当前位置: 首页>>代码示例>>C++>>正文


C++ ShaderConnector类代码示例

本文整理汇总了C++中ShaderConnector的典型用法代码示例。如果您正苦于以下问题:C++ ShaderConnector类的具体用法?C++ ShaderConnector怎么用?C++ ShaderConnector使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。


在下文中一共展示了ShaderConnector类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: processPix

void ParaboloidVertTransformHLSL::processPix(   Vector<ShaderComponent*> &componentList, 
                                                const MaterialFeatureData &fd )
{      
   ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );

   MultiLine *meta = new MultiLine;

   const bool isSinglePass = fd.features[ MFT_IsSinglePassParaboloid ];
   if ( isSinglePass )
   {
      // Cull things on the back side of the map.
      Var *isBack = connectComp->getElement( RT_TEXCOORD );
      isBack->setName( "isBack" );
      isBack->setStructName( "IN" );
      isBack->setType( "float" );
      meta->addStatement( new GenOp( "   clip( abs( @ ) - 0.999 );\r\n", isBack ) );
   }

   // Cull pixels outside of the valid paraboloid.
   Var *posXY = connectComp->getElement( RT_TEXCOORD );
   posXY->setName( "posXY" );
   posXY->setStructName( "IN" );
   posXY->setType( "float2" );
   meta->addStatement( new GenOp( "   clip( 1.0 - abs(@.x) );\r\n", posXY ) );

   output = meta;
}
开发者ID:1414648814,项目名称:Torque3D,代码行数:27,代码来源:paraboloidHLSL.cpp

示例2: processVert

void NormalsOutFeatGLSL::processVert(  Vector<ShaderComponent*> &componentList, 
												 const MaterialFeatureData &fd )
{
   // If we have normal maps then we can count
   // on it to generate the world space normal.
   if ( fd.features[MFT_NormalMap] )
      return;
	
   MultiLine *meta = new MultiLine;
   output = meta;
	
   ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
	
   Var *outNormal = connectComp->getElement( RT_TEXCOORD );
   outNormal->setName( "wsNormal" );
   outNormal->setStructName( "OUT" );
   outNormal->setType( "vec3" );
   outNormal->mapsToSampler = false;
	
   // Find the incoming vertex normal.
   Var *inNormal = (Var*)LangElement::find( "normal" );   
   if ( inNormal )
   {
      // Transform the normal to world space.
      Var *objTrans = getObjTrans( componentList, fd.features[MFT_UseInstancing], meta );
      meta->addStatement( new GenOp( "   @ = tMul( @, normalize( vec4(@, 0.0) ) ).xyz;\r\n", outNormal, objTrans, inNormal ) );
   }
   else
   {
      // If we don't have a vertex normal... just pass the
      // camera facing normal to the pixel shader.
      meta->addStatement( new GenOp( "   @ = float3( 0.0, 0.0, 1.0 );\r\n", outNormal ) );
   }
}
开发者ID:fr1tz,项目名称:terminal-overload,代码行数:34,代码来源:bumpGLSL.cpp

示例3: AssertFatal

void GBufferConditionerGLSL::processVert( Vector<ShaderComponent*> &componentList, 
                                          const MaterialFeatureData &fd )
{
   output = NULL;

   if( !fd.features[MFT_NormalMap] )
   {
      // grab incoming vert normal
      Var *inNormal = (Var*) LangElement::find( "normal" );
      AssertFatal( inNormal, "Something went bad with ShaderGen. The normal should be already defined." );

      // grab output for gbuffer normal
      ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
      Var *outNormal = connectComp->getElement( RT_TEXCOORD );
      outNormal->setName( "gbNormal" );
      outNormal->setType( "vec3" );

      // create objToWorld variable
      Var *objToWorld = (Var*) LangElement::find( "objTrans" );
      if( !objToWorld )
      {
         objToWorld = new Var;
         objToWorld->setType( "mat4" );
         objToWorld->setName( "objTrans" );
         objToWorld->uniform = true;
         objToWorld->constSortPos = cspPrimitive;   
      }

      // Kick out the world-space normal
      LangElement *statement = new GenOp( "   @ = vec3(@ * vec4(normalize(@), 0.0));\r\n", outNormal, objToWorld, inNormal );
      output = statement;
   }
}
开发者ID:fr1tz,项目名称:alux3d,代码行数:33,代码来源:gBufferConditionerGLSL.cpp

示例4: processVert

void EyeSpaceDepthOutHLSL::processVert(   Vector<ShaderComponent*> &componentList, 
                                          const MaterialFeatureData &fd )
{
   MultiLine *meta = new MultiLine;
   output = meta;

   // grab output
   ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
   Var *outWSEyeVec = connectComp->getElement( RT_TEXCOORD );
   outWSEyeVec->setName( "wsEyeVec" );
   outWSEyeVec->setStructName( "OUT" );

   // grab incoming vert position   
   Var *wsPosition = new Var( "depthPos", "float3" );
   getWsPosition( componentList, fd.features[MFT_UseInstancing], meta, new DecOp( wsPosition ) );

   Var *eyePos = (Var*)LangElement::find( "eyePosWorld" );
   if( !eyePos )
   {
      eyePos = new Var;
      eyePos->setType("float3");
      eyePos->setName("eyePosWorld");
      eyePos->uniform = true;
      eyePos->constSortPos = cspPass;
   }

   meta->addStatement( new GenOp( "   @ = float4( @.xyz - @, 1 );\r\n", outWSEyeVec, wsPosition, eyePos ) );
}
开发者ID:03050903,项目名称:Torque3D,代码行数:28,代码来源:depthHLSL.cpp

示例5: processPix

void TerrainParallaxMapFeatGLSL::processPix(   Vector<ShaderComponent*> &componentList, 
                                            const MaterialFeatureData &fd )
{
   MultiLine *meta = new MultiLine;

   ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );

   // We need the negative tangent space view vector
   // as in parallax mapping we step towards the camera.
   Var *negViewTS = (Var*)LangElement::find( "negViewTS" );
   if ( !negViewTS )
   {
      Var *inNegViewTS = (Var*)LangElement::find( "outNegViewTS" );
      if ( !inNegViewTS )
      {
         inNegViewTS = connectComp->getElement( RT_TEXCOORD );
         inNegViewTS->setName( "outNegViewTS" );
         inNegViewTS->setType( "vec3" );
      }

      negViewTS = new Var( "negViewTS", "vec3" );
      meta->addStatement( new GenOp( "   @ = normalize( @ );\r\n", new DecOp( negViewTS ), inNegViewTS ) );
   }

   // Get the rest of our inputs.
   Var *detailInfo = _getDetailIdStrengthParallax();
   Var *normalMap = _getNormalMapTex();
   Var *texCoord = _getInDetailCoord( componentList );

   // Call the library function to do the rest.
   meta->addStatement( new GenOp( "   @.xy += parallaxOffset( @, @.xy, @, @.z );\r\n", 
      texCoord, normalMap, texCoord, negViewTS, detailInfo ) );

   output = meta;
}
开发者ID:Adrellias,项目名称:Torque3D-DaveWork,代码行数:35,代码来源:terrFeatureGLSL.cpp

示例6: _getUniformVar

void TerrainParallaxMapFeatGLSL::processVert(  Vector<ShaderComponent*> &componentList, 
                                             const MaterialFeatureData &fd )
{
   if ( LangElement::find( "outNegViewTS" ) )
      return;

   MultiLine *meta = new MultiLine;

   // Grab the input position.
   Var *inPos = (Var*)LangElement::find( "inPosition" );
   if ( !inPos )
      inPos = (Var*)LangElement::find( "position" );

   // Get the object space eye position and the
   // object to tangent transform.
   Var *eyePos = _getUniformVar( "eyePos", "vec3" , cspPotentialPrimitive );
   Var *objToTangentSpace = getOutObjToTangentSpace( componentList, meta,fd  );

   // Now send the negative view vector in tangent space to the pixel shader.
   ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
   Var *outNegViewTS = connectComp->getElement( RT_TEXCOORD );
   outNegViewTS->setName( "outNegViewTS" );
   outNegViewTS->setType( "vec3" );
   meta->addStatement( new GenOp( "   @ =  @ * vec3( @ - @.xyz );\r\n", 
      outNegViewTS, objToTangentSpace, eyePos, inPos ) );

   output = meta;
}
开发者ID:Adrellias,项目名称:Torque3D-DaveWork,代码行数:28,代码来源:terrFeatureGLSL.cpp

示例7: AssertFatal

void ParallaxFeatHLSL::processPix(  Vector<ShaderComponent*> &componentList, 
                                    const MaterialFeatureData &fd )
{
   AssertFatal( GFX->getPixelShaderVersion() >= 2.0, 
      "ParallaxFeatHLSL::processPix - We don't support SM 1.x!" );

   MultiLine *meta = new MultiLine;

   // Order matters... get this first!
   Var *texCoord = getInTexCoord( "texCoord", "float2", true, componentList );

   ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );

   // We need the negative tangent space view vector
   // as in parallax mapping we step towards the camera.
   Var *negViewTS = (Var*)LangElement::find( "negViewTS" );
   if ( !negViewTS )
   {
      Var *inNegViewTS = (Var*)LangElement::find( "outNegViewTS" );
      if ( !inNegViewTS )
      {
         inNegViewTS = connectComp->getElement( RT_TEXCOORD );
         inNegViewTS->setName( "outNegViewTS" );
         inNegViewTS->setStructName( "IN" );
         inNegViewTS->setType( "float3" );
      }

      negViewTS = new Var( "negViewTS", "float3" );
      meta->addStatement( new GenOp( "   @ = normalize( @ );\r\n", new DecOp( negViewTS ), inNegViewTS ) );
   }

   // Get the rest of our inputs.
   Var *parallaxInfo = _getUniformVar( "parallaxInfo", "float", cspPotentialPrimitive );
   Var *normalMap = getNormalMapTex();
   Var *bumpMapTexture = (Var*)LangElement::find("bumpMapTex");

   // Call the library function to do the rest.
   if (fd.features.hasFeature(MFT_IsDXTnm, getProcessIndex()))
   {
      if (mIsDirect3D11)
         meta->addStatement(new GenOp("   @.xy += parallaxOffsetDxtnm( @, @, @.xy, @, @ );\r\n",
         texCoord, bumpMapTexture, normalMap, texCoord, negViewTS, parallaxInfo));
      else
         meta->addStatement(new GenOp("   @.xy += parallaxOffsetDxtnm( @, @.xy, @, @ );\r\n",
            texCoord, normalMap, texCoord, negViewTS, parallaxInfo));
   }
   else
   {
      if (mIsDirect3D11)
         meta->addStatement(new GenOp("   @.xy += parallaxOffset( @, @, @.xy, @, @ );\r\n",
         texCoord, bumpMapTexture, normalMap, texCoord, negViewTS, parallaxInfo));
      else
         meta->addStatement(new GenOp("   @.xy += parallaxOffset( @, @.xy, @, @ );\r\n",
            texCoord, normalMap, texCoord, negViewTS, parallaxInfo));
   }

   // TODO: Fix second UV maybe?

   output = meta;
}
开发者ID:03050903,项目名称:Torque3D,代码行数:60,代码来源:bumpHLSL.cpp

示例8: processPix

void EyeSpaceDepthOutHLSL::processPix( Vector<ShaderComponent*> &componentList, 
                                       const MaterialFeatureData &fd )
{      
   MultiLine *meta = new MultiLine;

   // grab connector position
   ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
   Var *wsEyeVec = connectComp->getElement( RT_TEXCOORD );
   wsEyeVec->setName( "wsEyeVec" );
   wsEyeVec->setStructName( "IN" );
   wsEyeVec->setType( "float4" );
   wsEyeVec->mapsToSampler = false;
   wsEyeVec->uniform = false;

   // get shader constants
   Var *vEye = new Var;
   vEye->setType("float3");
   vEye->setName("vEye");
   vEye->uniform = true;
   vEye->constSortPos = cspPass;

   // Expose the depth to the depth format feature
   Var *depthOut = new Var;
   depthOut->setType("float");
   depthOut->setName(getOutputVarName());

   LangElement *depthOutDecl = new DecOp( depthOut );

   meta->addStatement( new GenOp( "#ifndef CUBE_SHADOW_MAP\r\n" ) );

   if (fd.features.hasFeature(MFT_TerrainBaseMap))
      meta->addStatement(new GenOp("   @ =min(0.9999, dot(@, (@.xyz / @.w)));\r\n", depthOutDecl, vEye, wsEyeVec, wsEyeVec));
   else
      meta->addStatement(new GenOp("   @ = dot(@, (@.xyz / @.w));\r\n", depthOutDecl, vEye, wsEyeVec, wsEyeVec));

   meta->addStatement( new GenOp( "#else\r\n" ) );

   Var *farDist = (Var*)Var::find( "oneOverFarplane" );
   if ( !farDist )
   {
      farDist = new Var;
      farDist->setType("float4");
      farDist->setName("oneOverFarplane");
      farDist->uniform = true;
      farDist->constSortPos = cspPass;
   }

   meta->addStatement( new GenOp( "   @ = length( @.xyz / @.w ) * @.x;\r\n", depthOutDecl, wsEyeVec, wsEyeVec, farDist ) );      
   meta->addStatement( new GenOp( "#endif\r\n" ) );

   // If there isn't an output conditioner for the pre-pass, than just write
   // out the depth to rgba and return.
   if( !fd.features[MFT_PrePassConditioner] )
      meta->addStatement( new GenOp( "   @;\r\n", assignColor( new GenOp( "float4(@.rrr,1)", depthOut ), Material::None ) ) );
   
   output = meta;
}
开发者ID:03050903,项目名称:Torque3D,代码行数:57,代码来源:depthHLSL.cpp

示例9: getProcessIndex

void TerrainMacroMapFeatHLSL::processVert(  Vector<ShaderComponent*> &componentList, 
                                             const MaterialFeatureData &fd )
{
   const S32 detailIndex = getProcessIndex();

   // Grab incoming texture coords... the base map feature
   // made sure this was created.
   Var *inTex = (Var*)LangElement::find( "texCoord" );
   AssertFatal( inTex, "The texture coord is missing!" );

   // Grab the input position.
   Var *inPos = (Var*)LangElement::find( "inPosition" );
   if ( !inPos )
      inPos = (Var*)LangElement::find( "position" );

   // Get the object space eye position.
   Var *eyePos = _getUniformVar( "eyePos", "float3", cspPotentialPrimitive );

   MultiLine *meta = new MultiLine;

   // Get the distance from the eye to this vertex.
   Var *dist = (Var*)LangElement::find( "macroDist" );
   if ( !dist )
   {
      dist = new Var;
      dist->setType( "float" );
      dist->setName( "macroDist" );  

      meta->addStatement( new GenOp( "   @ = distance( @.xyz, @ );\r\n", 
                                       new DecOp( dist ), inPos, eyePos ) );
   }

   // grab connector texcoord register
   ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
   Var *outTex = connectComp->getElement( RT_TEXCOORD );
   outTex->setName( String::ToString( "macroCoord%d", detailIndex ) );
   outTex->setStructName( "OUT" );
   outTex->setType( "float4" );
   outTex->mapsToSampler = true;

   // Get the detail scale and fade info.
   Var *detScaleAndFade = new Var;
   detScaleAndFade->setType( "float4" );
   detScaleAndFade->setName( String::ToString( "macroScaleAndFade%d", detailIndex ) );
   detScaleAndFade->uniform = true;
   detScaleAndFade->constSortPos = cspPotentialPrimitive;

   // Setup the detail coord.
   meta->addStatement( new GenOp( "   @.xyz = @ * @.xyx;\r\n", outTex, inTex, detScaleAndFade ) );

   // And sneak the detail fade thru the w detailCoord.
   meta->addStatement( new GenOp( "   @.w = clamp( ( @.z - @ ) * @.w, 0.0, 1.0 );\r\n", 
                                    outTex, detScaleAndFade, dist, detScaleAndFade ) );   

   output = meta;
}
开发者ID:J0linar,项目名称:Torque3D,代码行数:56,代码来源:terrFeatureHLSL.cpp

示例10: AssertFatal

void ParallaxFeatGLSL::processVert( Vector<ShaderComponent*> &componentList, 
											  const MaterialFeatureData &fd )
{
   AssertFatal( GFX->getPixelShaderVersion() >= 2.0, 
      "ParallaxFeatGLSL::processVert - We don't support SM 1.x!" );
	
   MultiLine *meta = new MultiLine;
	
   // Add the texture coords.
   getOutTexCoord(   "texCoord", 
                     "vec2", 
						true, 
						fd.features[MFT_TexAnim], 
						meta, 
						componentList );
	
   // Grab the input position.
   Var *inPos = (Var*)LangElement::find( "inPosition" );
   if ( !inPos )
      inPos = (Var*)LangElement::find( "position" );
	
   // Get the object space eye position and the 
   // object to tangent space transform.
   Var *eyePos = _getUniformVar( "eyePos", "vec3", cspPrimitive );
   Var *objToTangentSpace = getOutObjToTangentSpace( componentList, meta, fd );
	
   // Now send the negative view vector in tangent space to the pixel shader.
   ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
   Var *outNegViewTS = connectComp->getElement( RT_TEXCOORD );
   outNegViewTS->setName( "outNegViewTS" );
   outNegViewTS->setStructName( "OUT" );
   outNegViewTS->setType( "vec3" );
   meta->addStatement( new GenOp( "   @ = tMul( @, float3( @.xyz - @ ) );\r\n", 
      outNegViewTS, objToTangentSpace, inPos, eyePos ) );

   // TODO: I'm at a loss at why i need to flip the binormal/y coord
   // to get a good view vector for parallax. Lighting works properly
   // with the TS matrix as is... but parallax does not.
   //
   // Someone figure this out!
   //
   meta->addStatement( new GenOp( "   @.y = [email protected];\r\n", outNegViewTS, outNegViewTS ) );  

   // If we have texture anim matrix the tangent
   // space view vector may need to be rotated.
   Var *texMat = (Var*)LangElement::find( "texMat" );
   if ( texMat )
   {
      meta->addStatement( new GenOp( "   @ = tMul(@, float4(@,0)).xyz;\r\n",
         outNegViewTS, texMat, outNegViewTS ) );
   }
	
   output = meta;
}
开发者ID:fr1tz,项目名称:terminal-overload,代码行数:54,代码来源:bumpGLSL.cpp

示例11: name

Var* TerrainFeatGLSL::_getInDetailCoord( Vector<ShaderComponent*> &componentList )
{
   String name( String::ToString( "outDetCoord%d", getProcessIndex() ) );
   Var *inDet = (Var*)LangElement::find( name );
   
   if ( !inDet )
   {
      ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
      
      inDet = connectComp->getElement( RT_TEXCOORD );
      inDet->setName( name );
      inDet->setType( "vec4" );
      inDet->mapsToSampler = true;
   }
   
   return inDet;
}
开发者ID:Adrellias,项目名称:Torque3D-DaveWork,代码行数:17,代码来源:terrFeatureGLSL.cpp

示例12: AssertFatal

void GBufferConditionerGLSL::processVert( Vector<ShaderComponent*> &componentList, 
                                          const MaterialFeatureData &fd )
{
   // If we have a normal map then that feature will
   // take care of passing gbNormal to the pixel shader.
   if ( fd.features[MFT_NormalMap] )
      return;

   MultiLine *meta = new MultiLine;
   output = meta;

   // grab incoming vert normal
   Var *inNormal = (Var*) LangElement::find( "normal" );
   AssertFatal( inNormal, "Something went bad with ShaderGen. The normal should be already defined." );

   // grab output for gbuffer normal
   ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
   Var *outNormal = connectComp->getElement( RT_TEXCOORD );
   outNormal->setName( "gbNormal" );
   outNormal->setStructName( "OUT" );
   outNormal->setType( "float3" );

   if( !fd.features[MFT_ParticleNormal] )
   {
      // Kick out the view-space normal

      // TODO: Total hack because Conditioner is directly derived
      // from ShaderFeature and not from ShaderFeatureGLSL.
      NamedFeatureGLSL dummy( String::EmptyString );
      dummy.mInstancingFormat = mInstancingFormat;
      Var *worldViewOnly = dummy.getWorldView( componentList, fd.features[MFT_UseInstancing], meta );

      meta->addStatement(  new GenOp("   @ = tMul(@, float4( normalize(@), 0.0 ) ).xyz;\r\n", 
                              outNormal, worldViewOnly, inNormal ) );
   }
   else
   {
      // Assume the particle normal generator has already put this in view space
      // and normalized it
      meta->addStatement( new GenOp( "   @ = @;\r\n", outNormal, inNormal ) );
   }
}
开发者ID:AlkexGas,项目名称:Torque3D,代码行数:42,代码来源:gBufferConditionerGLSL.cpp

示例13: AssertFatal

void EyeSpaceDepthOutHLSL::processVert(   Vector<ShaderComponent*> &componentList, 
                                          const MaterialFeatureData &fd )
{
   // grab incoming vert position
   Var *inPosition = (Var*) LangElement::find( "inPosition" );
   if ( !inPosition )
      inPosition = (Var*) LangElement::find( "position" );

   AssertFatal( inPosition, "Something went bad with ShaderGen. The position should be already defined." );

   // grab output
   ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
   Var *outWSEyeVec = connectComp->getElement( RT_TEXCOORD );
   outWSEyeVec->setName( "wsEyeVec" );
   outWSEyeVec->setStructName( "OUT" );

   // create modelview variable
   Var *objToWorld = (Var*) LangElement::find( "objTrans" );
   if( !objToWorld )
   {
      objToWorld = new Var;
      objToWorld->setType( "float4x4" );
      objToWorld->setName( "objTrans" );
      objToWorld->uniform = true;
      objToWorld->constSortPos = cspPrimitive;   
   }

   Var *eyePos = (Var*)LangElement::find( "eyePosWorld" );
   if( !eyePos )
   {
      eyePos = new Var;
      eyePos->setType("float3");
      eyePos->setName("eyePosWorld");
      eyePos->uniform = true;
      eyePos->constSortPos = cspPass;
   }

   LangElement *statement = new GenOp( "   @ = mul(@, float4(@.xyz,1)) - float4(@, 0.0);\r\n", 
      outWSEyeVec, objToWorld, inPosition, eyePos );

   output = statement;
}
开发者ID:adhistac,项目名称:ee-client-2-0,代码行数:42,代码来源:depthHLSL.cpp

示例14: processVert

void DeferredRTLightingFeatGLSL::processVert(   Vector<ShaderComponent*> &componentList, 
                                                const MaterialFeatureData &fd )
{
   // Skip deferred features, and use forward shading instead
   if ( fd.features[MFT_ForwardShading] )
   {
      Parent::processVert( componentList, fd );
      return;
   }

   // Pass screen space position to pixel shader to compute a full screen buffer uv
   ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
   Var *ssPos = connectComp->getElement( RT_TEXCOORD );
   ssPos->setName( "screenspacePos" );
   ssPos->setStructName( "OUT" );
   ssPos->setType( "vec4" );

   Var *outPosition = (Var*) LangElement::find( "gl_Position" );
   AssertFatal( outPosition, "No gl_Position, ohnoes." );

   output = new GenOp( "   @ = @;\r\n", ssPos, outPosition );
}
开发者ID:1414648814,项目名称:Torque3D,代码行数:22,代码来源:advancedLightingFeaturesGLSL.cpp

示例15: GenOp

void ShaderGen::_processPixFeatures( Vector<GFXShaderMacro> &macros, bool macrosOnly )
{
   const FeatureSet &features = mFeatureData.features;

   for( U32 i=0; i < features.getCount(); i++ )
   {
      S32 index;
      const FeatureType &type = features.getAt( i, &index );
      ShaderFeature* feature = FEATUREMGR->getByType( type );
      if ( feature )
      {
         feature->setProcessIndex( index );

         feature->processPixMacros( macros, mFeatureData );

         if ( macrosOnly )
            continue;

         feature->mInstancingFormat = &mInstancingFormat;
         feature->processPix( mComponents, mFeatureData );

         String line;
         if ( index > -1 )
            line = String::ToString( "   // %s %d\r\n", feature->getName().c_str(), index );
         else
            line = String::ToString( "   // %s\r\n", feature->getName().c_str() );
         mOutput->addStatement( new GenOp( line ) );

         if ( feature->getOutput() )
            mOutput->addStatement( feature->getOutput() );

         feature->reset();
         mOutput->addStatement( new GenOp( "   \r\n" ) );
      }
   }
   
   ShaderConnector *connect = dynamic_cast<ShaderConnector *>( mComponents[C_CONNECTOR] );
   connect->sortVars();
}
开发者ID:AlkexGas,项目名称:Torque3D,代码行数:39,代码来源:shaderGen.cpp


注:本文中的ShaderConnector类示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。