implemented basic shader expressions

This commit is contained in:
Dynamitos
2023-02-24 22:09:07 +01:00
parent 48fa098546
commit f46262b66e
67 changed files with 1390 additions and 852 deletions
-111
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@@ -1,111 +0,0 @@
#include "BRDF.h"
#include <sstream>
#include <fstream>
#include <nlohmann/json.hpp>
using namespace Seele;
using json = nlohmann::json;
List<BRDF*> BRDF::globalBRDFList;
BRDF::BRDF(const char* name)
: name(name)
{
globalBRDFList.add(this);
}
BRDF::~BRDF()
{
globalBRDFList.remove(globalBRDFList.find(this));
}
BRDF* BRDF::getBRDFByName(const std::string& name)
{
for(auto brdf : globalBRDFList)
{
if(name.compare(brdf->name) == 0)
{
return brdf;
}
}
return nullptr;
}
List<BRDF*> BRDF::getBRDFList()
{
return globalBRDFList;
}
BlinnPhong::BlinnPhong(const char* name)
: BRDF(name)
{
}
BlinnPhong::~BlinnPhong()
{
}
void BlinnPhong::generateMaterialCode(std::ofstream& codeStream, json codeJson)
{
std::stringstream accessorStream;
auto generateAccessor = [codeJson](std::stringstream& accessorStream, const std::string& key, const std::string& defaultVal)
{
if(codeJson.contains(key))
{
for(auto code : codeJson[key].items())
{
accessorStream << "\t\t" << code.value().get<std::string>() << ";" << std::endl;
}
}
else
{
accessorStream << "\t\treturn " << defaultVal << ";\n";
}
};
accessorStream << "\tfloat3 getBaseColor(MaterialFragmentParameter input) {\n";
generateAccessor(accessorStream, "baseColor", "float3(0.5f, 0.5f, 0.5f)");
accessorStream << "\t}\n";
accessorStream << "\tfloat getMetallic(MaterialFragmentParameter input) {\n";
generateAccessor(accessorStream, "metallic", "0.f");
accessorStream << "\t}\n";
accessorStream << "\tfloat3 getNormal(MaterialFragmentParameter input) {\n";
generateAccessor(accessorStream, "normal", "float3(0, 1, 0)");
accessorStream << "\t}\n";
accessorStream << "\tfloat getSpecular(MaterialFragmentParameter input) {\n";
generateAccessor(accessorStream, "specular", "0.f");
accessorStream << "\t}\n";
accessorStream << "\tfloat getRoughness(MaterialFragmentParameter input) {\n";
generateAccessor(accessorStream, "roughness", "0.f");
accessorStream << "\t}\n";
accessorStream << "\tfloat getSheen(MaterialFragmentParameter input) {\n";
generateAccessor(accessorStream, "sheen", "0.f");
accessorStream << "\t}\n";
accessorStream << "\tfloat3 getWorldOffset() {\n";
generateAccessor(accessorStream, "worldOffset", "0.f");
accessorStream << "\t}\n";
codeStream << accessorStream.str();
codeStream << "\ttypedef " << name << " BRDF;" << std::endl;
codeStream << "\t" << name << " prepare(MaterialFragmentParameter geometry) {" << std::endl;
codeStream << "\t\t" << name << " result;" << std::endl;
codeStream << "\t\tresult.baseColor = getBaseColor(geometry);" << std::endl;
codeStream << "\t\tresult.metallic = getMetallic(geometry);" << std::endl;
codeStream << "\t\tresult.normal = getNormal(geometry);" << std::endl;
codeStream << "\t\tresult.specular = getSpecular(geometry);" << std::endl;
codeStream << "\t\tresult.roughness = getRoughness(geometry);" << std::endl;
codeStream << "\t\tresult.sheen = getSheen(geometry);" << std::endl;
codeStream << "\t\treturn result;" << std::endl;
codeStream << "\t}" << std::endl;
}
IMPLEMENT_BRDF(BlinnPhong)
-39
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@@ -1,39 +0,0 @@
#pragma once
#include "MinimalEngine.h"
#include "Containers/List.h"
#include <nlohmann/json_fwd.hpp>
namespace Seele
{
class BRDF
{
public:
static BRDF* getBRDFByName(const std::string& name);
static List<BRDF*> getBRDFList();
virtual void generateMaterialCode(std::ofstream& codeStream, nlohmann::json codeJson) = 0;
protected:
BRDF(const char* name);
virtual ~BRDF();
static List<BRDF*> globalBRDFList;
const char* name;
};
#define DECLARE_BRDF(inputClass) \
public: \
static inputClass staticType;
#define IMPLEMENT_BRDF(inputClass) \
inputClass inputClass::staticType( \
#inputClass);
class BlinnPhong : public BRDF
{
DECLARE_BRDF(BlinnPhong)
public:
virtual void generateMaterialCode(std::ofstream& codeStream, nlohmann::json codeJson);
protected:
BlinnPhong(const char* name);
virtual ~BlinnPhong();
};
} // namespace Seele
+1 -4
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@@ -1,7 +1,5 @@
target_sources(Engine
PRIVATE
BRDF.h
BRDF.cpp
Material.h
Material.cpp
MaterialInstance.h
@@ -10,11 +8,10 @@ target_sources(Engine
MaterialInterface.cpp
ShaderExpression.h
ShaderExpression.cpp)
target_sources(Engine
PUBLIC FILE_SET HEADERS
FILES
BRDF.h
Material.h
MaterialInstance.h
MaterialInterface.h
+38 -1
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@@ -9,10 +9,19 @@ using namespace Seele;
Gfx::ShaderMap Material::shaderMap;
std::mutex Material::shaderMapLock;
Material::Material(Gfx::PGraphics graphics, Array<PShaderParameter> parameter, Gfx::PDescriptorLayout layout, uint32 uniformDataSize, uint32 uniformBinding, std::string materialName)
Material::Material(Gfx::PGraphics graphics,
Array<PShaderParameter> parameter,
Gfx::PDescriptorLayout layout,
uint32 uniformDataSize,
uint32 uniformBinding,
std::string materialName,
Array<PShaderExpression> expressions,
MaterialNode brdf)
: MaterialInterface(graphics, parameter, uniformDataSize, uniformBinding)
, layout(layout)
, materialName(materialName)
, codeExpressions(expressions)
, brdf(brdf)
{
}
@@ -89,6 +98,34 @@ void Material::load(ArchiveBuffer& buffer)
layout->create();
}
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";
}
const Gfx::ShaderCollection* Material::getShaders(Gfx::RenderPassType renderPass, VertexInputType* vertexInput) const
{
Gfx::ShaderPermutation permutation;
+12 -1
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@@ -8,7 +8,14 @@ class Material : public MaterialInterface
{
public:
Material() {}
Material(Gfx::PGraphics graphics, Array<PShaderParameter> parameter, Gfx::PDescriptorLayout layout, uint32 uniformDataSize, uint32 uniformBinding, std::string materialName);
Material(Gfx::PGraphics graphics,
Array<PShaderParameter> parameter,
Gfx::PDescriptorLayout layout,
uint32 uniformDataSize,
uint32 uniformBinding,
std::string materialName,
Array<PShaderExpression> expressions,
MaterialNode brdf);
virtual ~Material();
virtual Gfx::PDescriptorSet createDescriptorSet();
virtual Gfx::PDescriptorLayout getDescriptorLayout() const { return layout; }
@@ -17,6 +24,8 @@ public:
virtual void save(ArchiveBuffer& buffer) const;
virtual void load(ArchiveBuffer& buffer);
void compile();
virtual const Gfx::ShaderCollection* getShaders(Gfx::RenderPassType renderPass, VertexInputType* vertexInput) const;
virtual Gfx::ShaderCollection& createShaders(Gfx::PGraphics graphics, Gfx::RenderPassType renderPass, VertexInputType* vertexInput);
private:
@@ -25,6 +34,8 @@ private:
Gfx::PDescriptorLayout layout;
std::string materialName;
Array<PShaderExpression> codeExpressions;
MaterialNode brdf;
// With draw-indirect, we batch vertex data into big vertex buffers
// Gfx::PVertexDataManager vertexData;
+1 -1
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@@ -25,7 +25,7 @@ public:
virtual Gfx::ShaderCollection& createShaders(Gfx::PGraphics graphics, Gfx::RenderPassType renderPass, VertexInputType* vertexInput) = 0;
protected:
Gfx::PGraphics graphics;
//For now its simply the collection of parameters, since there is no point for expressions
std::string brdfName;
Array<PShaderParameter> parameters;
Gfx::PUniformBuffer uniformBuffer;
uint32 uniformDataSize;
+260 -3
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@@ -6,6 +6,16 @@
using namespace Seele;
void ShaderExpression::save(ArchiveBuffer& buffer) const
{
Serialization::save(buffer, key);
}
void ShaderExpression::load(ArchiveBuffer& buffer)
{
Serialization::load(buffer, key);
}
ShaderParameter::ShaderParameter(std::string name, uint32 byteOffset, uint32 binding)
: name(name)
, byteOffset(byteOffset)
@@ -17,8 +27,15 @@ ShaderParameter::~ShaderParameter()
{
}
std::string ShaderParameter::evaluate(Map<int32, std::string>& varState) const
{
varState[key] = name;
return "";
}
void ShaderParameter::save(ArchiveBuffer& buffer) const
{
ShaderExpression::save(buffer);
Serialization::save(buffer, name);
Serialization::save(buffer, byteOffset);
Serialization::save(buffer, binding);
@@ -26,6 +43,7 @@ void ShaderParameter::save(ArchiveBuffer& buffer) const
void ShaderParameter::load(ArchiveBuffer& buffer)
{
ShaderExpression::load(buffer);
Serialization::load(buffer, name);
Serialization::load(buffer, byteOffset);
Serialization::load(buffer, binding);
@@ -35,6 +53,8 @@ FloatParameter::FloatParameter(std::string name, uint32 byteOffset, uint32 bindi
: ShaderParameter(name, byteOffset, binding)
, data(0)
{
output.name = name;
output.type = ExpressionType::FLOAT;
}
FloatParameter::~FloatParameter()
@@ -58,22 +78,33 @@ void FloatParameter::updateDescriptorSet(Gfx::PDescriptorSet, uint8* dst)
std::memcpy(dst + byteOffset, &data, sizeof(float));
}
void FloatParameter::generateDeclaration(std::ofstream& stream) const
{
stream << "\tlayout(offset = " << byteOffset << ") float " << name << ";\n";
}
VectorParameter::VectorParameter(std::string name, uint32 byteOffset, uint32 binding)
: ShaderParameter(name, byteOffset, binding)
, data()
{
output.name = name;
output.type = ExpressionType::FLOAT3;
}
VectorParameter::~VectorParameter()
{
}
void VectorParameter::updateDescriptorSet(Gfx::PDescriptorSet, uint8* dst)
{
std::memcpy(dst + byteOffset, &data, sizeof(Vector));
}
void VectorParameter::generateDeclaration(std::ofstream& stream) const
{
stream << "\tlayout(offset = " << byteOffset << ") float3 " << name << ";\n";
}
void VectorParameter::save(ArchiveBuffer& buffer) const
{
ShaderParameter::save(buffer);
@@ -88,7 +119,9 @@ void VectorParameter::load(ArchiveBuffer& buffer)
TextureParameter::TextureParameter(std::string name, uint32 byteOffset, uint32 binding)
: ShaderParameter(name, byteOffset, binding)
{
{
output.name = name;
output.type = ExpressionType::TEXTURE;
}
TextureParameter::~TextureParameter()
@@ -100,6 +133,11 @@ void TextureParameter::updateDescriptorSet(Gfx::PDescriptorSet descriptorSet, ui
descriptorSet->updateTexture(binding, data->getTexture());
}
void TextureParameter::generateDeclaration(std::ofstream& stream) const
{
stream << "\tTexture2D " << name << ";\n";
}
void TextureParameter::save(ArchiveBuffer& buffer) const
{
ShaderParameter::save(buffer);
@@ -117,6 +155,8 @@ void TextureParameter::load(ArchiveBuffer& buffer)
SamplerParameter::SamplerParameter(std::string name, uint32 byteOffset, uint32 binding)
: ShaderParameter(name, byteOffset, binding)
{
output.name = name;
output.type = ExpressionType::SAMPLER;
}
SamplerParameter::~SamplerParameter()
@@ -129,6 +169,10 @@ void SamplerParameter::updateDescriptorSet(Gfx::PDescriptorSet descriptorSet, ui
descriptorSet->updateSampler(binding, data);
}
void SamplerParameter::generateDeclaration(std::ofstream& stream) const
{
stream << "\tSamplerState " << name << ";\n";
}
void SamplerParameter::save(ArchiveBuffer& buffer) const
{
@@ -144,6 +188,8 @@ void SamplerParameter::load(ArchiveBuffer& buffer)
CombinedTextureParameter::CombinedTextureParameter(std::string name, uint32 byteOffset, uint32 binding)
: ShaderParameter(name, byteOffset, binding)
{
output.name = name;
output.type = ExpressionType::TEXTURE;
}
CombinedTextureParameter::~CombinedTextureParameter()
@@ -151,12 +197,16 @@ CombinedTextureParameter::~CombinedTextureParameter()
}
void CombinedTextureParameter::updateDescriptorSet(Gfx::PDescriptorSet descriptorSet, uint8*)
{
descriptorSet->updateTexture(binding, data->getTexture(), sampler);
}
void CombinedTextureParameter::generateDeclaration(std::ofstream& stream) const
{
stream << "\tTexture2D " << name << ";\n";
}
void CombinedTextureParameter::save(ArchiveBuffer& buffer) const
{
ShaderParameter::save(buffer);
@@ -172,6 +222,213 @@ void CombinedTextureParameter::load(ArchiveBuffer& buffer)
sampler = buffer.getGraphics()->createSamplerState({});
}
ConstantExpression::ConstantExpression()
{
}
ConstantExpression::ConstantExpression(std::string expr, ExpressionType type)
: expr(expr)
{
output.name = "cexpr";
output.type = type;
}
ConstantExpression::~ConstantExpression()
{
}
std::string ConstantExpression::evaluate(Map<int32, std::string>& varState) const
{
std::string varName = std::format("const_exp_{}", std::abs(key));
varState[key] = varName;
return std::format("let {} = {};\n", varName, expr);
}
void ConstantExpression::save(ArchiveBuffer& buffer) const
{
ShaderExpression::save(buffer);
Serialization::save(buffer, expr);
}
void ConstantExpression::load(ArchiveBuffer& buffer)
{
ShaderExpression::load(buffer);
Serialization::load(buffer, expr);
}
AddExpression::AddExpression()
{
}
AddExpression::~AddExpression()
{
}
std::string AddExpression::evaluate(Map<int32, std::string>& varState) const
{
std::string varName = std::format("exp_{}", key);
varState[key] = varName;
return std::format("let {} = {} + {};\n", varName, varState[inputs.at("lhs").source], varState[inputs.at("rhs").source]);
}
void AddExpression::save(ArchiveBuffer& buffer) const
{
ShaderExpression::save(buffer);
}
void AddExpression::load(ArchiveBuffer& buffer)
{
ShaderExpression::load(buffer);
}
std::string SubExpression::evaluate(Map<int32, std::string>& varState) const
{
std::string varName = std::format("exp_{}", key);
varState[key] = varName;
return std::format("let {} = {} - {};\n", varName, varState[inputs.at("lhs").source], varState[inputs.at("rhs").source]);
}
void SubExpression::save(ArchiveBuffer& buffer) const
{
ShaderExpression::save(buffer);
}
void SubExpression::load(ArchiveBuffer& buffer)
{
ShaderExpression::load(buffer);
}
std::string MulExpression::evaluate(Map<int32, std::string>& varState) const
{
std::string varName = std::format("exp_{}", key);
varState[key] = varName;
return std::format("let {} = mul({}, {});\n", varName, varState[inputs.at("lhs").source], varState[inputs.at("rhs").source]);
}
void MulExpression::save(ArchiveBuffer& buffer) const
{
ShaderExpression::save(buffer);
}
void MulExpression::load(ArchiveBuffer& buffer)
{
ShaderExpression::load(buffer);
}
std::string SwizzleExpression::evaluate(Map<int32, std::string>& varState) const
{
std::string varName = std::format("exp_{}", key);
std::string swizzle = "";
for(uint32 i = 0; i < 4; ++i)
{
if(comp[i] == -1)
{
break;
}
switch (comp[i])
{
case 0:
swizzle += "x";
break;
case 1:
swizzle += "y";
break;
case 2:
swizzle += "z";
break;
case 3:
swizzle += "w";
default:
throw std::logic_error("invalid component");
}
}
varState[key] = varName;
return std::format("let {} = {}.{};\n", varName, varState[inputs.at("target").source], swizzle);
}
void SwizzleExpression::save(ArchiveBuffer& buffer) const
{
ShaderExpression::save(buffer);
Serialization::save(buffer, comp);
}
void SwizzleExpression::load(ArchiveBuffer& buffer)
{
ShaderExpression::load(buffer);
Serialization::load(buffer, comp);
}
std::string SampleExpression::evaluate(Map<int32, std::string>& varState) const
{
std::string varName = std::format("exp_{}", key);
varState[key] = varName;
return std::format("let {} = {}.Sample({}, {});\n", varName, varState[inputs.at("texture").source], varState[inputs.at("sampler").source], varState[inputs.at("coords").source]);
}
void SampleExpression::save(ArchiveBuffer& buffer) const
{
ShaderExpression::save(buffer);
}
void SampleExpression::load(ArchiveBuffer& buffer)
{
ShaderExpression::load(buffer);
}
void Serialization::save(ArchiveBuffer& buffer, const PShaderExpression& parameter)
{
Serialization::save(buffer, parameter->getIdentifier());
parameter->save(buffer);
}
void Serialization::load(ArchiveBuffer& buffer, PShaderExpression& 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;
case ConstantExpression::IDENTIFIER:
parameter = new ConstantExpression();
break;
case AddExpression::IDENTIFIER:
parameter = new AddExpression();
break;
case SubExpression::IDENTIFIER:
parameter = new SubExpression();
break;
case MulExpression::IDENTIFIER:
parameter = new MulExpression();
break;
case SwizzleExpression::IDENTIFIER:
parameter = new SwizzleExpression();
break;
case SampleExpression::IDENTIFIER:
parameter = new SampleExpression();
break;
default:
throw std::runtime_error("Unknown Identifier");
}
parameter->load(buffer);
}
void Serialization::save(ArchiveBuffer& buffer, const PShaderParameter& parameter)
{
Serialization::save(buffer, parameter->getIdentifier());
+117 -2
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@@ -1,21 +1,44 @@
#pragma once
#include "MinimalEngine.h"
#include "Containers/Map.h"
#include "Math/Math.h"
#include "Asset/TextureAsset.h"
namespace Seele
{
enum class ExpressionType
{
UNKNOWN,
FLOAT,
FLOAT2,
FLOAT3,
FLOAT4,
TEXTURE,
SAMPLER,
};
struct ExpressionInput
{
int source;
ExpressionType type = ExpressionType::UNKNOWN;
};
struct ExpressionOutput
{
std::string name;
ExpressionType type = ExpressionType::UNKNOWN;
};
DECLARE_REF(ShaderExpression);
struct ShaderExpression
{
Map<std::string, ExpressionInput> inputs;
ExpressionOutput output;
int32 key;
virtual uint64 getIdentifier() const = 0;
virtual std::string evaluate(Map<int32, std::string>& varState) const = 0;
virtual void save(ArchiveBuffer& buffer) const;
virtual void load(ArchiveBuffer& buffer);
};
DEFINE_REF(ShaderExpression)
DECLARE_NAME_REF(Gfx, DescriptorSet)
struct ShaderParameter : public ShaderExpression
{
@@ -27,7 +50,9 @@ struct ShaderParameter : public ShaderExpression
virtual ~ShaderParameter();
// update a descriptorset, in case of a uniform buffer, copy the data to the dst + byteOffset
virtual void updateDescriptorSet(Gfx::PDescriptorSet descriptorSet, uint8* dst) = 0;
virtual void generateDeclaration(std::ofstream& stream) const = 0;
virtual uint64 getIdentifier() const = 0;
virtual std::string evaluate(Map<int32, std::string>& varState) const override;
virtual void save(ArchiveBuffer& buffer) const;
virtual void load(ArchiveBuffer& buffer);
};
@@ -40,6 +65,7 @@ struct FloatParameter : public ShaderParameter
FloatParameter(std::string name, uint32 byteOffset, uint32 binding);
virtual ~FloatParameter();
virtual void updateDescriptorSet(Gfx::PDescriptorSet descriptorSet, uint8* dst) override;
virtual void generateDeclaration(std::ofstream& stream) const override;
virtual uint64 getIdentifier() const override { return IDENTIFIER; }
virtual void save(ArchiveBuffer& buffer) const override;
virtual void load(ArchiveBuffer& buffer) override;
@@ -53,6 +79,7 @@ struct VectorParameter : public ShaderParameter
VectorParameter(std::string name, uint32 byteOffset, uint32 binding);
virtual ~VectorParameter();
virtual void updateDescriptorSet(Gfx::PDescriptorSet descriptorSet, uint8* dst) override;
virtual void generateDeclaration(std::ofstream& stream) const override;
virtual uint64 getIdentifier() const override { return IDENTIFIER; }
virtual void save(ArchiveBuffer& buffer) const override;
virtual void load(ArchiveBuffer& buffer) override;
@@ -66,6 +93,7 @@ struct TextureParameter : public ShaderParameter
TextureParameter(std::string name, uint32 byteOffset, uint32 binding);
virtual ~TextureParameter();
virtual void updateDescriptorSet(Gfx::PDescriptorSet descriptorSet, uint8* dst) override;
virtual void generateDeclaration(std::ofstream& stream) const override;
virtual uint64 getIdentifier() const override { return IDENTIFIER; }
virtual void save(ArchiveBuffer& buffer) const override;
virtual void load(ArchiveBuffer& buffer) override;
@@ -80,6 +108,7 @@ struct SamplerParameter : public ShaderParameter
SamplerParameter(std::string name, uint32 byteOffset, uint32 binding);
virtual ~SamplerParameter();
virtual void updateDescriptorSet(Gfx::PDescriptorSet descriptorSet, uint8* dst) override;
virtual void generateDeclaration(std::ofstream& stream) const override;
virtual uint64 getIdentifier() const override { return IDENTIFIER; }
virtual void save(ArchiveBuffer& buffer) const override;
virtual void load(ArchiveBuffer& buffer) override;
@@ -94,13 +123,99 @@ struct CombinedTextureParameter : public ShaderParameter
CombinedTextureParameter(std::string name, uint32 byteOffset, uint32 binding);
virtual ~CombinedTextureParameter();
virtual void updateDescriptorSet(Gfx::PDescriptorSet descriptorSet, uint8* dst) override;
virtual void generateDeclaration(std::ofstream& stream) const override;
virtual uint64 getIdentifier() const override { return IDENTIFIER; }
virtual void save(ArchiveBuffer& buffer) const override;
virtual void load(ArchiveBuffer& buffer) override;
};
DEFINE_REF(CombinedTextureParameter)
struct ConstantExpression : public ShaderExpression
{
static constexpr uint64 IDENTIFIER = 0x11;
std::string expr;
ConstantExpression();
ConstantExpression(std::string expr, ExpressionType type);
virtual ~ConstantExpression();
virtual uint64 getIdentifier() const { return IDENTIFIER; }
virtual std::string evaluate(Map<int32, std::string>& varState) const override;
virtual void save(ArchiveBuffer& buffer) const override;
virtual void load(ArchiveBuffer& buffer) override;
};
DEFINE_REF(ConstantExpression)
struct AddExpression : public ShaderExpression
{
static constexpr uint64 IDENTIFIER = 0x12;
AddExpression();
virtual ~AddExpression();
virtual uint64 getIdentifier() const { return IDENTIFIER; }
virtual std::string evaluate(Map<int32, std::string>& varState) const override;
virtual void save(ArchiveBuffer& buffer) const override;
virtual void load(ArchiveBuffer& buffer) override;
};
DEFINE_REF(AddExpression)
struct SubExpression : public ShaderExpression
{
static constexpr uint64 IDENTIFIER = 0x13;
SubExpression() {}
virtual ~SubExpression() {}
virtual uint64 getIdentifier() const { return IDENTIFIER; }
virtual std::string evaluate(Map<int32, std::string>& varState) const override;
virtual void save(ArchiveBuffer& buffer) const override;
virtual void load(ArchiveBuffer& buffer) override;
};
DEFINE_REF(SubExpression)
struct MulExpression : public ShaderExpression
{
static constexpr uint64 IDENTIFIER = 0x14;
MulExpression() {}
virtual ~MulExpression() {}
virtual uint64 getIdentifier() const { return IDENTIFIER; }
virtual std::string evaluate(Map<int32, std::string>& varState) const override;
virtual void save(ArchiveBuffer& buffer) const override;
virtual void load(ArchiveBuffer& buffer) override;
};
DEFINE_REF(MulExpression)
struct SwizzleExpression : public ShaderExpression
{
static constexpr uint64 IDENTIFIER = 0x15;
StaticArray<int32, 4> comp = {-1, -1, -1, -1};
SwizzleExpression() {}
virtual ~SwizzleExpression() {}
virtual uint64 getIdentifier() const { return IDENTIFIER; }
virtual std::string evaluate(Map<int32, std::string>& varState) const override;
virtual void save(ArchiveBuffer& buffer) const override;
virtual void load(ArchiveBuffer& buffer) override;
};
DEFINE_REF(SwizzleExpression)
struct SampleExpression : public ShaderExpression
{
static constexpr uint64 IDENTIFIER = 0x16;
SampleExpression() {}
virtual ~SampleExpression() {}
virtual uint64 getIdentifier() const { return IDENTIFIER; }
virtual std::string evaluate(Map<int32, std::string>& varState) const override;
virtual void save(ArchiveBuffer& buffer) const override;
virtual void load(ArchiveBuffer& buffer) override;
};
DEFINE_REF(SampleExpression)
struct MaterialNode
{
std::string profile;
Map<std::string, PShaderExpression> variables;
MaterialNode() {}
virtual ~MaterialNode() {}
virtual std::string evaluate() const { return ""; }
void save(ArchiveBuffer& buffer) const;
void load(ArchiveBuffer& buffer);
};
DEFINE_REF(MaterialNode)
namespace Serialization
{
void save(ArchiveBuffer& buffer, const PShaderExpression& parameter);
void load(ArchiveBuffer& buffer, PShaderExpression& parameter);
void save(ArchiveBuffer& buffer, const PShaderParameter& parameter);
void load(ArchiveBuffer& buffer, PShaderParameter& parameter);
} // namespace Serialization