mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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175 lines
5.3 KiB
C++
175 lines
5.3 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 _SHADEROP_H_
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#define _SHADEROP_H_
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#ifndef _LANG_ELEMENT_H_
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#include "shaderGen/langElement.h"
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#endif
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//**************************************************************************
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/*!
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This file contains "shader operation" classes. Originally they were
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to represent basic language operations like adding, assignment, etc.
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That proved to be far too verbose when implementing shader features,
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so they became more generalized helper classes. Along with LangElement
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classes, they are the building blocks for the procedurally generated
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shaders.
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Each shader is a linked list of LangElements. The list is generated
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when the features of the shader are processed. When all the features
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are processed, then ShaderGen prints them out by traversing the linked
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list of LangElement and calling their print() function.
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The ShaderOp classes are just extensions of LangElement.
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*/
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//**************************************************************************
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///**************************************************************************
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/// Shader operation base class
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///**************************************************************************
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class ShaderOp : public LangElement
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{
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protected:
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LangElement * mInput[2];
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public:
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ShaderOp( LangElement *in1, LangElement *in2 );
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};
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/*!
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DecOp - Declaration Operation - Used when declaring a variable in a shader
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feature. It will automatically print the type of the variable and then
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the variable name. If a shader feature set up code like:
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@code
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Var *foo = new Var;
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foo->setType( "float" );
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foo->setName( "foo" );
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LangElement *fooDecl = new DecOp( foo );
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LangElement *statement = new GenOp( " @ = 8.0 * 5.0;", fooDecl );
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@endcode
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The output in the shader file would be:
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@code
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float foo = 8.0 * 5.0;
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@endcode
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*/
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class DecOp : public ShaderOp
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{
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typedef ShaderOp Parent;
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public:
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DecOp( Var *in1 );
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void print( Stream &stream ) override;
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};
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//----------------------------------------------------------------------------
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/*!
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Like the name suggests, EchoOp merely echoes back whatever string it is
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assigned.
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*/
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//----------------------------------------------------------------------------
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class EchoOp : public ShaderOp
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{
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typedef ShaderOp Parent;
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const char * mStatement;
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public:
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EchoOp( const char * statement );
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~EchoOp();
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void print( Stream &stream ) override;
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};
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//----------------------------------------------------------------------------
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/*!
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Accesses the given index on the variable
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*/
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//----------------------------------------------------------------------------
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class IndexOp : public ShaderOp
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{
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typedef ShaderOp Parent;
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U32 mIndex;
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public:
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IndexOp( Var* var, U32 index );
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void print( Stream &stream ) override;
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};
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//----------------------------------------------------------------------------
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/*!
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GenOp - General Operation - Very useful for combining several variables
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into one LangElement statement. It uses an elipses as a parameter, so it can
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take as many variables as you can throw at it. It takes a string and parses
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it for the '@' symbol which it replaces with passed in parameters. Similar
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to the C statement printf(). Here's an example:
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@code
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( assuming three variables var1, var2, var3 exist and their assigned names
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are var1Name, var2Name, and var3Name )
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LangElement *statement = new GenOp( " @ = @ * @.x + @.y;", var1, var1, var2, var3 );
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@endcode
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The output in the shader file would be:
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@code
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var1Name = var1Name * var2Name.x + var3Name.y;
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@endcode
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*/
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//----------------------------------------------------------------------------
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class GenOp : public ShaderOp
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{
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typedef ShaderOp Parent;
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Vector<LangElement *> mElemList;
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public:
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GenOp( const char * statement, ... );
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void print( Stream &stream ) override;
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};
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class CastOp : public ShaderOp
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{
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typedef ShaderOp Parent;
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const char* mConstType;
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public:
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CastOp(Var* in1, GFXShaderConstType type);
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void print(Stream& stream) override;
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};
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#endif // _SHADEROP_H_
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