openclonk/src/graphics/C4DrawD3DShader.h

60 lines
2.2 KiB
C++

/*
* OpenClonk, http://www.openclonk.org
*
* Copyright (c) 2009 Sven Eberhardt
* Copyright (c) 2009, RedWolf Design GmbH, http://www.clonk.de
*
* Permission to use, copy, modify, and/or distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
* ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
* OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*
* "Clonk" is a registered trademark of Matthes Bender. */
/* Direct3D shader used for FoW-modulated blitting */
#if defined(USE_DIRECTX) && !defined(INC_STDD3DSHADER)
#define INC_STDD3DSHADER
#include <StdD3D.h>
class CStdD3DShader
{
private:
IDirect3DDevice9 *pDevice; // DX device parenting shader
IDirect3DPixelShader9 *pInterface; // DX interface
ID3DXConstantTable *pConstTable; // offsets of shader inputs
ID3DXBuffer *pCodeBuffer; // buffer containing shader bytecode
void ReleaseCode(); // release init-time members only
bool Compile(bool fMod22, bool fColoredFoW); // create shader byte code
int GetConstRegister(const char *szName, D3DXREGISTER_SET eRegType); // get named register index for shader input
bool CreateShader(); // create actual DX pixel shader object
bool Error(const char *szMsg); // error to ddraw; always return false
public:
// todo: Make those constants in the shader
int iInTexIndex, iFoWTexIndex, iFoWTransformIndex; // constant indices used to pass data to the shader
CStdD3DShader();
~CStdD3DShader();
void Release(); // properly release interfaces
void Discard(); // zero members (e.g. after device has been destroyed)
bool Init(IDirect3DDevice9 *pDevice, bool fMod2, bool fColoredFoW);
IDirect3DPixelShader9 *GetInterface() const { return pInterface; }
};
#endif // defined(USE_DIRECTX) && !defined(INC_STDD3DSHADER)