Torque3D/Engine/source/shaderGen/shaderFeature.cpp
2012-09-19 11:15:01 -04:00

73 lines
2.5 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "shaderGen/shaderFeature.h"
#include "shaderGen/langElement.h"
#include "shaderGen/shaderOp.h"
void ShaderFeature::addDependency( const ShaderDependency *dependsOn )
{
for ( U32 i = 0; i < mDependencies.size(); i++ )
{
if ( *mDependencies[i] == *dependsOn )
return;
}
mDependencies.push_back( dependsOn );
}
ShaderFeature::Resources ShaderFeature::getResources( const MaterialFeatureData &fd )
{
Resources temp;
return temp;
}
const char* ShaderFeature::getOutputTargetVarName( OutputTarget target ) const
{
const char* targName = "col";
if ( target != DefaultTarget )
{
targName = "col1";
AssertFatal(target == RenderTarget1, "yeah Pat is lame and didn't want to do bit math stuff, TODO");
}
return targName;
}
Var* ShaderFeature::findOrCreateLocal( const char *name,
const char *type,
MultiLine *multi )
{
Var *outVar = (Var*)LangElement::find( name );
if ( !outVar )
{
outVar = new Var;
outVar->setType( type );
outVar->setName( name );
multi->addStatement( new GenOp( " @;\r\n", new DecOp( outVar ) ) );
}
return outVar;
}