|
|
|
/*==LICENSE==*
|
|
|
|
|
|
|
|
CyanWorlds.com Engine - MMOG client, server and tools
|
|
|
|
Copyright (C) 2011 Cyan Worlds, Inc.
|
|
|
|
|
|
|
|
This program is free software: you can redistribute it and/or modify
|
|
|
|
it under the terms of the GNU General Public License as published by
|
|
|
|
the Free Software Foundation, either version 3 of the License, or
|
|
|
|
(at your option) any later version.
|
|
|
|
|
|
|
|
This program 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 for more details.
|
|
|
|
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
|
|
along with this program. If not, see <http://www.gnu.org/licenses/>.
|
|
|
|
|
|
|
|
Additional permissions under GNU GPL version 3 section 7
|
|
|
|
|
|
|
|
If you modify this Program, or any covered work, by linking or
|
|
|
|
combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
|
|
|
|
NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
|
|
|
|
JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
|
|
|
|
(or a modified version of those libraries),
|
|
|
|
containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
|
|
|
|
PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
|
|
|
|
JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
|
|
|
|
licensors of this Program grant you additional
|
|
|
|
permission to convey the resulting work. Corresponding Source for a
|
|
|
|
non-source form of such a combination shall include the source code for
|
|
|
|
the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
|
|
|
|
work.
|
|
|
|
|
|
|
|
You can contact Cyan Worlds, Inc. by email legal@cyan.com
|
|
|
|
or by snail mail at:
|
|
|
|
Cyan Worlds, Inc.
|
|
|
|
14617 N Newport Hwy
|
|
|
|
Mead, WA 99021
|
|
|
|
|
|
|
|
*==LICENSE==*/
|
|
|
|
|
|
|
|
|
|
|
|
#include "hsTypes.h"
|
|
|
|
#include "plShader.h"
|
|
|
|
#include "plShaderTable.h"
|
|
|
|
|
|
|
|
#include "hsStream.h"
|
|
|
|
#include "hsMatrix44.h"
|
|
|
|
#include "hsColorRGBA.h"
|
|
|
|
|
|
|
|
#include "plPipeline/hsGDeviceRef.h"
|
|
|
|
|
|
|
|
|
|
|
|
// Little shader const helper
|
|
|
|
void plShaderConst::Read(hsStream* s)
|
|
|
|
{
|
|
|
|
fX = s->ReadSwapScalar();
|
|
|
|
fY = s->ReadSwapScalar();
|
|
|
|
fZ = s->ReadSwapScalar();
|
|
|
|
fW = s->ReadSwapScalar();
|
|
|
|
}
|
|
|
|
|
|
|
|
void plShaderConst::Write(hsStream* s)
|
|
|
|
{
|
|
|
|
s->WriteSwapScalar(fX);
|
|
|
|
s->WriteSwapScalar(fY);
|
|
|
|
s->WriteSwapScalar(fZ);
|
|
|
|
s->WriteSwapScalar(fW);
|
|
|
|
}
|
|
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////////////
|
|
|
|
// Real Shader follows
|
|
|
|
//////////////////////////////////////////////////////////////////////////////////
|
|
|
|
|
|
|
|
plShader::plShader()
|
|
|
|
: fFlags(0),
|
|
|
|
fDeviceRef(nil),
|
|
|
|
fInput(0),
|
|
|
|
fOutput(0),
|
|
|
|
fDecl(0)
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
plShader::~plShader()
|
|
|
|
{
|
|
|
|
delete fDeviceRef;
|
|
|
|
}
|
|
|
|
|
|
|
|
void plShader::SetDeviceRef(hsGDeviceRef* ref) const
|
|
|
|
{
|
|
|
|
hsRefCnt_SafeAssign(fDeviceRef, ref);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void plShader::SetMatrix(int i, const plFloat44& xfm)
|
|
|
|
{
|
|
|
|
// Stuff in the transpose
|
|
|
|
SetVector(i+0, xfm.m[0][0], xfm.m[1][0], xfm.m[2][0], xfm.m[3][0]);
|
|
|
|
SetVector(i+1, xfm.m[0][1], xfm.m[1][1], xfm.m[2][1], xfm.m[3][1]);
|
|
|
|
SetVector(i+2, xfm.m[0][2], xfm.m[1][2], xfm.m[2][2], xfm.m[3][2]);
|
|
|
|
SetVector(i+3, xfm.m[0][3], xfm.m[1][3], xfm.m[2][3], xfm.m[3][3]);
|
|
|
|
}
|
|
|
|
|
|
|
|
void plShader::SetMatrix3(int i, const plFloat44& xfm)
|
|
|
|
{
|
|
|
|
// Stuff in the transpose
|
|
|
|
SetVector(i+0, xfm.m[0][0], xfm.m[1][0], xfm.m[2][0], xfm.m[3][0]);
|
|
|
|
SetVector(i+1, xfm.m[0][1], xfm.m[1][1], xfm.m[2][1], xfm.m[3][1]);
|
|
|
|
SetVector(i+2, xfm.m[0][2], xfm.m[1][2], xfm.m[2][2], xfm.m[3][2]);
|
|
|
|
}
|
|
|
|
|
|
|
|
void plShader::SetMatrix44(int i, const hsMatrix44& xfm)
|
|
|
|
{
|
|
|
|
// hsMatrix44 is already transpose of the rest of the world
|
|
|
|
SetVector(i+0, xfm.fMap[0][0], xfm.fMap[0][1], xfm.fMap[0][2], xfm.fMap[0][3]);
|
|
|
|
SetVector(i+1, xfm.fMap[1][0], xfm.fMap[1][1], xfm.fMap[1][2], xfm.fMap[1][3]);
|
|
|
|
SetVector(i+2, xfm.fMap[2][0], xfm.fMap[2][1], xfm.fMap[2][2], xfm.fMap[2][3]);
|
|
|
|
SetVector(i+3, xfm.fMap[3][0], xfm.fMap[3][1], xfm.fMap[3][2], xfm.fMap[3][3]);
|
|
|
|
}
|
|
|
|
|
|
|
|
void plShader::SetMatrix34(int i, const hsMatrix44& xfm)
|
|
|
|
{
|
|
|
|
// hsMatrix44 is already transpose of the rest of the world
|
|
|
|
SetVector(i+0, xfm.fMap[0][0], xfm.fMap[0][1], xfm.fMap[0][2], xfm.fMap[0][3]);
|
|
|
|
SetVector(i+1, xfm.fMap[1][0], xfm.fMap[1][1], xfm.fMap[1][2], xfm.fMap[1][3]);
|
|
|
|
SetVector(i+2, xfm.fMap[2][0], xfm.fMap[2][1], xfm.fMap[2][2], xfm.fMap[2][3]);
|
|
|
|
}
|
|
|
|
|
|
|
|
void plShader::SetMatrix24(int i, const hsMatrix44& xfm)
|
|
|
|
{
|
|
|
|
// hsMatrix44 is already transpose of the rest of the world
|
|
|
|
SetVector(i+0, xfm.fMap[0][0], xfm.fMap[0][1], xfm.fMap[0][2], xfm.fMap[0][3]);
|
|
|
|
SetVector(i+1, xfm.fMap[1][0], xfm.fMap[1][1], xfm.fMap[1][2], xfm.fMap[1][3]);
|
|
|
|
}
|
|
|
|
|
|
|
|
void plShader::SetColor(int i, const hsColorRGBA& col)
|
|
|
|
{
|
|
|
|
SetVector(i, col.r, col.g, col.b, col.a);
|
|
|
|
}
|
|
|
|
|
|
|
|
void plShader::SetVector(int i, const hsScalarTriple& vec)
|
|
|
|
{
|
|
|
|
/* Doesn't touch .fW */
|
|
|
|
fConsts[i].fX = vec.fX;
|
|
|
|
fConsts[i].fY = vec.fY;
|
|
|
|
fConsts[i].fZ = vec.fZ;
|
|
|
|
}
|
|
|
|
|
|
|
|
void plShader::SetVector(int i, hsScalar x, hsScalar y, hsScalar z, hsScalar w)
|
|
|
|
{
|
|
|
|
fConsts[i].x = x;
|
|
|
|
fConsts[i].y = y;
|
|
|
|
fConsts[i].z = z;
|
|
|
|
fConsts[i].w = w;
|
|
|
|
}
|
|
|
|
|
|
|
|
void plShader::SetFloat(int i, int chan, float v)
|
|
|
|
{
|
|
|
|
fConsts[i].fArray[chan] = v;
|
|
|
|
}
|
|
|
|
|
|
|
|
void plShader::SetFloat4(int i, const float* const f)
|
|
|
|
{
|
|
|
|
fConsts[i].fX = f[0];
|
|
|
|
fConsts[i].fY = f[1];
|
|
|
|
fConsts[i].fZ = f[2];
|
|
|
|
fConsts[i].fW = f[3];
|
|
|
|
}
|
|
|
|
|
|
|
|
plFloat44 plShader::GetMatrix(int i) const
|
|
|
|
{
|
|
|
|
// untranspose
|
|
|
|
plFloat44 xfm;
|
|
|
|
int j;
|
|
|
|
for( j = 0; j < 4; j++ )
|
|
|
|
{
|
|
|
|
int k;
|
|
|
|
for( k = 0; k < 4; k++ )
|
|
|
|
xfm.m[j][k] = fConsts[i+k].fArray[j];
|
|
|
|
}
|
|
|
|
return xfm;
|
|
|
|
}
|
|
|
|
|
|
|
|
plFloat44 plShader::GetMatrix3(int i) const
|
|
|
|
{
|
|
|
|
// untranspose
|
|
|
|
plFloat44 xfm;
|
|
|
|
int j;
|
|
|
|
for( j = 0; j < 4; j++ )
|
|
|
|
{
|
|
|
|
int k;
|
|
|
|
for( k = 0; k < 3; k++ )
|
|
|
|
xfm.m[j][k] = fConsts[i+k].fArray[j];
|
|
|
|
}
|
|
|
|
xfm.m[0][3] = xfm.m[1][3] = xfm.m[2][3] = 0;
|
|
|
|
xfm.m[3][3] = 1.f;
|
|
|
|
return xfm;
|
|
|
|
}
|
|
|
|
|
|
|
|
hsMatrix44 plShader::GetMatrix44(int i) const
|
|
|
|
{
|
|
|
|
hsMatrix44 xfm;
|
|
|
|
xfm.NotIdentity();
|
|
|
|
int j;
|
|
|
|
for( j = 0; j < 4; j++ )
|
|
|
|
{
|
|
|
|
int k;
|
|
|
|
for( k = 0; k < 4; k++ )
|
|
|
|
xfm.fMap[j][k] = fConsts[i+j][k];
|
|
|
|
}
|
|
|
|
|
|
|
|
return xfm;
|
|
|
|
}
|
|
|
|
|
|
|
|
hsMatrix44 plShader::GetMatrix34(int i) const
|
|
|
|
{
|
|
|
|
hsMatrix44 xfm;
|
|
|
|
xfm.NotIdentity();
|
|
|
|
int j;
|
|
|
|
for( j = 0; j < 3; j++ )
|
|
|
|
{
|
|
|
|
int k;
|
|
|
|
for( k = 0; k < 4; k++ )
|
|
|
|
xfm.fMap[j][k] = fConsts[i+j][k];
|
|
|
|
}
|
|
|
|
xfm.fMap[3][0] = xfm.fMap[3][1] = xfm.fMap[3][2] = 0;
|
|
|
|
xfm.fMap[3][3] = 1.f;
|
|
|
|
|
|
|
|
return xfm;
|
|
|
|
}
|
|
|
|
|
|
|
|
hsMatrix44 plShader::GetMatrix24(int i) const
|
|
|
|
{
|
|
|
|
hsMatrix44 xfm;
|
|
|
|
xfm.NotIdentity();
|
|
|
|
int j;
|
|
|
|
for( j = 0; j < 2; j++ )
|
|
|
|
{
|
|
|
|
int k;
|
|
|
|
for( k = 0; k < 4; k++ )
|
|
|
|
xfm.fMap[j][k] = fConsts[i+j][k];
|
|
|
|
}
|
|
|
|
xfm.fMap[2][0] = xfm.fMap[2][1] = xfm.fMap[2][2] = xfm.fMap[2][3] = 0;
|
|
|
|
xfm.fMap[3][0] = xfm.fMap[3][1] = xfm.fMap[3][2] = 0;
|
|
|
|
xfm.fMap[3][3] = 1.f;
|
|
|
|
|
|
|
|
return xfm;
|
|
|
|
}
|
|
|
|
|
|
|
|
hsColorRGBA plShader::GetColor(int i) const
|
|
|
|
{
|
|
|
|
return hsColorRGBA().Set(fConsts[i].r, fConsts[i].g, fConsts[i].b, fConsts[i].a);
|
|
|
|
}
|
|
|
|
|
|
|
|
hsPoint3 plShader::GetPosition(int i) const
|
|
|
|
{
|
|
|
|
return hsPoint3(fConsts[i].fX, fConsts[i].fY, fConsts[i].fZ);
|
|
|
|
}
|
|
|
|
|
|
|
|
hsVector3 plShader::GetVector(int i) const
|
|
|
|
{
|
|
|
|
return hsVector3(fConsts[i].fX, fConsts[i].fY, fConsts[i].fZ);
|
|
|
|
}
|
|
|
|
|
|
|
|
void plShader::GetVector(int i, hsScalar& x, hsScalar& y, hsScalar& z, hsScalar& w) const
|
|
|
|
{
|
|
|
|
x = fConsts[i].x;
|
|
|
|
y = fConsts[i].y;
|
|
|
|
z = fConsts[i].z;
|
|
|
|
w = fConsts[i].w;
|
|
|
|
}
|
|
|
|
|
|
|
|
hsScalar plShader::GetFloat(int i, int chan) const
|
|
|
|
{
|
|
|
|
return fConsts[i].fArray[chan];
|
|
|
|
}
|
|
|
|
|
|
|
|
const float* const plShader::GetFloat4(int i) const
|
|
|
|
{
|
|
|
|
return fConsts[i].fArray;
|
|
|
|
}
|
|
|
|
|
|
|
|
void plShader::Read(hsStream* s, hsResMgr* mgr)
|
|
|
|
{
|
|
|
|
fFlags = 0;
|
|
|
|
|
|
|
|
hsKeyedObject::Read(s, mgr);
|
|
|
|
|
|
|
|
UInt32 n = s->ReadSwap32();
|
|
|
|
fConsts.SetCount(n);
|
|
|
|
int i;
|
|
|
|
for( i = 0; i < n; i++ )
|
|
|
|
fConsts[i].Read(s);
|
|
|
|
|
|
|
|
plShaderID::ID id = plShaderID::ID(s->ReadSwap32());
|
|
|
|
SetDecl(plShaderTable::Decl(id));
|
|
|
|
|
|
|
|
fInput = s->ReadByte();
|
|
|
|
fOutput = s->ReadByte();
|
|
|
|
}
|
|
|
|
|
|
|
|
void plShader::Write(hsStream* s, hsResMgr* mgr)
|
|
|
|
{
|
|
|
|
hsKeyedObject::Write(s, mgr);
|
|
|
|
|
|
|
|
s->WriteSwap32(fConsts.GetCount());
|
|
|
|
int i;
|
|
|
|
for( i = 0; i < fConsts.GetCount(); i++ )
|
|
|
|
fConsts[i].Write(s);
|
|
|
|
|
|
|
|
s->WriteSwap32(fDecl->GetID());
|
|
|
|
|
|
|
|
s->WriteByte(fInput);
|
|
|
|
s->WriteByte(fOutput);
|
|
|
|
}
|
|
|
|
|
|
|
|
void plShader::SetDecl(const plShaderDecl* decl)
|
|
|
|
{
|
|
|
|
fDecl = decl;
|
|
|
|
}
|
|
|
|
|
|
|
|
void plShader::SetDecl(plShaderID::ID id)
|
|
|
|
{
|
|
|
|
SetDecl(plShaderTable::Decl(id));
|
|
|
|
}
|
|
|
|
|
|
|
|
void plShader::SetNumPipeConsts(int n)
|
|
|
|
{
|
|
|
|
int nOld = fPipeConsts.GetCount();
|
|
|
|
if( n > nOld )
|
|
|
|
{
|
|
|
|
// This will copy forward any existing entries.
|
|
|
|
fPipeConsts.Expand(n);
|
|
|
|
}
|
|
|
|
fPipeConsts.SetCount(n);
|
|
|
|
}
|