mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
- Supports GL, D3D9 & D3D11 - Extends vertex formats & shadergen to support blend indices and weights - Adds basic support for using 4x3 matrices for shader constants - Supports software fallback
231 lines
7.5 KiB
C++
231 lines
7.5 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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#include "platform/platform.h"
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#include "shaderGen/HLSL/shaderGenHLSL.h"
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#include "shaderGen/HLSL/shaderCompHLSL.h"
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#include "shaderGen/featureMgr.h"
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void ShaderGenPrinterHLSL::printShaderHeader(Stream& stream)
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{
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const char *header1 = "//*****************************************************************************\r\n";
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const char *header2 = "// Torque -- HLSL procedural shader\r\n";
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stream.write( dStrlen(header1), header1 );
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stream.write( dStrlen(header2), header2 );
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stream.write( dStrlen(header1), header1 );
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const char* header3 = "\r\n";
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stream.write( dStrlen(header3), header3 );
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}
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void ShaderGenPrinterHLSL::printMainComment(Stream& stream)
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{
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const char * header5 = "// Main\r\n";
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const char * line = "//-----------------------------------------------------------------------------\r\n";
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stream.write( dStrlen(line), line );
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stream.write( dStrlen(header5), header5 );
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stream.write( dStrlen(line), line );
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}
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void ShaderGenPrinterHLSL::printVertexShaderCloser(Stream& stream)
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{
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const char *closer = " return OUT;\r\n}\r\n";
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stream.write( dStrlen(closer), closer );
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}
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void ShaderGenPrinterHLSL::printPixelShaderOutputStruct(Stream& stream, const MaterialFeatureData &featureData)
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{
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// Determine the number of output targets we need
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U32 numMRTs = 0;
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for( U32 i = 0; i < FEATUREMGR->getFeatureCount(); i++ )
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{
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const FeatureInfo &info = FEATUREMGR->getAt( i );
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if ( featureData.features.hasFeature( *info.type ) )
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numMRTs |= info.feature->getOutputTargets( featureData );
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}
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WRITESTR("struct Fragout\r\n");
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WRITESTR("{\r\n");
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if (GFX->getAdapterType() == Direct3D11)
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{
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WRITESTR(" float4 col : SV_Target0;\r\n");
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for (U32 i = 1; i < 4; i++)
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{
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if (numMRTs & 1 << i)
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WRITESTR(avar(" float4 col%d : SV_Target%d;\r\n", i, i));
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}
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}
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else
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{
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WRITESTR(" float4 col : COLOR0;\r\n");
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for (U32 i = 1; i < 4; i++)
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{
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if (numMRTs & 1 << i)
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WRITESTR(avar(" float4 col%d : COLOR%d;\r\n", i, i));
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}
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}
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WRITESTR("};\r\n");
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WRITESTR("\r\n");
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WRITESTR("\r\n");
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}
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void ShaderGenPrinterHLSL::printPixelShaderCloser(Stream& stream)
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{
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WRITESTR( "\r\n return OUT;\r\n}\r\n" );
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}
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void ShaderGenPrinterHLSL::printLine(Stream& stream, const String& line)
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{
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stream.write(line.length(), line.c_str());
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const char* end = "\r\n";
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stream.write(dStrlen(end), end);
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}
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const char* ShaderGenComponentFactoryHLSL::typeToString( GFXDeclType type )
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{
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switch ( type )
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{
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default:
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case GFXDeclType_Float:
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return "float";
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case GFXDeclType_Float2:
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return "float2";
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case GFXDeclType_Float3:
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return "float3";
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case GFXDeclType_Float4:
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case GFXDeclType_Color:
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return "float4";
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case GFXDeclType_UByte4:
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return "uint4";
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}
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}
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ShaderComponent* ShaderGenComponentFactoryHLSL::createVertexInputConnector( const GFXVertexFormat &vertexFormat )
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{
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ShaderConnectorHLSL *vertComp = new ShaderConnectorHLSL;
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vertComp->setName( "VertData" );
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// Loop thru the vertex format elements.
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for ( U32 i=0; i < vertexFormat.getElementCount(); i++ )
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{
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const GFXVertexElement &element = vertexFormat.getElement( i );
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Var *var = NULL;
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if ( element.isSemantic( GFXSemantic::POSITION ) )
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{
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var = vertComp->getElement( RT_POSITION );
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var->setName( "position" );
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}
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else if ( element.isSemantic( GFXSemantic::NORMAL ) )
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{
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var = vertComp->getElement( RT_NORMAL );
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var->setName( "normal" );
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}
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else if ( element.isSemantic( GFXSemantic::TANGENT ) )
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{
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var = vertComp->getElement( RT_TANGENT );
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var->setName( "T" );
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}
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else if ( element.isSemantic( GFXSemantic::TANGENTW ) )
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{
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var = vertComp->getIndexedElement(element.getSemanticIndex(), RT_TEXCOORD);
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var->setName("tangentW");
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}
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else if ( element.isSemantic( GFXSemantic::BINORMAL ) )
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{
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var = vertComp->getElement( RT_BINORMAL );
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var->setName( "B" );
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}
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else if ( element.isSemantic( GFXSemantic::COLOR ) )
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{
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var = vertComp->getElement( RT_COLOR );
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var->setName( "diffuse" );
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}
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else if ( element.isSemantic( GFXSemantic::TEXCOORD ) )
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{
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var = vertComp->getIndexedElement( element.getSemanticIndex(), RT_TEXCOORD );
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if ( element.getSemanticIndex() == 0 )
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var->setName( "texCoord" );
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else
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var->setName( String::ToString( "texCoord%d", element.getSemanticIndex() + 1 ) );
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}
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else if ( element.isSemantic( GFXSemantic::BLENDINDICES ) )
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{
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var = vertComp->getIndexedElement( element.getSemanticIndex(), RT_BLENDINDICES );
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var->setName( String::ToString( "blendIndices%d", element.getSemanticIndex() ) );
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}
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else if ( element.isSemantic( GFXSemantic::BLENDWEIGHT ) )
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{
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var = vertComp->getIndexedElement( element.getSemanticIndex(), RT_BLENDWEIGHT );
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var->setName( String::ToString( "blendWeight%d", element.getSemanticIndex() ) );
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}
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else if ( element.isSemantic( GFXSemantic::PADDING ) )
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{
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var = NULL;
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//var = vertComp->getIndexedElement( vertComp->getCurTexElem() + element.getSemanticIndex(), RT_TEXCOORD );
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//var->setName( String::ToString( "pad%d", element.getSemanticIndex() + 1 ) );
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}
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else
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{
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// Everything else is a texcoord!
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var = vertComp->getIndexedElement( element.getSemanticIndex(), RT_TEXCOORD );
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var->setName( "tc" + element.getSemantic() );
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}
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if ( !var )
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continue;
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var->setStructName( "IN" );
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var->setType( typeToString( element.getType() ) );
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}
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return vertComp;
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}
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ShaderComponent* ShaderGenComponentFactoryHLSL::createVertexPixelConnector()
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{
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ShaderComponent* comp = new ShaderConnectorHLSL;
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((ShaderConnector*)comp)->setName("ConnectData");
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return comp;
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}
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ShaderComponent* ShaderGenComponentFactoryHLSL::createVertexParamsDef()
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{
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ShaderComponent* comp = new VertexParamsDefHLSL;
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return comp;
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}
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ShaderComponent* ShaderGenComponentFactoryHLSL::createPixelParamsDef()
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{
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ShaderComponent* comp = new PixelParamsDefHLSL;
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return comp;
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}
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