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

63 lines
1.5 KiB
C++

#ifndef HECLBACKEND_GLSL_HPP
#define HECLBACKEND_GLSL_HPP
#include "Backend.hpp"
#include <Athena/DNA.hpp>
#include <boo/graphicsdev/GL.hpp>
#include <stdint.h>
#include <stdlib.h>
#include <algorithm>
namespace HECL
{
namespace Backend
{
struct GLSL : IBackend
{
boo::BlendFactor m_blendSrc;
boo::BlendFactor m_blendDst;
std::string m_vertSource;
std::string m_fragSource;
size_t m_texSamplingCount = 0;
std::string m_texSamplings;
enum TexGenSrc
{
TG_POS,
TG_NRM,
TG_UV
};
struct TexCoordGen
{
TexGenSrc m_src;
int m_uvIdx = 0;
int m_mtx = -1;
std::string m_gameFunction;
std::vector<atVec4f> m_gameArgs;
};
std::vector<TexCoordGen> m_tcgs;
std::vector<size_t> m_texMtxRefs;
void reset(const IR& ir, Diagnostics& diag);
private:
unsigned addTexCoordGen(Diagnostics& diag, const SourceLocation& loc,
TexGenSrc src, int uvIdx, int mtx);
std::string RecursiveTraceColor(const IR& ir, Diagnostics& diag,
const IR::Instruction& inst,
bool swizzleAlpha=false);
std::string RecursiveTraceAlpha(const IR& ir, Diagnostics& diag,
const IR::Instruction& inst);
unsigned RecursiveTraceTexGen(const IR& ir, Diagnostics& diag,
const IR::Instruction& inst,
int mtx);
};
}
}
#endif // HECLBACKEND_GLSL_HPP