Torque3D Documentation / _generateds / shaderCompGLSL.h

shaderCompGLSL.h

Engine/source/shaderGen/GLSL/shaderCompGLSL.h

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Detailed Description

 1
 2//-----------------------------------------------------------------------------
 3// Copyright (c) 2012 GarageGames, LLC
 4//
 5// Permission is hereby granted, free of charge, to any person obtaining a copy
 6// of this software and associated documentation files (the "Software"), to
 7// deal in the Software without restriction, including without limitation the
 8// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
 9// sell copies of the Software, and to permit persons to whom the Software is
10// furnished to do so, subject to the following conditions:
11//
12// The above copyright notice and this permission notice shall be included in
13// all copies or substantial portions of the Software.
14//
15// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21// IN THE SOFTWARE.
22//-----------------------------------------------------------------------------
23
24#ifndef _SHADERCOMP_GLSL_H_
25#define _SHADERCOMP_GLSL_H_
26
27#ifndef _SHADERCOMP_H_
28#include "shaderGen/shaderComp.h"
29#endif
30
31
32class VertPixelConnectorGLSL : public ShaderConnector
33{
34public:
35
36   // ShaderConnector
37   virtual Var* getElement(   RegisterType type, 
38                              U32 numElements = 1, 
39                              U32 numRegisters = -1 );
40   virtual void setName( char *newName );
41   virtual void reset();
42   virtual void sortVars();
43
44   virtual void print( Stream &stream) {} // TODO OPENGL temporal fix for dedicated build on Linux
45   virtual void print( Stream &stream, bool isVerterShader );
46   void printStructDefines( Stream &stream, bool in );
47   virtual void printOnMain( Stream &stream, bool isVerterShader );
48};
49
50class AppVertConnectorGLSL : public ShaderConnector
51{
52public:
53   virtual Var* getElement(   RegisterType type, 
54                              U32 numElements = 1, 
55                              U32 numRegisters = -1 );
56   virtual void setName( char *newName );
57   virtual void reset();
58   virtual void sortVars();
59   
60   virtual void print( Stream &stream) {} // TODO OPENGL temporal fix for dedicated build on Linux
61   virtual void print( Stream &stream, bool isVerterShader );   
62   virtual void printOnMain( Stream &stream, bool isVerterShader );
63};
64
65
66class VertexParamsDefGLSL : public ParamsDef
67{
68public:
69   virtual void print( Stream &stream, bool isVerterShader );   
70};
71
72
73class PixelParamsDefGLSL : public ParamsDef
74{
75public:
76   virtual void print( Stream &stream, bool isVerterShader );
77};
78
79#endif // _SHADERCOMP_GLSL_H_
80