File: Wm5LightAmbEffect.cpp

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// Geometric Tools, LLC
// Copyright (c) 1998-2014
// Distributed under the Boost Software License, Version 1.0.
// http://www.boost.org/LICENSE_1_0.txt
// http://www.geometrictools.com/License/Boost/LICENSE_1_0.txt
//
// File Version: 5.0.0 (2010/01/01)

#include "Wm5GraphicsPCH.h"
#include "Wm5LightAmbEffect.h"
#include "Wm5MaterialEmissiveConstant.h"
#include "Wm5MaterialAmbientConstant.h"
#include "Wm5LightAmbientConstant.h"
#include "Wm5LightAttenuationConstant.h"
#include "Wm5PVWMatrixConstant.h"
using namespace Wm5;

WM5_IMPLEMENT_RTTI(Wm5, VisualEffect, LightAmbEffect);
WM5_IMPLEMENT_STREAM(LightAmbEffect);
WM5_IMPLEMENT_FACTORY(LightAmbEffect);
WM5_IMPLEMENT_DEFAULT_NAMES(VisualEffect, LightAmbEffect);

//----------------------------------------------------------------------------
LightAmbEffect::LightAmbEffect ()
{
    VertexShader* vshader = new0 VertexShader("Wm5.LightAmb",
        1, 2, 5, 0, false);
    vshader->SetInput(0, "modelPosition", Shader::VT_FLOAT3,
        Shader::VS_POSITION);
    vshader->SetOutput(0, "clipPosition", Shader::VT_FLOAT4,
        Shader::VS_POSITION);
    vshader->SetOutput(1, "vertexColor", Shader::VT_FLOAT4,
        Shader::VS_COLOR0);
    vshader->SetConstant(0, "PVWMatrix", 4);
    vshader->SetConstant(1, "MaterialEmissive", 1);
    vshader->SetConstant(2, "MaterialAmbient", 1);
    vshader->SetConstant(3, "LightAmbient", 1);
    vshader->SetConstant(4, "LightAttenuation", 1);
    vshader->SetBaseRegisters(msVRegisters);
    vshader->SetPrograms(msVPrograms);

    PixelShader* pshader = new0 PixelShader("Wm5.LightAmb",
        1, 1, 0, 0, false);
    pshader->SetInput(0, "vertexColor", Shader::VT_FLOAT4,
        Shader::VS_COLOR0);
    pshader->SetOutput(0, "pixelColor", Shader::VT_FLOAT4,
        Shader::VS_COLOR0);
    pshader->SetPrograms(msPPrograms);

    VisualPass* pass = new0 VisualPass();
    pass->SetVertexShader(vshader);
    pass->SetPixelShader(pshader);
    pass->SetAlphaState(new0 AlphaState());
    pass->SetCullState(new0 CullState());
    pass->SetDepthState(new0 DepthState());
    pass->SetOffsetState(new0 OffsetState());
    pass->SetStencilState(new0 StencilState());
    pass->SetWireState(new0 WireState());

    VisualTechnique* technique = new0 VisualTechnique();
    technique->InsertPass(pass);
    InsertTechnique(technique);
}
//----------------------------------------------------------------------------
LightAmbEffect::~LightAmbEffect ()
{
}
//----------------------------------------------------------------------------
VisualEffectInstance* LightAmbEffect::CreateInstance (Light* light,
    Material* material) const
{
    VisualEffectInstance* instance = new0 VisualEffectInstance(this, 0);
    instance->SetVertexConstant(0, 0, new0 PVWMatrixConstant());
    instance->SetVertexConstant(0, 1,
        new0 MaterialEmissiveConstant(material));
    instance->SetVertexConstant(0, 2,
        new0 MaterialAmbientConstant(material));
    instance->SetVertexConstant(0, 3,
        new0 LightAmbientConstant(light));
    instance->SetVertexConstant(0, 4,
        new0 LightAttenuationConstant(light));
    return instance;
}
//----------------------------------------------------------------------------
VisualEffectInstance* LightAmbEffect::CreateUniqueInstance (Light* light,
    Material* material)
{
    LightAmbEffect* effect = new0 LightAmbEffect();
    return effect->CreateInstance(light, material);
}
//----------------------------------------------------------------------------

//----------------------------------------------------------------------------
// Streaming support.
//----------------------------------------------------------------------------
LightAmbEffect::LightAmbEffect (LoadConstructor value)
    :
    VisualEffect(value)
{
}
//----------------------------------------------------------------------------
void LightAmbEffect::Load (InStream& source)
{
    WM5_BEGIN_DEBUG_STREAM_LOAD(source);

    VisualEffect::Load(source);

    WM5_END_DEBUG_STREAM_LOAD(LightAmbEffect, source);
}
//----------------------------------------------------------------------------
void LightAmbEffect::Link (InStream& source)
{
    VisualEffect::Link(source);
}
//----------------------------------------------------------------------------
void LightAmbEffect::PostLink ()
{
    VisualEffect::PostLink();

    VisualPass* pass = mTechniques[0]->GetPass(0);
    VertexShader* vshader = pass->GetVertexShader();
    PixelShader* pshader = pass->GetPixelShader();
    vshader->SetBaseRegisters(msVRegisters);
    vshader->SetPrograms(msVPrograms);
    pshader->SetPrograms(msPPrograms);
}
//----------------------------------------------------------------------------
bool LightAmbEffect::Register (OutStream& target) const
{
    return VisualEffect::Register(target);
}
//----------------------------------------------------------------------------
void LightAmbEffect::Save (OutStream& target) const
{
    WM5_BEGIN_DEBUG_STREAM_SAVE(target);

    VisualEffect::Save(target);

    WM5_END_DEBUG_STREAM_SAVE(LightAmbEffect, target);
}
//----------------------------------------------------------------------------
int LightAmbEffect::GetStreamingSize () const
{
    return VisualEffect::GetStreamingSize();
}
//----------------------------------------------------------------------------

//----------------------------------------------------------------------------
// Profiles.
//----------------------------------------------------------------------------
int LightAmbEffect::msDx9VRegisters[5] = { 0, 4, 5, 6, 7 };
int LightAmbEffect::msOglVRegisters[5] = { 1, 5, 6, 7, 8 };
int* LightAmbEffect::msVRegisters[Shader::MAX_PROFILES] =
{
    0,
    msDx9VRegisters,
    msDx9VRegisters,
    msDx9VRegisters,
    msOglVRegisters
};

std::string LightAmbEffect::msVPrograms[Shader::MAX_PROFILES] =
{
    // VP_NONE
    "",

    // VP_VS_1_1
    "vs_1_1\n"
    "def c8, 1.00000000, 0, 0, 0\n"
    "dcl_position0 v0\n"
    "mov r1.x, c7.w\n"
    "mul r1.xyz, c6, r1.x\n"
    "mul r1.xyz, r1, c5\n"
    "mov r0.w, c8.x\n"
    "mov r0.xyz, v0\n"
    "dp4 oPos.w, r0, c3\n"
    "dp4 oPos.z, r0, c2\n"
    "dp4 oPos.y, r0, c1\n"
    "dp4 oPos.x, r0, c0\n"
    "add oD0.xyz, r1, c4\n"
    "mov oD0.w, c8.x\n",

    // VP_VS_2_0
    "vs_2_0\n"
    "def c8, 1.00000000, 0, 0, 0\n"
    "dcl_position v0\n"
    "mov r1.x, c7.w\n"
    "mul r1.xyz, c6, r1.x\n"
    "mul r1.xyz, r1, c5\n"
    "mov r0.w, c8.x\n"
    "mov r0.xyz, v0\n"
    "dp4 oPos.w, r0, c3\n"
    "dp4 oPos.z, r0, c2\n"
    "dp4 oPos.y, r0, c1\n"
    "dp4 oPos.x, r0, c0\n"
    "add oD0.xyz, r1, c4\n"
    "mov oD0.w, c8.x\n",

    // VP_VS_3_0
    "vs_3_0\n"
    "dcl_position o0\n"
    "dcl_color0 o1\n"
    "def c8, 1.00000000, 0, 0, 0\n"
    "dcl_position0 v0\n"
    "mov r1.x, c7.w\n"
    "mul r1.xyz, c6, r1.x\n"
    "mul r1.xyz, r1, c5\n"
    "mov r0.w, c8.x\n"
    "mov r0.xyz, v0\n"
    "dp4 o0.w, r0, c3\n"
    "dp4 o0.z, r0, c2\n"
    "dp4 o0.y, r0, c1\n"
    "dp4 o0.x, r0, c0\n"
    "add o1.xyz, r1, c4\n"
    "mov o1.w, c8.x\n",

    // VP_ARBVP1
    "!!ARBvp1.0\n"
    "PARAM c[9] = { { 1 }, program.local[1..8] };\n"
    "TEMP R0;\n"
    "TEMP R1;\n"
    "MOV R1.xyz, c[7];\n"
    "MUL R1.xyz, R1, c[8].w;\n"
    "MUL R1.xyz, R1, c[6];\n"
    "MOV R0.w, c[0].x;\n"
    "MOV R0.xyz, vertex.position;\n"
    "DP4 result.position.w, R0, c[4];\n"
    "DP4 result.position.z, R0, c[3];\n"
    "DP4 result.position.y, R0, c[2];\n"
    "DP4 result.position.x, R0, c[1];\n"
    "ADD result.color.xyz, R1, c[5];\n"
    "MOV result.color.w, c[0].x;\n"
    "END\n"
};

std::string LightAmbEffect::msPPrograms[Shader::MAX_PROFILES] =
{
    // PP_NONE
    "",

    // PP_PS_1_1
    "ps.1.1\n"
    "mov r0, v0\n",

    // PP_PS_2_0
    "ps_2_0\n"
    "dcl v0\n"
    "mov oC0, v0\n",

    // PP_PS_3_0
    "ps_3_0\n"
    "dcl_color0 v0\n"
    "mov oC0, v0\n",

    // PP_ARBFP1
    "!!ARBfp1.0\n"
    "MOV result.color, fragment.color.primary;\n"
    "END\n"
};
//----------------------------------------------------------------------------