C_NORMALMATRICES+32)
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#define C_FOGPARAMS (C_POSTTRANSFORMMATRICES+64)
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class VERTEXSHADERUID
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{
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public:
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	u32 values[9];
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	VERTEXSHADERUID() {
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		memset(values, 0, sizeof(values));		
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	}
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	VERTEXSHADERUID(const VERTEXSHADERUID& r) {
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		for (size_t i = 0; i < sizeof(values) / sizeof(u32); ++i) 
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			values[i] = r.values[i]; 
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	}
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	int GetNumValues() const {
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		return (((values[0] >> 23) & 0xf)*3 + 3)/4 + 3; // numTexGens*3/4+1
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	}
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	bool operator <(const VERTEXSHADERUID& _Right) const
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	{
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		if (values[0] < _Right.values[0])
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			return true;
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		else if (values[0] > _Right.values[0])
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			return false;
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		int N = GetNumValues();
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		for (int i = 1; i < N; ++i) {
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			if (values[i] < _Right.values[i])
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				return true;
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			else if (values[i] > _Right.values[i])
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				return false;
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		}
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		return false;
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	}
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	bool operator ==(const VERTEXSHADERUID& _Right) const
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	{
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		if (values[0] != _Right.values[0])
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			return false;
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		int N = GetNumValues();
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		for (int i = 1; i < N; ++i) {
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			if (values[i] != _Right.values[i])
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				return false;
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		}
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		return true;
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	}
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};
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const char *GenerateVertexShader(u32 components);
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void GetVertexShaderId(VERTEXSHADERUID& vid, u32 components);
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#endif
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