32 for(vector< FunctionCall >::iterator it = u->
funcs.begin();
33 it != u->
funcs.end(); ++it)
34 funcs.push_back( *it );
35 for(vector< PrioritizedLine >::iterator it = u->
snippets.begin();
37 snippets.push_back( *it );
40 enabledExtensions.insert(*it);
43 disabledExtensions.insert(*it);
44 for(set<GLSLUniform>::iterator it = u->
getUniforms().begin();
47 for(set<GLSLConstant>::iterator it = u->
getConstants().begin();
49 constants.insert(*it);
50 for(set<GLSLVarying>::iterator it = u->
getVaryings().begin();
53 for(set<GLSLAttribute>::iterator it = u->
getAttributes().begin();
55 attributes.insert(*it);
56 std::vector< std::pair<std::string,std::string> > uDeps = u->
getDeps();
57 for(vector< pair<string,string> >::iterator it = uDeps.begin();
58 it != uDeps.end(); ++it)
59 deps[it->first] = it->second;
60 for(list<MainVar>::const_iterator it = u->
getMainVars().begin();
62 mainVars.push_back(*it);
63 for(set<GLSLAttribute>::const_iterator it = u->
getMainVarDecs().begin();
65 mainVarDecs.insert(*it);
67 for(vector<GLSLExport>::const_iterator it = u->
getExports().begin();
69 exports.push_back(*it);
70 for(set<GLSLSuffix>::iterator it = u->
getSuffixes().begin();
77 std::priority_queue<FunctionCall> funcs_sorted;
78 std::vector<FunctionCall>::iterator it = funcs.begin();
79 for (;it!=funcs.end();it++) {
80 funcs_sorted.push(*it.base());
84 while(!funcs_sorted.empty()) {
86 string call = func.
name +
"( ";
87 std::vector<std::string> args = func.
arguments;
88 unsigned long numArgs = args.size();
92 for(
int i=1; i<numArgs; ++i) {
93 call +=
", " + args[i];
97 calls.push_back(call);
const std::list< MainVar > & getMainVars() const
const std::set< std::string > & getDisabledExtensions() const
const std::set< GLSLSuffix > & getSuffixes() const
const std::set< GLSLAttribute > & getAttributes() const
std::vector< std::pair< std::string, std::string > > getDeps() const
std::vector< PrioritizedLine > snippets
std::string generateFunctionCode()
const std::set< std::string > & getEnabledExtensions() const
const std::set< GLSLUniform > & getUniforms() const
std::vector< std::string > generateFunctionCall()
const std::set< GLSLAttribute > & getMainVarDecs() const
std::vector< FunctionCall > funcs
const std::set< GLSLVarying > & getVaryings() const
std::vector< std::string > arguments
void merge(ShaderFunc *u)
const std::set< GLSLConstant > & getConstants() const
const std::vector< GLSLExport > & getExports() const