mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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191 lines
6.1 KiB
C++
191 lines
6.1 KiB
C++
//-----------------------------------------------------------------------------
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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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#ifndef _LANG_ELEMENT_H_
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#define _LANG_ELEMENT_H_
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#ifndef _TVECTOR_H_
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#include "core/util/tVector.h"
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#endif
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#ifndef _STREAM_H_
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#include "core/stream/stream.h"
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#endif
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#ifndef _GFXENUMS_H_
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#include "gfx/gfxEnums.h"
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#endif
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#define WRITESTR( a ){ stream.write( dStrlen(a), a ); }
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//**************************************************************************
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/*!
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The LangElement class is the base building block for procedurally
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generated shader code. LangElement and its subclasses are strung
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together using the static Vector 'elementList'.
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When a shader needs to be written to disk, the elementList is
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traversed and print() is called on each LangElement and the shader
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is output. elementList is cleared after each shader is printed out.
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*/
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//**************************************************************************
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//**************************************************************************
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// Language element
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//**************************************************************************
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struct LangElement
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{
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static Vector<LangElement*> elementList;
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static LangElement * find( const char *name );
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static void deleteElements();
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U8 name[32];
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static const char* constTypeToString(GFXShaderConstType constType);
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LangElement();
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virtual ~LangElement() {};
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virtual void print( Stream &stream ){};
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void setName(const char *newName );
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};
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enum ConstantSortPosition
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{
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/// Default / unset
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cspUninit = 0,
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/// Updated before every draw primitive call.
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cspPrimitive,
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/// Potentially updated every draw primitive call, but not necessarily (lights for example)
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cspPotentialPrimitive,
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/// Updated one per pass
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cspPass,
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/// Count var, do not use
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csp_Count
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};
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//----------------------------------------------------------------------------
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/*!
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Var - Variable - used to specify a variable to be used in a shader.
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Var stores information such that when it is printed out, its context
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can be identified and the proper information will automatically be printed.
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For instance, if a variable is created with 'uniform' set to true, when the
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shader function definition is printed, it will automatically add that
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variable to the incoming parameters of the shader. There are several
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similar cases such as when a new variable is declared within a shader.
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example:
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@code
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Var *modelview = new Var;
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modelview->setType( "float4x4" );
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modelview->setName( "modelview" );
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modelview->uniform = true;
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modelview->constSortPos = cspPass;
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@endcode
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it prints out in the shader declaration as:
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@code
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ConnectData main( VertData IN,
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uniform float4x4 modelview : register(C0) )
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@endcode
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*/
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//----------------------------------------------------------------------------
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struct Var : public LangElement
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{
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U8 type[32];
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U8 structName[32];
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char connectName[32];
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ConstantSortPosition constSortPos; // used to calculate constant number
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U32 constNum;
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U32 texCoordNum;
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bool uniform; // argument passed in through constant registers
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bool vertData; // argument coming from vertex data
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bool connector; // variable that will be passed to pixel shader
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bool sampler; // texture
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bool texture; //for D3D11 texture variables
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U32 arraySize; // 1 = no array, > 1 array of "type"
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U32 rank; // optional rank system to assist in sorting vars if needed
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static U32 texUnitCount;
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static U32 getTexUnitNum(U32 numElements = 1);
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static void reset();
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// Default
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Var();
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Var( const char *name, const char *type );
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Var( const char *name, GFXShaderConstType type );
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void setStructName(const char *newName );
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void setConnectName(const char *newName );
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void setType(const char *newType );
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void setType(GFXShaderConstType constType);
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void print( Stream &stream ) override;
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// Construct a uniform / shader const var
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void setUniform(const String& constType, const String& constName, ConstantSortPosition sortPos);
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};
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//----------------------------------------------------------------------------
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/*!
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MultiLine - Multi Line Statement - This class simply ties multiple
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example:
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@code
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MultiLine *meta = new MultiLine;
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meta->addStatement( new GenOp( "foo = true;\r\n" ) );
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meta->addStatement( new GenOp( "bar = false;\r\n ) );
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@endcode
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it prints out in the shader declaration as:
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@code
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foo = true;
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bar = false;
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@endcode
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*/
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//----------------------------------------------------------------------------
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class MultiLine : public LangElement
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{
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Vector <LangElement*> mStatementList;
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public:
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MultiLine()
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{
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VECTOR_SET_ASSOCIATION( mStatementList );
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}
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void addStatement( LangElement *elem );
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void print( Stream &stream ) override;
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};
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#endif // _LANG_ELEMENT_H_
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