/*==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 . 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); }