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https://github.com/TorqueGameEngines/Torque3D.git
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Changes on ShaderGen for generate GLSL shaders.
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parent
c354f59b72
commit
61d3e52ad1
4 changed files with 20 additions and 18 deletions
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@ -203,7 +203,7 @@ void ShaderConnectorHLSL::reset()
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mCurTexElem = 0;
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}
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void ShaderConnectorHLSL::print( Stream &stream )
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void ShaderConnectorHLSL::print( Stream &stream, bool isVertexShader )
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{
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const char * header = "struct ";
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const char * header2 = "\r\n{\r\n";
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@ -269,7 +269,7 @@ void ParamsDefHLSL::assignConstantNumbers()
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}
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}
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void VertexParamsDefHLSL::print( Stream &stream )
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void VertexParamsDefHLSL::print( Stream &stream, bool isVerterShader )
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{
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assignConstantNumbers();
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@ -305,7 +305,7 @@ void VertexParamsDefHLSL::print( Stream &stream )
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stream.write( dStrlen(closer), closer );
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}
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void PixelParamsDefHLSL::print( Stream &stream )
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void PixelParamsDefHLSL::print( Stream &stream, bool isVerterShader )
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{
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assignConstantNumbers();
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@ -326,18 +326,18 @@ void PixelParamsDefHLSL::print( Stream &stream )
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if( var->sampler )
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{
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dSprintf( (char*)varNum, sizeof(varNum), "register(S%d)", var->constNum );
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dSprintf( (char*)varNum, sizeof(varNum), ": register(S%d)", var->constNum );
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}
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else
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{
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dSprintf( (char*)varNum, sizeof(varNum), "register(C%d)", var->constNum );
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dSprintf( (char*)varNum, sizeof(varNum), ": register(C%d)", var->constNum );
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}
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U8 output[256];
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if (var->arraySize <= 1)
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dSprintf( (char*)output, sizeof(output), "uniform %-9s %-15s : %s", var->type, var->name, varNum );
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dSprintf( (char*)output, sizeof(output), "uniform %-9s %-15s %s", var->type, var->name, varNum );
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else
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dSprintf( (char*)output, sizeof(output), "uniform %-9s %s[%d] : %s", var->type, var->name, var->arraySize, varNum );
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dSprintf( (char*)output, sizeof(output), "uniform %-9s %s[%d] %s", var->type, var->name, var->arraySize, varNum );
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WRITESTR( (char*) output );
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}
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