/* * This file is part of the Haven & Hearth game client. * Copyright (C) 2009 Fredrik Tolf <fredrik@dolda2000.com>, and * Björn Johannessen <johannessen.bjorn@gmail.com> * * Redistribution and/or modification of this file is subject to the * terms of the GNU Lesser General Public License, version 3, as * published by the Free Software Foundation. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * Other parts of this source tree adhere to other copying * rights. Please see the file `COPYING' in the root directory of the * source tree for details. * * A copy the GNU Lesser General Public License is distributed along * with the source tree of which this file is a part in the file * `doc/LPGL-3'. If it is missing for any reason, please see the Free * Software Foundation's website at <http://www.fsf.org/>, or write * to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, * Boston, MA 02111-1307 USA */ package haven.glsl; public class FragmentContext extends ShaderContext { public FragmentContext(ProgramContext prog) { super(prog); } public final Function.Def main = new Function.Def(Type.VOID, new Symbol.Fix("main")); public final ValBlock mainvals = new ValBlock(); public final ValBlock uniform = new ValBlock(); private final OrderList<CodeMacro> code = new OrderList<CodeMacro>(); { code.add(new CodeMacro() { public void expand(Block blk) { mainvals.cons(blk); } }, 0); code.add(new CodeMacro() { public void expand(Block blk) { uniform.cons(blk); main.code.add(new Placeholder("Uniform control up until here.")); } }, -1000); } public static final Variable gl_FragColor = new Variable.Implicit(Type.VEC4, new Symbol.Fix("gl_FragColor")); public static final Variable gl_FragCoord = new Variable.Implicit(Type.VEC4, new Symbol.Fix("gl_FragCoord")); public static final Variable gl_FragData = new Variable.Implicit(new Array(Type.VEC4), new Symbol.Fix("gl_FragData")); private boolean mrt = false; public abstract class FragData extends ValBlock.Value { public final int id; public FragData(int id) { mainvals.super(Type.VEC4); this.id = id; mrt = true; force(); } protected void cons2(Block blk) { blk.add(new LBinOp.Assign(new Index(gl_FragData.ref(), new IntLiteral(id)), init)); } }; public final ValBlock.Value fragcol = mainvals.new Value(Type.VEC4) { {force();} public Expression root() { return(Vec4Cons.u); } protected void cons2(Block blk) { LValue tgt; if(mrt) tgt = new Index(gl_FragData.ref(), IntLiteral.z); else tgt = gl_FragColor.ref(); blk.add(new LBinOp.Assign(tgt, init)); } }; public void mainmod(CodeMacro macro, int order) { code.add(macro, order); } public void construct(java.io.Writer out) { for(CodeMacro macro : code) macro.expand(main.code); main.define(this); output(new Output(out, this)); } }