/**************************************************************************** Copyright (c) 2011-2013,WebJet Business Division,CYOU http://www.genesis-3d.com.cn Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ****************************************************************************/ #ifndef SHADERPPARAM_H_ #define SHADERPPARAM_H_ #include "util/string.h" #include "rendersystem/base/RenderDeviceTypes.h" namespace Graphic { enum ShaderParamType { eShaderParamInvailid = -1, eShaderParamMatrix, eShaderParamVector, eShaderParamFloat, eShaderParamTexture1D, eShaderParamTexture2D, eShaderParamTexture3D, eShaderParamTextureCUBE }; class ShaderParam { public: ShaderParam(); virtual ~ShaderParam(); void SetParamType(const ShaderParamType& type); const ShaderParamType& GetParamType() const; void SetRegister(int r); const int& GetRegister() const; void SetName(const Util::String& name); const Util::String& GetName() const; private: ShaderParamType m_paramType; int m_register; Util::String m_name; }; typedef Util::Array ShaderParamList; inline void ShaderParam::SetParamType(const ShaderParamType& type) { m_paramType = type; } inline const ShaderParamType& ShaderParam::GetParamType() const { return m_paramType; } inline void ShaderParam::SetRegister(int r) { m_register = r; } inline const int& ShaderParam::GetRegister() const { return m_register; } inline void ShaderParam::SetName(const Util::String& name) { m_name = name; } inline const Util::String& ShaderParam::GetName() const { return m_name; } } #endif //SHADERPPARAM_H_