ppsspp/GPU/GLES/VertexShaderGenerator.cpp
2012-12-05 11:13:36 +07:00

118 lines
3.2 KiB
C++

// Copyright (c) 2012- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
// TODO: We should transition from doing the transform in software, as seen in TransformPipeline.cpp,
// into doing the transform in the vertex shader - except for Rectangles, there we really need to do
// the transforms ourselves.
#include <stdio.h>
#include "../ge_constants.h"
#include "../GPUState.h"
#include "VertexShaderGenerator.h"
// SDL 1.2 on Apple does not have support for OpenGL 3 and hence needs
// special treatment in the shader generator.
#ifdef __APPLE__
#define FORCE_OPENGL_2_0
#endif
#undef WRITE
static char buffer[16384];
#define WRITE(x, ...) p+=sprintf(p, x "\n" __VA_ARGS__)
// prim so we can special case for RECTANGLES :(
void ComputeVertexShaderID(VertexShaderID *id, int prim)
{
int doTexture = (gstate.textureMapEnable & 1) && !(gstate.clearmode & 1);
memset(id->d, 0, sizeof(id->d));
id->d[0] = gstate.lmode & 1;
id->d[0] |= ((int)gstate.isModeThrough()) << 1;
id->d[0] |= ((int)gstate.isFogEnabled()) << 2;
id->d[0] |= doTexture << 3;
// Bits that we will need:
// lightenable * 4
// lighttype * 4
// lightcomp * 4
// uv gen:
// mapping type
// texshade light choices (ONLY IF uv mapping type is shade)
}
void WriteLight(char *p, int l) {
// TODO
}
char *GenerateVertexShader()
{
char *p = buffer;
#if defined(USING_GLES2)
WRITE("precision highp float;");
#elif !defined(FORCE_OPENGL_2_0)
WRITE("#version 130");
#endif
int lmode = gstate.lmode & 1;
int doTexture = (gstate.textureMapEnable & 1) && !(gstate.clearmode & 1);
WRITE("attribute vec3 a_position;");
if (doTexture)
WRITE("attribute vec2 a_texcoord;");
WRITE("attribute vec4 a_color0;");
if (lmode)
WRITE("attribute vec4 a_color1;");
if (gstate.isModeThrough()) {
WRITE("uniform mat4 u_proj_through;");
} else {
WRITE("uniform mat4 u_proj;");
// Add all the uniforms we'll need to transform properly.
}
WRITE("varying vec4 v_color0;");
if (lmode)
WRITE("varying vec4 v_color1;");
if (doTexture)
WRITE("varying vec2 v_texcoord;");
if (gstate.isFogEnabled())
WRITE("varying float v_depth;");
WRITE("void main() {");
WRITE(" v_color0 = a_color0;");
if (lmode)
WRITE(" v_color1 = a_color1;");
if (doTexture)
WRITE(" v_texcoord = a_texcoord;");
if (gstate.isModeThrough()) {
WRITE(" gl_Position = u_proj_through * vec4(a_position, 1.0);");
} else {
WRITE(" gl_Position = u_proj * vec4(a_position, 1.0);");
}
if (gstate.isFogEnabled()) {
WRITE(" v_depth = gl_Position.z;");
}
WRITE("}");
return buffer;
}