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253
src/Nazara/Renderer/GlslWriter.cpp
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253
src/Nazara/Renderer/GlslWriter.cpp
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// Copyright (C) 2015 Jérôme Leclercq
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// This file is part of the "Nazara Engine - Renderer module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#include <Nazara/Renderer/GlslWriter.hpp>
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#include <Nazara/Core/CallOnExit.hpp>
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#include <Nazara/Renderer/Debug.hpp>
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namespace Nz
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{
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GlslWriter::GlslWriter() :
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m_currentState(nullptr)
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{
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}
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String GlslWriter::Generate(const ShaderAst::StatementPtr& node)
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{
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State state;
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m_currentState = &state;
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CallOnExit onExit([this]()
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{
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m_currentState = nullptr;
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});
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node->Register(*this);
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for (const auto& pair : state.m_variables)
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{
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Append(pair.first);
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Append(" ");
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Append(pair.second);
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AppendLine(";");
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}
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AppendLine();
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Function entryPoint;
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entryPoint.name = "main"; //< GLSL has only one entry point name possible
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entryPoint.node = node;
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entryPoint.retType = ShaderAst::ExpressionType::None;
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AppendFunction(entryPoint);
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return state.stream;
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}
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void GlslWriter::RegisterFunction(const String& name, ShaderAst::StatementPtr statement, std::initializer_list<ShaderAst::VariablePtr> parameters, ShaderAst::ExpressionType retType)
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{
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Function func;
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func.retType = retType;
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func.name = name;
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func.node = std::move(statement);
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func.parameters.assign(parameters);
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m_functions[name] = std::move(func);
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}
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void GlslWriter::RegisterVariable(const String& name, ShaderAst::ExpressionType type)
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{
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NazaraAssert(m_currentState, "This function should only be called while processing an AST");
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m_currentState->m_variables.insert(std::make_pair(type, name));
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}
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void GlslWriter::Write(const ShaderAst::NodePtr& node)
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{
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node->Visit(*this);
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}
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void GlslWriter::Write(const ShaderAst::AssignOp& node)
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{
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Write(node.variable);
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switch (node.op)
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{
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case ShaderAst::AssignType::Simple:
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Append(" = ");
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break;
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}
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Write(node.right);
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}
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void GlslWriter::Write(const ShaderAst::Branch& node)
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{
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bool first = true;
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for (const auto& statement : node.condStatements)
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{
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if (!first)
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Append("else ");
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Append("if (");
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Write(statement.condition);
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AppendLine(")");
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EnterScope();
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Write(statement.statement);
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LeaveScope();
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first = false;
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}
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if (node.elseStatement)
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{
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AppendLine("else");
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EnterScope();
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Write(node.elseStatement);
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LeaveScope();
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}
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}
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void GlslWriter::Write(const ShaderAst::BinaryOp& node)
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{
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Write(node.left);
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switch (node.op)
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{
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case ShaderAst::BinaryType::Add:
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Append(" + ");
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break;
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case ShaderAst::BinaryType::Substract:
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Append(" - ");
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break;
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case ShaderAst::BinaryType::Multiply:
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Append(" * ");
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break;
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case ShaderAst::BinaryType::Divide:
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Append(" / ");
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break;
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case ShaderAst::BinaryType::Equality:
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Append(" == ");
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break;
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}
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Write(node.right);
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}
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void GlslWriter::Write(const ShaderAst::Constant& node)
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{
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switch (node.exprType)
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{
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case ShaderAst::ExpressionType::Float1:
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Append(String::Format("%F", node.values.vec1));
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break;
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}
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}
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void GlslWriter::Write(const ShaderAst::ExpressionStatement& node)
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{
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Write(node.expression);
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Append(";");
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}
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void GlslWriter::Write(const ShaderAst::StatementBlock& node)
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{
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bool first = true;
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for (const ShaderAst::StatementPtr& statement : node.statements)
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{
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if (!first)
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AppendLine();
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Write(statement);
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first = false;
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}
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}
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void GlslWriter::Write(const ShaderAst::Variable& node)
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{
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Append(node.name);
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}
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void GlslWriter::Append(ShaderAst::ExpressionType type)
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{
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switch (type)
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{
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case ShaderAst::ExpressionType::Float1:
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Append("float");
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break;
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case ShaderAst::ExpressionType::Float2:
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Append("vec2");
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break;
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case ShaderAst::ExpressionType::Float3:
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Append("vec3");
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break;
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case ShaderAst::ExpressionType::Float4:
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Append("vec4");
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break;
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case ShaderAst::ExpressionType::None:
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Append("void");
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break;
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}
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}
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void GlslWriter::Append(const String& txt)
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{
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NazaraAssert(m_currentState, "This function should only be called while processing an AST");
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m_currentState->stream << txt;
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}
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void GlslWriter::AppendFunction(const Function& func)
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{
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NazaraAssert(m_currentState, "This function should only be called while processing an AST");
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Append(func.retType);
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m_currentState->stream << ' ';
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Append(func.name);
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m_currentState->stream << '(';
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for (std::size_t i = 0; i < func.parameters.size(); ++i)
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{
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if (i != 0)
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m_currentState->stream << ", ";
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Append(func.parameters[i]->type);
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m_currentState->stream << ' ';
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Append(func.parameters[i]->name);
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}
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m_currentState->stream << ")\n";
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EnterScope();
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Write(func.node);
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LeaveScope();
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}
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void GlslWriter::AppendLine(const String& txt)
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{
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NazaraAssert(m_currentState, "This function should only be called while processing an AST");
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m_currentState->stream << txt << '\n' << String(m_currentState->indentLevel, '\t');
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}
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void GlslWriter::EnterScope()
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{
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NazaraAssert(m_currentState, "This function should only be called while processing an AST");
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m_currentState->indentLevel++;
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AppendLine("{");
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}
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void GlslWriter::LeaveScope()
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{
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NazaraAssert(m_currentState, "This function should only be called while processing an AST");
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m_currentState->indentLevel--;
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AppendLine();
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AppendLine("}");
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}
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}
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96
src/Nazara/Renderer/ShaderAst.cpp
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96
src/Nazara/Renderer/ShaderAst.cpp
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// Copyright (C) 2016 Jérôme Leclercq
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// This file is part of the "Nazara Engine - Renderer module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#include <Nazara/Renderer/ShaderAst.hpp>
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#include <Nazara/Renderer/ShaderWriter.hpp>
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#include <Nazara/Renderer/Debug.hpp>
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namespace Nz { namespace ShaderAst
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{
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void ExpressionStatement::Register(ShaderWriter& visitor)
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{
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expression->Register(visitor);
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}
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void ExpressionStatement::Visit(ShaderWriter& visitor)
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{
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visitor.Write(*this);
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}
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void StatementBlock::Register(ShaderWriter& visitor)
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{
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for (auto& statementPtr : statements)
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statementPtr->Register(visitor);
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}
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void StatementBlock::Visit(ShaderWriter& visitor)
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{
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visitor.Write(*this);
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}
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void Variable::Register(ShaderWriter& visitor)
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{
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visitor.RegisterVariable(name, type);
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}
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void Variable::Visit(ShaderWriter& visitor)
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{
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visitor.Write(*this);
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}
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void AssignOp::Register(ShaderWriter& visitor)
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{
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variable->Register(visitor);
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right->Register(visitor);
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}
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void AssignOp::Visit(ShaderWriter& visitor)
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{
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visitor.Write(*this);
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}
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void BinaryOp::Register(ShaderWriter& visitor)
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{
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left->Register(visitor);
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right->Register(visitor);
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}
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void BinaryOp::Visit(ShaderWriter& visitor)
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{
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visitor.Write(*this);
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}
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void Branch::Register(ShaderWriter& visitor)
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{
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for (ConditionalStatement& statement : condStatements)
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{
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statement.condition->Register(visitor);
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statement.statement->Register(visitor);
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}
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if (elseStatement)
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elseStatement->Register(visitor);
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}
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void Branch::Visit(ShaderWriter& visitor)
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{
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visitor.Write(*this);
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}
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void Constant::Register(ShaderWriter&)
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{
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}
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void Constant::Visit(ShaderWriter& visitor)
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{
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visitor.Write(*this);
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}
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}
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}
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11
src/Nazara/Renderer/ShaderWriter.cpp
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11
src/Nazara/Renderer/ShaderWriter.cpp
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@@ -0,0 +1,11 @@
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// Copyright (C) 2015 Jérôme Leclercq
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// This file is part of the "Nazara Engine - Renderer module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#include <Nazara/Renderer/ShaderWriter.hpp>
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#include <Nazara/Renderer/Debug.hpp>
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namespace Nz
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{
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ShaderWriter::~ShaderWriter() = default;
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}
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