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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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#include "HeadSpin.h"
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#include "plShader.h"
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#include "plShaderTable.h"
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#include "hsStream.h"
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#include "hsMatrix44.h"
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#include "hsColorRGBA.h"
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#include "hsGDeviceRef.h"
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// Little shader const helper
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void plShaderConst::Read(hsStream* s)
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{
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fX = s->ReadLEScalar();
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fY = s->ReadLEScalar();
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fZ = s->ReadLEScalar();
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fW = s->ReadLEScalar();
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}
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void plShaderConst::Write(hsStream* s)
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{
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s->WriteLEScalar(fX);
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s->WriteLEScalar(fY);
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s->WriteLEScalar(fZ);
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s->WriteLEScalar(fW);
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}
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//////////////////////////////////////////////////////////////////////////////////
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// Real Shader follows
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//////////////////////////////////////////////////////////////////////////////////
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plShader::plShader()
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: fFlags(0),
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fDeviceRef(nil),
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fInput(0),
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fOutput(0),
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fDecl(0)
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{
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}
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plShader::~plShader()
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{
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delete fDeviceRef;
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}
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void plShader::SetDeviceRef(hsGDeviceRef* ref) const
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{
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hsRefCnt_SafeAssign(fDeviceRef, ref);
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}
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void plShader::SetMatrix(int i, const plFloat44& xfm)
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{
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// Stuff in the transpose
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SetVector(i+0, xfm.m[0][0], xfm.m[1][0], xfm.m[2][0], xfm.m[3][0]);
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SetVector(i+1, xfm.m[0][1], xfm.m[1][1], xfm.m[2][1], xfm.m[3][1]);
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SetVector(i+2, xfm.m[0][2], xfm.m[1][2], xfm.m[2][2], xfm.m[3][2]);
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SetVector(i+3, xfm.m[0][3], xfm.m[1][3], xfm.m[2][3], xfm.m[3][3]);
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}
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void plShader::SetMatrix3(int i, const plFloat44& xfm)
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{
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// Stuff in the transpose
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SetVector(i+0, xfm.m[0][0], xfm.m[1][0], xfm.m[2][0], xfm.m[3][0]);
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SetVector(i+1, xfm.m[0][1], xfm.m[1][1], xfm.m[2][1], xfm.m[3][1]);
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SetVector(i+2, xfm.m[0][2], xfm.m[1][2], xfm.m[2][2], xfm.m[3][2]);
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}
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void plShader::SetMatrix44(int i, const hsMatrix44& xfm)
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{
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// hsMatrix44 is already transpose of the rest of the world
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SetVector(i+0, xfm.fMap[0][0], xfm.fMap[0][1], xfm.fMap[0][2], xfm.fMap[0][3]);
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SetVector(i+1, xfm.fMap[1][0], xfm.fMap[1][1], xfm.fMap[1][2], xfm.fMap[1][3]);
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SetVector(i+2, xfm.fMap[2][0], xfm.fMap[2][1], xfm.fMap[2][2], xfm.fMap[2][3]);
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SetVector(i+3, xfm.fMap[3][0], xfm.fMap[3][1], xfm.fMap[3][2], xfm.fMap[3][3]);
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}
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void plShader::SetMatrix34(int i, const hsMatrix44& xfm)
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{
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// hsMatrix44 is already transpose of the rest of the world
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SetVector(i+0, xfm.fMap[0][0], xfm.fMap[0][1], xfm.fMap[0][2], xfm.fMap[0][3]);
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SetVector(i+1, xfm.fMap[1][0], xfm.fMap[1][1], xfm.fMap[1][2], xfm.fMap[1][3]);
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SetVector(i+2, xfm.fMap[2][0], xfm.fMap[2][1], xfm.fMap[2][2], xfm.fMap[2][3]);
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}
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void plShader::SetMatrix24(int i, const hsMatrix44& xfm)
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{
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// hsMatrix44 is already transpose of the rest of the world
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SetVector(i+0, xfm.fMap[0][0], xfm.fMap[0][1], xfm.fMap[0][2], xfm.fMap[0][3]);
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SetVector(i+1, xfm.fMap[1][0], xfm.fMap[1][1], xfm.fMap[1][2], xfm.fMap[1][3]);
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}
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void plShader::SetColor(int i, const hsColorRGBA& col)
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{
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SetVector(i, col.r, col.g, col.b, col.a);
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}
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void plShader::SetVector(int i, const hsScalarTriple& vec)
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{
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/* Doesn't touch .fW */
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fConsts[i].fX = vec.fX;
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fConsts[i].fY = vec.fY;
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fConsts[i].fZ = vec.fZ;
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}
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void plShader::SetVector(int i, float x, float y, float z, float w)
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{
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fConsts[i].x = x;
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fConsts[i].y = y;
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fConsts[i].z = z;
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fConsts[i].w = w;
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}
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void plShader::SetFloat(int i, int chan, float v)
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{
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fConsts[i].fArray[chan] = v;
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}
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void plShader::SetFloat4(int i, const float* const f)
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{
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fConsts[i].fX = f[0];
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fConsts[i].fY = f[1];
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fConsts[i].fZ = f[2];
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fConsts[i].fW = f[3];
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}
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plFloat44 plShader::GetMatrix(int i) const
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{
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// untranspose
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plFloat44 xfm;
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int j;
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for( j = 0; j < 4; j++ )
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{
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int k;
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for( k = 0; k < 4; k++ )
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xfm.m[j][k] = fConsts[i+k].fArray[j];
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}
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return xfm;
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}
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plFloat44 plShader::GetMatrix3(int i) const
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{
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// untranspose
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plFloat44 xfm;
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int j;
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for( j = 0; j < 4; j++ )
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{
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int k;
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for( k = 0; k < 3; k++ )
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xfm.m[j][k] = fConsts[i+k].fArray[j];
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}
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xfm.m[0][3] = xfm.m[1][3] = xfm.m[2][3] = 0;
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xfm.m[3][3] = 1.f;
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return xfm;
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}
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hsMatrix44 plShader::GetMatrix44(int i) const
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{
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hsMatrix44 xfm;
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xfm.NotIdentity();
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int j;
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for( j = 0; j < 4; j++ )
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{
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int k;
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for( k = 0; k < 4; k++ )
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xfm.fMap[j][k] = fConsts[i+j][k];
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}
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return xfm;
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}
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hsMatrix44 plShader::GetMatrix34(int i) const
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{
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hsMatrix44 xfm;
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xfm.NotIdentity();
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int j;
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for( j = 0; j < 3; j++ )
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{
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int k;
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for( k = 0; k < 4; k++ )
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xfm.fMap[j][k] = fConsts[i+j][k];
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}
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xfm.fMap[3][0] = xfm.fMap[3][1] = xfm.fMap[3][2] = 0;
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xfm.fMap[3][3] = 1.f;
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return xfm;
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}
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hsMatrix44 plShader::GetMatrix24(int i) const
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{
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hsMatrix44 xfm;
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xfm.NotIdentity();
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int j;
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for( j = 0; j < 2; j++ )
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{
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int k;
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for( k = 0; k < 4; k++ )
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xfm.fMap[j][k] = fConsts[i+j][k];
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}
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xfm.fMap[2][0] = xfm.fMap[2][1] = xfm.fMap[2][2] = xfm.fMap[2][3] = 0;
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xfm.fMap[3][0] = xfm.fMap[3][1] = xfm.fMap[3][2] = 0;
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xfm.fMap[3][3] = 1.f;
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return xfm;
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}
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hsColorRGBA plShader::GetColor(int i) const
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{
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return hsColorRGBA().Set(fConsts[i].r, fConsts[i].g, fConsts[i].b, fConsts[i].a);
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}
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hsPoint3 plShader::GetPosition(int i) const
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{
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return hsPoint3(fConsts[i].fX, fConsts[i].fY, fConsts[i].fZ);
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}
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hsVector3 plShader::GetVector(int i) const
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{
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return hsVector3(fConsts[i].fX, fConsts[i].fY, fConsts[i].fZ);
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}
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void plShader::GetVector(int i, float& x, float& y, float& z, float& w) const
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{
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x = fConsts[i].x;
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y = fConsts[i].y;
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z = fConsts[i].z;
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w = fConsts[i].w;
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}
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float plShader::GetFloat(int i, int chan) const
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{
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return fConsts[i].fArray[chan];
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}
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const float* plShader::GetFloat4(int i) const
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{
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return fConsts[i].fArray;
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}
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void plShader::Read(hsStream* s, hsResMgr* mgr)
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{
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fFlags = 0;
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hsKeyedObject::Read(s, mgr);
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uint32_t n = s->ReadLE32();
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fConsts.SetCount(n);
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int i;
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for( i = 0; i < n; i++ )
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fConsts[i].Read(s);
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plShaderID::ID id = plShaderID::ID(s->ReadLE32());
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SetDecl(plShaderTable::Decl(id));
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fInput = s->ReadByte();
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fOutput = s->ReadByte();
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}
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void plShader::Write(hsStream* s, hsResMgr* mgr)
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{
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hsKeyedObject::Write(s, mgr);
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s->WriteLE32(fConsts.GetCount());
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int i;
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for( i = 0; i < fConsts.GetCount(); i++ )
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fConsts[i].Write(s);
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s->WriteLE32(fDecl->GetID());
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s->WriteByte(fInput);
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s->WriteByte(fOutput);
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}
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void plShader::SetDecl(const plShaderDecl* decl)
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{
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fDecl = decl;
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}
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void plShader::SetDecl(plShaderID::ID id)
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{
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SetDecl(plShaderTable::Decl(id));
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}
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void plShader::SetNumPipeConsts(int n)
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{
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int nOld = fPipeConsts.GetCount();
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if( n > nOld )
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{
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// This will copy forward any existing entries.
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fPipeConsts.Expand(n);
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}
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fPipeConsts.SetCount(n);
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}
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