📄 wmlshaderconst.h
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// Magic Software, Inc.
// http://www.magic-software.com
// http://www.wild-magic.com
// Copyright (c) 2003. All Rights Reserved
//
// The Wild Magic Library (WML) source code is supplied under the terms of
// the license agreement http://www.magic-software.com/License/WildMagic.pdf
// and may not be copied or disclosed except in accordance with the terms of
// that agreement.
// ShaderConst is more or less a "struct" class that abstracts register
// numbers away from the user and lets them deal with objects instead. It is
// usually contained and gotten by the user from some ShaderConstants object.
#ifndef WMLSHADERCONST
#define WMLSHADERCONST
#include "WmlStateConstant.h"
#include "WmlObject.h"
#include "WmlVector2.h"
#include "WmlVector3.h"
#include "WmlVector4.h"
#include "WmlMatrix4.h"
#include <iostream>
namespace Wml
{
class WML_ITEM ShaderConst : public Object
{
WmlDeclareRTTI;
WmlDeclareStream;
public:
// constructors and destructor
ShaderConst ();
ShaderConst (const char* acConstantName, int iRegister, int iSize,
StateConstantType iType, int iTypeOption);
ShaderConst (const ShaderConst* pkShaderConst);
ShaderConst (const ShaderConst& rkConst);
virtual ~ShaderConst ();
// assignment
ShaderConst& operator= (const ShaderConst& rkConst);
// member access
int GetRegister () const;
const float* GetData () const;
float* GetData ();
int GetSize () const; // size is in terms of registers (four floats)
StateConstantType GetType () const;
int GetTypeOption () const;
void SetRegister (int iRegister);
void SetData (const float* afData);
void SetData (const Vector2f& rkData);
void SetData (const Vector3f& rkData);
void SetData (const Vector4f& rkData);
void SetData (const Matrix4f& rkData);
void SetData (float fX, float fY = 0.0f, float fZ = 0.0f,
float fW = 1.0f);
void SetSize (int iSize); // if called, invalidates previous data
void SetType (StateConstantType iType);
void SetTypeOption (int iTypeOption);
bool NameMatches (const char* acConstantName) const;
// TO DO. Are these here for streaming?
void Write (std::ostream& rkOStr);
void Read (std::istream& rkIStr);
protected:
int m_iRegister;
float* m_afData;
int m_iSize;
StateConstantType m_iType;
int m_iTypeOption;
char* m_acConstantName;
};
WmlSmartPointer(ShaderConst);
WmlRegisterStream(ShaderConst);
#include "WmlShaderConst.inl"
}
#endif
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