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- //-----------------------------------------------------------------------------
- // 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( 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_
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