6e8fbca745
match the genesis editor version 1.3.0.653.
94 lines
2.2 KiB
C++
94 lines
2.2 KiB
C++
/****************************************************************************
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Copyright (c) 2011-2013,WebJet Business Division,CYOU
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http://www.genesis-3d.com.cn
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "stdneb.h"
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#include "ShaderFactory.h"
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#include "ShaderCompiler.h"
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#include "ShaderData.h"
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#include "Compilers/MojoShaderTool.h"
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#if __WIN32__
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#include "Compilers/CGTool.h"
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#endif
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namespace ShaderProgramCompiler
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{
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__ImplementClass(ShaderFactory,'SHFA',Core::RefCounted);
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__ImplementImageSingleton(ShaderFactory);
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ShaderFactory::ShaderFactory()
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: m_pCGTool(NULL),
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m_pMojoTool(NULL)
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{
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__ConstructImageSingleton;
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m_pMojoTool = MojoShaderTool::Create();
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#if __WIN32__
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m_pCGTool = CGTool::Create();
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#endif
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}
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ShaderFactory::~ShaderFactory()
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{
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__DestructImageSingleton;
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#if __WIN32__
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if (m_pCGTool !=NULL)
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{
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n_delete(m_pCGTool);
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}
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#endif
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if (m_pMojoTool != NULL)
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{
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n_delete(m_pMojoTool);
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}
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}
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void ShaderFactory::Add(const Util::String& name)
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{
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m_ShaderData = ShaderData::Create();
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m_ShaderData->SetName(name);
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}
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void ShaderFactory::Process()
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{
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m_ShaderData->Init();
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m_ShaderData->Compile();
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m_Output = m_ShaderData->Output();
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}
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void ShaderFactory::Finish()
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{
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m_ShaderData = NULL;
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}
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}
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