Torque3D/Engine/source/shaderGen/GLSL/shaderCompGLSL.h
2014-04-17 18:39:13 +02:00

76 lines
2.6 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef _SHADERCOMP_GLSL_H_
#define _SHADERCOMP_GLSL_H_
#ifndef _SHADERCOMP_H_
#include "shaderGen/shaderComp.h"
#endif
class VertPixelConnectorGLSL : public ShaderConnector
{
public:
// ShaderConnector
virtual Var* getElement( RegisterType type,
U32 numElements = 1,
U32 numRegisters = -1 );
virtual void setName( char *newName );
virtual void reset();
virtual void sortVars();
virtual void print( Stream &stream, bool isVerterShader );
void printStructDefines( Stream &stream, bool in );
virtual void printOnMain( Stream &stream, bool isVerterShader );
};
class AppVertConnectorGLSL : public ShaderConnector
{
public:
virtual Var* getElement( RegisterType type,
U32 numElements = 1,
U32 numRegisters = -1 );
virtual void setName( char *newName );
virtual void reset();
virtual void sortVars();
virtual void print( Stream &stream, bool isVerterShader );
virtual void printOnMain( Stream &stream, bool isVerterShader );
};
class VertexParamsDefGLSL : public ParamsDef
{
public:
virtual void print( Stream &stream, bool isVerterShader );
};
class PixelParamsDefGLSL : public ParamsDef
{
public:
virtual void print( Stream &stream, bool isVerterShader );
};
#endif // _SHADERCOMP_GLSL_H_