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