Crystal Space: csgfx/shadervar.h Source File (Crystal Space Public API Reference)

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# csgfx/shadervar.h

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    00001 /*
    00002     Copyright (C) 2003 by Mat Sutcliffe <oktal@gmx.co.uk>
    00003                           Marten Svanfeldt
    00004
    00005     This library is free software; you can redistribute it and/or
    00006     modify it under the terms of the GNU Library General Public
    00007     License as published by the Free Software Foundation; either
    00008     version 2 of the License, or (at your option) any later version.
    00009
    00010     This library is distributed in the hope that it will be useful,
    00011     but WITHOUT ANY WARRANTY; without even the implied warranty of
    00012     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
    00013     Library General Public License for more details.
    00014
    00015     You should have received a copy of the GNU Library General Public
    00016     License along with this library; if not, write to the Free
    00017     Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
    00018 */
    00019
    00020 #ifndef __CS_GFX_SHADERVAR_H__
    00021 #define __CS_GFX_SHADERVAR_H__
    00022
    00027 #include "csextern.h"
    00028
    00029 #include "csgeom/transfrm.h"
    00030 #include "csgeom/vector2.h"
    00031 #include "csgeom/vector3.h"
    00032 #include "csgeom/vector4.h"
    00033 #include "csgfx/rgbpixel.h"
    00034 #include "csutil/cscolor.h"
    00035 #include "csutil/leakguard.h"
    00036 #include "csutil/refarr.h"
    00037 #include "csutil/refcount.h"
    00038 #include "csutil/strset.h"
    00039
    00040 #include "iengine/texture.h"
    00041 #include "ivideo/texture.h"
    00042 #include "ivideo/rndbuf.h"
    00043
    00044 struct iTextureHandle;
    00045 struct iTextureWrapper;
    00046 struct csShaderVariableWrapper;
    00047
    00048 class csShaderVariable;
    00049
    00058 struct iShaderVariableAccessor : public virtual iBase
    00059 {
    00060   SCF_INTERFACE (iShaderVariableAccessor, 2, 0, 0);
    00061
    00063   virtual void PreGetValue (csShaderVariable *variable) = 0;
    00064 };
    00065
    00071 class CS_CRYSTALSPACE_EXPORT csShaderVariable : public csRefCount
    00072 {
    00073 public:
    00079   enum VariableType
    00080   {
    00082     UNKNOWN = 0,
    00084     INT = 1,
    00086     FLOAT,
    00088     COLOR,
    00090     TEXTURE,
    00092     RENDERBUFFER,
    00094     VECTOR2,
    00096     VECTOR3,
    00098     VECTOR4,
    00100     MATRIX,
    00102     TRANSFORM,
    00104     ARRAY
    00105   };
    00106
    00107   //CS_LEAKGUARD_DECLARE (csShaderVariable);
    00108 private:
    00109
    00110   VariableType Type;
    00111
    00112   csRef<iTextureHandle> TextureHandValue;
    00113   csRef<iTextureWrapper> TextureWrapValue;
    00114   csRef<iRenderBuffer> RenderBuffer;
    00115   csVector4 VectorValue;
    00116
    00117   int Int;
    00118   csMatrix3* MatrixValuePtr;
    00119   csReversibleTransform* TransformPtr;
    00120
    00121   csRef<iShaderVariableAccessor> accessor;
    00122
    00123   csRefArray<csShaderVariable> *array;
    00124
    00125   csStringID Name;
    00126 public:
    00127
    00132   csShaderVariable ();
    00134   csShaderVariable (csStringID name);
    00135   csShaderVariable (const csShaderVariable& other) : csRefCount(),
    00136     MatrixValuePtr(0), TransformPtr (0), array(0) { *this = other; }
    00137   virtual ~csShaderVariable ()
    00138   {
    00139     delete MatrixValuePtr;
    00140     delete TransformPtr;
    00141     delete array;
    00142   }
    00143
    00144   csShaderVariable& operator= (const csShaderVariable& copyFrom);
    00145
    00147   VariableType GetType()
    00148   {
    00149     /* The accessor should be called at least once so the var has a proper
    00150      * type set */
    00151     if ((Type == UNKNOWN) && accessor) accessor->PreGetValue (this);
    00152     return Type;
    00153   }
    00155   void SetType (VariableType t) { Type = t; }
    00156
    00158   void SetAccessor (iShaderVariableAccessor* a) { accessor = a;}
    00159
    00165   void SetName (csStringID newName) { Name = newName; }
    00166
    00168   csStringID GetName () const { return Name; }
    00169
    00171   bool GetValue (int& value)
    00172   {
    00173     if (accessor) accessor->PreGetValue (this);
    00174     value = Int;
    00175     return true;
    00176   }
    00177
    00179   bool GetValue (float& value)
    00180   {
    00181     if (accessor) accessor->PreGetValue (this);
    00182     value = VectorValue.x;
    00183     return true;
    00184   }
    00185
    00187   bool GetValue (csRGBpixel& value)
    00188   {
    00189     if (accessor) accessor->PreGetValue (this);
    00190     value.red = (char) VectorValue.x;
    00191     value.green = (char) VectorValue.y;
    00192     value.blue = (char) VectorValue.z;
    00193     value.alpha = (char) VectorValue.w;
    00194     return true;
    00195   }
    00196
    00198   bool GetValue (iTextureHandle*& value)
    00199   {
    00200     if (accessor) accessor->PreGetValue (this);
    00201     value = TextureHandValue;
    00202     if (!value && TextureWrapValue)
    00203       value = TextureHandValue = TextureWrapValue->GetTextureHandle ();
    00204     return true;
    00205   }
    00206
    00208   bool GetValue (iTextureWrapper*& value)
    00209   {
    00210     if (accessor) accessor->PreGetValue (this);
    00211     value = TextureWrapValue;
    00212     return true;
    00213   }
    00214
    00216   bool GetValue (iRenderBuffer*& value)
    00217   {
    00218     if (accessor) accessor->PreGetValue (this);
    00219     value = RenderBuffer;
    00220     return true;
    00221   }
    00222
    00224   bool GetValue (csVector2& value)
    00225   {
    00226     if (accessor) accessor->PreGetValue (this);
    00227     value.Set (VectorValue.x, VectorValue.y);
    00228     return true;
    00229   }
    00230
    00232   bool GetValue (csVector3& value)
    00233   {
    00234     if (accessor) accessor->PreGetValue (this);
    00235     value.Set (VectorValue.x, VectorValue.y, VectorValue.z);
    00236     return true;
    00237   }
    00238
    00240   bool GetValue (csColor& value)
    00241   {
    00242     if (accessor) accessor->PreGetValue (this);
    00243     value.Set (VectorValue.x, VectorValue.y, VectorValue.z);
    00244     return true;
    00245   }
    00246
    00248   bool GetValue (csVector4& value)
    00249   {
    00250     if (accessor) accessor->PreGetValue (this);
    00251     value = VectorValue;
    00252     return true;
    00253   }
    00254
    00256   bool GetValue (csMatrix3& value)
    00257   {
    00258     if (accessor) accessor->PreGetValue (this);
    00259     if (MatrixValuePtr)
    00260     {
    00261       value = *MatrixValuePtr;
    00262       return true;
    00263     }
    00264     else
    00265     {
    00266       value = csMatrix3();
    00267     }
    00268     return false;
    00269   }
    00270
    00272   bool GetValue (csReversibleTransform& value)
    00273   {
    00274     if (accessor) accessor->PreGetValue (this);
    00275     if (TransformPtr)
    00276     {
    00277       value = *TransformPtr;
    00278       return true;
    00279     }
    00280     else
    00281     {
    00282       value = csReversibleTransform();
    00283     }
    00284     return false;
    00285   }
    00286
    00287
    00289   bool SetValue (int value)
    00290   {
    00291     Type = INT;
    00292     Int = value;
    00293     float f = (float)value;
    00294     VectorValue.Set (f, f, f, f);
    00295     return true;
    00296   }
    00297
    00299   bool SetValue (float value)
    00300   {
    00301     Type = FLOAT;
    00302     Int = (int)value;
    00303     VectorValue.Set (value, value, value, value);
    00304     return true;
    00305   }
    00306
    00308   bool SetValue (const csRGBpixel &value)
    00309   {
    00310     Type = COLOR;
    00311     VectorValue.x = (float) value.red;
    00312     VectorValue.y = (float) value.green;
    00313     VectorValue.z = (float) value.blue;
    00314     VectorValue.w = (float) value.alpha;
    00315     return true;
    00316   }
    00317
    00319   bool SetValue (iTextureHandle* value)
    00320   {
    00321     Type = TEXTURE;
    00322     TextureHandValue = value;
    00323     return true;
    00324   }
    00325
    00327   bool SetValue (iTextureWrapper* value)
    00328   {
    00329     Type = TEXTURE;
    00330     TextureWrapValue = value;
    00331     return true;
    00332   }
    00333
    00335   bool SetValue (iRenderBuffer* value)
    00336   {
    00337     Type = RENDERBUFFER;
    00338     RenderBuffer = value;
    00339     return true;
    00340   }
    00341
    00343   bool SetValue (const csVector2 &value)
    00344   {
    00345     Type = VECTOR2;
    00346     VectorValue.Set (value.x, value.y, 0.0f, 1.0f);
    00347     Int = (int)value.x;
    00348     return true;
    00349   }
    00350
    00352   bool SetValue (const csVector3 &value)
    00353   {
    00354     Type = VECTOR3;
    00355     VectorValue.Set (value.x, value.y, value.z, 1.0f);
    00356     Int = (int)value.x;
    00357     return true;
    00358   }
    00359
    00361   bool SetValue (const csColor& value)
    00362   {
    00363     Type = VECTOR3;
    00364     VectorValue.Set (value.red, value.green, value.blue, 1.0f);
    00365     Int = (int)value.red;
    00366     return true;
    00367   }
    00368
    00370   bool SetValue (const csVector4 &value)
    00371   {
    00372     Type = VECTOR4;
    00373     VectorValue.Set (value.x, value.y, value.z, value.w);
    00374     Int = (int)value.x;
    00375     return true;
    00376   }
    00377
    00379   bool SetValue (const csMatrix3 &value)
    00380   {
    00381     Type = MATRIX;
    00382     if (MatrixValuePtr)
    00383     {
    00384       *MatrixValuePtr = value;
    00385     }
    00386     else
    00387     {
    00388       MatrixValuePtr = new csMatrix3 (value);
    00389     }
    00390     return true;
    00391   }
    00392
    00394   bool SetValue (const csReversibleTransform &value)
    00395   {
    00396     Type = TRANSFORM;
    00397     if (TransformPtr)
    00398     {
    00399       *TransformPtr = value;
    00400     }
    00401     else
    00402     {
    00403       TransformPtr = new csReversibleTransform (value);
    00404     }
    00405     return true;
    00406   }
    00407
    00408   void AddVariableToArray (csShaderVariable *variable)
    00409   {
    00410     if (array) array->Push (variable);
    00411   }
    00412
    00413   void RemoveFromArray (size_t element)
    00414   {
    00415     if (array) array->DeleteIndex (element);
    00416   }
    00417
    00419   void SetArraySize (size_t size)
    00420   {
    00421     if (array == 0)
    00422     {
    00423       array = new csRefArray<csShaderVariable>;
    00424     }
    00425     array->SetSize (size);
    00426   }
    00427
    00429   size_t GetArraySize ()
    00430   {
    00431     if (array == 0)
    00432       return 0;
    00433     else
    00434       return array->Length ();
    00435   }
    00436
    00442   csShaderVariable *GetArrayElement (size_t element)
    00443   {
    00444     if (array != 0 && element<array->Length ())
    00445     {
    00446       return array->Get (element);
    00447     }
    00448     return 0;
    00449   }
    00450
    00454   void SetArrayElement (size_t element, csShaderVariable *variable)
    00455   {
    00456     array->Put (element, variable);
    00457   }
    00458 };
    00459
    00460 namespace CS
    00461 {
    00463   struct ShaderVarName
    00464   {
    00465     csStringID name;
    00466
    00467     ShaderVarName() : name (csInvalidStringID) {}
    00468     ShaderVarName (iStringSet* strings, const char* name)
    00469     { this->name = strings->Request (name); }
    00470
    00471     operator csStringID () const { return name; }
    00472   };
    00473
    00474 } // namespace CS
    00475
    00478 #endif