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missed this file, sorry.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3762 fc73d0e0-1445-4013-8a0c-d673dee63da5
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125
engine/d3d/d3d_shader.c
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125
engine/d3d/d3d_shader.c
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#include "quakedef.h"
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#ifdef D3DQUAKE
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#include "shader.h"
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#include <d3d9.h>
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extern LPDIRECT3DDEVICE9 pD3DDev9;
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typedef struct {
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LPCSTR Name;
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LPCSTR Definition;
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} D3DXMACRO;
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#define LPD3DXINCLUDE void *
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#define LPD3DXCONSTANTTABLE void *
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#undef INTERFACE
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#define INTERFACE d3dxbuffer
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DECLARE_INTERFACE_(d3dxbuffer,IUnknown)
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{
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STDMETHOD(QueryInterface)(THIS_ REFIID,PVOID*) PURE;
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STDMETHOD_(ULONG,AddRef)(THIS) PURE;
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STDMETHOD_(ULONG,Release)(THIS) PURE;
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STDMETHOD_(LPVOID,GetBufferPointer)(THIS) PURE;
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STDMETHOD_(SIZE_T,GetBufferSize)(THIS) PURE;
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};
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typedef struct d3dxbuffer *LPD3DXBUFFER;
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HRESULT (WINAPI *pD3DXCompileShader) (
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LPCSTR pSrcData,
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UINT SrcDataLen,
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const D3DXMACRO *pDefines,
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LPD3DXINCLUDE pInclude,
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LPCSTR pEntrypoint,
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LPCSTR pTarget,
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UINT Flags,
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LPD3DXBUFFER *ppCode,
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LPD3DXBUFFER *ppErrorMsgs,
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LPD3DXCONSTANTTABLE *constants
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);
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dllhandle_t *shaderlib;
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void D3DShader_Init(void)
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{
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dllfunction_t funcs[] =
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{
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{(void**)&pD3DXCompileShader, "D3DXCompileShader"},
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{NULL,NULL}
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};
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if (!shaderlib)
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shaderlib = Sys_LoadLibrary("d3dx9_32", funcs);
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if (!shaderlib)
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return;
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}
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union programhandle_u D3DShader_CreateProgram (char **precompilerconstants, char *vert, char *frag)
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{
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union programhandle_u ret;
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D3DXMACRO defines[64];
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LPD3DXBUFFER code = NULL, errors = NULL;
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memset(&ret, 0, sizeof(ret));
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if (pD3DXCompileShader)
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{
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int consts;
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for (consts = 2; precompilerconstants[consts]; consts++)
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{
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}
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if (consts >= sizeof(defines) / sizeof(defines[0]))
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return ret;
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consts = 0;
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defines[consts].Name = NULL;
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defines[consts].Definition = "1";
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consts++;
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defines[consts].Name = "ENGINE_"DISTRIBUTION;
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defines[consts].Definition = __DATE__;
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consts++;
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for (; *precompilerconstants; precompilerconstants++)
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{
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defines[consts].Name = NULL;
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defines[consts].Definition = NULL;
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consts++;
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}
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defines[consts].Name = NULL;
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defines[consts].Definition = NULL;
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defines[0].Name = "VERTEX_SHADER";
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if (!FAILED(pD3DXCompileShader(vert, strlen(vert), defines, NULL, "main", "vs_2_0", 0, &code, &errors, NULL)))
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{
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IDirect3DDevice9_CreateVertexShader(pD3DDev9, code->lpVtbl->GetBufferPointer(code), (IDirect3DVertexShader9**)&ret.hlsl.vert);
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code->lpVtbl->Release(code);
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}
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if (errors)
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{
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char *messages = errors->lpVtbl->GetBufferPointer(errors);
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Con_Printf("%s", messages);
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errors->lpVtbl->Release(errors);
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}
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defines[0].Name = "FRAGMENT_SHADER";
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if (!FAILED(pD3DXCompileShader(frag, strlen(frag), defines, NULL, "main", "ps_2_0", 0, &code, &errors, NULL)))
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{
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IDirect3DDevice9_CreatePixelShader(pD3DDev9, code->lpVtbl->GetBufferPointer(code), (IDirect3DPixelShader9**)&ret.hlsl.frag);
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code->lpVtbl->Release(code);
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}
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if (errors)
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{
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char *messages = errors->lpVtbl->GetBufferPointer(errors);
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Con_Printf("%s", messages);
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errors->lpVtbl->Release(errors);
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}
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}
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return ret;
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}
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#endif
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