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