//----------------------------------------------------------------------------- // 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 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( char *newName ) = 0; virtual void reset() = 0; virtual void sortVars() = 0; virtual void print( Stream &stream, bool isVerterShader ) = 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_