ShaderGraph: Improve GLSL generation by introducing DeclareVariable statement
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3fc4de26e3
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@ -37,6 +37,7 @@ namespace Nz
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void Write(const ShaderAst::BuiltinVariable& node) override;
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void Write(const ShaderAst::BuiltinVariable& node) override;
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void Write(const ShaderAst::Cast& node) override;
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void Write(const ShaderAst::Cast& node) override;
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void Write(const ShaderAst::Constant& node) override;
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void Write(const ShaderAst::Constant& node) override;
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void Write(const ShaderAst::DeclareVariable& node) override;
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void Write(const ShaderAst::ExpressionStatement& node) override;
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void Write(const ShaderAst::ExpressionStatement& node) override;
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void Write(const ShaderAst::NamedVariable& node) override;
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void Write(const ShaderAst::NamedVariable& node) override;
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void Write(const ShaderAst::NodePtr& node) override;
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void Write(const ShaderAst::NodePtr& node) override;
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@ -63,7 +64,6 @@ namespace Nz
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struct Function
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struct Function
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{
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{
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VariableContainer variables;
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std::vector<ShaderAst::NamedVariablePtr> parameters;
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std::vector<ShaderAst::NamedVariablePtr> parameters;
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ShaderAst::ExpressionType retType;
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ShaderAst::ExpressionType retType;
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ShaderAst::StatementPtr node;
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ShaderAst::StatementPtr node;
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@ -193,6 +193,18 @@ namespace Nz
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Nz::String name;
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Nz::String name;
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};
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};
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class NAZARA_RENDERER_API DeclareVariable : public Statement
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{
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public:
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inline DeclareVariable(NamedVariablePtr Variable, ExpressionPtr Expression = nullptr);
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void Register(ShaderWriter& visitor) override;
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void Visit(ShaderWriter& visitor) override;
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NamedVariablePtr variable;
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ExpressionPtr expression;
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};
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//////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////
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@ -82,6 +82,12 @@ namespace Nz
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{
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{
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}
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}
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inline DeclareVariable::DeclareVariable(NamedVariablePtr Variable, ExpressionPtr Expression) :
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expression(std::move(Expression)),
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variable(std::move(Variable))
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{
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}
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inline AssignOp::AssignOp(AssignType Op, ExpressionPtr Left, ExpressionPtr Right) :
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inline AssignOp::AssignOp(AssignType Op, ExpressionPtr Left, ExpressionPtr Right) :
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op(Op),
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op(Op),
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left(std::move(Left)),
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left(std::move(Left)),
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@ -11,7 +11,7 @@
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#include <Nazara/Renderer/ShaderAst.hpp>
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#include <Nazara/Renderer/ShaderAst.hpp>
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#include <memory>
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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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{
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template<ShaderAst::AssignType op>
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template<ShaderAst::AssignType op>
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struct AssignOpBuilder
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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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{
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constexpr VarBuilder() {}
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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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};
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constexpr BinOpBuilder<ShaderAst::BinaryType::Add> Add;
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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::Branch> Branch;
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constexpr GenBuilder<ShaderAst::ConditionalStatement> ConditionalStatement;
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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::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::Divide> Divide;
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constexpr BinOpBuilder<ShaderAst::BinaryType::Equality> Equal;
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constexpr BinOpBuilder<ShaderAst::BinaryType::Equality> Equal;
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constexpr GenBuilder<ShaderAst::ExpressionStatement> ExprStatement;
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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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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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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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#include <Nazara/Renderer/ShaderBuilder.inl>
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@ -44,7 +44,7 @@ namespace Nz { namespace ShaderBuilder
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template<ShaderAst::VariableType type>
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template<ShaderAst::VariableType type>
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template<typename... Args>
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template<typename... Args>
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std::shared_ptr<ShaderAst::Variable> VarBuilder<type>::operator()(Args&&... args) const
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ShaderAst::NamedVariablePtr VarBuilder<type>::operator()(Args&&... args) const
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{
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{
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return std::make_shared<ShaderAst::NamedVariable>(type, std::forward<Args>(args)...);
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return std::make_shared<ShaderAst::NamedVariable>(type, std::forward<Args>(args)...);
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}
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}
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@ -38,6 +38,7 @@ namespace Nz
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virtual void Write(const ShaderAst::BuiltinVariable& node) = 0;
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virtual void Write(const ShaderAst::BuiltinVariable& node) = 0;
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virtual void Write(const ShaderAst::Cast& node) = 0;
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virtual void Write(const ShaderAst::Cast& node) = 0;
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virtual void Write(const ShaderAst::Constant& node) = 0;
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virtual void Write(const ShaderAst::Constant& node) = 0;
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virtual void Write(const ShaderAst::DeclareVariable& node) = 0;
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virtual void Write(const ShaderAst::ExpressionStatement& node) = 0;
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virtual void Write(const ShaderAst::ExpressionStatement& node) = 0;
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virtual void Write(const ShaderAst::NamedVariable& node) = 0;
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virtual void Write(const ShaderAst::NamedVariable& node) = 0;
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virtual void Write(const ShaderAst::NodePtr& node) = 0;
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virtual void Write(const ShaderAst::NodePtr& node) = 0;
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@ -66,6 +66,7 @@ namespace Nz
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switch (kind)
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switch (kind)
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{
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{
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case ShaderAst::VariableType::Builtin: //< Only there to make compiler happy
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case ShaderAst::VariableType::Builtin: //< Only there to make compiler happy
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case ShaderAst::VariableType::Variable:
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break;
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break;
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case ShaderAst::VariableType::Input:
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case ShaderAst::VariableType::Input:
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@ -107,14 +108,6 @@ namespace Nz
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case ShaderAst::VariableType::Uniform:
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case ShaderAst::VariableType::Uniform:
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m_currentState->uniforms.emplace(type, name);
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m_currentState->uniforms.emplace(type, name);
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break;
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break;
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case ShaderAst::VariableType::Variable:
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{
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if (m_currentFunction)
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m_currentFunction->variables.emplace(type, name);
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break;
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}
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}
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}
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}
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}
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@ -262,6 +255,22 @@ namespace Nz
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}
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}
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}
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}
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void GlslWriter::Write(const ShaderAst::DeclareVariable& node)
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{
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Append(node.variable->GetExpressionType());
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Append(" ");
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Append(node.variable->name);
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if (node.expression)
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{
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Append(" ");
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Append("=");
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Append(" ");
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Write(node.expression);
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}
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AppendLine(";");
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}
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void GlslWriter::Write(const ShaderAst::ExpressionStatement& node)
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void GlslWriter::Write(const ShaderAst::ExpressionStatement& node)
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{
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{
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Write(node.expression);
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Write(node.expression);
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@ -404,8 +413,6 @@ namespace Nz
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EnterScope();
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EnterScope();
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{
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{
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DeclareVariables(func.variables);
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Write(func.node);
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Write(func.node);
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}
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}
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LeaveScope();
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LeaveScope();
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@ -69,6 +69,19 @@ namespace Nz::ShaderAst
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}
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}
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void DeclareVariable::Register(ShaderWriter& visitor)
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{
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variable->Register(visitor);
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if (expression)
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expression->Register(visitor);
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}
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void DeclareVariable::Visit(ShaderWriter& visitor)
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{
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visitor.Write(*this);
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}
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void BuiltinVariable::Register(ShaderWriter& /*visitor*/)
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void BuiltinVariable::Register(ShaderWriter& /*visitor*/)
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{
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{
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}
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}
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@ -107,7 +107,6 @@ Nz::ShaderAst::StatementPtr ShaderGraph::ToAst()
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{
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{
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ShaderNode* shaderNode = static_cast<ShaderNode*>(node->nodeDataModel());
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ShaderNode* shaderNode = static_cast<ShaderNode*>(node->nodeDataModel());
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qDebug() << shaderNode->name() << node->id();
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auto it = usageCount.find(node->id());
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auto it = usageCount.find(node->id());
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if (it == usageCount.end())
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if (it == usageCount.end())
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{
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{
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@ -166,8 +165,10 @@ Nz::ShaderAst::StatementPtr ShaderGraph::ToAst()
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Nz::ShaderAst::ExpressionPtr varExpression;
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Nz::ShaderAst::ExpressionPtr varExpression;
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if (expression->GetExpressionCategory() == Nz::ShaderAst::ExpressionCategory::RValue)
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if (expression->GetExpressionCategory() == Nz::ShaderAst::ExpressionCategory::RValue)
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{
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{
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varExpression = Nz::ShaderBuilder::Variable("var" + std::to_string(varCount++), expression->GetExpressionType());
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auto variable = Nz::ShaderBuilder::Variable("var" + std::to_string(varCount++), expression->GetExpressionType());
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statements.emplace_back(Nz::ShaderBuilder::ExprStatement(Nz::ShaderBuilder::Assign(varExpression, expression)));
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statements.emplace_back(Nz::ShaderBuilder::DeclareVariable(variable, expression));
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varExpression = variable;
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}
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}
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else
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else
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varExpression = expression;
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varExpression = expression;
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