requirements for windDeformation unified featuer

This commit is contained in:
marauder2k7 2025-03-23 17:24:47 +00:00
parent 5bbbff3219
commit 050d704e77
4 changed files with 123 additions and 3 deletions

View file

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