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/*==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==*/
#ifndef plShader_inc
#define plShader_inc
#include "pnKeyedObject/hsKeyedObject.h"
#include "hsTemplates.h"
#include "hsGeometry3.h"
#include "hsMatrix44.h"
#include "plShaderTable.h"
class hsStream;
class hsResMgr;
class hsMatrix;
struct hsColorRGBA;
class hsGDeviceRef;
class plFloat4
{
public:
float f[4];
};
class plFloat44
{
public:
float m[4][4];
};
class plFloat34
{
public:
float m[3][4];
};
class plShaderConst
{
public:
union
{
struct {
float r;
float g;
float b;
float a;
};
struct {
float x;
float y;
float z;
float w;
};
struct {
float fX;
float fY;
float fZ;
float fW;
};
float fArray[4];
};
float& operator[](int i) { return fArray[i]; }
void Read(hsStream* s);
void Write(hsStream* s);
};
class plShaderDecl;
class plPipeConst
{
public:
enum Type
{
kLocalToNDC, // 4x4
kCameraToNDC, // 4x4
kWorldToNDC, // 4x4
kLocalToWorld, // 3x4
kWorldToLocal, // 3x4
kWorldToCamera, // 3x4
kCameraToWorld, // 3x4
kLocalToCamera, // 3x4
kCameraToLocal, // 3x4
kCamPosWorld, // 1x4
kCamPosLocal, // 1x4
kObjPosWorld, // 1x4
kTex3x4_0, // 3x4, stage 0
kTex3x4_1, // 3x4, stage 1
kTex3x4_2, // 3x4, stage 2
kTex3x4_3, // 3x4, stage 3
kTex3x4_4, // 3x4, stage 4
kTex3x4_5, // 3x4, stage 5
kTex3x4_6, // 3x4, stage 6
kTex3x4_7, // 3x4, stage 7
kTex2x4_0, // 2x4, stage 0
kTex2x4_1, // 2x4, stage 1
kTex2x4_2, // 2x4, stage 2
kTex2x4_3, // 2x4, stage 3
kTex2x4_4, // 2x4, stage 4
kTex2x4_5, // 2x4, stage 5
kTex2x4_6, // 2x4, stage 6
kTex2x4_7, // 2x4, stage 7
kTex1x4_0, // 1x4, stage 0
kTex1x4_1, // 1x4, stage 1
kTex1x4_2, // 1x4, stage 2
kTex1x4_3, // 1x4, stage 3
kTex1x4_4, // 1x4, stage 4
kTex1x4_5, // 1x4, stage 5
kTex1x4_6, // 1x4, stage 6
kTex1x4_7, // 1x4, stage 7
kDirLight1, // 2x4, dir, then color
kDirLight2, // 4x4, kDirLight1 x 2
kDirLight3, // 6x4, kDirLight1 x 3
kDirLight4, // 8x4, kDirLight1 x 4
kPointLight1, // 3x4, pos, dir, distAtten (spotAtten.xy dropped on end of pos.w/dir.w)
kPointLight2, // 6x4, kPointLight1 x 2
kPointLight3, // 9x4, kPointLight1 x 3
kPointLight4, // 12x4, kPointLight1 x4
kLayAmbient, // 4x4
kLayRuntime, // 4x4 (r,g,b,a)
kLaySpecular, // 4x4 (but alpha is ignored).
kFogSet, // 1x4 = (-FogMax, 1.f/(FogMin - FogMax), density, 1)
kColorFilter, // 1x4 color filter currently applied to entire scene.
kMaxType
};
public:
plPipeConst() {}
plPipeConst(Type t, UInt16 r) : fType(t), fReg(r) {}
Type fType;
UInt16 fReg;
};
typedef plPipeConst::Type plPipeConstType;
class plShader : public hsKeyedObject
{
public:
enum {
kValidated = 0x1,
kInvalid = 0x2,
kIsPixel = 0x4,
kShaderNotFound = 0x8,
kShaderError = 0x10,
kShaderUnsupported = 0x20
};
protected:
mutable UInt32 fFlags;
hsTArray<plShaderConst> fConsts;
mutable hsGDeviceRef* fDeviceRef;
const plShaderDecl* fDecl;
UInt8 fInput;
UInt8 fOutput;
hsTArray<plPipeConst> fPipeConsts;
public:
plShader();
virtual ~plShader();
CLASSNAME_REGISTER( plShader );
GETINTERFACE_ANY( plShader, hsKeyedObject );
// Read and write
virtual void Read(hsStream* s, hsResMgr* mgr);
virtual void Write(hsStream* s, hsResMgr* mgr);
void SetNumConsts(int cnt) { fConsts.SetCount(cnt); }
UInt32 GetNumConsts() const { return fConsts.GetCount(); }
plShaderConst& GetConst(int i) { return fConsts[i]; }
const plShaderConst& GetConst(int i) const { return fConsts[i]; }
void SetConst(int i, const plShaderConst& c) { fConsts[i] = c; }
plFloat44 GetMatrix(int i) const; // Will untranspose
plFloat44 GetMatrix3(int i) const; // Will untranspose
hsMatrix44 GetMatrix44(int i) const;
hsMatrix44 GetMatrix34(int i) const;
hsMatrix44 GetMatrix24(int i) const;
hsColorRGBA GetColor(int i) const;
hsPoint3 GetPosition(int i) const;
hsVector3 GetVector(int i) const;
void GetVector(int i, hsScalar& x, hsScalar& y, hsScalar& z, hsScalar& w) const;
hsScalar GetFloat(int i, int chan) const;
const float* const GetFloat4(int i) const;
void SetMatrix(int i, const plFloat44& xfm); // Will transpose
void SetMatrix3(int i, const plFloat44& xfm); // Will transpose
void SetMatrix44(int i, const hsMatrix44& xfm);
void SetMatrix34(int i, const hsMatrix44& xfm);
void SetMatrix24(int i, const hsMatrix44& xfm);
void SetColor(int i, const hsColorRGBA& col);
void SetVector(int i, const hsScalarTriple& vec); /* Doesn't touch .fW */
void SetVectorW(int i, const hsScalarTriple& vec, hsScalar w=1.f) { SetVector(i, vec.fX, vec.fY, vec.fZ, w); }
void SetVector(int i, hsScalar x, hsScalar y, hsScalar z, hsScalar w);
void SetFloat(int i, int chan, float v);
void SetFloat4(int i, const float* const f);
const plShaderDecl* GetDecl() const { return fDecl; }
void SetDecl(const plShaderDecl* p); // will reference (pointer copy)
void SetDecl(plShaderID::ID id);
hsBool IsValid() const { return !(fFlags & kInvalid); }
void Invalidate() const { fFlags |= kInvalid; }
hsBool IsPixelShader() const { return 0 != (fFlags & kIsPixel); }
hsBool IsVertexShader() const { return !IsPixelShader(); }
void SetIsPixelShader(hsBool on) { if(on)fFlags |= kIsPixel; else fFlags &= ~kIsPixel; }
// These are only for use by the pipeline.
hsGDeviceRef* GetDeviceRef() const { return fDeviceRef; }
void SetDeviceRef(hsGDeviceRef* ref) const;
void* GetConstBasePtr() const { return fConsts.GetCount() ? &fConsts[0] : nil; }
void CopyConsts(const plShader* src) { fConsts = src->fConsts; }
void SetInputFormat(UInt8 format) { fInput = format; }
void SetOutputFormat(UInt8 format) { fOutput = format; }
UInt8 GetInputFormat() const { return fInput; }
UInt8 GetOutputFormat() const { return fOutput; }
UInt32 GetNumPipeConsts() const { return fPipeConsts.GetCount(); }
const plPipeConst& GetPipeConst(int i) const { return fPipeConsts[i]; }
plPipeConst::Type GetPipeConstType(int i) const { return fPipeConsts[i].fType; }
UInt16 GetPipeConstReg(int i) const { return fPipeConsts[i].fReg; }
void SetNumPipeConsts(int n);
void SetPipeConst(int i, const plPipeConst& c) { fPipeConsts[i] = c; }
void SetPipeConst(int i, plPipeConstType t, UInt16 r) { fPipeConsts[i].fType = t; fPipeConsts[i].fReg = r; }
void SetPipeConstType(int i, plPipeConstType t) { fPipeConsts[i].fType = t; }
void SetPipeConstReg(int i, UInt16 r) { fPipeConsts[i].fReg = r; }
};
#endif // plShader_inc