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Seele/src/Engine/Graphics/Shader.cpp
T

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2023-10-26 18:37:29 +02:00
#include "Shader.h"
using namespace Seele;
using namespace Seele::Gfx;
std::string getShaderNameFromRenderPassType(Gfx::RenderPassType type)
{
switch (type)
{
case Gfx::RenderPassType::DepthPrepass:
return "DepthPrepass";
case Gfx::RenderPassType::BasePass:
return "ForwardPlus";
default:
return "";
}
}
void modifyRenderPassMacros(Gfx::RenderPassType type, Map<const char*, const char*>& defines)
{
switch (type)
{
case Gfx::RenderPassType::DepthPrepass:
DepthPrepass::modifyRenderPassMacros(defines);
break;
case Gfx::RenderPassType::BasePass:
BasePass::modifyRenderPassMacros(defines);
break;
}
}
ShaderMap::ShaderMap()
{
}
ShaderMap::~ShaderMap()
{
}
const ShaderCollection* ShaderMap::findShaders(PermutationId&& id) const
{
for (uint32 i = 0; i < shaders.size(); ++i)
{
if (shaders[i].id == id)
{
return &(shaders[i]);
}
}
return nullptr;
}
ShaderCollection& ShaderMap::createShaders(
PGraphics graphics,
RenderPassType renderPass,
PMaterial material,
VertexInputType* vertexInput,
bool /*bPositionOnly*/)
{
std::scoped_lock lock(shadersLock);
ShaderCollection& collection = shaders.add();
//collection.vertexDeclaration = bPositionOnly ? vertexInput->getPositionDeclaration() : vertexInput->getDeclaration();
ShaderCreateInfo createInfo;
createInfo.entryPoint = "vertexMain";
createInfo.typeParameter = { material->getName().c_str() };
createInfo.defines["NUM_MATERIAL_TEXCOORDS"] = "1";
createInfo.defines["USE_INSTANCING"] = "0";
modifyRenderPassMacros(renderPass, createInfo.defines);
createInfo.name = getShaderNameFromRenderPassType(renderPass) + " Material " + material->getName();
std::ifstream codeStream("./shaders/" + getShaderNameFromRenderPassType(renderPass));
createInfo.mainModule = getShaderNameFromRenderPassType(renderPass);
createInfo.additionalModules.add(vertexInput->getShaderFilename());
createInfo.additionalModules.add(material->getName());
collection.vertexShader = graphics->createVertexShader(createInfo);
if (renderPass != RenderPassType::DepthPrepass)
{
createInfo.entryPoint = "fragmentMain";
collection.fragmentShader = graphics->createFragmentShader(createInfo);
}
ShaderPermutation permutation;
std::string materialName = material->getName();
std::string vertexInputName = vertexInput->getName();
permutation.passType = renderPass;
std::memcpy(permutation.materialName, materialName.c_str(), sizeof(permutation.materialName));
std::memcpy(permutation.vertexInputName, vertexInputName.c_str(), sizeof(permutation.vertexInputName));
collection.id = PermutationId(permutation);
return collection;
}