Torque3D Documentation / _generateds / shaderFeature.cpp

shaderFeature.cpp

Engine/source/shaderGen/shaderFeature.cpp

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Detailed Description

  1
  2//-----------------------------------------------------------------------------
  3// Copyright (c) 2012 GarageGames, LLC
  4//
  5// Permission is hereby granted, free of charge, to any person obtaining a copy
  6// of this software and associated documentation files (the "Software"), to
  7// deal in the Software without restriction, including without limitation the
  8// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  9// sell copies of the Software, and to permit persons to whom the Software is
 10// furnished to do so, subject to the following conditions:
 11//
 12// The above copyright notice and this permission notice shall be included in
 13// all copies or substantial portions of the Software.
 14//
 15// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 16// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 17// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 18// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 19// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
 20// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
 21// IN THE SOFTWARE.
 22//-----------------------------------------------------------------------------
 23
 24#include "platform/platform.h"
 25#include "shaderGen/shaderFeature.h"
 26
 27#include "shaderGen/langElement.h"
 28#include "shaderGen/shaderOp.h"
 29
 30
 31void ShaderFeature::addDependency( const ShaderDependency *dependsOn )
 32{
 33   for ( U32 i = 0; i < mDependencies.size(); i++ )
 34   {
 35      if ( *mDependencies[i] == *dependsOn )
 36         return;
 37   }
 38
 39   mDependencies.push_back( dependsOn );
 40}
 41
 42ShaderFeature::Resources ShaderFeature::getResources( const MaterialFeatureData &fd )
 43{
 44   Resources temp; 
 45   return temp; 
 46}
 47
 48const char* ShaderFeature::getOutputTargetVarName( OutputTarget target ) const
 49{
 50   const char* targName = "col";
 51
 52   switch(target)
 53   {
 54      case DefaultTarget:
 55         targName = "col";
 56         break;
 57
 58      case RenderTarget1:
 59      targName = "col1";
 60         break;
 61
 62      case RenderTarget2:
 63         targName = "col2";
 64         break;
 65
 66      case RenderTarget3:
 67         targName = "col3";
 68         break;
 69
 70      case RenderTarget4:
 71         targName = "col4";
 72         break;
 73
 74      case RenderTarget5:
 75         targName = "col5";
 76         break;
 77   }
 78
 79   return targName;
 80}
 81
 82Var* ShaderFeature::findOrCreateLocal( const char *name, 
 83                                       const char *type, 
 84                                       MultiLine *multi )
 85{
 86   Var *outVar = (Var*)LangElement::find( name );
 87   if ( !outVar )
 88   {
 89      outVar = new Var;
 90      outVar->setType( type );
 91      outVar->setName( name );
 92      multi->addStatement( new GenOp( "   @;\r\n", new DecOp( outVar ) ) );
 93   }
 94
 95   return outVar;
 96}
 97
 98void ShaderFeature::setInstancingFormat(GFXVertexFormat *format)
 99{
100   mInstancingFormat = format;
101}
102