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.
337 lines
8.5 KiB
337 lines
8.5 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/>. |
|
|
|
Additional permissions under GNU GPL version 3 section 7 |
|
|
|
If you modify this Program, or any covered work, by linking or |
|
combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK, |
|
NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent |
|
JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK |
|
(or a modified version of those libraries), |
|
containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA, |
|
PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG |
|
JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the |
|
licensors of this Program grant you additional |
|
permission to convey the resulting work. Corresponding Source for a |
|
non-source form of such a combination shall include the source code for |
|
the parts of OpenSSL and IJG JPEG Library used as well as that of the covered |
|
work. |
|
|
|
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); |
|
}
|
|
|