Torque3D/Engine/source/shaderGen/shaderComp.h
marauder2k7 efbe5e90f5 virtuals removed
virtuals removed and replaced with override where necessary, clang-tidy to the rescue.
2024-03-18 18:13:00 +00:00

105 lines
3.3 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_H_
#define _SHADERCOMP_H_
#ifndef _TVECTOR_H_
#include "core/util/tVector.h"
#endif
#ifndef _MISCSHDRDAT_H_
#include "materials/miscShdrDat.h"
#endif
class Stream;
struct Var;
//**************************************************************************
// Shader Component - these objects are the main logical breakdown of a
// high level shader. They represent the various data structures
// and the main() procedure necessary to create a shader.
//**************************************************************************
class ShaderComponent
{
public:
virtual ~ShaderComponent() {}
virtual void print( Stream &stream, bool isVerterShader ){};
virtual void printOnMain( Stream &stream, bool isVerterShader ){};
};
//**************************************************************************
// Connector Struct Component - used for incoming Vertex struct and also the
// "connection" struct shared by the vertex and pixel shader
//**************************************************************************
class ShaderConnector : public ShaderComponent
{
protected:
enum Consts
{
NUM_TEX_REGS = 8,
};
enum Elements
{
POSITION = 0,
NORMAL,
COLOR,
NUM_BASIC_ELEMS
};
Vector <Var*> mElementList;
U32 mCurTexElem;
U32 mCurBlendIndicesElem;
U32 mCurBlendWeightsElem;
U8 mName[32];
public:
ShaderConnector();
virtual ~ShaderConnector();
U32 getCurTexElem() { return mCurTexElem; }
///
virtual Var* getElement( RegisterType type,
U32 numElements = 1,
U32 numRegisters = -1 ) = 0;
virtual void setName( const char *newName ) = 0;
virtual void reset() = 0;
virtual void sortVars() = 0;
void print( Stream &stream, bool isVerterShader ) override = 0;
};
/// This is to provide common functionalty needed by vertex and pixel main defs
class ParamsDef : public ShaderComponent
{
protected:
virtual void assignConstantNumbers() {}
};
#endif // _SHADERCOMP_H_