/*---------------------------------------------------------------------------* Project: Horizon File: demo_ProgramObject.cpp Copyright (C)2009-2012 Nintendo Co., Ltd. All rights reserved. These coded instructions, statements, and computer programs contain proprietary information of Nintendo of America Inc. and/or Nintendo Company Ltd., and are protected by Federal copyright law. They may not be disclosed to third parties or copied or duplicated in any form, in whole or in part, without the prior written consent of Nintendo. $Rev: 46365 $ *---------------------------------------------------------------------------*/ #include "demo/ShaderProgram/demo_ProgramObject.h" namespace demo { /* ------------------------------------------------------------------------ ProgramObject class member function ------------------------------------------------------------------------ */ ProgramObject::ProgramObject(void) : m_Initialized(false), m_VertexAttributes(VERTEX_NONE_ATTRIBUTE), m_Use3d(false), m_ProgramId(0), m_ProjectionMatrix(), m_ModelViewMatrix() { for (u32 shaderIndex = 0; shaderIndex < PROGRAM_OBJECT_MAX_SHADERS; shaderIndex++) { m_ShaderIds[shaderIndex] = 0; } for (u32 locationIndex = 0; locationIndex < MAX_UNIFORM_LOCATIONS_NUM; locationIndex++) { m_UniformLocation[locationIndex] = -1; } MTX44Identity(&m_ProjectionMatrix); MTX44Identity(&m_ModelViewMatrix); } ProgramObject::~ProgramObject(void) { } bool ProgramObject::Begin(void) { return true; } bool ProgramObject::End(void) { return true; } u32 ProgramObject::GetVertexAttributes(void) { return m_VertexAttributes; } void ProgramObject::SetUse3d(const bool use3d) { m_Use3d = use3d; } void ProgramObject::SetProjectionMatrix(const nn::math::MTX44& projectionMatrix) { m_ProjectionMatrix = projectionMatrix; } void ProgramObject::SetModelViewMatrix(const nn::math::MTX44& modelViewMatrix) { m_ModelViewMatrix = modelViewMatrix; } void ProgramObject::SetTextureId(const GLuint textureId) { (void)textureId; } void ProgramObject::Update(void) { } void ProgramObject::InitializeVertexAttributes(void) { m_VertexAttributes = VERTEX_NONE_ATTRIBUTE; } void ProgramObject::InitializeUniforms(void) { if ( m_ProgramId == 0 ) { NN_TPANIC_("m_ProgramId is 0.\n"); return; } // Vertex shader uniform m_UniformLocation[VERTEX_UNIFORM_PROJECTION] = glGetUniformLocation(m_ProgramId, "uProjection"); m_UniformLocation[VERTEX_UNIFORM_MODELVIEW] = glGetUniformLocation(m_ProgramId, "uModelView"); // uniform for reserved fragment shader alpha test m_UniformLocation[FRAGMENT_UNIFORM_ALPHA_TEST] = glGetUniformLocation(m_ProgramId, "dmp_FragOperation.enableAlphaTest"); // uniform for reserved fragment shader texture sampler m_UniformLocation[FRAGMENT_UNIFORM_TEXTURE0_SAMPLER_TYPE] = glGetUniformLocation(m_ProgramId, "dmp_Texture[0].samplerType"); m_UniformLocation[FRAGMENT_UNIFORM_TEXTURE1_SAMPLER_TYPE] = glGetUniformLocation(m_ProgramId, "dmp_Texture[1].samplerType"); m_UniformLocation[FRAGMENT_UNIFORM_TEXTURE2_SAMPLER_TYPE] = glGetUniformLocation(m_ProgramId, "dmp_Texture[2].samplerType"); m_UniformLocation[FRAGMENT_UNIFORM_TEXTURE3_SAMPLER_TYPE] = glGetUniformLocation(m_ProgramId, "dmp_Texture[3].samplerType"); // uniform for reserved fragment shader texture combiner m_UniformLocation[FRAGMENT_UNIFORM_TEXENV2_SRC_RGB] = glGetUniformLocation(m_ProgramId, "dmp_TexEnv[2].srcRgb"); m_UniformLocation[FRAGMENT_UNIFORM_TEXENV2_SRC_ALPHA] = glGetUniformLocation(m_ProgramId, "dmp_TexEnv[2].srcAlpha"); m_UniformLocation[FRAGMENT_UNIFORM_TEXENV2_OPERAND_RGB] = glGetUniformLocation(m_ProgramId, "dmp_TexEnv[2].operandRgb"); m_UniformLocation[FRAGMENT_UNIFORM_TEXENV2_OPERAND_ALPHA] = glGetUniformLocation(m_ProgramId, "dmp_TexEnv[2].operandAlpha"); m_UniformLocation[FRAGMENT_UNIFORM_TEXENV2_COMBINE_RGB] = glGetUniformLocation(m_ProgramId, "dmp_TexEnv[2].combineRgb"); m_UniformLocation[FRAGMENT_UNIFORM_TEXENV2_COMBINE_ALPHA] = glGetUniformLocation(m_ProgramId, "dmp_TexEnv[2].combineAlpha"); m_UniformLocation[FRAGMENT_UNIFORM_TEXENV2_CONST_RGBA] = glGetUniformLocation(m_ProgramId, "dmp_TexEnv[2].constRgba"); } void ProgramObject::UpdateModelViewProjectionMatrix(void) { if ( m_ProgramId == 0 ) { NN_TPANIC_("m_ProgramId is 0.\n"); return; } if ( m_Use3d ) { glUniformMatrix4fv(m_UniformLocation[VERTEX_UNIFORM_PROJECTION], 1, GL_FALSE, static_cast(m_ProjectionMatrix)); glUniformMatrix4fv(m_UniformLocation[VERTEX_UNIFORM_MODELVIEW], 1, GL_FALSE, static_cast(m_ModelViewMatrix)); } else { static bool initArrayFlag = false; static GLfloat projectionArray[16]; static GLfloat modelViewArray[16]; if (! initArrayFlag ) { for (u32 i = 0; i < 4; i++) { for (u32 j = 0; j < 4; j++) { if ( i == j ) { projectionArray[4 * i + j] = 1.0f; modelViewArray[4 * i + j] = 1.0f; } else { projectionArray[4 * i + j] = 0.0f; modelViewArray[4 * i + j] = 0.0f; } } } initArrayFlag = true; } glUniformMatrix4fv(m_UniformLocation[VERTEX_UNIFORM_PROJECTION], 1, GL_FALSE, projectionArray); glUniformMatrix4fv(m_UniformLocation[VERTEX_UNIFORM_MODELVIEW], 1, GL_FALSE, modelViewArray); } } }