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2015-11-17 21:29:54 -10:00

38 lines
1.1 KiB
C++

#ifndef HECLBACKEND_HLSL_HPP
#define HECLBACKEND_HLSL_HPP
#include "ProgrammableCommon.hpp"
namespace HECL
{
namespace Backend
{
struct HLSL : ProgrammableCommon
{
void reset(const IR& ir, Diagnostics& diag);
std::string makeVert(unsigned col, unsigned uv, unsigned w,
unsigned skinSlots, unsigned texMtxs) const;
std::string makeFrag(const ShaderFunction& lighting=ShaderFunction()) const;
std::string makeFrag(const ShaderFunction& lighting,
const ShaderFunction& post) const;
private:
std::string GenerateVertInStruct(unsigned col, unsigned uv, unsigned w) const;
std::string GenerateVertToFragStruct() const;
std::string GenerateVertUniformStruct(unsigned skinSlots, unsigned texMtxs) const;
std::string EmitVec3(const atVec4f& vec) const
{
return HECL::Format("float3(%g,%g,%g)", vec.vec[0], vec.vec[1], vec.vec[2]);
}
std::string EmitTexGenSource2(TexGenSrc src, int uvIdx) const;
std::string EmitTexGenSource4(TexGenSrc src, int uvIdx) const;
};
}
}
#endif // HECLBACKEND_HLSL_HPP