//----------------------------------------------------------------------------- // 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 virtual void printShaderHeader(Stream& stream); virtual void printMainComment(Stream& stream); virtual void printVertexShaderCloser(Stream& stream); virtual void printPixelShaderOutputStruct(Stream& stream, const MaterialFeatureData &featureData); virtual void printPixelShaderCloser(Stream& stream); virtual void printLine(Stream& stream, const String& line); }; 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 virtual ShaderComponent* createVertexInputConnector( const GFXVertexFormat &vertexFormat ); virtual ShaderComponent* createVertexPixelConnector(); virtual ShaderComponent* createVertexParamsDef(); virtual ShaderComponent* createPixelParamsDef(); }; #endif