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engines/hpl1/engine/graphics/GPUProgram.h
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109
engines/hpl1/engine/graphics/GPUProgram.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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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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*
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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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*
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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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*
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*/
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/*
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* Copyright (C) 2006-2010 - Frictional Games
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*
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* This file is part of HPL1 Engine.
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*/
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#ifndef HPL_GPU_PROGRAM_H
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#define HPL_GPU_PROGRAM_H
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#include "hpl1/engine/graphics/GraphicsTypes.h"
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#include "hpl1/engine/math/MathTypes.h"
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#include "hpl1/engine/resources/ResourceBase.h"
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#include "hpl1/engine/system/SystemTypes.h"
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namespace hpl {
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class iTexture;
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enum eGpuProgramType {
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eGpuProgramType_Vertex,
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eGpuProgramType_Fragment,
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eGpuProgramType_LastEnum
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};
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enum eGpuProgramMatrix {
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eGpuProgramMatrix_View,
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eGpuProgramMatrix_Projection,
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eGpuProgramMatrix_Texture,
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eGpuProgramMatrix_ViewProjection,
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eGpuProgramMatrix_LastEnum
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};
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enum eGpuProgramMatrixOp {
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eGpuProgramMatrixOp_Identity,
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eGpuProgramMatrixOp_Inverse,
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eGpuProgramMatrixOp_Transpose,
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eGpuProgramMatrixOp_InverseTranspose,
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eGpuProgramMatrixOp_LastEnum
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};
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class iGpuProgram : public iResourceBase {
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public:
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iGpuProgram(const tString &asName) : iResourceBase(asName, 0) {
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}
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virtual ~iGpuProgram() {}
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static void SetLogDebugInformation(bool abX) { mbDebugInfo = abX; }
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/**
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* Bind the program to the GPU
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*/
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virtual void Bind() = 0;
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/**
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* Unbind the program to the GPU
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*/
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virtual void UnBind() = 0;
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virtual bool SetFloat(const tString &asName, float afX) = 0;
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bool SetVec2f(const tString &asName, const cVector2f avVec) {
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return SetVec2f(asName, avVec.x, avVec.y);
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}
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virtual bool SetVec2f(const tString &asName, float afX, float afY) = 0;
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bool SetVec3f(const tString &asName, const cVector3f &avVec) {
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return SetVec3f(asName, avVec.x, avVec.y, avVec.z);
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}
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bool SetColor3f(const tString &asName, const cColor &aCol) {
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return SetVec3f(asName, aCol.r, aCol.g, aCol.b);
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}
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virtual bool SetVec3f(const tString &asName, float afX, float afY, float afZ) = 0;
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bool SetColor4f(const tString &asName, const cColor &aCol) {
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return SetVec4f(asName, aCol.r, aCol.g, aCol.b, aCol.a);
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}
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virtual bool SetVec4f(const tString &asName, float afX, float afY, float afZ, float afW) = 0;
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virtual bool SetMatrixf(const tString &asName, const cMatrixf &mMtx) = 0;
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virtual bool SetMatrixf(const tString &asName, eGpuProgramMatrix mType,
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eGpuProgramMatrixOp mOp) = 0;
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protected:
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static bool mbDebugInfo;
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};
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} // namespace hpl
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#endif // HPL_GPU_PROGRAM_H
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