1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159
|
// Geometric Tools, LLC
// Copyright (c) 1998-2014
// Distributed under the Boost Software License, Version 1.0.
// http://www.boost.org/LICENSE_1_0.txt
// http://www.geometrictools.com/License/Boost/LICENSE_1_0.txt
//
// File Version: 5.0.0 (2010/01/01)
#include "Wm5GraphicsPCH.h"
#include "Wm5ShaderFloat.h"
using namespace Wm5;
WM5_IMPLEMENT_RTTI(Wm5, Object, ShaderFloat);
WM5_IMPLEMENT_STREAM(ShaderFloat);
WM5_IMPLEMENT_FACTORY(ShaderFloat);
WM5_IMPLEMENT_DEFAULT_NAMES(Object, ShaderFloat);
//----------------------------------------------------------------------------
ShaderFloat::ShaderFloat ()
:
mNumElements(0),
mData(0),
mAllowUpdater(false)
{
}
//----------------------------------------------------------------------------
ShaderFloat::ShaderFloat (int numRegisters)
:
mAllowUpdater(false)
{
SetNumRegisters(numRegisters);
}
//----------------------------------------------------------------------------
ShaderFloat::~ShaderFloat ()
{
delete1(mData);
}
//----------------------------------------------------------------------------
void ShaderFloat::SetNumRegisters (int numRegisters)
{
assertion(numRegisters > 0, "Number of registers must be positive\n");
mNumElements = 4*numRegisters;
mData = new1<float>(mNumElements);
}
//----------------------------------------------------------------------------
void ShaderFloat::SetRegister (int i, const float* data)
{
assertion(0 <= i && i < mNumElements/4, "Invalid register\n");
float* target = mData + 4*i;
*target++ = *data++;
*target++ = *data++;
*target++ = *data++;
*target = *data;
}
//----------------------------------------------------------------------------
void ShaderFloat::SetRegisters (const float* data)
{
float* target = mData;
for (int i = 0; i < mNumElements; ++i)
{
*target++ = *data++;
}
}
//----------------------------------------------------------------------------
void ShaderFloat::GetRegister (int i, float* data)
{
assertion(0 <= i && i < mNumElements/4, "Invalid register\n");
float* source = mData + 4*i;
*data++ = *source++;
*data++ = *source++;
*data++ = *source++;
*data = *source;
}
//----------------------------------------------------------------------------
void ShaderFloat::GetRegisters (float* data)
{
float* source = mData;
for (int i = 0; i < mNumElements; ++i)
{
*data++ = *source++;
}
}
//----------------------------------------------------------------------------
ShaderFloat& ShaderFloat::operator= (const float* data)
{
float* target = mData;
for (int i = 0; i < mNumElements; ++i)
{
*target++ = *data++;
}
return *this;
}
//----------------------------------------------------------------------------
void ShaderFloat::Update (const Visual*, const Camera*)
{
// Stub for derived classes.
}
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
// Streaming support.
//----------------------------------------------------------------------------
ShaderFloat::ShaderFloat (LoadConstructor value)
:
Object(value),
mNumElements(0),
mData(0),
mAllowUpdater(false)
{
}
//----------------------------------------------------------------------------
void ShaderFloat::Load (InStream& source)
{
WM5_BEGIN_DEBUG_STREAM_LOAD(source);
Object::Load(source);
source.ReadRR(mNumElements, mData);
source.ReadBool(mAllowUpdater);
WM5_END_DEBUG_STREAM_LOAD(ShaderFloat, source);
}
//----------------------------------------------------------------------------
void ShaderFloat::Link (InStream& source)
{
Object::Link(source);
}
//----------------------------------------------------------------------------
void ShaderFloat::PostLink ()
{
Object::PostLink();
}
//----------------------------------------------------------------------------
bool ShaderFloat::Register (OutStream& target) const
{
return Object::Register(target);
}
//----------------------------------------------------------------------------
void ShaderFloat::Save (OutStream& target) const
{
WM5_BEGIN_DEBUG_STREAM_SAVE(target);
Object::Save(target);
target.WriteW(mNumElements, mData);
target.WriteBool(mAllowUpdater);
WM5_END_DEBUG_STREAM_SAVE(ShaderFloat, target);
}
//----------------------------------------------------------------------------
int ShaderFloat::GetStreamingSize () const
{
int size = Object::GetStreamingSize();
size += sizeof(mNumElements);
size += mNumElements*sizeof(mData[0]);
size += WM5_BOOLSIZE(mAllowUpdater);
return size;
}
//----------------------------------------------------------------------------
|