/*
* This file is part of the Haven & Hearth game client.
* Copyright (C) 2009 Fredrik Tolf <fredrik@dolda2000.com>, and
* Björn Johannessen <johannessen.bjorn@gmail.com>
*
* Redistribution and/or modification of this file is subject to the
* terms of the GNU Lesser General Public License, version 3, as
* published by the Free Software Foundation.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* Other parts of this source tree adhere to other copying
* rights. Please see the file `COPYING' in the root directory of the
* source tree for details.
*
* A copy the GNU Lesser General Public License is distributed along
* with the source tree of which this file is a part in the file
* `doc/LPGL-3'. If it is missing for any reason, please see the Free
* Software Foundation's website at <http://www.fsf.org/>, or write
* to the Free Software Foundation, Inc., 59 Temple Place, Suite 330,
* Boston, MA 02111-1307 USA
*/
package haven.glsl;
import java.util.*;
public class Struct extends Type {
public final Symbol name;
public final List<Field> fields;
public static class Field {
public final Type type;
public final String name;
public Field(Type type, String name) {
this.type = type;
this.name = name;
}
}
private Struct(Symbol name, List<Field> fields) {
this.name = name;
this.fields = fields;
}
public Struct(Symbol name, Field... fields) {
this(name, Arrays.asList(fields));
}
public Struct(Symbol name) {
this(name, new LinkedList<Field>());
}
public static Struct make(Symbol name, Object... args) {
Field[] fs = new Field[args.length / 2];
for(int f = 0, a = 0; a < args.length;) {
Type ft = (Type)args[a++];
String fn = (String)args[a++];
fs[f++] = new Field(ft, fn);
}
return(new Struct(name, fs));
}
public String name(Context ctx) {
return("struct " + name.name(ctx));
}
public static final Struct gl_LightSourceParameters = make(new Symbol.Fix("gl_LightSourceParameters"),
Type.VEC4, "ambient",
Type.VEC4, "diffuse",
Type.VEC4, "specular",
Type.VEC4, "position",
Type.VEC4, "halfVector",
Type.VEC3, "spotDirection",
Type.FLOAT, "spotExponent",
Type.FLOAT, "spotCutoff",
Type.FLOAT, "spotCosCutoff",
Type.FLOAT, "constantAttenuation",
Type.FLOAT, "linearAttenuation",
Type.FLOAT, "quadraticAttenuation");
public static final Struct gl_MaterialParameters = make(new Symbol.Fix("gl_MaterialParameters"),
Type.VEC4, "emission",
Type.VEC4, "ambient",
Type.VEC4, "diffuse",
Type.VEC4, "specular",
Type.FLOAT, "shininess");
}