//----------------------------------------------------------------------------- // 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( const char *newName ); virtual void reset(); virtual void sortVars(); virtual void print( Stream &stream) {} // TODO OPENGL temporal fix for dedicated build on Linux 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( const char *newName ); virtual void reset(); virtual void sortVars(); virtual void print( Stream &stream) {} // TODO OPENGL temporal fix for dedicated build on Linux 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_