Torque3D/Engine/source/shaderGen/GLSL/shaderGenGLSL.h
marauder2k7 2b295fb7f0 rest of virtuals removed
virtuals removed and replaced with override where necessary on the rest of the code base, clang-tidy to the rescue.
2024-03-18 18:40:22 +00:00

62 lines
2.5 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 _SHADERGEN_GLSL_H_
#define _SHADERGEN_GLSL_H_
#ifndef _SHADERGEN_H_
#include "shaderGen/shaderGen.h"
#endif
class ShaderGenPrinterGLSL : public ShaderGenPrinter
{
bool extraRTs[3];
public:
ShaderGenPrinterGLSL() { for (int i = 0; i < 3; i++) extraRTs[i] = false; }
// ShaderGenPrinter
void printShaderHeader(Stream& stream) override;
void printMainComment(Stream& stream) override;
void printVertexShaderCloser(Stream& stream) override;
void printPixelShaderOutputStruct(Stream& stream, const MaterialFeatureData &featureData) override;
void printPixelShaderCloser(Stream& stream) override;
void printLine(Stream& stream, const String& line) override;
};
class ShaderGenComponentFactoryGLSL : public ShaderGenComponentFactory
{
public:
/// Helper function for converting a vertex decl
/// type to an GLSL type string.
static const char* typeToString( GFXDeclType type );
// ShaderGenComponentFactory
ShaderComponent* createVertexInputConnector( const GFXVertexFormat &vertexFormat ) override;
ShaderComponent* createVertexPixelConnector() override;
ShaderComponent* createVertexParamsDef() override;
ShaderComponent* createPixelParamsDef() override;
};
#endif