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Seele/src/Engine/Material/Material.cpp
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#include "Material.h"
#include "Window/WindowManager.h"
#include "MaterialInstance.h"
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#include "Graphics/Graphics.h"
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using namespace Seele;
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Material::Material()
{
}
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Material::Material(Gfx::PGraphics graphics,
Array<PShaderParameter> parameter,
Gfx::PDescriptorLayout layout,
uint32 uniformDataSize,
uint32 uniformBinding,
std::string materialName,
Array<PShaderExpression> expressions,
MaterialNode brdf)
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: graphics(graphics)
, parameters(parameter)
, uniformDataSize(uniformDataSize)
, uniformBinding(uniformBinding)
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, layout(layout)
, materialName(materialName)
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, codeExpressions(expressions)
, brdf(brdf)
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, instanceId(0)
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{
}
Material::~Material()
{
}
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PMaterialInstance Seele::Material::instantiate()
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{
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return new MaterialInstance(instanceId++, graphics, this, layout, parameters, uniformBinding, uniformDataSize);
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}
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void Material::save(ArchiveBuffer& buffer) const
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{
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Serialization::save(buffer, brdfName);
Serialization::save(buffer, uniformDataSize);
Serialization::save(buffer, uniformBinding);
Serialization::save(buffer, instanceId);
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Serialization::save(buffer, materialName);
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Serialization::save(buffer, codeExpressions);
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Serialization::save(buffer, parameters);
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Serialization::save(buffer, brdf);
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Serialization::save(buffer, layout->getSetIndex());
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const auto& bindings = layout->getBindings();
Serialization::save(buffer, bindings.size());
for (const auto& binding : bindings)
{
Serialization::save(buffer, binding.binding);
Serialization::save(buffer, binding.bindingFlags);
Serialization::save(buffer, binding.descriptorCount);
Serialization::save(buffer, binding.descriptorType);
Serialization::save(buffer, binding.shaderStages);
}
}
void Material::load(ArchiveBuffer& buffer)
{
graphics = buffer.getGraphics();
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Serialization::load(buffer, brdfName);
Serialization::load(buffer, uniformDataSize);
Serialization::load(buffer, uniformBinding);
Serialization::load(buffer, instanceId);
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Serialization::load(buffer, materialName);
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Serialization::load(buffer, codeExpressions);
Serialization::load(buffer, parameters);
Serialization::load(buffer, brdf);
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uint32 setIndex;
Serialization::load(buffer, setIndex);
uint64 numBindings;
Serialization::load(buffer, numBindings);
layout = graphics->createDescriptorLayout();
for (uint64 i = 0; i < numBindings; ++i)
{
uint32 binding;
Serialization::load(buffer, binding);
Gfx::SeDescriptorBindingFlags bindingFlags;
Serialization::load(buffer, bindingFlags);
uint32 descriptorCount;
Serialization::load(buffer, descriptorCount);
Gfx::SeDescriptorType descriptorType;
Serialization::load(buffer, descriptorType);
Gfx::SeShaderStageFlags shaderStages;
Serialization::load(buffer, shaderStages);
layout->addDescriptorBinding(binding, descriptorType, descriptorCount, bindingFlags, shaderStages);
}
layout->create();
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}
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void Material::compile()
{
std::ofstream codeStream("./shaders/generated/"+materialName+".slang");
codeStream << "import Material;\n";
codeStream << "import BRDF;\n";
codeStream << "import MaterialParameter;\n";
codeStream << "struct " << materialName << " : IMaterial {\n";
for(const auto& parameter : parameters)
{
parameter->generateDeclaration(codeStream);
}
codeStream << "\ttypedef " << brdf.profile << " BRDF;\n";
codeStream << "\t" << brdf.profile << " prepare(MaterialFragmentParameter input) {\n";
codeStream << "\t\t" << brdf.profile << " result;\n";
Map<int32, std::string> varState;
for(const auto& expr : codeExpressions)
{
codeStream << expr->evaluate(varState);
}
for(const auto& [name, exp] : brdf.variables)
{
codeStream << "\t\tresult." << name << " = " << varState[exp->key] << ";";
}
codeStream << "\t\treturn result;\n";
codeStream << "\t}\n";
codeStream << "};\n";
}