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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 "Wm5Texture1DEffect.h"
#include "Wm5PVWMatrixConstant.h"
using namespace Wm5;
WM5_IMPLEMENT_RTTI(Wm5, VisualEffect, Texture1DEffect);
WM5_IMPLEMENT_STREAM(Texture1DEffect);
WM5_IMPLEMENT_FACTORY(Texture1DEffect);
WM5_IMPLEMENT_DEFAULT_NAMES(VisualEffect, Texture1DEffect);
//----------------------------------------------------------------------------
Texture1DEffect::Texture1DEffect (Shader::SamplerFilter filter,
Shader::SamplerCoordinate coordinate)
{
VertexShader* vshader = new0 VertexShader("Wm5.Texture1D",
2, 2, 1, 0, false);
vshader->SetInput(0, "modelPosition", Shader::VT_FLOAT3,
Shader::VS_POSITION);
vshader->SetInput(1, "modelTCoord", Shader::VT_FLOAT1,
Shader::VS_TEXCOORD0);
vshader->SetOutput(0, "clipPosition", Shader::VT_FLOAT4,
Shader::VS_POSITION);
vshader->SetOutput(1, "vertexTCoord", Shader::VT_FLOAT1,
Shader::VS_TEXCOORD0);
vshader->SetConstant(0, "PVWMatrix", 4);
vshader->SetBaseRegisters(msVRegisters);
vshader->SetPrograms(msVPrograms);
PixelShader* pshader = new0 PixelShader("Wm5.Texture1D",
1, 1, 0, 1, false);
pshader->SetInput(0, "vertexTCoord", Shader::VT_FLOAT1,
Shader::VS_TEXCOORD0);
pshader->SetOutput(0, "pixelColor", Shader::VT_FLOAT4,
Shader::VS_COLOR0);
pshader->SetSampler(0, "BaseSampler", Shader::ST_2D);
pshader->SetFilter(0, filter);
pshader->SetCoordinate(0, 0, coordinate);
pshader->SetTextureUnits(msPTextureUnits);
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);
}
//----------------------------------------------------------------------------
Texture1DEffect::~Texture1DEffect ()
{
}
//----------------------------------------------------------------------------
PixelShader* Texture1DEffect::GetPixelShader () const
{
return mTechniques[0]->GetPass(0)->GetPixelShader();
}
//----------------------------------------------------------------------------
VisualEffectInstance* Texture1DEffect::CreateInstance (Texture1D* texture)
const
{
VisualEffectInstance* instance = new0 VisualEffectInstance(this, 0);
instance->SetVertexConstant(0, 0, new0 PVWMatrixConstant());
instance->SetPixelTexture(0, 0, texture);
Shader::SamplerFilter filter = GetPixelShader()->GetFilter(0);
if (filter != Shader::SF_NEAREST && filter != Shader::SF_LINEAR
&& !texture->HasMipmaps())
{
texture->GenerateMipmaps();
}
return instance;
}
//----------------------------------------------------------------------------
VisualEffectInstance* Texture1DEffect::CreateUniqueInstance (
Texture1D* texture, Shader::SamplerFilter filter,
Shader::SamplerCoordinate coordinate)
{
Texture1DEffect* effect = new0 Texture1DEffect();
PixelShader* pshader = effect->GetPixelShader();
pshader->SetFilter(0, filter);
pshader->SetCoordinate(0, 0, coordinate);
return effect->CreateInstance(texture);
}
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
// Streaming support.
//----------------------------------------------------------------------------
Texture1DEffect::Texture1DEffect (LoadConstructor value)
:
VisualEffect(value)
{
}
//----------------------------------------------------------------------------
void Texture1DEffect::Load (InStream& source)
{
WM5_BEGIN_DEBUG_STREAM_LOAD(source);
VisualEffect::Load(source);
WM5_END_DEBUG_STREAM_LOAD(Texture1DEffect, source);
}
//----------------------------------------------------------------------------
void Texture1DEffect::Link (InStream& source)
{
VisualEffect::Link(source);
}
//----------------------------------------------------------------------------
void Texture1DEffect::PostLink ()
{
VisualEffect::PostLink();
VisualPass* pass = mTechniques[0]->GetPass(0);
VertexShader* vshader = pass->GetVertexShader();
PixelShader* pshader = pass->GetPixelShader();
vshader->SetBaseRegisters(msVRegisters);
vshader->SetPrograms(msVPrograms);
pshader->SetTextureUnits(msPTextureUnits);
pshader->SetPrograms(msPPrograms);
}
//----------------------------------------------------------------------------
bool Texture1DEffect::Register (OutStream& target) const
{
return VisualEffect::Register(target);
}
//----------------------------------------------------------------------------
void Texture1DEffect::Save (OutStream& target) const
{
WM5_BEGIN_DEBUG_STREAM_SAVE(target);
VisualEffect::Save(target);
WM5_END_DEBUG_STREAM_SAVE(Texture1DEffect, target);
}
//----------------------------------------------------------------------------
int Texture1DEffect::GetStreamingSize () const
{
return VisualEffect::GetStreamingSize();
}
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
// Profiles.
//----------------------------------------------------------------------------
int Texture1DEffect::msDx9VRegisters[1] = { 0 };
int Texture1DEffect::msOglVRegisters[1] = { 1 };
int* Texture1DEffect::msVRegisters[Shader::MAX_PROFILES] =
{
0,
msDx9VRegisters,
msDx9VRegisters,
msDx9VRegisters,
msOglVRegisters
};
std::string Texture1DEffect::msVPrograms[Shader::MAX_PROFILES] =
{
// VP_NONE
"",
// VP_VS_1_1
"vs_1_1\n"
"def c4, 1.00000000, 0, 0, 0\n"
"dcl_position0 v0\n"
"dcl_texcoord0 v1\n"
"mov r0.w, c4.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"
"mov oT0.x, v1\n",
// VP_VS_2_0
"vs_2_0\n"
"def c4, 1.00000000, 0, 0, 0\n"
"dcl_position0 v0\n"
"dcl_texcoord0 v1\n"
"mov r0.w, c4.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"
"mov oT0.x, v1\n",
// VP_VS_3_0
"vs_3_0\n"
"dcl_position o0\n"
"dcl_texcoord0 o1\n"
"def c4, 1.00000000, 0, 0, 0\n"
"dcl_position0 v0\n"
"dcl_texcoord0 v1\n"
"mov r0.w, c4.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"
"mov o1.x, v1\n",
// VP_ARBVP1
"!!ARBvp1.0\n"
"PARAM c[5] = { { 1 }, program.local[1..4] };\n"
"TEMP R0;\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"
"MOV result.texcoord[0].x, vertex.texcoord[0];\n"
"END\n"
};
int Texture1DEffect::msAllPTextureUnits[1] = { 0 };
int* Texture1DEffect::msPTextureUnits[Shader::MAX_PROFILES] =
{
0,
msAllPTextureUnits,
msAllPTextureUnits,
msAllPTextureUnits,
msAllPTextureUnits
};
std::string Texture1DEffect::msPPrograms[Shader::MAX_PROFILES] =
{
// PP_NONE
"",
// PP_PS_1_1
"ps.1.1\n"
"tex t0\n"
"mov r0, t0\n",
// PP_PS_2_0
"ps_2_0\n"
"dcl_2d s0\n"
"def c0, 0.50000000, 0, 0, 0\n"
"dcl t0.x\n"
"mov r0.y, c0.x\n"
"mov r0.x, t0\n"
"texld r0, r0, s0\n"
"mov oC0, r0\n",
// PP_PS_3_0
"ps_3_0\n"
"dcl_2d s0\n"
"def c0, 0.50000000, 0, 0, 0\n"
"dcl_texcoord0 v0.x\n"
"mov r0.y, c0.x\n"
"mov r0.x, v0\n"
"texld r0, r0, s0\n"
"mov oC0, r0\n",
// PP_ARBFP1
"!!ARBfp1.0\n"
"TEX result.color, fragment.texcoord[0], texture[0], 1D;\n"
"END\n"
};
//----------------------------------------------------------------------------
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