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337 lines
8.0 KiB
337 lines
8.0 KiB
/*==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 "hsTypes.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 "plPipeline/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->ReadSwapScalar(); |
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fY = s->ReadSwapScalar(); |
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fZ = s->ReadSwapScalar(); |
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fW = s->ReadSwapScalar(); |
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} |
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void plShaderConst::Write(hsStream* s) |
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{ |
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s->WriteSwapScalar(fX); |
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s->WriteSwapScalar(fY); |
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s->WriteSwapScalar(fZ); |
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s->WriteSwapScalar(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, hsScalar x, hsScalar y, hsScalar z, hsScalar 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, hsScalar& x, hsScalar& y, hsScalar& z, hsScalar& 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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hsScalar 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* const 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 n = s->ReadSwap32(); |
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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->ReadSwap32()); |
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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->WriteSwap32(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->WriteSwap32(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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