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