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- //-----------------------------------------------------------------------------
- // 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/HLSL/shaderGenHLSL.h"
- #include "shaderGen/HLSL/shaderCompHLSL.h"
- #include "shaderGen/featureMgr.h"
- void ShaderGenPrinterHLSL::printShaderHeader(Stream& stream)
- {
- const char *header1 = "//*****************************************************************************\r\n";
- const char *header2 = "// Torque -- HLSL procedural shader\r\n";
- stream.write( dStrlen(header1), header1 );
- stream.write( dStrlen(header2), header2 );
- stream.write( dStrlen(header1), header1 );
- const char* header3 = "\r\n";
- stream.write( dStrlen(header3), header3 );
- }
- void ShaderGenPrinterHLSL::printMainComment(Stream& stream)
- {
- const char * header5 = "// Main\r\n";
- const char * line = "//-----------------------------------------------------------------------------\r\n";
- stream.write( dStrlen(line), line );
- stream.write( dStrlen(header5), header5 );
- stream.write( dStrlen(line), line );
- }
- void ShaderGenPrinterHLSL::printVertexShaderCloser(Stream& stream)
- {
- const char *closer = " return OUT;\r\n}\r\n";
- stream.write( dStrlen(closer), closer );
- }
- void ShaderGenPrinterHLSL::printPixelShaderOutputStruct(Stream& stream, const MaterialFeatureData &featureData)
- {
- // Determine the number of output targets we need
- U32 numMRTs = 0;
- for( U32 i = 0; i < FEATUREMGR->getFeatureCount(); i++ )
- {
- const FeatureInfo &info = FEATUREMGR->getAt( i );
- if ( featureData.features.hasFeature( *info.type ) )
- numMRTs |= info.feature->getOutputTargets( featureData );
- }
- WRITESTR("struct Fragout\r\n");
- WRITESTR("{\r\n");
- WRITESTR(" float4 col : SV_Target0;\r\n");
- for (U32 i = 1; i < 4; i++)
- {
- if (numMRTs & 1 << i)
- WRITESTR(avar(" float4 col%d : SV_Target%d;\r\n", i, i));
- }
-
- WRITESTR("};\r\n");
- WRITESTR("\r\n");
- WRITESTR("\r\n");
- }
- void ShaderGenPrinterHLSL::printPixelShaderCloser(Stream& stream)
- {
- WRITESTR( "\r\n return OUT;\r\n}\r\n" );
- }
- void ShaderGenPrinterHLSL::printLine(Stream& stream, const String& line)
- {
- stream.write(line.length(), line.c_str());
- const char* end = "\r\n";
- stream.write(dStrlen(end), end);
- }
- const char* ShaderGenComponentFactoryHLSL::typeToString( GFXDeclType type )
- {
- switch ( type )
- {
- default:
- case GFXDeclType_Float:
- return "float";
- case GFXDeclType_Float2:
- return "float2";
- case GFXDeclType_Float3:
- return "float3";
- case GFXDeclType_Float4:
- case GFXDeclType_Color:
- return "float4";
-
- case GFXDeclType_UByte4:
- return "uint4";
- }
- }
- ShaderComponent* ShaderGenComponentFactoryHLSL::createVertexInputConnector( const GFXVertexFormat &vertexFormat )
- {
- ShaderConnectorHLSL *vertComp = new ShaderConnectorHLSL;
- vertComp->setName( "VertData" );
- // Loop thru the vertex format elements.
- for ( U32 i=0; i < vertexFormat.getElementCount(); i++ )
- {
- const GFXVertexElement &element = vertexFormat.getElement( i );
-
- Var *var = NULL;
- if ( element.isSemantic( GFXSemantic::POSITION ) )
- {
- var = vertComp->getElement( RT_POSITION );
- var->setName( "position" );
- }
- else if ( element.isSemantic( GFXSemantic::NORMAL ) )
- {
- var = vertComp->getElement( RT_NORMAL );
- var->setName( "normal" );
- }
- else if ( element.isSemantic( GFXSemantic::TANGENT ) )
- {
- var = vertComp->getElement( RT_TANGENT );
- var->setName( "T" );
- }
- else if ( element.isSemantic( GFXSemantic::TANGENTW ) )
- {
- var = vertComp->getIndexedElement(element.getSemanticIndex(), RT_TEXCOORD);
- var->setName("tangentW");
- }
- else if ( element.isSemantic( GFXSemantic::BINORMAL ) )
- {
- var = vertComp->getElement( RT_BINORMAL );
- var->setName( "B" );
- }
- else if ( element.isSemantic( GFXSemantic::COLOR ) )
- {
- var = vertComp->getElement( RT_COLOR );
- var->setName( "diffuse" );
- }
- else if ( element.isSemantic( GFXSemantic::TEXCOORD ) )
- {
- var = vertComp->getIndexedElement( element.getSemanticIndex(), RT_TEXCOORD );
- if ( element.getSemanticIndex() == 0 )
- var->setName( "texCoord" );
- else
- var->setName( String::ToString( "texCoord%d", element.getSemanticIndex() + 1 ) );
- }
- else if ( element.isSemantic( GFXSemantic::BLENDINDICES ) )
- {
- var = vertComp->getIndexedElement( element.getSemanticIndex(), RT_BLENDINDICES );
- var->setName( String::ToString( "blendIndices%d", element.getSemanticIndex() ) );
- }
- else if ( element.isSemantic( GFXSemantic::BLENDWEIGHT ) )
- {
- var = vertComp->getIndexedElement( element.getSemanticIndex(), RT_BLENDWEIGHT );
- var->setName( String::ToString( "blendWeight%d", element.getSemanticIndex() ) );
- }
- else if ( element.isSemantic( GFXSemantic::PADDING ) )
- {
- var = NULL;
- //var = vertComp->getIndexedElement( vertComp->getCurTexElem() + element.getSemanticIndex(), RT_TEXCOORD );
- //var->setName( String::ToString( "pad%d", element.getSemanticIndex() + 1 ) );
- }
- else
- {
- // Everything else is a texcoord!
- var = vertComp->getIndexedElement( element.getSemanticIndex(), RT_TEXCOORD );
- var->setName( "tc" + element.getSemantic() );
- }
- if ( !var )
- continue;
- var->setStructName( "IN" );
- var->setType( typeToString( element.getType() ) );
- }
- return vertComp;
- }
- ShaderComponent* ShaderGenComponentFactoryHLSL::createVertexPixelConnector()
- {
- ShaderComponent* comp = new ShaderConnectorHLSL;
- ((ShaderConnector*)comp)->setName("ConnectData");
- return comp;
- }
- ShaderComponent* ShaderGenComponentFactoryHLSL::createVertexParamsDef()
- {
- ShaderComponent* comp = new VertexParamsDefHLSL;
- return comp;
- }
- ShaderComponent* ShaderGenComponentFactoryHLSL::createPixelParamsDef()
- {
- ShaderComponent* comp = new PixelParamsDefHLSL;
- return comp;
- }
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