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Engine directory for ticket #1
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263
Engine/source/shaderGen/GLSL/shaderCompGLSL.cpp
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263
Engine/source/shaderGen/GLSL/shaderCompGLSL.cpp
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "platform/platform.h"
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#include "shaderGen/GLSL/shaderCompGLSL.h"
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#include "shaderGen/shaderComp.h"
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#include "shaderGen/langElement.h"
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#include "gfx/gfxDevice.h"
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Var * AppVertConnectorGLSL::getElement( RegisterType type,
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U32 numElements,
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U32 numRegisters )
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{
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switch( type )
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{
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case RT_POSITION:
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{
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Var *newVar = new Var;
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mElementList.push_back( newVar );
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newVar->setConnectName( "gl_Vertex" );
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return newVar;
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}
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case RT_NORMAL:
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{
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Var *newVar = new Var;
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mElementList.push_back( newVar );
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newVar->setConnectName( "gl_Normal" );
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return newVar;
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}
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case RT_COLOR:
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{
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Var *newVar = new Var;
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mElementList.push_back( newVar );
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newVar->setConnectName( "gl_Color" );
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return newVar;
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}
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case RT_TEXCOORD:
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case RT_BINORMAL:
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case RT_TANGENT:
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{
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Var *newVar = new Var;
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mElementList.push_back( newVar );
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char out[32];
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dSprintf( (char*)out, sizeof(out), "gl_MultiTexCoord%d", mCurTexElem );
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newVar->setConnectName( out );
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newVar->constNum = mCurTexElem;
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newVar->arraySize = numElements;
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if ( numRegisters != -1 )
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mCurTexElem += numRegisters;
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else
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mCurTexElem += numElements;
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return newVar;
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}
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default:
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break;
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}
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return NULL;
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}
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void AppVertConnectorGLSL::sortVars()
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{
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// Not required in GLSL
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}
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void AppVertConnectorGLSL::setName( char *newName )
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{
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dStrcpy( (char*)mName, newName );
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}
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void AppVertConnectorGLSL::reset()
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{
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for( U32 i=0; i<mElementList.size(); i++ )
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{
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mElementList[i] = NULL;
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}
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mElementList.setSize( 0 );
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mCurTexElem = 0;
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}
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void AppVertConnectorGLSL::print( Stream &stream )
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{
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// print out elements
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for( U32 i=0; i<mElementList.size(); i++ )
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{
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Var *var = mElementList[i];
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U8 output[256];
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const char* swizzle;
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if(!dStrcmp((const char*)var->type, "float"))
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swizzle = "x";
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else if(!dStrcmp((const char*)var->type, "vec2"))
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swizzle = "xy";
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else if(!dStrcmp((const char*)var->type, "vec3"))
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swizzle = "xyz";
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else
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swizzle = "xyzw";
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// This is ugly. We use #defines to match user defined names with
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// built in vars. There is no cleaner way to do this.
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dSprintf( (char*)output, sizeof(output), "#define %s %s.%s\r\n", var->name, var->connectName, swizzle );
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stream.write( dStrlen((char*)output), output );
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}
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}
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Var * VertPixelConnectorGLSL::getElement( RegisterType type,
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U32 numElements,
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U32 numRegisters )
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{
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switch( type )
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{
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case RT_POSITION:
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case RT_NORMAL:
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case RT_COLOR:
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{
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Var *newVar = new Var;
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mElementList.push_back( newVar );
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return newVar;
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}
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case RT_TEXCOORD:
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case RT_BINORMAL:
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case RT_TANGENT:
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{
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Var *newVar = new Var;
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newVar->arraySize = numElements;
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if ( numRegisters != -1 )
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mCurTexElem += numRegisters;
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else
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mCurTexElem += numElements;
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mElementList.push_back( newVar );
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return newVar;
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}
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default:
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break;
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}
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return NULL;
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}
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void VertPixelConnectorGLSL::sortVars()
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{
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// Not needed in GLSL
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}
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void VertPixelConnectorGLSL::setName( char *newName )
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{
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dStrcpy( (char*)mName, newName );
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}
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void VertPixelConnectorGLSL::reset()
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{
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for( U32 i=0; i<mElementList.size(); i++ )
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{
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mElementList[i] = NULL;
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}
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mElementList.setSize( 0 );
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mCurTexElem = 0;
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}
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void VertPixelConnectorGLSL::print( Stream &stream )
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{
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// print out elements
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for( U32 i=0; i<mElementList.size(); i++ )
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{
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U8 output[256];
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Var *var = mElementList[i];
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if(!dStrcmp((const char*)var->name, "gl_Position"))
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continue;
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if(var->arraySize <= 1)
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dSprintf((char*)output, sizeof(output), "varying %s %s;\r\n", var->type, var->name);
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else
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dSprintf((char*)output, sizeof(output), "varying %s %s[%d];\r\n", var->type, var->name, var->arraySize);
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stream.write( dStrlen((char*)output), output );
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}
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}
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void VertexParamsDefGLSL::print( Stream &stream )
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{
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// find all the uniform variables and print them out
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for( U32 i=0; i<LangElement::elementList.size(); i++)
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{
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Var *var = dynamic_cast<Var*>(LangElement::elementList[i]);
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if( var )
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{
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if( var->uniform )
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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 %-8s %-15s;\r\n", var->type, var->name);
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else
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dSprintf((char*)output, sizeof(output), "uniform %-8s %-15s[%d];\r\n", var->type, var->name, var->arraySize);
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stream.write( dStrlen((char*)output), output );
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}
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}
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}
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const char *closer = "\r\n\r\nvoid main()\r\n{\r\n";
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stream.write( dStrlen(closer), closer );
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}
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void PixelParamsDefGLSL::print( Stream &stream )
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{
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// find all the uniform variables and print them out
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for( U32 i=0; i<LangElement::elementList.size(); i++)
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{
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Var *var = dynamic_cast<Var*>(LangElement::elementList[i]);
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if( var )
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{
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if( var->uniform )
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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 %-8s %-15s;\r\n", var->type, var->name);
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else
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dSprintf((char*)output, sizeof(output), "uniform %-8s %-15s[%d];\r\n", var->type, var->name, var->arraySize);
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stream.write( dStrlen((char*)output), output );
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}
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}
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}
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const char *closer = "\r\nvoid main()\r\n{\r\n";
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stream.write( dStrlen(closer), closer );
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}
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