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requirements for windDeformation unified featuer
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4 changed files with 123 additions and 3 deletions
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@ -30,6 +30,69 @@
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//**************************************************************************
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Vector<LangElement*> LangElement::elementList( __FILE__, __LINE__ );
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const char* LangElement::constTypeToString(GFXShaderConstType constType)
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{
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// Determine shader language based on GFXAdapterAPI
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if (GFX->getAdapterType() == OpenGL)
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{
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switch (constType)
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{
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case GFXSCT_Float: return "float"; break;
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case GFXSCT_Float2: return "vec2"; break;
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case GFXSCT_Float3: return "vec3"; break;
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case GFXSCT_Float4: return "vec4"; break;
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case GFXSCT_Float2x2: return "mat2"; break;
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case GFXSCT_Float3x3: return "mat3"; break;
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case GFXSCT_Float3x4: return "mat3x4"; break;
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case GFXSCT_Float4x3: return "mat4x3"; break;
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case GFXSCT_Float4x4: return "mat4"; break;
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case GFXSCT_Int: return "int"; break;
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case GFXSCT_Int2: return "ivec2"; break;
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case GFXSCT_Int3: return "ivec3"; break;
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case GFXSCT_Int4: return "ivec4"; break;
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case GFXSCT_UInt: return "uint"; break;
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case GFXSCT_UInt2: return "uvec2"; break;
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case GFXSCT_UInt3: return "uvec3"; break;
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case GFXSCT_UInt4: return "uvec4"; break;
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case GFXSCT_Bool: return "bool"; break;
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case GFXSCT_Bool2: return "bvec2"; break;
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case GFXSCT_Bool3: return "bvec3"; break;
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case GFXSCT_Bool4: return "bvec4"; break;
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default: return "unknown"; break;
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}
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}
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else // Assume DirectX/HLSL
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{
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switch (constType)
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{
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case GFXSCT_Float: return "float"; break;
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case GFXSCT_Float2: return "float2"; break;
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case GFXSCT_Float3: return "float3"; break;
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case GFXSCT_Float4: return "float4"; break;
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case GFXSCT_Float2x2: return "float2x2"; break;
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case GFXSCT_Float3x3: return "float3x3"; break;
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case GFXSCT_Float3x4: return "float3x4"; break;
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case GFXSCT_Float4x3: return "float4x3"; break;
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case GFXSCT_Float4x4: return "float4x4"; break;
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case GFXSCT_Int: return "int"; break;
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case GFXSCT_Int2: return "int2"; break;
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case GFXSCT_Int3: return "int3"; break;
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case GFXSCT_Int4: return "int4"; break;
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case GFXSCT_UInt: return "uint"; break;
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case GFXSCT_UInt2: return "uint2"; break;
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case GFXSCT_UInt3: return "uint3"; break;
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case GFXSCT_UInt4: return "uint4"; break;
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case GFXSCT_Bool: return "bool"; break;
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case GFXSCT_Bool2: return "bool2"; break;
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case GFXSCT_Bool3: return "bool3"; break;
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case GFXSCT_Bool4: return "bool4"; break;
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default: return "unknown"; break;
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}
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}
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return "";
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}
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//--------------------------------------------------------------------------
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// Constructor
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//--------------------------------------------------------------------------
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@ -121,6 +184,25 @@ Var::Var( const char *inName, const char *inType )
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setType( inType );
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}
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Var::Var(const char* name, GFXShaderConstType type)
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{
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structName[0] = '\0';
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connectName[0] = '\0';
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uniform = false;
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vertData = false;
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connector = false;
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sampler = false;
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texCoordNum = 0;
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constSortPos = cspUninit;
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constNum = 0;
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arraySize = 1;
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texture = false;
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rank = 0;
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setName(name);
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setType(type);
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}
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void Var::setUniform(const String& constType, const String& constName, ConstantSortPosition sortPos)
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{
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uniform = true;
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@ -156,6 +238,14 @@ void Var::setType(const char *newType )
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type[ sizeof( type ) - 1 ] = '\0';
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}
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void Var::setType(GFXShaderConstType constType)
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{
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const char* typeStr = "unknown"; // Default unknown type
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typeStr = constTypeToString(constType);
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// Copy the string into type[]
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dStrcpy((char*)type, typeStr, sizeof(type));
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type[sizeof(type) - 1] = '\0';
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}
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//--------------------------------------------------------------------------
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// print
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//--------------------------------------------------------------------------
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