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Seele/src/Engine/Material/ShaderExpression.cpp
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#include "ShaderExpression.h"
#include "Graphics/GraphicsResources.h"
#include "Asset/TextureAsset.h"
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#include "Asset/AssetRegistry.h"
#include "Graphics/Graphics.h"
using namespace Seele;
ShaderParameter::ShaderParameter(std::string name, uint32 byteOffset, uint32 binding)
: name(name)
, byteOffset(byteOffset)
, binding(binding)
{
}
ShaderParameter::~ShaderParameter()
{
}
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void ShaderParameter::save(ArchiveBuffer& buffer) const
{
Serialization::save(buffer, name);
Serialization::save(buffer, byteOffset);
Serialization::save(buffer, binding);
}
void ShaderParameter::load(ArchiveBuffer& buffer)
{
Serialization::load(buffer, name);
Serialization::load(buffer, byteOffset);
Serialization::load(buffer, binding);
}
FloatParameter::FloatParameter(std::string name, uint32 byteOffset, uint32 binding)
: ShaderParameter(name, byteOffset, binding)
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, data(0)
{
}
FloatParameter::~FloatParameter()
{
}
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void FloatParameter::save(ArchiveBuffer& buffer) const
{
ShaderParameter::save(buffer);
Serialization::save(buffer, data);
}
void FloatParameter::load(ArchiveBuffer& buffer)
{
ShaderParameter::load(buffer);
Serialization::load(buffer, data);
}
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void FloatParameter::updateDescriptorSet(Gfx::PDescriptorSet, uint8* dst)
{
std::memcpy(dst + byteOffset, &data, sizeof(float));
}
VectorParameter::VectorParameter(std::string name, uint32 byteOffset, uint32 binding)
: ShaderParameter(name, byteOffset, binding)
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, data()
{
}
VectorParameter::~VectorParameter()
{
}
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void VectorParameter::updateDescriptorSet(Gfx::PDescriptorSet, uint8* dst)
{
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std::memcpy(dst + byteOffset, &data, sizeof(Vector));
}
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void VectorParameter::save(ArchiveBuffer& buffer) const
{
ShaderParameter::save(buffer);
Serialization::save(buffer, data);
}
void VectorParameter::load(ArchiveBuffer& buffer)
{
ShaderParameter::load(buffer);
Serialization::load(buffer, data);
}
TextureParameter::TextureParameter(std::string name, uint32 byteOffset, uint32 binding)
: ShaderParameter(name, byteOffset, binding)
{
}
TextureParameter::~TextureParameter()
{
}
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void TextureParameter::updateDescriptorSet(Gfx::PDescriptorSet descriptorSet, uint8*)
{
descriptorSet->updateTexture(binding, data->getTexture());
}
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void TextureParameter::save(ArchiveBuffer& buffer) const
{
ShaderParameter::save(buffer);
Serialization::save(buffer, data->getAssetIdentifier());
}
void TextureParameter::load(ArchiveBuffer& buffer)
{
ShaderParameter::load(buffer);
std::string filename;
Serialization::load(buffer, filename);
data = AssetRegistry::findTexture(filename);
}
SamplerParameter::SamplerParameter(std::string name, uint32 byteOffset, uint32 binding)
: ShaderParameter(name, byteOffset, binding)
{
}
SamplerParameter::~SamplerParameter()
{
}
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void SamplerParameter::updateDescriptorSet(Gfx::PDescriptorSet descriptorSet, uint8*)
{
descriptorSet->updateSampler(binding, data);
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}
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void SamplerParameter::save(ArchiveBuffer& buffer) const
{
ShaderParameter::save(buffer);
}
void SamplerParameter::load(ArchiveBuffer& buffer)
{
ShaderParameter::load(buffer);
data = buffer.getGraphics()->createSamplerState({});
}
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CombinedTextureParameter::CombinedTextureParameter(std::string name, uint32 byteOffset, uint32 binding)
: ShaderParameter(name, byteOffset, binding)
{
}
CombinedTextureParameter::~CombinedTextureParameter()
{
}
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void CombinedTextureParameter::updateDescriptorSet(Gfx::PDescriptorSet descriptorSet, uint8*)
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{
descriptorSet->updateTexture(binding, data->getTexture(), sampler);
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}
void CombinedTextureParameter::save(ArchiveBuffer& buffer) const
{
ShaderParameter::save(buffer);
Serialization::save(buffer, data->getAssetIdentifier());
}
void CombinedTextureParameter::load(ArchiveBuffer& buffer)
{
ShaderParameter::load(buffer);
std::string filename;
Serialization::load(buffer, filename);
data = AssetRegistry::findTexture(filename);
sampler = buffer.getGraphics()->createSamplerState({});
}
void Serialization::save(ArchiveBuffer& buffer, const PShaderParameter& parameter)
{
Serialization::save(buffer, parameter->getIdentifier());
parameter->save(buffer);
}
void Serialization::load(ArchiveBuffer& buffer, PShaderParameter& parameter)
{
uint64 identifier = 0;
Serialization::load(buffer, identifier);
switch (identifier)
{
case FloatParameter::IDENTIFIER:
parameter = new FloatParameter();
break;
case VectorParameter::IDENTIFIER:
parameter = new VectorParameter();
break;
case TextureParameter::IDENTIFIER:
parameter = new TextureParameter();
break;
case SamplerParameter::IDENTIFIER:
parameter = new SamplerParameter();
break;
case CombinedTextureParameter::IDENTIFIER:
parameter = new CombinedTextureParameter();
break;
default:
throw std::runtime_error("Unknown Identifier");
}
parameter->load(buffer);
}