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176 lines
5.4 KiB
176 lines
5.4 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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#ifndef plShaderTable_inc |
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#define plShaderTable_inc |
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#include "hsTemplates.h" |
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// When adding to the compiled table, make sure |
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// you add the include in plShaderTable.cpp, or you'll |
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// compile fine but have a nil shader (FFP) at runtime. |
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namespace plShaderID |
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{ |
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enum ID |
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{ |
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Unregistered = 0, |
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vs_WaveFixedFin6, //OBSOLETE |
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ps_WaveFixed, |
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vs_CompCosines, |
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ps_CompCosines, //OBSOLETE |
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vs_ShoreLeave6, //OBSOLETE |
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ps_ShoreLeave6, |
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vs_WaveRip, //OBSOLETE |
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ps_WaveRip, |
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vs_WaveDec1Lay, //OBSOLETE |
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vs_WaveDec2Lay11, //OBSOLETE |
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vs_WaveDec2Lay12, //OBSOLETE |
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vs_WaveDecEnv, //OBSOLETE |
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ps_CbaseAbase, |
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ps_CalphaAbase, |
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ps_CalphaAMult, |
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ps_CalphaAadd, |
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ps_CaddAbase, |
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ps_CaddAMult, |
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ps_CaddAAdd, |
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ps_CmultAbase, |
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ps_CmultAMult, |
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ps_CmultAAdd, |
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ps_WaveDecEnv, |
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vs_WaveGraph2, |
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ps_WaveGraph, |
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vs_WaveGridFin, //OBSOLETE |
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ps_WaveGrid, //OBSOLETE |
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vs_BiasNormals, |
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ps_BiasNormals, |
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vs_ShoreLeave7, |
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vs_WaveRip7, |
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ps_MoreCosines, |
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vs_WaveDec1Lay_7, |
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vs_WaveDec2Lay11_7, |
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vs_WaveDec2Lay12_7, |
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vs_WaveDecEnv_7, |
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vs_WaveFixedFin7, |
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vs_GrassShader, |
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ps_GrassShader, |
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kNumShaders |
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}; |
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}; |
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class plShaderDecl |
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{ |
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protected: |
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const plShaderID::ID fID; |
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const uint32_t fbyteLen; |
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const uint8_t* const fCodes; |
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const char* const fFileName; |
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public: |
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plShaderDecl(const char* const fname, plShaderID::ID id = plShaderID::Unregistered, uint32_t byteLen = 0, const uint8_t* const codes = 0L) : fID(id), fbyteLen(byteLen), fCodes(codes), fFileName(fname) {} |
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// Data (fCodes) is never deleted, It points to memory compiled in. |
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plShaderID::ID GetID() const { return fID; } |
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uint32_t GetByteLen() const { return fbyteLen; } |
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const uint8_t* GetCodes() const { return fCodes; } |
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const char* GetFileName() const { return fFileName; } |
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}; |
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class plShaderTableInst |
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{ |
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protected: |
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enum |
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{ |
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kLoadFromFile = 0x1 |
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}; |
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uint32_t fFlags; |
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const plShaderDecl* fTable[plShaderID::kNumShaders]; |
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plShaderTableInst(); |
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bool LoadFromFile() const { return 0 != (fFlags & kLoadFromFile); } |
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void SetLoadFromFile(bool on) { if(on) fFlags |= kLoadFromFile; else fFlags &= ~kLoadFromFile; } |
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const plShaderDecl* Decl(plShaderID::ID id) const { return fTable[id]; } |
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void Register(const plShaderDecl* decl); |
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bool IsRegistered(plShaderID::ID id) const { return (id == 0) || ((id < plShaderID::kNumShaders) && fTable[id]); } |
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public: |
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virtual ~plShaderTableInst(); |
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friend class plShaderTable; |
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}; |
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class plShaderTable |
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{ |
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protected: |
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static plShaderTableInst* fInst; |
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static plShaderTableInst& IMakeInstance(); |
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static plShaderTableInst& Instance() { return fInst ? *fInst : IMakeInstance(); } |
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public: |
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static bool LoadFromFile() { return Instance().LoadFromFile(); } |
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static void SetLoadFromFile(bool on) { Instance().SetLoadFromFile(on); } |
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static const plShaderDecl* Decl(plShaderID::ID id) { return Instance().Decl(id); } |
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static void Register(const plShaderDecl* decl) { Instance().Register(decl); } |
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static bool IsRegistered(plShaderID::ID id) { return Instance().IsRegistered(id); } |
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}; |
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class plShaderRegister |
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{ |
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public: |
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plShaderRegister(const plShaderDecl* decl) { plShaderTable::Register(decl); } |
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}; |
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#endif // plShaderTable_inc
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