Browse Source

shader hooks and gen cleanups

Azaezel 7 years ago
parent
commit
02541ab1f9

+ 5 - 5
Engine/source/materials/shaderData.cpp

@@ -363,17 +363,17 @@ bool ShaderData::_checkDefinition(GFXShader *shader)
       {              
       {              
          if( !shader->findShaderConstHandle( String::ToString("$rtParams%d", pos)) )
          if( !shader->findShaderConstHandle( String::ToString("$rtParams%d", pos)) )
          {
          {
-            String error = String::ToString("ShaderData(%s) sampler[%d] used but rtParams%d not used in shader compilation. Possible error", shader->getPixelShaderFile().c_str(), pos, pos);
-            Con::errorf( error );
+            String errStr = String::ToString("ShaderData(%s) sampler[%d] used but rtParams%d not used in shader compilation. Possible error", shader->getPixelShaderFile().c_str(), pos, pos);
+            Con::errorf(errStr);
             error = true;
             error = true;
          }
          }
       }     
       }     
 
 
       if(!find)
       if(!find)
       {
       {
-         String error = String::ToString("ShaderData(%s) sampler %s not defined", shader->getPixelShaderFile().c_str(), samplers[i].c_str());
-         Con::errorf(error );
-         GFXAssertFatal(0, error );
+         String errStr = String::ToString("ShaderData(%s) sampler %s not defined", shader->getPixelShaderFile().c_str(), samplers[i].c_str());
+         Con::errorf(errStr);
+         GFXAssertFatal(0, errStr);
          error = true;
          error = true;
       }
       }
    }  
    }  

+ 3 - 3
Engine/source/shaderGen/GLSL/shaderFeatureGLSL.cpp

@@ -1105,7 +1105,7 @@ void DiffuseFeatureGLSL::processPix(   Vector<ShaderComponent*> &componentList,
       targ = ShaderFeature::RenderTarget1;
       targ = ShaderFeature::RenderTarget1;
 
 
       col = (Var*)LangElement::find("col1");
       col = (Var*)LangElement::find("col1");
-      MultiLine * meta = new MultiLine;
+      meta = new MultiLine;
       if (!col)
       if (!col)
       {
       {
          // create color var
          // create color var
@@ -1154,7 +1154,7 @@ void DiffuseVertColorFeatureGLSL::processVert(  Vector< ShaderComponent* >& comp
 
 
       ShaderConnector* connectComp = dynamic_cast< ShaderConnector* >( componentList[ C_CONNECTOR ] );
       ShaderConnector* connectComp = dynamic_cast< ShaderConnector* >( componentList[ C_CONNECTOR ] );
       AssertFatal( connectComp, "DiffuseVertColorFeatureGLSL::processVert - C_CONNECTOR is not a ShaderConnector" );
       AssertFatal( connectComp, "DiffuseVertColorFeatureGLSL::processVert - C_CONNECTOR is not a ShaderConnector" );
-      Var* outColor = connectComp->getElement( RT_COLOR );
+      outColor = connectComp->getElement( RT_COLOR );
       outColor->setName( "vertColor" );
       outColor->setName( "vertColor" );
       outColor->setStructName( "OUT" );
       outColor->setStructName( "OUT" );
       outColor->setType( "vec4" );
       outColor->setType( "vec4" );
@@ -1455,7 +1455,7 @@ void VertLitGLSL::processVert(   Vector<ShaderComponent*> &componentList,
    {
    {
       // Grab the connector color
       // Grab the connector color
       ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
       ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
-      Var *outColor = connectComp->getElement( RT_COLOR );
+      outColor = connectComp->getElement( RT_COLOR );
       outColor->setName( "vertColor" );
       outColor->setName( "vertColor" );
       outColor->setStructName( "OUT" );
       outColor->setStructName( "OUT" );
       outColor->setType( "vec4" );
       outColor->setType( "vec4" );

+ 2 - 3
Engine/source/shaderGen/HLSL/shaderFeatureHLSL.cpp

@@ -1109,7 +1109,6 @@ void DiffuseFeatureHLSL::processPix(   Vector<ShaderComponent*> &componentList,
       targ = ShaderFeature::RenderTarget1;
       targ = ShaderFeature::RenderTarget1;
 
 
       col = (Var*)LangElement::find("col1");
       col = (Var*)LangElement::find("col1");
-      MultiLine * meta = new MultiLine;
       if (!col)
       if (!col)
       {
       {
          // create color var
          // create color var
@@ -1158,7 +1157,7 @@ void DiffuseVertColorFeatureHLSL::processVert(  Vector< ShaderComponent* >& comp
 
 
       ShaderConnector* connectComp = dynamic_cast< ShaderConnector* >( componentList[ C_CONNECTOR ] );
       ShaderConnector* connectComp = dynamic_cast< ShaderConnector* >( componentList[ C_CONNECTOR ] );
       AssertFatal( connectComp, "DiffuseVertColorFeatureGLSL::processVert - C_CONNECTOR is not a ShaderConnector" );
       AssertFatal( connectComp, "DiffuseVertColorFeatureGLSL::processVert - C_CONNECTOR is not a ShaderConnector" );
-      Var* outColor = connectComp->getElement( RT_COLOR );
+      outColor = connectComp->getElement( RT_COLOR );
       outColor->setName( "vertColor" );
       outColor->setName( "vertColor" );
       outColor->setStructName( "OUT" );
       outColor->setStructName( "OUT" );
       outColor->setType( "float4" );
       outColor->setType( "float4" );
@@ -1487,7 +1486,7 @@ void VertLitHLSL::processVert(   Vector<ShaderComponent*> &componentList,
 
 
       // Grab the connector color
       // Grab the connector color
       ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
       ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
-      Var *outColor = connectComp->getElement( RT_COLOR );
+      outColor = connectComp->getElement( RT_COLOR );
       outColor->setName( "vertColor" );
       outColor->setName( "vertColor" );
       outColor->setStructName( "OUT" );
       outColor->setStructName( "OUT" );
       outColor->setType( "float4" );
       outColor->setType( "float4" );