Improving Material shader code generation
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@@ -1,6 +1,7 @@
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#include "Material.h"
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#include "Asset/AssetRegistry.h"
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#include "Graphics/VertexShaderInput.h"
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#include "BRDF.h"
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#include <nlohmann/json.hpp>
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#include <sstream>
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#include <iostream>
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@@ -45,13 +46,15 @@ void Material::compile()
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auto& stream = getReadStream();
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json j;
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stream >> j;
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std::stringstream codeStream;
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materialName = j["name"].get<std::string>();
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std::ofstream codeStream("./shaders/generated/"+materialName+".slang");
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std::string profile = j["profile"].get<std::string>();
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codeStream << "import VERTEX_INPUT_IMPORT;" << std::endl;
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codeStream << "import LightEnv;" << std::endl;
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codeStream << "import Material;" << std::endl;
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codeStream << "import BRDF;" << std::endl;
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codeStream << "import InputGeometry;" << std::endl;
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codeStream << "import MaterialParameter;" << std::endl;
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codeStream << "struct " << materialName << ": IMaterial {" << std::endl;
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for(auto param : j["params"].items())
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@@ -62,6 +65,7 @@ void Material::compile()
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if(type.compare("float") == 0)
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{
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PFloatParameter p = new FloatParameter();
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p->name = param.key();
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if(default != param.value().end())
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{
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p->defaultValue = std::stof(default.value().get<std::string>());
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@@ -71,6 +75,7 @@ void Material::compile()
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else if(type.compare("float3") == 0)
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{
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PVectorParameter p = new VectorParameter();
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p->name = param.key();
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if(default != param.value().end())
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{
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p->defaultValue = parseVector(default.value().get<std::string>().c_str());
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@@ -80,6 +85,7 @@ void Material::compile()
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else if(type.compare("Texture2D") == 0)
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{
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PTextureParameter p = new TextureParameter();
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p->name = param.key();
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if(default != param.value().end())
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{
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@@ -89,37 +95,32 @@ void Material::compile()
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else if(type.compare("SamplerState") == 0)
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{
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PSamplerParameter p = new SamplerParameter();
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p->name = param.key();
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parameters.add(p);
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}
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else
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{
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std::cout << "Error unsupported parameter type" << std::endl;
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}
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codeStream << type << " " << param.key();
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codeStream << type << " " << param.key() << ";\n";
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}
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codeStream << "typedef " << profile << " BRDF;" << std::endl;
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codeStream << profile << " prepare(MaterialPixelParameter geometry){" << std::endl;
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codeStream << profile << " result;" << std::endl;
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for(auto c : j["code"].items())
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{
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codeStream << c.value().get<std::string>() << std::endl;
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}
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codeStream << "}};" << std::endl;
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materialCode = codeStream.str();
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BRDF* brdf = BRDF::getBRDFByName(profile);
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brdf->generateMaterialCode(codeStream, j["code"]);
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codeStream << "};";
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codeStream.close();
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}
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const Gfx::ShaderCollection* Material::getShaders(Gfx::RenderPassType renderPass, PVertexShaderInput vertexInput) const
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const Gfx::ShaderCollection* Material::getShaders(Gfx::RenderPassType renderPass, VertexInputType* vertexInput) const
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{
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Gfx::ShaderPermutation permutation;
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std::string materialName = getMaterialName();
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std::string materialName = getFileName();
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std::string vertexInputName = vertexInput->getName();
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std::memcpy(permutation.materialName, materialName.c_str(), sizeof(permutation.materialName));
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std::memcpy(permutation.materialName, vertexInputName.c_str(), sizeof(permutation.materialName));
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return shaderMap.findShaders(Gfx::PermutationId(permutation));
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}
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Gfx::ShaderCollection& Material::createShaders(Gfx::PGraphics graphics, Gfx::RenderPassType renderPass, PVertexShaderInput vertexInput)
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Gfx::ShaderCollection& Material::createShaders(Gfx::PGraphics graphics, Gfx::RenderPassType renderPass, VertexInputType* vertexInput)
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{
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std::lock_guard lock(shaderMapLock);
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return shaderMap.createShaders(graphics, renderPass, this, vertexInput, false);
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