mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
101 lines
2.8 KiB
C++
101 lines
2.8 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/shaderFeature.h"
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#include "shaderGen/langElement.h"
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#include "shaderGen/shaderOp.h"
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void ShaderFeature::addDependency( const ShaderDependency *dependsOn )
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{
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for ( U32 i = 0; i < mDependencies.size(); i++ )
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{
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if ( *mDependencies[i] == *dependsOn )
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return;
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}
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mDependencies.push_back( dependsOn );
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}
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ShaderFeature::Resources ShaderFeature::getResources( const MaterialFeatureData &fd )
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{
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Resources temp;
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return temp;
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}
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const char* ShaderFeature::getOutputTargetVarName( OutputTarget target ) const
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{
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const char* targName = "col";
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switch(target)
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{
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case DefaultTarget:
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targName = "col";
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break;
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case RenderTarget1:
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targName = "col1";
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break;
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case RenderTarget2:
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targName = "col2";
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break;
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case RenderTarget3:
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targName = "col3";
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break;
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case RenderTarget4:
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targName = "col4";
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break;
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case RenderTarget5:
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targName = "col5";
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break;
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}
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return targName;
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}
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Var* ShaderFeature::findOrCreateLocal( const char *name,
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const char *type,
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MultiLine *multi )
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{
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Var *outVar = (Var*)LangElement::find( name );
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if ( !outVar )
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{
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outVar = new Var;
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outVar->setType( type );
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outVar->setName( name );
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multi->addStatement( new GenOp( " @;\r\n", new DecOp( outVar ) ) );
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}
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return outVar;
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}
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void ShaderFeature::setInstancingFormat(GFXVertexFormat *format)
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{
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mInstancingFormat = format;
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}
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