/*---------------------------------------------------------------------------* Project: NintendoWare File: gfx_ResFragmentShader.cpp Copyright (C)2009-2011 Nintendo/HAL Laboratory, Inc. All rights reserved. These coded instructions, statements, and computer programs contain proprietary information of Nintendo and/or its licensed developers and are protected by national and international copyright laws. 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. The content herein is highly confidential and should be handled accordingly. $Revision: $ *---------------------------------------------------------------------------*/ #include "../precompiled.h" #include #include #include namespace nw { namespace gfx { namespace res { //---------------------------------------------------------------------------- Result ResFragmentShader::Setup(os::IAllocator* allocator, ResGraphicsFile graphicsFile) { NW_ASSERT( this->IsValid() ); Result result = RESOURCE_RESULT_OK; ResFragmentLightingTable resFragmentLightingTable = this->GetFragmentLightingTable(); result |= resFragmentLightingTable.Setup(allocator, graphicsFile); // FragmentLightingのEnableフラグとレイヤ・コンフィグに沿って参照テーブルが配置されているかチェックします。 if (!this->CheckFragmentShader()) { result |= RESOURCE_RESULT_IRRELEVANT_LOCATION_LUT; } return result; } //---------------------------------------------------------------------------- Result ResFragmentLightingTable::Setup(os::IAllocator* allocator, ResGraphicsFile graphicsFile) { NW_UNUSED_VARIABLE(allocator); NW_ASSERT( this->IsValid() ); Result result = RESOURCE_RESULT_OK; if (this->GetDistribution0Sampler().IsValid()) { ResReferenceLookupTable resReferenceLut = ResDynamicCast(this->GetDistribution0Sampler().GetSampler()); Result referenceResult = SetupReferenceLut(resReferenceLut, graphicsFile); if (referenceResult.IsSuccess()) { result |= this->GetDistribution0Sampler().GetSampler().Setup(); } result |= referenceResult; } if (this->GetDistribution1Sampler().IsValid()) { ResReferenceLookupTable resReferenceLut = ResDynamicCast(this->GetDistribution1Sampler().GetSampler()); Result referenceResult = SetupReferenceLut(resReferenceLut, graphicsFile); if (referenceResult.IsSuccess()) { result |= this->GetDistribution1Sampler().GetSampler().Setup(); } result |= referenceResult; } if (this->GetReflectanceRSampler().IsValid()) { ResReferenceLookupTable resReferenceLut = ResDynamicCast(this->GetReflectanceRSampler().GetSampler()); Result referenceResult = SetupReferenceLut(resReferenceLut, graphicsFile); if (referenceResult.IsSuccess()) { result |= this->GetReflectanceRSampler().GetSampler().Setup(); } result |= referenceResult; } if (this->GetReflectanceGSampler().IsValid()) { ResReferenceLookupTable resReferenceLut = ResDynamicCast(this->GetReflectanceGSampler().GetSampler()); Result referenceResult = SetupReferenceLut(resReferenceLut, graphicsFile); if (referenceResult.IsSuccess()) { result |= this->GetReflectanceGSampler().GetSampler().Setup(); } result |= referenceResult; } if (this->GetReflectanceBSampler().IsValid()) { ResReferenceLookupTable resReferenceLut = ResDynamicCast(this->GetReflectanceBSampler().GetSampler()); Result referenceResult = SetupReferenceLut(resReferenceLut, graphicsFile); if (referenceResult.IsSuccess()) { result |= this->GetReflectanceBSampler().GetSampler().Setup(); } result |= referenceResult; } if (this->GetFresnelSampler().IsValid()) { ResReferenceLookupTable resReferenceLut = ResDynamicCast(this->GetFresnelSampler().GetSampler()); Result referenceResult = SetupReferenceLut(resReferenceLut, graphicsFile); if (referenceResult.IsSuccess()) { result |= this->GetFresnelSampler().GetSampler().Setup(); } result |= referenceResult; } return result; } //---------------------------------------- bool ResFragmentShader::CheckFragmentShader() { bool isExisted = true; ResFragmentLighting fragmentLighting = this->GetFragmentLighting(); ResFragmentLightingTable fragmentLightingTable = this->GetFragmentLightingTable(); s32 flags = fragmentLighting.GetFlags(); if ( ut::CheckFlag(flags, ResFragmentLightingData::FLAG_DISTRIBUTION0_ENABLED) && (!fragmentLightingTable.GetDistribution0Sampler().IsValid() || !fragmentLightingTable.GetDistribution0Sampler().GetSampler().IsValid())) { flags = ut::DisableFlag(flags, ResFragmentLightingData::FLAG_DISTRIBUTION0_ENABLED); NW_WARNING(false, "Distribution0 is enable, but LUT is not found."); isExisted = false; } if ( ut::CheckFlag(flags, ResFragmentLightingData::FLAG_DISTRIBUTION1_ENABLED) && (!fragmentLightingTable.GetDistribution1Sampler().IsValid() || !fragmentLightingTable.GetDistribution1Sampler().GetSampler().IsValid())) { flags = ut::DisableFlag(flags, ResFragmentLightingData::FLAG_DISTRIBUTION1_ENABLED); NW_WARNING(false, "Distribution1 is enable, but LUT is not found."); isExisted = false; } if ( fragmentLighting.GetFresnelConfig() != ResFragmentLighting::CONFIG_NO_FRESNEL && (!fragmentLightingTable.GetFresnelSampler().IsValid() || !fragmentLightingTable.GetFresnelSampler().GetSampler().IsValid())) { fragmentLighting.SetFresnelConfig(ResFragmentLighting::CONFIG_NO_FRESNEL); NW_WARNING(false, "Fresnel is enable, but LUT is not found."); isExisted = false; } if ( ut::CheckFlag(flags, ResFragmentLightingData::FLAG_REFLECTION_ENABLED) ) { ResFragmentLighting::ConfigDetail config = ResFragmentLighting::ToConfigDetail(fragmentLighting.GetLayerConfig()); bool invalid = false; if ( ut::CheckFlag(config, ResFragmentLighting::LUT_RR) && (!fragmentLightingTable.GetReflectanceRSampler().IsValid() || !fragmentLightingTable.GetReflectanceRSampler().GetSampler().IsValid())) { invalid = true; } if ( ut::CheckFlag(config, ResFragmentLighting::LUT_RG) && (!fragmentLightingTable.GetReflectanceGSampler().IsValid() || !fragmentLightingTable.GetReflectanceGSampler().GetSampler().IsValid())) { invalid = true; } if ( ut::CheckFlag(config, ResFragmentLighting::LUT_RB) && (!fragmentLightingTable.GetReflectanceBSampler().IsValid() || !fragmentLightingTable.GetReflectanceBSampler().GetSampler().IsValid())) { invalid = true; } if ( invalid ) { flags = ut::DisableFlag(flags, ResFragmentLightingData::FLAG_REFLECTION_ENABLED); NW_WARNING(false, "Relection is enable, but LUT is not found.\n"); isExisted = false; } } fragmentLighting.SetFlags(flags); return isExisted; } //---------------------------------------------------------------------------- void ResFragmentShader::Cleanup() { ut::SafeCleanup(this->GetFragmentLightingTable()); } //---------------------------------------------------------------------------- void ResFragmentLightingTable::Cleanup() { ut::SafeCleanup(this->GetReflectanceRSampler()); ut::SafeCleanup(this->GetReflectanceGSampler()); ut::SafeCleanup(this->GetReflectanceBSampler()); ut::SafeCleanup(this->GetDistribution0Sampler()); ut::SafeCleanup(this->GetDistribution1Sampler()); ut::SafeCleanup(this->GetFresnelSampler()); } } /* namespace res */ } /* namespace gfx */ } /* namespace nw */