JSBEnum.cpp 2.1 KB

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  1. //
  2. // Copyright (c) 2014-2015, THUNDERBEAST GAMES LLC All rights reserved
  3. // LICENSE: Atomic Game Engine Editor and Tools EULA
  4. // Please see LICENSE_ATOMIC_EDITOR_AND_TOOLS.md in repository root for
  5. // license information: https://github.com/AtomicGameEngine/AtomicGameEngine
  6. //
  7. #include <Atomic/IO/Log.h>
  8. #include <Atomic/IO/File.h>
  9. #include <Atomic/Resource/JSONFile.h>
  10. #include "JSBind.h"
  11. #include "JSBModule.h"
  12. #include "JSBEnum.h"
  13. namespace ToolCore
  14. {
  15. JSBEnum::JSBEnum(Context* context, JSBModule *module, const String& name) : Object(context),
  16. module_(module), name_(name), header_(0)
  17. {
  18. }
  19. JSBEnum::~JSBEnum()
  20. {
  21. }
  22. void JSBEnum::Preprocess()
  23. {
  24. // TextureUnit is a special case as uses preprocessor for values depending on
  25. // Desktop or Mobile graphics
  26. JSBind* jsbind = GetSubsystem<JSBind>();
  27. if (name_ == "TextureUnit")
  28. {
  29. values_.Clear();
  30. values_.Push("TU_DIFFUSE");
  31. values_.Push("TU_ALBEDOBUFFER");
  32. values_.Push("TU_NORMAL");
  33. values_.Push("TU_NORMALBUFFER");
  34. values_.Push("TU_SPECULAR");
  35. values_.Push("TU_EMISSIVE");
  36. values_.Push("TU_ENVIRONMENT");
  37. String platform = jsbind->GetPlatform();
  38. bool mobile = platform == "WEB" || platform == "ANDROID" || platform == "IOS";
  39. if (mobile)
  40. {
  41. values_.Push("TU_LIGHTRAMP");
  42. values_.Push("TU_LIGHTSHAPE");
  43. values_.Push("TU_SHADOWMAP");
  44. values_.Push("MAX_MATERIAL_TEXTURE_UNITS");
  45. values_.Push("MAX_TEXTURE_UNITS");
  46. }
  47. else
  48. {
  49. values_.Push("TU_VOLUMEMAP");
  50. values_.Push("TU_CUSTOM1");
  51. values_.Push("TU_CUSTOM2");
  52. values_.Push("TU_LIGHTRAMP");
  53. values_.Push("TU_LIGHTSHAPE");
  54. values_.Push("TU_SHADOWMAP");
  55. values_.Push("TU_FACESELECT");
  56. values_.Push("TU_INDIRECTION");
  57. values_.Push("TU_DEPTHBUFFER");
  58. values_.Push("TU_LIGHTBUFFER");
  59. values_.Push("TU_ZONE");
  60. values_.Push("MAX_MATERIAL_TEXTURE_UNITS");
  61. values_.Push("MAX_TEXTURE_UNITS");
  62. }
  63. }
  64. }
  65. }