//----------------------------------------------------------------------------- // 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 "core/strings/stringFunctions.h" #include "core/util/str.h" #include "gfx/gfxDevice.h" #include "langElement.h" //************************************************************************** // Language element //************************************************************************** Vector LangElement::elementList( __FILE__, __LINE__ ); const char* LangElement::constTypeToString(GFXShaderConstType constType) { // Determine shader language based on GFXAdapterAPI if (GFX->getAdapterType() == OpenGL) { switch (constType) { case GFXSCT_Float: return "float"; break; case GFXSCT_Float2: return "vec2"; break; case GFXSCT_Float3: return "vec3"; break; case GFXSCT_Float4: return "vec4"; break; case GFXSCT_Float2x2: return "mat2"; break; case GFXSCT_Float3x3: return "mat3"; break; case GFXSCT_Float3x4: return "mat3x4"; break; case GFXSCT_Float4x3: return "mat4x3"; break; case GFXSCT_Float4x4: return "mat4"; break; case GFXSCT_Int: return "int"; break; case GFXSCT_Int2: return "ivec2"; break; case GFXSCT_Int3: return "ivec3"; break; case GFXSCT_Int4: return "ivec4"; break; case GFXSCT_UInt: return "uint"; break; case GFXSCT_UInt2: return "uvec2"; break; case GFXSCT_UInt3: return "uvec3"; break; case GFXSCT_UInt4: return "uvec4"; break; case GFXSCT_Bool: return "bool"; break; case GFXSCT_Bool2: return "bvec2"; break; case GFXSCT_Bool3: return "bvec3"; break; case GFXSCT_Bool4: return "bvec4"; break; default: return "unknown"; break; } } else // Assume DirectX/HLSL { switch (constType) { case GFXSCT_Float: return "float"; break; case GFXSCT_Float2: return "float2"; break; case GFXSCT_Float3: return "float3"; break; case GFXSCT_Float4: return "float4"; break; case GFXSCT_Float2x2: return "float2x2"; break; case GFXSCT_Float3x3: return "float3x3"; break; case GFXSCT_Float3x4: return "float3x4"; break; case GFXSCT_Float4x3: return "float4x3"; break; case GFXSCT_Float4x4: return "float4x4"; break; case GFXSCT_Int: return "int"; break; case GFXSCT_Int2: return "int2"; break; case GFXSCT_Int3: return "int3"; break; case GFXSCT_Int4: return "int4"; break; case GFXSCT_UInt: return "uint"; break; case GFXSCT_UInt2: return "uint2"; break; case GFXSCT_UInt3: return "uint3"; break; case GFXSCT_UInt4: return "uint4"; break; case GFXSCT_Bool: return "bool"; break; case GFXSCT_Bool2: return "bool2"; break; case GFXSCT_Bool3: return "bool3"; break; case GFXSCT_Bool4: return "bool4"; break; default: return "unknown"; break; } } return ""; } //-------------------------------------------------------------------------- // Constructor //-------------------------------------------------------------------------- LangElement::LangElement() { elementList.push_back( this ); static U32 tempNum = 0; dSprintf( (char*)name, sizeof(name), "tempName%d", tempNum++ ); } //-------------------------------------------------------------------------- // Find element of specified name //-------------------------------------------------------------------------- LangElement * LangElement::find( const char *name ) { for( U32 i=0; iname, name ) ) { return elementList[i]; } } return NULL; } //-------------------------------------------------------------------------- // Delete existing elements //-------------------------------------------------------------------------- void LangElement::deleteElements() { for( U32 i=0; igetAdapterType() == OpenGL) stream.write( 1, "_" ); else stream.write( 1, "." ); } stream.write( dStrlen((char*)name), name ); } //-------------------------------------------------------------------------- // Get next available texture unit number //-------------------------------------------------------------------------- U32 Var::getTexUnitNum(U32 numElements) { U32 ret = texUnitCount; texUnitCount += numElements; return ret; } //-------------------------------------------------------------------------- // Reset //-------------------------------------------------------------------------- void Var::reset() { texUnitCount = 0; } //************************************************************************** // Multi line statement //************************************************************************** void MultiLine::addStatement( LangElement *elem ) { AssertFatal( elem, "Attempting to add empty statement" ); mStatementList.push_back( elem ); } //-------------------------------------------------------------------------- // Print //-------------------------------------------------------------------------- void MultiLine::print( Stream &stream ) { for( U32 i=0; iprint( stream ); } }