138 lines
3.7 KiB
C++
138 lines
3.7 KiB
C++
#include "Shader.h"
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#include "Graphics/Initializer.h"
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#include "Graphics/RenderPass/DepthPrepass.h"
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#include "Graphics/RenderPass/BasePass.h"
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#include <format>
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using namespace Seele;
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using namespace Seele::Gfx;
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ShaderCompiler::ShaderCompiler(Gfx::PGraphics graphics)
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: graphics(graphics)
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{
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}
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ShaderCompiler::~ShaderCompiler()
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{
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}
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const ShaderCollection* ShaderCompiler::findShaders(PermutationId id) const
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{
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return &shaders[id];
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}
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void ShaderCompiler::registerMaterial(PMaterial material)
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{
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materials[material->getName()] = material;
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compile();
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}
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void ShaderCompiler::registerVertexData(VertexData* vd)
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{
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vertexData[vd->getTypeName()] = vd;
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compile();
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}
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void ShaderCompiler::registerRenderPass(std::string name, std::string mainFile, bool useMaterials, bool hasFragmentShader, std::string fragmentFile, bool useMeshShading, bool hasTaskShader, std::string taskFile)
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{
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passes[name] = PassConfig{
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.taskFile = taskFile,
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.mainFile = mainFile,
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.fragmentFile = fragmentFile,
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.hasFragmentShader = hasFragmentShader,
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.useMeshShading = useMeshShading,
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.hasTaskShader = hasTaskShader,
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.useMaterial = useMaterials,
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};
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compile();
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}
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void ShaderCompiler::compile()
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{
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ShaderPermutation permutation;
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for (const auto& [name, pass] : passes)
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{
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std::strncpy(permutation.vertexMeshFile, pass.mainFile.c_str(), sizeof(permutation.vertexMeshFile));
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if (pass.hasFragmentShader)
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{
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permutation.setFragmentFile(pass.fragmentFile);
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}
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if (pass.hasTaskShader)
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{
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permutation.setTaskFile(pass.taskFile);
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}
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for (const auto& [vdName, vd] : vertexData)
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{
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permutation.setVertexData(vd->getTypeName());
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if (pass.useMaterial)
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{
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for (const auto& [matName, mat] : materials)
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{
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permutation.setMaterial(mat->getName());
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createShaders(permutation);
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}
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}
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else
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{
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createShaders(permutation);
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}
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}
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}
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}
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ShaderCollection& ShaderCompiler::createShaders(ShaderPermutation permutation)
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{
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std::scoped_lock lock(shadersLock);
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ShaderCollection collection;
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ShaderCreateInfo createInfo;
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createInfo.typeParameter = { Pair<const char*, const char*>("IVertexData", permutation.vertexDataName) };
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createInfo.name = std::format("Material {0}", permutation.materialName);
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if (std::strlen(permutation.materialName) > 0)
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{
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createInfo.additionalModules.add(permutation.materialName);
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createInfo.typeParameter.add(Pair<const char*, const char*>("IMaterial", permutation.materialName));
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}
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createInfo.additionalModules.add(permutation.vertexDataName);
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createInfo.additionalModules.add(permutation.vertexMeshFile);
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if (permutation.hasFragment)
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{
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createInfo.additionalModules.add(permutation.fragmentFile);
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}
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if (permutation.hasTaskShader)
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{
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createInfo.additionalModules.add(permutation.taskFile);
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}
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if (permutation.useMeshShading)
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{
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if (permutation.hasTaskShader)
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{
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createInfo.mainModule = permutation.taskFile;
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createInfo.entryPoint = "taskMain";
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collection.taskShader = graphics->createTaskShader(createInfo);
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}
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createInfo.mainModule = permutation.vertexMeshFile;
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createInfo.entryPoint = "meshMain";
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collection.meshShader = graphics->createMeshShader(createInfo);
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}
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else
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{
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createInfo.mainModule = permutation.vertexMeshFile;
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createInfo.entryPoint = "vertexMain";
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collection.vertexShader = graphics->createVertexShader(createInfo);
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}
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if (permutation.hasFragment)
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{
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createInfo.mainModule = permutation.fragmentFile;
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createInfo.entryPoint = "fragmentMain";
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collection.fragmentShader = graphics->createFragmentShader(createInfo);
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}
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collection.vertexDeclaration = graphics->createVertexDeclaration(Array<VertexElement>());
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PermutationId perm = PermutationId(permutation);
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shaders[perm] = std::move(collection);
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return shaders[perm];
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} |