/*==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==*/ #ifndef plShaderTable_inc #define plShaderTable_inc #include "hsTemplates.h" // When adding to the compiled table, make sure // you add the include in plShaderTable.cpp, or you'll // compile fine but have a nil shader (FFP) at runtime. namespace plShaderID { enum ID { Unregistered = 0, vs_WaveFixedFin6, //OBSOLETE ps_WaveFixed, vs_CompCosines, ps_CompCosines, //OBSOLETE vs_ShoreLeave6, //OBSOLETE ps_ShoreLeave6, vs_WaveRip, //OBSOLETE ps_WaveRip, vs_WaveDec1Lay, //OBSOLETE vs_WaveDec2Lay11, //OBSOLETE vs_WaveDec2Lay12, //OBSOLETE vs_WaveDecEnv, //OBSOLETE ps_CbaseAbase, ps_CalphaAbase, ps_CalphaAMult, ps_CalphaAadd, ps_CaddAbase, ps_CaddAMult, ps_CaddAAdd, ps_CmultAbase, ps_CmultAMult, ps_CmultAAdd, ps_WaveDecEnv, vs_WaveGraph2, ps_WaveGraph, vs_WaveGridFin, //OBSOLETE ps_WaveGrid, //OBSOLETE vs_BiasNormals, ps_BiasNormals, vs_ShoreLeave7, vs_WaveRip7, ps_MoreCosines, vs_WaveDec1Lay_7, vs_WaveDec2Lay11_7, vs_WaveDec2Lay12_7, vs_WaveDecEnv_7, vs_WaveFixedFin7, vs_GrassShader, ps_GrassShader, kNumShaders }; }; class plShaderDecl { protected: const plShaderID::ID fID; const UInt32 fByteLen; const UInt8* const fCodes; const char* const fFileName; public: 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) {} // Data (fCodes) is never deleted, It points to memory compiled in. plShaderID::ID GetID() const { return fID; } UInt32 GetByteLen() const { return fByteLen; } const UInt8* GetCodes() const { return fCodes; } const char* const GetFileName() const { return fFileName; } }; class plShaderTableInst { protected: enum { kLoadFromFile = 0x1 }; UInt32 fFlags; const plShaderDecl* fTable[plShaderID::kNumShaders]; plShaderTableInst(); hsBool LoadFromFile() const { return 0 != (fFlags & kLoadFromFile); } void SetLoadFromFile(hsBool on) { if(on) fFlags |= kLoadFromFile; else fFlags &= ~kLoadFromFile; } const plShaderDecl* Decl(plShaderID::ID id) const { return fTable[id]; } void Register(const plShaderDecl* decl); hsBool IsRegistered(plShaderID::ID id) const { return (id == 0) || ((id < plShaderID::kNumShaders) && fTable[id]); } public: virtual ~plShaderTableInst(); friend class plShaderTable; }; class plShaderTable { protected: static plShaderTableInst* fInst; static plShaderTableInst& IMakeInstance(); static plShaderTableInst& Instance() { return fInst ? *fInst : IMakeInstance(); } public: static hsBool LoadFromFile() { return Instance().LoadFromFile(); } static void SetLoadFromFile(hsBool on) { Instance().SetLoadFromFile(on); } static const plShaderDecl* Decl(plShaderID::ID id) { return Instance().Decl(id); } static void Register(const plShaderDecl* decl) { Instance().Register(decl); } static hsBool IsRegistered(plShaderID::ID id) { return Instance().IsRegistered(id); } }; class plShaderRegister { public: plShaderRegister(const plShaderDecl* decl) { plShaderTable::Register(decl); } }; #endif // plShaderTable_inc