Loads a complete translation unit for the source code of the specified shader into a <StrList>. This is the entire shader, with all includes, line numbers, and all preprocessor tokens as well.
static int32 LoadTranslationUnitLines( Node p_oNodeInModel, string p_sPath, int32 p_eVersion, int32 p_eProfile, string p_sVendor, StrArray p_oData )
Parameter Type | Parameter Name | Documentation |
---|---|---|
<Node> | p_oNodeInModel | A <Node> in the model that is used for file path resolution. Usually the <Program> node that contains the shader source code or the document root. |
string | p_sPath | The absolute path to the shader source code. |
int32 | p_eVersion | The GLSL compiler version. Refers to the ShadingLanguageVersion enumeration. Please see TYPE_SERVICE_ENUMERATION_UTIL.SSL in the application scripts folder for more information. |
int32 | p_eProfile | The GLSL profile. Refers to the ShadingLanguageProfile enumeration. Please see TYPE_SERVICE_ENUMERATION_UTIL.SSL in the application scripts folder for more information. |
string | p_sVendor | The vendor string such as SPA_GL_UNKNOWN, SPA_GL_NVIDIA, SPA_GL_AMD, SPA_GL_INTEL, or SPA_GL_BROADCOM 4. |
<StrArray> | p_oData | A pointer to a <Str> object that stores the translation unit source code. |
None published. Please look for an example in the Scenome Scripting Language code base.