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/*
* Copyright (c) 2013, Oracle and/or its affiliates. All rights reserved.
* DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
*
* This code is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License version 2 only, as
* published by the Free Software Foundation. Oracle designates this
* particular file as subject to the "Classpath" exception as provided
* by Oracle in the LICENSE file that accompanied this code.
*
* This code 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
* version 2 for more details (a copy is included in the LICENSE file that
* accompanied this code).
*
* You should have received a copy of the GNU General Public License version
* 2 along with this work; if not, write to the Free Software Foundation,
* Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA.
*
* Please contact Oracle, 500 Oracle Parkway, Redwood Shores, CA 94065 USA
* or visit www.oracle.com if you need additional information or have any
* questions.
*/
#include
#include "D3DPhongShader.h"
#include "D3DContext.h"
using std::cout;
using std::cerr;
using std::endl;
IDirect3DVertexShader9 *createVertexShader(IDirect3DDevice9 *d, ShaderFunction pFun()) {
IDirect3DVertexShader9 * s;
return SUCCEEDED(d->CreateVertexShader(pFun(), &s)) ? s : 0;
}
IDirect3DPixelShader9 *createPixelShader(IDirect3DDevice9 *d, ShaderFunction pFun()) {
IDirect3DPixelShader9 * s;
return SUCCEEDED(d->CreatePixelShader(pFun(), &s)) ? s : 0;
}
// Destructor definition
D3DPhongShader::~D3DPhongShader() {
// Freeing of native resources
vertexShader->Release();
pixelShader0->Release();
pixelShader0_si->Release();
for (int siType = 0; siType != SelfIlllumTotal; ++siType) {
for (int bType = 0; bType != BumpTotal; ++bType) {
for (int sType = 0; sType != SpecTotal; ++sType) {
for (int i = 0; i != maxLights; ++i) {
pixelShaders[siType][bType][sType][i]->Release();
}
}
}
}
device = NULL;
}
D3DPhongShader::D3DPhongShader(IDirect3DDevice9 *dev) {
device = dev;
static ShaderFunction(* const sFuncArr[SelfIlllumTotal][BumpTotal][SpecTotal][maxLights])() = {
{
{
{ psMtl1_s1n, psMtl1_s2n, psMtl1_s3n},
{ psMtl1_s1a, psMtl1_s2a, psMtl1_s3a},
{ psMtl1_s1s, psMtl1_s2s, psMtl1_s3s}
},
{
{ psMtl1_b1n, psMtl1_b2n, psMtl1_b3n},
{ psMtl1_b1a, psMtl1_b2a, psMtl1_b3a},
{ psMtl1_b1s, psMtl1_b2s, psMtl1_b3s}
}},
{
{
{ psMtl1_s1ni, psMtl1_s2ni, psMtl1_s3ni},
{ psMtl1_s1ai, psMtl1_s2ai, psMtl1_s3ai},
{ psMtl1_s1si, psMtl1_s2si, psMtl1_s3si}
},
{
{ psMtl1_b1ni, psMtl1_b2ni, psMtl1_b3ni},
{ psMtl1_b1ai, psMtl1_b2ai, psMtl1_b3ai},
{ psMtl1_b1si, psMtl1_b2si, psMtl1_b3si}
}}
};
vertexShader = createVertexShader(device, vsMtl1_Obj);
pixelShader0 = createPixelShader(device, psMtl1);
pixelShader0_si = createPixelShader(device, psMtl1_i);
for (int siType=0; siType!=SelfIlllumTotal; ++siType) {
for (int bType=0; bType!=BumpTotal; ++bType) {
for (int sType=0; sType!=SpecTotal; ++sType) {
for (int i=0; i!=maxLights; ++i) {
pixelShaders[siType][bType][sType][i] =
createPixelShader(dev, sFuncArr[siType][bType][sType][i]);
}
}
}
}
}
IDirect3DVertexShader9 * D3DPhongShader::getVertexShader() {
return vertexShader;
}
int D3DPhongShader::getBumpMode(bool isBumpMap) {
return isBumpMap ? BUMP_SPECIFIED : BUMP_NONE;
}
int D3DPhongShader::getSpecularMode(bool isSpecularMap, bool isSpecularAlpha){
return isSpecularMap ?
isSpecularAlpha ? SPECULAR_SPECIFIED : SPECULAR_AUTO : SPECULAR_NONE;
}
HRESULT D3DPhongShader::setPixelShader(int numLights, int specularMode,
int bumpMode, int selfIllumMode) {
IDirect3DPixelShader9 *pshd = NULL;
if (numLights == 0) {
pshd = selfIllumMode ? pixelShader0 : pixelShader0_si;
} else {
pshd = pixelShaders[selfIllumMode][bumpMode][specularMode][numLights - 1];
}
return SUCCEEDED(device->SetPixelShader(pshd));
}