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#pragma once
#include "../../types.hpp"
#include <string>
namespace amalgine
{
class VertexShader;
class PixelShader;
class ShaderInputVec2
{
friend class VertexShader;
public:
const std::string& getName() const;
private:
ShaderInputVec2(VertexShader *_vertexShader, i32 _attributeIndex) :
vertexShader(_vertexShader),
attributeIndex(_attributeIndex)
{
}
private:
VertexShader *vertexShader;
i32 attributeIndex;
};
class ShaderVec4
{
public:
ShaderVec4(f32 x = 0.0f, f32 y = 0.0f, f32 z = 0.0f, f32 w = 0.0f)
{
result = "vec4(";
result += std::to_string(x);
result += ", ";
result += std::to_string(y);
result += ", ";
result += std::to_string(z);
result += ", ";
result += std::to_string(w);
result += ")";
}
ShaderVec4(const ShaderInputVec2 &vec2, f32 z = 0.0f, f32 w = 0.0f)
{
result = "vec4(";
result += vec2.getName();
result += ", ";
result += std::to_string(z);
result += ", ";
result += std::to_string(w);
result += ")";
}
const std::string& getOutput() const
{
return result;
}
private:
std::string result;
};
class ShaderOutputVec4
{
friend class PixelShader;
public:
const std::string& getName() const;
void operator=(const ShaderVec4 &shaderVec4);
private:
ShaderOutputVec4(PixelShader *_pixelShader, i32 _attributeIndex) :
pixelShader(_pixelShader),
attributeIndex(_attributeIndex)
{
}
private:
PixelShader *pixelShader;
i32 attributeIndex;
};
}
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