mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
Added support for uniforms, textures and samplers.
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5019478aad
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74138342d1
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@ -206,25 +206,104 @@ void CustomFeatureHLSL::setTexData(Material::StageData &stageDat,
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Con::executef(mOwner, "setTextureData");
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}
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void CustomFeatureHLSL::addUniform(String name, String type, String defaultValue, U32 arraySize)
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{
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//do the var/arg fetching here
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Var *newVar = (Var*)LangElement::find(name.c_str());
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if (!newVar)
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{
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VarHolder newVarHolder(name, type, "");
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newVarHolder.arraySize = arraySize;
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newVarHolder.sampler = false;
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newVarHolder.uniform = true;
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newVarHolder.constSortPos = cspPrimitive;
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mVars.push_back(newVarHolder);
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}
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}
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void CustomFeatureHLSL::addSampler(String name, String type, U32 arraySize)
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{
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//do the var/arg fetching here
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Var *newVar = (Var*)LangElement::find(name.c_str());
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if (!newVar)
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{
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//As far as I know, it's always SamplerState regardless of the texture's type
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VarHolder newVarHolder(name, "SamplerState", "");
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newVarHolder.arraySize = arraySize;
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newVarHolder.sampler = true;
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newVarHolder.uniform = true;
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newVarHolder.constNum = Var::getTexUnitNum(); // used as texture unit num here
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mVars.push_back(newVarHolder);
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}
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}
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void CustomFeatureHLSL::addTexture(String name, String type, String samplerState, U32 arraySize)
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{
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//do the var/arg fetching here
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Var *newVar = (Var*)LangElement::find(name.c_str());
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if (!newVar)
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{
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//go find our sampler state var
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U32 constNum = 0;
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Var *samplerStateVar = (Var*)LangElement::find(samplerState.c_str());
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if (!samplerStateVar)
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{
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//check our holder vars
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bool foundHolder = false;
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for (U32 v = 0; v < mVars.size(); v++)
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{
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if (mVars[v].varName == samplerState)
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{
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constNum = mVars[v].constNum;
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foundHolder = true;
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break;
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}
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}
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if (!foundHolder)
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{
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Con::errorf("CustomShaderFeature::addTexture: Unable to find texture's sampler state!");
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return;
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}
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}
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else
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{
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constNum = samplerStateVar->constNum;
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}
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VarHolder newVarHolder(name, type, "");
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newVarHolder.arraySize = arraySize;
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newVarHolder.texture = true;
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newVarHolder.uniform = true;
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newVarHolder.constNum = constNum; // used as texture unit num here
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mVars.push_back(newVarHolder);
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}
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}
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void CustomFeatureHLSL::addVariable(String name, String type, String defaultValue)
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{
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//do the var/arg fetching here
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Var *newVar = (Var*)LangElement::find(name.c_str());
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if (!newVar)
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{
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newVar = new Var(name, type);
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LangElement *newVarDecl = new DecOp(newVar);
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if (!defaultValue.isEmpty())
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{
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char declareStatement[128];
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dSprintf(declareStatement, 128, " @ = %s;\n", defaultValue.c_str());
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newVar = new Var(name, type);
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LangElement *newVarDecl = new DecOp(newVar);
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meta->addStatement(new GenOp(declareStatement, newVarDecl));
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}
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else
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{
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meta->addStatement(new GenOp(" @;\n", newVarDecl));
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VarHolder newVarHolder(name, type, defaultValue);
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mVars.push_back(newVarHolder);
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}
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}
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}
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@ -233,6 +312,7 @@ void CustomFeatureHLSL::writeLine(String format, S32 argc, ConsoleValueRef *argv
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{
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//do the var/arg fetching here
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Vector<Var*> varList;
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bool declarationStatement = false;
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for (U32 i = 0; i < argc; i++)
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{
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@ -240,9 +320,43 @@ void CustomFeatureHLSL::writeLine(String format, S32 argc, ConsoleValueRef *argv
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Var *newVar = (Var*)LangElement::find(varName.c_str());
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if (!newVar)
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{
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//couldn't find that variable, bail out
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Con::errorf("CustomShaderFeature::writeLine: unable to find variable %s, meaning it was not declared before being used!", argv[i].getStringValue());
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return;
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//ok, check our existing var holders, see if we just haven't utilized it yet
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for (U32 v = 0; v < mVars.size(); v++)
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{
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if (mVars[v].varName == varName)
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{
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Var* newDeclVar = new Var(mVars[v].varName, mVars[v].type);
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newDeclVar->arraySize = mVars[v].arraySize;
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newDeclVar->uniform = mVars[v].uniform;
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newDeclVar->sampler = mVars[v].sampler;
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newDeclVar->texture = mVars[v].texture;
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newDeclVar->constNum = mVars[v].constNum;
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newDeclVar->constSortPos = mVars[v].constSortPos;
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if (!newDeclVar->uniform)
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{
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LangElement *newVarDecl = new DecOp(newDeclVar);
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newVar = (Var*)newVarDecl;
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declarationStatement = true;
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}
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else
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{
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newVar = newDeclVar;
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}
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mVars.erase(v);
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break;
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}
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}
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if (!newVar)
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{
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//couldn't find that variable, bail out
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Con::errorf("CustomShaderFeature::writeLine: unable to find variable %s, meaning it was not declared before being used!", argv[i].getStringValue());
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return;
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}
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}
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varList.push_back(newVar);
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@ -27,6 +27,42 @@ class CustomFeatureHLSL : public ShaderFeatureHLSL
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{
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friend class CustomShaderFeatureData;
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struct VarHolder
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{
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String varName;
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String defaultValue;
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String type;
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bool uniform;
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bool sampler;
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bool texture;
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U32 constNum;
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ConstantSortPosition constSortPos;
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U32 arraySize;
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VarHolder() :
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varName(""),
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type(""),
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defaultValue(""),
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uniform(false),
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sampler(false),
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texture(false),
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constNum(0),
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arraySize(0),
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constSortPos(cspUninit)
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{
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}
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VarHolder(String _varName,String _type, String _defaultValue) :
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uniform(false), sampler(false), texture(false), constNum(0), arraySize(0), constSortPos(cspUninit)
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{
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varName = _varName;
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type = _type;
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defaultValue = _defaultValue;
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}
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};
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Vector<VarHolder> mVars;
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public:
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CustomShaderFeatureData* mOwner;
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@ -64,6 +100,9 @@ public:
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return mOwner->getName();
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}
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void addUniform(String name, String type, String defaultValue, U32 arraySize = 0);
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void addVariable(String name, String type, String defaultValue);
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void addSampler(String name, String type, U32 arraySize = 0);
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void addTexture(String name, String type, String samplerState, U32 arraySize);
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void writeLine(String format, S32 argc, ConsoleValueRef *argv);
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};
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@ -89,6 +89,21 @@ void CustomShaderFeatureData::addVariable(String name, String type, String defau
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mFeatureHLSL->addVariable(name, type, defaultValue);
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}
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void CustomShaderFeatureData::addUniform(String name, String type, String defaultValue, U32 arraySize)
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{
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mFeatureHLSL->addUniform(name, type, defaultValue, arraySize);
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}
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void CustomShaderFeatureData::addSampler(String name, String type, U32 arraySize)
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{
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mFeatureHLSL->addSampler(name, type, arraySize);
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}
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void CustomShaderFeatureData::addTexture(String name, String type, String samplerState, U32 arraySize)
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{
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mFeatureHLSL->addTexture(name, type, samplerState, arraySize);
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}
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void CustomShaderFeatureData::writeLine(String format, S32 argc, ConsoleValueRef *argv)
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{
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/*mOnObject = onObject;
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@ -136,6 +151,21 @@ DefineEngineMethod(CustomShaderFeatureData, addVariable, void, (String name, Str
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object->addVariable(name, type, defaultValue);
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}
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DefineEngineMethod(CustomShaderFeatureData, addUniform, void, (String name, String type, String defaultValue, U32 arraySize), ("", "", "", 0), "")
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{
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object->addUniform(name, type, defaultValue, arraySize);
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}
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DefineEngineMethod(CustomShaderFeatureData, addSampler, void, (String name, U32 arraySize), ("", 0), "")
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{
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object->addSampler(name, "", arraySize);
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}
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DefineEngineMethod(CustomShaderFeatureData, addTexture, void, (String name, String type, String samplerState, U32 arraySize), ("", "", 0), "")
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{
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object->addTexture(name, type, samplerState, arraySize);
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}
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ConsoleMethod(CustomShaderFeatureData, writeLine, void, 3, 0, "( string format, string args... ) Dynamically call a method on an object.\n"
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"@param method Name of method to call.\n"
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"@param args Zero or more arguments for the method.\n"
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@ -59,6 +59,10 @@ public:
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//shadergen setup
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void addVariable(String name, String type, String defaultValue);
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void addUniform(String name, String type, String defaultValue, U32 arraySize);
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void addSampler(String name, String type, U32 arraySize);
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void addTexture(String name, String type, String samplerState, U32 arraySize);
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void writeLine(String format, S32 argc, ConsoleValueRef *argv);
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//shader generation
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@ -112,6 +112,7 @@ Var::Var( const char *inName, const char *inType )
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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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@ -285,6 +285,31 @@ void ShaderGen::_processVertFeatures( Vector<GFXShaderMacro> ¯os, bool macro
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}
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}
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//Handle if we have any custom features
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if (!mCustomFeaturesData.empty())
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{
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for (U32 i = 0; i < mCustomFeaturesData.size(); ++i)
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{
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mCustomFeaturesData[i]->mFeatureHLSL->processVert(mComponents, mFeatureData);
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String line = String::ToString(" // %s\r\n", mCustomFeaturesData[i]->mFeatureHLSL->getName().c_str());
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mOutput->addStatement(new GenOp(line));
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if (mCustomFeaturesData[i]->mFeatureHLSL->getOutput())
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mOutput->addStatement(mCustomFeaturesData[i]->mFeatureHLSL->getOutput());
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//ShaderFeatureHLSL feature = mCustomFeaturesData[i]->mHLSLFeature;
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//feature->setProcessIndex(index);
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/*feature->processPixMacros(macros, mFeatureData);
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feature->setInstancingFormat(&mInstancingFormat);
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feature->processPix(mComponents, mFeatureData);*/
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mCustomFeaturesData[i]->mFeatureHLSL->reset();
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mOutput->addStatement(new GenOp(" \r\n"));
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}
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}
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ShaderConnector *connect = dynamic_cast<ShaderConnector *>( mComponents[C_CONNECTOR] );
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connect->sortVars();
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}
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@ -50,19 +50,32 @@ singleton Material(cube_GridMaterial)
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mapTo = "GridMaterial";
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CustomShaderFeature[0] = FlatColorFeature;
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CustomShaderFeatureUniforms[FlatColorFeature,0] = "TestFloat";
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};
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//--- cube.dae MATERIALS END ---
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//Voodoo!
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function FlatColorFeature::processVert(%this)
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function FlatColorFeature::processVertHLSL(%this)
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{
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}
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function FlatColorFeature::processPixelHLSL(%this)
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{
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%this.writeLine(" float bobsyeruncle = 15.915;");
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%this.addUniform("strudel", "float2");
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%this.addSampler("strudelMap");
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%this.addTexture("strudelTex", "Texture2D", "strudelMap");
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%this.addVariable("bobsyeruncle", "float", 15.915);
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%this.addVariable("chimmychanga", "float");
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%this.writeLine(" @ = @ * 2;", "chimmychanga", "bobsyeruncle");
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%this.writeLine(" @ *= @.x;", "bobsyeruncle", "strudel");
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%this.writeLine(" @ *= @.y;", "chimmychanga", "strudel");
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%this.addVariable("sprangle", "float4");
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%this.writeLine(" @ = @.Sample(@,@);", "sprangle", "strudelTex", "strudelMap", "strudel");
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}
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function FlatColorFeature::setTextureResources(%this)
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