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https://github.com/TorqueGameEngines/Torque3D.git
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- Supports GL, D3D9 & D3D11 - Extends vertex formats & shadergen to support blend indices and weights - Adds basic support for using 4x3 matrices for shader constants - Supports software fallback
105 lines
3.3 KiB
C++
105 lines
3.3 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _SHADERCOMP_H_
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#define _SHADERCOMP_H_
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#ifndef _TVECTOR_H_
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#include "core/util/tVector.h"
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#endif
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#ifndef _MISCSHDRDAT_H_
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#include "materials/miscShdrDat.h"
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#endif
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class Stream;
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struct Var;
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//**************************************************************************
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// Shader Component - these objects are the main logical breakdown of a
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// high level shader. They represent the various data structures
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// and the main() procedure necessary to create a shader.
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//**************************************************************************
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class ShaderComponent
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{
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public:
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virtual ~ShaderComponent() {}
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virtual void print( Stream &stream, bool isVerterShader ){};
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virtual void printOnMain( Stream &stream, bool isVerterShader ){};
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};
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//**************************************************************************
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// Connector Struct Component - used for incoming Vertex struct and also the
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// "connection" struct shared by the vertex and pixel shader
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//**************************************************************************
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class ShaderConnector : public ShaderComponent
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{
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protected:
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enum Consts
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{
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NUM_TEX_REGS = 8,
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};
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enum Elements
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{
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POSITION = 0,
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NORMAL,
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COLOR,
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NUM_BASIC_ELEMS
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};
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Vector <Var*> mElementList;
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U32 mCurTexElem;
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U32 mCurBlendIndicesElem;
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U32 mCurBlendWeightsElem;
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U8 mName[32];
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public:
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ShaderConnector();
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virtual ~ShaderConnector();
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U32 getCurTexElem() { return mCurTexElem; }
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///
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virtual Var* getElement( RegisterType type,
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U32 numElements = 1,
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U32 numRegisters = -1 ) = 0;
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virtual void setName( char *newName ) = 0;
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virtual void reset() = 0;
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virtual void sortVars() = 0;
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virtual void print( Stream &stream, bool isVerterShader ) = 0;
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};
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/// This is to provide common functionalty needed by vertex and pixel main defs
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class ParamsDef : public ShaderComponent
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{
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protected:
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virtual void assignConstantNumbers() {}
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};
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#endif // _SHADERCOMP_H_
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