ShaderGraph: Improve GLSL generation by introducing DeclareVariable statement
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@@ -11,7 +11,7 @@
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#include <Nazara/Renderer/ShaderAst.hpp>
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#include <memory>
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namespace Nz { namespace ShaderBuilder
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namespace Nz::ShaderBuilder
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{
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template<ShaderAst::AssignType op>
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struct AssignOpBuilder
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@@ -49,7 +49,7 @@ namespace Nz { namespace ShaderBuilder
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{
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constexpr VarBuilder() {}
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template<typename... Args> std::shared_ptr<ShaderAst::Variable> operator()(Args&&... args) const;
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template<typename... Args> ShaderAst::NamedVariablePtr operator()(Args&&... args) const;
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};
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constexpr BinOpBuilder<ShaderAst::BinaryType::Add> Add;
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@@ -59,6 +59,7 @@ namespace Nz { namespace ShaderBuilder
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constexpr GenBuilder<ShaderAst::Branch> Branch;
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constexpr GenBuilder<ShaderAst::ConditionalStatement> ConditionalStatement;
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constexpr GenBuilder<ShaderAst::Constant> Constant;
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constexpr GenBuilder<ShaderAst::DeclareVariable> DeclareVariable;
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constexpr BinOpBuilder<ShaderAst::BinaryType::Divide> Divide;
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constexpr BinOpBuilder<ShaderAst::BinaryType::Equality> Equal;
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constexpr GenBuilder<ShaderAst::ExpressionStatement> ExprStatement;
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@@ -73,7 +74,7 @@ namespace Nz { namespace ShaderBuilder
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constexpr VarBuilder<ShaderAst::VariableType::Variable> Variable;
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template<ShaderAst::ExpressionType Type, typename... Args> std::shared_ptr<ShaderAst::Cast> Cast(Args&&... args);
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} }
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}
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#include <Nazara/Renderer/ShaderBuilder.inl>
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