metaforce/hecl/include/HECL/Backend/GLSL.hpp

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#ifndef HECLBACKEND_GLSL_HPP
#define HECLBACKEND_GLSL_HPP
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#include "ProgrammableCommon.hpp"
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namespace HECL
{
namespace Backend
{
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struct GLSL : ProgrammableCommon
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{
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void reset(const IR& ir, Diagnostics& diag);
std::string makeVert(const char* glslVer, unsigned col, unsigned uv, unsigned w,
unsigned skinSlots, unsigned texMtxs) const;
std::string makeFrag(const char* glslVer,
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const ShaderFunction& lighting=ShaderFunction()) const;
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std::string makeFrag(const char* glslVer,
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const ShaderFunction& lighting,
const ShaderFunction& post) const;
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private:
std::string GenerateVertInStruct(unsigned col, unsigned uv, unsigned w) const;
std::string GenerateVertToFragStruct() const;
std::string GenerateVertUniformStruct(unsigned skinSlots, unsigned texMtxs) const;
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std::string EmitVec3(const atVec4f& vec) const
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{
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return HECL::Format("vec3(%g,%g,%g)", vec.vec[0], vec.vec[1], vec.vec[2]);
}
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std::string EmitTexGenSource2(TexGenSrc src, int uvIdx) const;
std::string EmitTexGenSource4(TexGenSrc src, int uvIdx) const;
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};
}
}
#endif // HECLBACKEND_GLSL_HPP