You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 

321 lines
7.4 KiB

/*==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 <http://www.gnu.org/licenses/>.
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);
}