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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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#ifndef plShaderTable_inc
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#define plShaderTable_inc
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#include "hsTemplates.h"
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// When adding to the compiled table, make sure
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// you add the include in plShaderTable.cpp, or you'll
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// compile fine but have a nil shader (FFP) at runtime.
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namespace plShaderID
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{
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enum ID
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{
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Unregistered = 0,
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vs_WaveFixedFin6, //OBSOLETE
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ps_WaveFixed,
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vs_CompCosines,
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ps_CompCosines, //OBSOLETE
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vs_ShoreLeave6, //OBSOLETE
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ps_ShoreLeave6,
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vs_WaveRip, //OBSOLETE
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ps_WaveRip,
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vs_WaveDec1Lay, //OBSOLETE
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vs_WaveDec2Lay11, //OBSOLETE
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vs_WaveDec2Lay12, //OBSOLETE
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vs_WaveDecEnv, //OBSOLETE
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ps_CbaseAbase,
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ps_CalphaAbase,
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ps_CalphaAMult,
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ps_CalphaAadd,
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ps_CaddAbase,
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ps_CaddAMult,
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ps_CaddAAdd,
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ps_CmultAbase,
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ps_CmultAMult,
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ps_CmultAAdd,
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ps_WaveDecEnv,
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vs_WaveGraph2,
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ps_WaveGraph,
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vs_WaveGridFin, //OBSOLETE
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ps_WaveGrid, //OBSOLETE
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vs_BiasNormals,
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ps_BiasNormals,
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vs_ShoreLeave7,
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vs_WaveRip7,
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ps_MoreCosines,
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vs_WaveDec1Lay_7,
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vs_WaveDec2Lay11_7,
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vs_WaveDec2Lay12_7,
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vs_WaveDecEnv_7,
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vs_WaveFixedFin7,
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vs_GrassShader,
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ps_GrassShader,
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kNumShaders
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};
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};
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class plShaderDecl
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{
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protected:
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const plShaderID::ID fID;
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const UInt32 fByteLen;
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const UInt8* const fCodes;
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const char* const fFileName;
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public:
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plShaderDecl(const char* const fname, plShaderID::ID id = plShaderID::Unregistered, UInt32 byteLen = 0, const UInt8* const codes = 0L) : fID(id), fByteLen(byteLen), fCodes(codes), fFileName(fname) {}
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// Data (fCodes) is never deleted, It points to memory compiled in.
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plShaderID::ID GetID() const { return fID; }
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UInt32 GetByteLen() const { return fByteLen; }
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const UInt8* GetCodes() const { return fCodes; }
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const char* const GetFileName() const { return fFileName; }
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};
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class plShaderTableInst
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{
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protected:
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enum
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{
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kLoadFromFile = 0x1
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};
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UInt32 fFlags;
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const plShaderDecl* fTable[plShaderID::kNumShaders];
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plShaderTableInst();
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hsBool LoadFromFile() const { return 0 != (fFlags & kLoadFromFile); }
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void SetLoadFromFile(hsBool on) { if(on) fFlags |= kLoadFromFile; else fFlags &= ~kLoadFromFile; }
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const plShaderDecl* Decl(plShaderID::ID id) const { return fTable[id]; }
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void Register(const plShaderDecl* decl);
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hsBool IsRegistered(plShaderID::ID id) const { return (id == 0) || ((id < plShaderID::kNumShaders) && fTable[id]); }
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public:
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virtual ~plShaderTableInst();
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friend class plShaderTable;
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};
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class plShaderTable
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{
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protected:
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static plShaderTableInst* fInst;
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static plShaderTableInst& IMakeInstance();
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static plShaderTableInst& Instance() { return fInst ? *fInst : IMakeInstance(); }
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public:
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static hsBool LoadFromFile() { return Instance().LoadFromFile(); }
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static void SetLoadFromFile(hsBool on) { Instance().SetLoadFromFile(on); }
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static const plShaderDecl* Decl(plShaderID::ID id) { return Instance().Decl(id); }
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static void Register(const plShaderDecl* decl) { Instance().Register(decl); }
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static hsBool IsRegistered(plShaderID::ID id) { return Instance().IsRegistered(id); }
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};
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class plShaderRegister
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{
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public:
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plShaderRegister(const plShaderDecl* decl) { plShaderTable::Register(decl); }
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};
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#endif // plShaderTable_inc
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