📄 wmlshader.cpp
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// Magic Software, Inc.
// http://www.magic-software.com
// http://www.wild-magic.com
// Copyright (c) 2003. All Rights Reserved
//
// The Wild Magic Library (WML) source code is supplied under the terms of
// the license agreement http://www.magic-software.com/License/WildMagic.pdf
// and may not be copied or disclosed except in accordance with the terms of
// that agreement.
#include "WmlShader.h"
#include "WmlRenderer.h"
using namespace Wml;
WmlImplementRTTI(Shader,Object);
WmlImplementStream(Shader);
//----------------------------------------------------------------------------
Shader::Shader (ShaderConstants* pkConstTemplate)
:
m_pkConstTemplate(pkConstTemplate)
{
memset(m_acUserData,0,8*sizeof(char));
for (int i = 0; i < MAXTYPE; i++)
{
m_aiVersion[i] = INVALID;
m_aacProgram[i] = NULL;
}
}
//----------------------------------------------------------------------------
Shader::~Shader ()
{
for (int i = 0; i < MAXTYPE; i++)
delete[] m_aacProgram[i];
delete m_pkConstTemplate;
Renderer::OnDestroyShader(this);
}
//----------------------------------------------------------------------------
void Shader::AddProgram (ProgramType iType, const char* acProgram,
ShaderVersion iVersion)
{
delete[] m_aacProgram[iType];
m_aacProgram[iType] = new char[strlen(acProgram)+1];
strcpy(m_aacProgram[iType],acProgram);
m_aacProgram[iType][strlen(acProgram)] = 0;
m_aiVersion[iType] = iVersion;
}
//----------------------------------------------------------------------------
ShaderConstants* Shader::BuildConstants ()
{
ShaderConstants* pkConsts = new ShaderConstants(*m_pkConstTemplate);
return pkConsts;
}
//----------------------------------------------------------------------------
void Shader::Write (std::ostream& rkOStr)
{
// numtypes
int i, iNumPrograms = 0;
for (i = 0; i < MAXTYPE; i++)
{
if ( m_aacProgram[i] )
iNumPrograms++;
}
#ifdef WML_BIG_ENDIAN
int iDummy = iNumPrograms;
System::SwapBytes(sizeof(int),&iDummy);
rkOStr.write((const char*)&iDummy,sizeof(int));
#else
rkOStr.write((const char*)&iNumPrograms,sizeof(int));
#endif
for (i = 0; i < MAXTYPE; i++)
{
if ( !m_aacProgram[i] )
break;
#ifdef WML_BIG_ENDIAN
iDummy = i;
System::SwapBytes(sizeof(int),&iDummy);
rkOStr.write((const char*)&iDummy,sizeof(int));
#else
rkOStr.write((const char*)&i,sizeof(int));
#endif
int iLen = (int)strlen(m_aacProgram[i]);
#ifdef WML_BIG_ENDIAN
iDummy = iLen;
System::SwapBytes(sizeof(int),&iDummy);
rkOStr.write((const char*)&iDummy,sizeof(int));
#else
rkOStr.write((const char*)&iLen,sizeof(int));
#endif
rkOStr.write(m_aacProgram[i],iLen);
// TO DO. This is an enum. Replace with Wml::Stream style enum
// write to avoid 'small' enum storage issues.
#ifdef WML_BIG_ENDIAN
iDummy = m_aiVersion[i];
System::SwapBytes(sizeof(int),&iDummy);
rkOStr.write((const char*)&iDummy,sizeof(int));
#else
rkOStr.write((const char*)&m_aiVersion[i],sizeof(ShaderVersion));
#endif
}
m_pkConstTemplate->Write(rkOStr);
}
//----------------------------------------------------------------------------
void Shader::Read (std::istream& rkIStr)
{
// Initialize all shaders to invalid versions with null programs in case
// the file only includes a single type.
int i;
for (i = 0; i < MAXTYPE; i++)
{
if ( m_aacProgram[i] )
{
delete[] m_aacProgram[i];
m_aacProgram[i] = NULL;
}
m_aiVersion[i] = INVALID;
}
int iNumPrograms;
rkIStr.read((char*)&iNumPrograms,sizeof(int));
#ifdef WML_BIG_ENDIAN
System::SwapBytes(sizeof(int),&iNumPrograms);
#endif
for (int iProg = 0; iProg < iNumPrograms; iProg++)
{
rkIStr.read((char*)&i,sizeof(int));
#ifdef WML_BIG_ENDIAN
System::SwapBytes(sizeof(int),&i);
#endif
int iSize;
rkIStr.read((char*)&iSize,sizeof(int));
#ifdef WML_BIG_ENDIAN
System::SwapBytes(sizeof(int),&iSize);
#endif
m_aacProgram[i] = new char[iSize+1];
rkIStr.read(m_aacProgram[i],iSize);
m_aacProgram[i][iSize] = 0;
int iTemp;
rkIStr.read((char*)&iTemp,sizeof(int));
#ifdef WML_BIG_ENDIAN
System::SwapBytes(sizeof(int),&iTemp);
#endif
m_aiVersion[i] = (ShaderVersion)iTemp;
}
if ( !m_pkConstTemplate )
m_pkConstTemplate = new ShaderConstants();
// read the constants
m_pkConstTemplate->Read(rkIStr);
}
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
// streaming
//----------------------------------------------------------------------------
Object* Shader::Factory (Stream&)
{
// fix later
return NULL;
}
//----------------------------------------------------------------------------
void Shader::Load (Stream& rkStream, Stream::Link* pkLink)
{
Object::Load(rkStream,pkLink);
// fix later
}
//----------------------------------------------------------------------------
void Shader::Link (Stream& rkStream, Stream::Link* pkLink)
{
// fix later
Object::Link(rkStream,pkLink);
}
//----------------------------------------------------------------------------
bool Shader::Register (Stream& rkStream)
{
// fix later
return Object::Register(rkStream);
}
//----------------------------------------------------------------------------
void Shader::Save (Stream& rkStream)
{
Object::Save(rkStream);
// native data
// fix later
}
//----------------------------------------------------------------------------
StringTree* Shader::SaveStrings ()
{
// fix later
return NULL;
}
//----------------------------------------------------------------------------
int Shader::GetMemoryUsed () const
{
// fix later
int iTotalSize = Object::GetMemoryUsed();
return iTotalSize;
}
//----------------------------------------------------------------------------
int Shader::GetDiskUsed () const
{
// fix later
return Object::GetDiskUsed();
}
//----------------------------------------------------------------------------
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