Some renaming

This commit is contained in:
Henrik Rydgard 2014-09-10 13:48:55 +02:00
parent bf7a4f9097
commit 8bca420c0a
2 changed files with 52 additions and 52 deletions

View File

@ -209,7 +209,7 @@ LinkedShaderDX9::~LinkedShaderDX9() {
// glDeleteProgram(program);
}
void PSShader::SetColorUniform3(int creg, u32 color) {
void PSShader::PSSetColorUniform3(int creg, u32 color) {
const float col[4] = {
((color & 0xFF)) / 255.0f,
((color & 0xFF00) >> 8) / 255.0f,
@ -219,7 +219,7 @@ void PSShader::SetColorUniform3(int creg, u32 color) {
pD3Ddevice->SetPixelShaderConstantF(creg, col, 1);
}
void PSShader::SetColorUniform3Alpha255(int creg, u32 color, u8 alpha) {
void PSShader::PSSetColorUniform3Alpha255(int creg, u32 color, u8 alpha) {
const float col[4] = {
(float)((color & 0xFF)),
(float)((color & 0xFF00) >> 8),
@ -229,12 +229,12 @@ void PSShader::SetColorUniform3Alpha255(int creg, u32 color, u8 alpha) {
pD3Ddevice->SetPixelShaderConstantF(creg, col, 1);
}
void VSShader::SetFloat(int creg, float value) {
void VSShader::VSSetFloat(int creg, float value) {
const float f[4] = { value, 0.0f, 0.0f, 0.0f };
pD3Ddevice->SetVertexShaderConstantF(creg, f, 1);
}
void VSShader::SetFloatArray(int creg, const float *value, int count) {
void VSShader::VSSetFloatArray(int creg, const float *value, int count) {
float f[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
for (int i = 0; i < count; i++) {
f[i] = value[i];
@ -243,7 +243,7 @@ void VSShader::SetFloatArray(int creg, const float *value, int count) {
}
// Utility
void VSShader::SetColorUniform3(int creg, u32 color) {
void VSShader::VSSetColorUniform3(int creg, u32 color) {
const float col[4] = {
((color & 0xFF)) / 255.0f,
((color & 0xFF00) >> 8) / 255.0f,
@ -253,14 +253,14 @@ void VSShader::SetColorUniform3(int creg, u32 color) {
pD3Ddevice->SetVertexShaderConstantF(creg, col, 1);
}
void VSShader::SetFloat24Uniform3(int creg, const u32 data[3]) {
void VSShader::VSSetFloat24Uniform3(int creg, const u32 data[3]) {
const u32 col[4] = {
data[0] >> 8, data[1] >> 8, data[2] >> 8, 0
};
pD3Ddevice->SetVertexShaderConstantF(creg, (const float *)&col[0], 1);
}
void VSShader::SetColorUniform3Alpha(int creg, u32 color, u8 alpha) {
void VSShader::VSSetColorUniform3Alpha(int creg, u32 color, u8 alpha) {
const float col[4] = {
((color & 0xFF)) / 255.0f,
((color & 0xFF00) >> 8) / 255.0f,
@ -270,7 +270,7 @@ void VSShader::SetColorUniform3Alpha(int creg, u32 color, u8 alpha) {
pD3Ddevice->SetVertexShaderConstantF(creg, col, 1);
}
void VSShader::SetColorUniform3ExtraFloat(int creg, u32 color, float extra) {
void VSShader::VSSetColorUniform3ExtraFloat(int creg, u32 color, float extra) {
const float col[4] = {
((color & 0xFF)) / 255.0f,
((color & 0xFF00) >> 8) / 255.0f,
@ -281,13 +281,13 @@ void VSShader::SetColorUniform3ExtraFloat(int creg, u32 color, float extra) {
}
// Utility
void VSShader::SetMatrix4x3(int creg, const float *m4x3) {
void VSShader::VSSetMatrix4x3(int creg, const float *m4x3) {
float m4x4[16];
ConvertMatrix4x3To4x4Transposed(m4x4, m4x3);
pD3Ddevice->SetVertexShaderConstantF(creg, m4x4, 4);
}
void VSShader::SetMatrix(int creg, const float* pMatrix) {
void VSShader::VSSetMatrix(int creg, const float* pMatrix) {
float transp[16];
Transpose4x4(transp, pMatrix);
pD3Ddevice->SetVertexShaderConstantF(creg, transp, 4);
@ -304,8 +304,8 @@ void ConvertProjMatrixToD3D(Matrix4x4 & in, bool invert) {
void LinkedShaderDX9::updateUniforms() {
if (dirtyUniforms) {
m_fs->updateUniforms(dirtyUniforms);
m_vs->updateUniforms(dirtyUniforms);
m_fs->PSUpdateUniforms(dirtyUniforms);
m_vs->VSUpdateUniforms(dirtyUniforms);
dirtyUniforms = 0;
}
}
@ -317,22 +317,22 @@ void LinkedShaderDX9::use() {
pD3Ddevice->SetVertexShader(m_vs->shader);
}
void PSShader::updateUniforms(int dirtyUniforms) {
void PSShader::PSUpdateUniforms(int dirtyUniforms) {
if (u_texenv != 0 && (dirtyUniforms & DIRTY_TEXENV)) {
SetColorUniform3(CONST_PS_TEXENV, gstate.texenvcolor);
PSSetColorUniform3(CONST_PS_TEXENV, gstate.texenvcolor);
}
if (u_alphacolorref != 0 && (dirtyUniforms & DIRTY_ALPHACOLORREF)) {
SetColorUniform3Alpha255(CONST_PS_ALPHACOLORREF, gstate.getColorTestRef(), gstate.getAlphaTestRef());
PSSetColorUniform3Alpha255(CONST_PS_ALPHACOLORREF, gstate.getColorTestRef(), gstate.getAlphaTestRef());
}
if (u_alphacolormask != 0 && (dirtyUniforms & DIRTY_ALPHACOLORMASK)) {
SetColorUniform3(CONST_PS_ALPHACOLORMASK, gstate.colortestmask);
PSSetColorUniform3(CONST_PS_ALPHACOLORMASK, gstate.colortestmask);
}
if (u_fogcolor != 0 && (dirtyUniforms & DIRTY_FOGCOLOR)) {
SetColorUniform3(CONST_PS_FOGCOLOR, gstate.fogcolor);
PSSetColorUniform3(CONST_PS_FOGCOLOR, gstate.fogcolor);
}
}
void VSShader::updateUniforms(int dirtyUniforms) {
void VSShader::VSUpdateUniforms(int dirtyUniforms) {
// Update any dirty uniforms before we draw
if (u_proj != 0 && (dirtyUniforms & DIRTY_PROJMATRIX)) {
Matrix4x4 flippedMatrix;
@ -349,7 +349,7 @@ void VSShader::updateUniforms(int dirtyUniforms) {
bool invert = gstate_c.vpDepth < 0;
ConvertProjMatrixToD3D(flippedMatrix, invert);
SetMatrix(CONST_VS_PROJ, flippedMatrix.getReadPtr());
VSSetMatrix(CONST_VS_PROJ, flippedMatrix.getReadPtr());
}
if (u_proj_through != 0 && (dirtyUniforms & DIRTY_PROJTHROUGHMATRIX)) {
Matrix4x4 proj_through;
@ -357,24 +357,24 @@ void VSShader::updateUniforms(int dirtyUniforms) {
ConvertProjMatrixToD3D(proj_through, false);
SetMatrix(CONST_VS_PROJ_THROUGH, proj_through.getReadPtr());
VSSetMatrix(CONST_VS_PROJ_THROUGH, proj_through.getReadPtr());
}
// Transform
if (u_world != 0 && (dirtyUniforms & DIRTY_WORLDMATRIX)) {
SetMatrix4x3(CONST_VS_WORLD, gstate.worldMatrix);
VSSetMatrix4x3(CONST_VS_WORLD, gstate.worldMatrix);
}
if (u_view != 0 && (dirtyUniforms & DIRTY_VIEWMATRIX)) {
SetMatrix4x3(CONST_VS_VIEW, gstate.viewMatrix);
VSSetMatrix4x3(CONST_VS_VIEW, gstate.viewMatrix);
}
if (u_texmtx != 0 && (dirtyUniforms & DIRTY_TEXMATRIX)) {
SetMatrix4x3(CONST_VS_TEXMTX, gstate.tgenMatrix);
VSSetMatrix4x3(CONST_VS_TEXMTX, gstate.tgenMatrix);
}
if (u_fogcoef != 0 && (dirtyUniforms & DIRTY_FOGCOEF)) {
const float fogcoef[2] = {
getFloat24(gstate.fog1),
getFloat24(gstate.fog2),
};
SetFloatArray(CONST_VS_FOGCOEF, fogcoef, 2);
VSSetFloatArray(CONST_VS_FOGCOEF, fogcoef, 2);
}
// TODO: Could even set all bones in one go if they're all dirty.
#ifdef USE_BONE_ARRAY
@ -407,7 +407,7 @@ void VSShader::updateUniforms(int dirtyUniforms) {
if (dirtyUniforms & (DIRTY_BONEMATRIX0 << i)) {
ConvertMatrix4x3To4x4(bonetemp, gstate.boneMatrix + 12 * i);
if (u_bone[i] != 0)
SetMatrix(CONST_VS_BONE0 + 4 * i, bonetemp);
VSSetMatrix(CONST_VS_BONE0 + 4 * i, bonetemp);
}
}
#endif
@ -440,24 +440,24 @@ void VSShader::updateUniforms(int dirtyUniforms) {
uvscaleoff[3] = 0.0f;
}
}
SetFloatArray(CONST_VS_UVSCALEOFFSET, uvscaleoff, 4);
VSSetFloatArray(CONST_VS_UVSCALEOFFSET, uvscaleoff, 4);
}
// Lighting
if (u_ambient != 0 && (dirtyUniforms & DIRTY_AMBIENT)) {
SetColorUniform3Alpha(CONST_VS_AMBIENT, gstate.ambientcolor, gstate.getAmbientA());
VSSetColorUniform3Alpha(CONST_VS_AMBIENT, gstate.ambientcolor, gstate.getAmbientA());
}
if (u_matambientalpha != 0 && (dirtyUniforms & DIRTY_MATAMBIENTALPHA)) {
SetColorUniform3Alpha(CONST_VS_MATAMBIENTALPHA, gstate.materialambient, gstate.getMaterialAmbientA());
VSSetColorUniform3Alpha(CONST_VS_MATAMBIENTALPHA, gstate.materialambient, gstate.getMaterialAmbientA());
}
if (u_matdiffuse != 0 && (dirtyUniforms & DIRTY_MATDIFFUSE)) {
SetColorUniform3(CONST_VS_MATDIFFUSE, gstate.materialdiffuse);
VSSetColorUniform3(CONST_VS_MATDIFFUSE, gstate.materialdiffuse);
}
if (u_matemissive != 0 && (dirtyUniforms & DIRTY_MATEMISSIVE)) {
SetColorUniform3(CONST_VS_MATEMISSIVE, gstate.materialemissive);
VSSetColorUniform3(CONST_VS_MATEMISSIVE, gstate.materialemissive);
}
if (u_matspecular != 0 && (dirtyUniforms & DIRTY_MATSPECULAR)) {
SetColorUniform3ExtraFloat(CONST_VS_MATSPECULAR, gstate.materialspecular, getFloat24(gstate.materialspecularcoef));
VSSetColorUniform3ExtraFloat(CONST_VS_MATSPECULAR, gstate.materialspecular, getFloat24(gstate.materialspecularcoef));
}
for (int i = 0; i < 4; i++) {
if (dirtyUniforms & (DIRTY_LIGHT0 << i)) {
@ -473,18 +473,18 @@ void VSShader::updateUniforms(int dirtyUniforms) {
else
len = 1.0f / len;
float vec[3] = { x * len, y * len, z * len };
SetFloatArray(CONST_VS_LIGHTPOS + i, vec, 3);
VSSetFloatArray(CONST_VS_LIGHTPOS + i, vec, 3);
} else {
SetFloat24Uniform3(CONST_VS_LIGHTPOS + i, &gstate.lpos[i * 3]);
VSSetFloat24Uniform3(CONST_VS_LIGHTPOS + i, &gstate.lpos[i * 3]);
}
}
if (u_lightdir[i] != 0) SetFloat24Uniform3(CONST_VS_LIGHTDIR + i, &gstate.ldir[i * 3]);
if (u_lightatt[i] != 0) SetFloat24Uniform3(CONST_VS_LIGHTATT + i, &gstate.latt[i * 3]);
if (u_lightangle[i] != 0) SetFloat(CONST_VS_LIGHTANGLE + i, getFloat24(gstate.lcutoff[i]));
if (u_lightspotCoef[i] != 0) SetFloat(CONST_VS_LIGHTSPOTCOEF + i, getFloat24(gstate.lconv[i]));
if (u_lightambient[i] != 0) SetColorUniform3(CONST_VS_LIGHTAMBIENT + i, gstate.lcolor[i * 3]);
if (u_lightdiffuse[i] != 0) SetColorUniform3(CONST_VS_LIGHTDIFFUSE + i, gstate.lcolor[i * 3 + 1]);
if (u_lightspecular[i] != 0) SetColorUniform3(CONST_VS_LIGHTSPECULAR + i, gstate.lcolor[i * 3 + 2]);
if (u_lightdir[i] != 0) VSSetFloat24Uniform3(CONST_VS_LIGHTDIR + i, &gstate.ldir[i * 3]);
if (u_lightatt[i] != 0) VSSetFloat24Uniform3(CONST_VS_LIGHTATT + i, &gstate.latt[i * 3]);
if (u_lightangle[i] != 0) VSSetFloat(CONST_VS_LIGHTANGLE + i, getFloat24(gstate.lcutoff[i]));
if (u_lightspotCoef[i] != 0) VSSetFloat(CONST_VS_LIGHTSPOTCOEF + i, getFloat24(gstate.lconv[i]));
if (u_lightambient[i] != 0) VSSetColorUniform3(CONST_VS_LIGHTAMBIENT + i, gstate.lcolor[i * 3]);
if (u_lightdiffuse[i] != 0) VSSetColorUniform3(CONST_VS_LIGHTDIFFUSE + i, gstate.lcolor[i * 3 + 1]);
if (u_lightspecular[i] != 0) VSSetColorUniform3(CONST_VS_LIGHTSPECULAR + i, gstate.lcolor[i * 3 + 2]);
}
}
}

View File

@ -120,10 +120,10 @@ public:
bool Failed() const { return failed_; }
bool UseHWTransform() const { return useHWTransform_; }
void updateUniforms(int dirtyUniforms);
void PSUpdateUniforms(int dirtyUniforms);
void SetColorUniform3Alpha255(int creg, u32 color, u8 alpha);
void SetColorUniform3(int creg, u32 color);
void PSSetColorUniform3Alpha255(int creg, u32 color, u8 alpha);
void PSSetColorUniform3(int creg, u32 color);
D3DXHANDLE GetConstantByName(LPCSTR pName);
@ -152,16 +152,16 @@ public:
bool Failed() const { return failed_; }
bool UseHWTransform() const { return useHWTransform_; }
void updateUniforms(int dirtyUniforms);
void VSUpdateUniforms(int dirtyUniforms);
void SetMatrix4x3(int creg, const float *m4x3);
void SetColorUniform3(int creg, u32 color);
void SetColorUniform3ExtraFloat(int creg, u32 color, float extra);
void SetColorUniform3Alpha(int creg, u32 color, u8 alpha);
void SetMatrix(int creg, const float* pMatrix);
void SetFloat(int creg, float value);
void SetFloatArray(int creg, const float *value, int count);
void SetFloat24Uniform3(int creg, const u32 data[3]);
void VSSetMatrix4x3(int creg, const float *m4x3);
void VSSetColorUniform3(int creg, u32 color);
void VSSetColorUniform3ExtraFloat(int creg, u32 color, float extra);
void VSSetColorUniform3Alpha(int creg, u32 color, u8 alpha);
void VSSetMatrix(int creg, const float* pMatrix);
void VSSetFloat(int creg, float value);
void VSSetFloatArray(int creg, const float *value, int count);
void VSSetFloat24Uniform3(int creg, const u32 data[3]);
D3DXHANDLE GetConstantByName(LPCSTR pName);
LPDIRECT3DVERTEXSHADER9 shader;