bool CNodeDot::CreateSolvers(GenericShaderData *ShaderData) { if ( GetNumJacks_In_Connected() < 2 ) return false; CJack *pJ1 = GetJack_In( 0 ); CJack *pJ2 = GetJack_In( 1 ); CJack *pJ_Out = GetJack_Out( 0 ); int type0 = pJ_Out->GetSmartType(); const int res = pJ_Out->GetResourceType(); if ( pJ2->GetSmartType() == HLSLVAR_FLOAT1 ) swap( pJ1, pJ2 ); CHLSL_Var *tg = GetInputToWriteTo( type0 ); SetAllocating( !tg ); if ( !tg ) tg = pJ_Out->AllocateVarFromSmartType(); pJ_Out->SetTemporaryVarTarget( tg ); CHLSL_Solver_Dot *solver = new CHLSL_Solver_Dot( GetUniqueIndex() ); solver->SetResourceType( res ); solver->AddSourceVar( pJ1->GetTemporaryVarTarget_End() ); solver->AddSourceVar( pJ2->GetTemporaryVarTarget_End() ); solver->AddTargetVar( tg ); AddSolver( solver ); //Msg("add solver has %i src vars\n", solver->GetNumSourceVars()); return true; }
bool CNodeSubtract::CreateSolvers(GenericShaderData *ShaderData) { if ( GetNumJacks_In_Connected() < 2 ) return false; CJack *pJ1 = GetJack_In( 0 ); CJack *pJ2 = GetJack_In( 1 ); CJack *pJ_Out = GetJack_Out( 0 ); int type1 = pJ1->GetSmartType(); int type2 = pJ2->GetSmartType(); const int res = pJ_Out->GetResourceType(); CHLSL_Var *tg = GetInputToWriteTo( max( type1, type2 ) ); SetAllocating( !tg ); if ( !tg ) tg = pJ_Out->AllocateVarFromSmartType(); pJ_Out->SetTemporaryVarTarget( tg ); CHLSL_Solver_Subtract *solver = new CHLSL_Solver_Subtract( GetUniqueIndex() ); solver->SetResourceType( res ); solver->AddSourceVar( pJ1->GetTemporaryVarTarget_End() ); solver->AddSourceVar( pJ2->GetTemporaryVarTarget_End() ); solver->AddTargetVar( tg ); AddSolver( solver ); return true; }
bool CNodeStdVLight::CreateSolvers(GenericShaderData *ShaderData) { if ( GetNumJacks_In_Connected() < GetNumJacks_In() ) return false; CJack *pJ_Out = GetJack_Out( 0 ); const int res = pJ_Out->GetResourceType(); CHLSL_Var *tg = GetInputToWriteTo( pJ_Out->GetSmartType() ); SetAllocating( !tg ); if ( !tg ) tg = pJ_Out->AllocateVarFromSmartType(); pJ_Out->SetTemporaryVarTarget( tg ); CHLSL_Solver_StdVLight *solver = new CHLSL_Solver_StdVLight( GetUniqueIndex() ); solver->SetResourceType( res ); solver->SetState( m_bStaticLighting, m_bHalfLambert ); for ( int i = 0; i < GetNumJacks_In(); i++ ) solver->AddSourceVar( GetJack_In(i)->GetTemporaryVarTarget_End() ); solver->AddTargetVar( tg ); AddSolver( solver ); return true; }
bool CNodeLightscale::CreateSolvers(GenericShaderData *ShaderData) { CJack *pJ_Out = GetJack_Out( 0 ); const int res = pJ_Out->GetResourceType(); SetAllocating( false ); CHLSL_Var *tg = pJ_Out->AllocateVarFromSmartType(); tg->MakeConstantOnly(); CHLSL_Solver_Lightscale *solver = new CHLSL_Solver_Lightscale( GetUniqueIndex() ); solver->SetResourceType( res ); solver->AddTargetVar( tg ); solver->SetState( m_iLightScale ); AddSolver( solver ); return true; }
bool CNodeStdMorph::CreateSolvers(GenericShaderData *ShaderData) { const int numJacksIn = GetNumJacks_In(); if ( GetNumJacks_In_Connected() < numJacksIn ) return false; #define __ALLOCVARONOVERWRITEFAIL( _in, _out ) CHLSL_Var *tg##_out = NULL;\ if ( _in + 1 > GetNumJacks_In() || _out + 1 > GetNumJacks_Out() )\ {}\ else if ( GetJack_In( _in )->GetTemporaryVarTarget_End()->CanBeOverwritten() )\ {\ tg##_out = GetJack_In( _in )->GetTemporaryVarTarget_End();\ GetJack_Out( _out )->SetTemporaryVarTarget( tg##_out );\ }\ else\ {\ tg##_out = GetJack_Out( _out )->AllocateVarFromSmartType();\ } bool bWillAlloc = !GetJack_In( 0 )->GetTemporaryVarTarget_End()->CanBeOverwritten(); if ( m_iSkinMode >= STD_SKINNING_MODE_POS_NORMAL && !GetJack_In( 2 )->GetTemporaryVarTarget_End()->CanBeOverwritten() ) bWillAlloc = true; if ( m_iSkinMode >= STD_SKINNING_MODE_POS_NORMAL_TANGENT && !GetJack_In( 4 )->GetTemporaryVarTarget_End()->CanBeOverwritten() ) bWillAlloc = true; SetAllocating( bWillAlloc ); CHLSL_Solver_StdMorph *solver = new CHLSL_Solver_StdMorph( GetUniqueIndex() ); solver->SetState( m_iSkinMode ); for ( int i = 0; i < numJacksIn; i++ ) solver->AddSourceVar( GetJack_In(i)->GetTemporaryVarTarget_End() ); __ALLOCVARONOVERWRITEFAIL( 0, 0 ) __ALLOCVARONOVERWRITEFAIL( 2, 1 ) __ALLOCVARONOVERWRITEFAIL( 4, 2 ) solver->AddTargetVar( tg0 ); if ( m_iSkinMode >= STD_SKINNING_MODE_POS_NORMAL ) solver->AddTargetVar( tg1 ); if ( m_iSkinMode >= STD_SKINNING_MODE_POS_NORMAL_TANGENT ) solver->AddTargetVar( tg2 ); AddSolver( solver ); return true; }
bool CNodeCustom::CreateSolvers(GenericShaderData *ShaderData) { if ( GetNumJacks_In_Connected() < GetNumJacks_In() ) return false; Assert( m_pCode_Function && Q_strlen( m_pCode_Function ) ); Assert( m_bInline || Q_strlen(m_szFilePath) ); SetAllocating( true ); char *pszFuncString = CKVPacker::ConvertKVSafeString( m_pCode_Function, false ); char *pszGlobalString = CKVPacker::ConvertKVSafeString( m_pCode_Global, false ); int iHierachyType = GetHierachyTypeIterateFullyRecursive(); int envflags = m_iEnvFlags; if ( iHierachyType & HLSLHIERACHY_PS ) envflags &= ~NODECUSTOM_ADDENV_LIGHTING_VS; if ( iHierachyType & HLSLHIERACHY_VS ) envflags &= ~NODECUSTOM_ADDENV_LIGHTING_PS; CHLSL_Solver_Custom *solver = new CHLSL_Solver_Custom( GetUniqueIndex() ); solver->SetResourceType( RESOURCETYPE_VARIABLE ); solver->Init( pszGlobalString, pszFuncString, envflags, m_szFunctionName, m_szFilePath, m_hszVarNames_In, m_hszVarNames_Out, this ); delete [] pszFuncString; delete [] pszGlobalString; for ( int i = 0; i < GetNumJacks_In(); i++ ) solver->AddSourceVar( GetJack_In( i )->GetTemporaryVarTarget_End() ); for ( int i = 0; i < GetNumJacks_Out(); i++ ) { CJack *pJ = GetJack_Out( i ); CHLSL_Var *pTg = pJ->AllocateVarFromSmartType(); solver->AddTargetVar( pTg ); } AddSolver( solver ); return true; }
bool CNodeMultiply::CreateSolvers(GenericShaderData *ShaderData) { if ( GetNumJacks_In_Connected() < 2 ) return false; CJack *pJ1 = GetJack_In( 0 ); CJack *pJ2 = GetJack_In( 1 ); CJack *pJ_Out = GetJack_Out( 0 ); int type1 = pJ1->GetSmartType(); int type2 = pJ2->GetSmartType(); const int res = pJ_Out->GetResourceType(); CHLSL_Var *tg = NULL; if ( type1 == type2 || type1 == HLSLVAR_FLOAT1 || type2 == HLSLVAR_FLOAT1 ) tg = GetInputToWriteTo( max( type1, type2 ) ); else if ( type1 == HLSLVAR_FLOAT3 && type2 == HLSLVAR_MATRIX3X3 ) tg = GetInputToWriteTo( HLSLVAR_FLOAT3 ); else if ( type1 == HLSLVAR_FLOAT3 && type2 == HLSLVAR_MATRIX4X3 ) tg = GetInputToWriteTo( HLSLVAR_FLOAT3 ); else if ( type1 == HLSLVAR_FLOAT4 && type2 == HLSLVAR_MATRIX4X4 ) tg = GetInputToWriteTo( HLSLVAR_FLOAT4 ); else if ( type1 == HLSLVAR_MATRIX3X3 && type2 == HLSLVAR_FLOAT3 ) tg = GetInputToWriteTo( HLSLVAR_FLOAT3 ); SetAllocating( !tg ); if ( !tg ) tg = pJ_Out->AllocateVarFromSmartType(); pJ_Out->SetTemporaryVarTarget( tg ); CHLSL_Solver_Multiply *solver = new CHLSL_Solver_Multiply( GetUniqueIndex() ); solver->SetMatrixRotationOnly( m_bMatrixRotation ); solver->SetResourceType( res ); solver->AddSourceVar( pJ1->GetTemporaryVarTarget_End() ); solver->AddSourceVar( pJ2->GetTemporaryVarTarget_End() ); solver->AddTargetVar( tg ); AddSolver( solver ); //Msg("add solver has %i src vars\n", solver->GetNumSourceVars()); return true; }
bool CNodeStdSkinning::CreateSolvers(GenericShaderData *ShaderData) { if ( GetNumJacks_In_Connected() < GetNumJacks_In() ) return false; SetAllocating( true ); CHLSL_Solver_StdSkinning *solver = new CHLSL_Solver_StdSkinning( GetUniqueIndex() ); solver->SetState( m_iSkinMode ); for ( int i = 0; i < GetNumJacks_In(); i++ ) solver->AddSourceVar( GetJack_In(i)->GetTemporaryVarTarget_End() ); for ( int i = 0; i < GetNumJacks_Out(); i++ ) solver->AddTargetVar( GetJack_Out(i)->AllocateVarFromSmartType() ); AddSolver( solver ); return true; }
bool CNodeVCompression::CreateSolvers(GenericShaderData *ShaderData) { const bool bUseTangent = m_iCompressionMode == COMPRESSION_MODE_NORMAL_TANGENT; SetAllocating( true ); CHLSL_Solver_VCompression *solver = new CHLSL_Solver_VCompression( GetUniqueIndex() ); solver->SetCompressionType( m_iCompressionMode ); solver->AddSourceVar( GetJack_In(0)->GetTemporaryVarTarget_End() ); solver->AddTargetVar( GetJack_Out(0)->AllocateVarFromSmartType() ); if ( bUseTangent ) { solver->AddSourceVar( GetJack_In(1)->GetTemporaryVarTarget_End() ); solver->AddTargetVar( GetJack_Out(1)->AllocateVarFromSmartType() ); } AddSolver( solver ); return true; }
bool CNodeUtility_Declare::CreateSolvers(GenericShaderData *ShaderData) { if ( GetNumJacks_In_Connected() < 1 ) return false; CJack *pJ1 = GetJack_In( 0 ); CJack *pJ_Out = GetJack_Out( 0 ); const int res = pJ_Out->GetResourceType(); SetAllocating( true ); CHLSL_Var *tg = pJ_Out->AllocateVarFromSmartType(); CHLSL_Solver_Utility_Declare *solver = new CHLSL_Solver_Utility_Declare( GetUniqueIndex() ); solver->SetResourceType( res ); solver->AddSourceVar( pJ1->GetTemporaryVarTarget_End() ); solver->AddTargetVar( tg ); AddSolver( solver ); return true; }
bool CNodeMCompose::CreateSolvers(GenericShaderData *ShaderData) { if ( GetNumJacks_In_Connected() < GetNumJacks_In() ) return false; CJack *pJ_Out = GetJack_Out( 0 ); const int res = pJ_Out->GetResourceType(); CHLSL_Var *tg = pJ_Out->AllocateVarFromSmartType(); SetAllocating( true ); CHLSL_Solver_MComp *solver = new CHLSL_Solver_MComp( GetUniqueIndex() ); solver->SetResourceType( res ); solver->SetState( iTargetMatrix, bColumns ); for ( int i = 0; i < GetNumJacks_In(); i++ ) solver->AddSourceVar( GetJack_In(i)->GetTemporaryVarTarget_End() ); solver->AddTargetVar( tg ); AddSolver( solver ); return true; }
bool CNodeUtility_Assign::CreateSolvers(GenericShaderData *ShaderData) { if ( GetNumJacks_In_Connected() < 2 ) return false; CJack *pJ1 = GetJack_In( 0 ); CJack *pJ2 = GetJack_In( 1 ); CJack *pJ_Out = GetJack_Out( 0 ); if ( !pJ1->GetTemporaryVarTarget_End()->CanBeOverwritten() ) { SetOutputsUndefined(); OnShowSolverErrored(); return false; } const int res = pJ_Out->GetResourceType(); CHLSL_Var *tg = pJ1->GetTemporaryVarTarget_End_Smart( pJ1->GetSmartType(), true ); Assert( tg ); if ( !tg->CanBeOverwritten() ) tg = NULL; if ( !( tg->GetType() & pJ1->GetSmartType() ) ) tg = NULL; SetAllocating( !tg ); if ( !tg ) tg = pJ_Out->AllocateVarFromSmartType(); pJ_Out->SetTemporaryVarTarget( tg ); CHLSL_Solver_Utility_Assign *solver = new CHLSL_Solver_Utility_Assign( GetUniqueIndex() ); solver->SetResourceType( res ); solver->AddSourceVar( pJ1->GetTemporaryVarTarget_End() ); solver->AddSourceVar( pJ2->GetTemporaryVarTarget_End() ); solver->AddTargetVar( tg ); AddSolver( solver ); return true; }
bool CNodeCallback::CreateSolvers(GenericShaderData *ShaderData) { if ( !szCallbackName || !Q_strlen( szCallbackName ) || !iNumComponents ) return false; int target = shaderEdit->FindCallback( szCallbackName ); if ( target < 0 ) return false; CJack *pJ_Out = GetJack_Out( 0 ); const int res = pJ_Out->GetResourceType(); SetAllocating( true ); CHLSL_Var *tg = pJ_Out->AllocateVarFromSmartType(); tg->MakeConstantOnly(); CHLSL_Solver_Callback *solver = new CHLSL_Solver_Callback( GetUniqueIndex() ); solver->SetState( target, szCallbackName, iNumComponents ); solver->SetResourceType( res ); solver->AddTargetVar( tg ); AddSolver( solver ); return true; }