ULRE/src/ShaderGen/MaterialCreater.cpp

121 lines
2.7 KiB
C++

#include<hgl/shadergen/MaterialCreater.h>
using namespace hgl;
using namespace hgl::graph;
SHADERGEN_NAMESPACE_BEGIN
MaterialCreater::MaterialCreater(const uint rc,const bool rd,const uint32 ss)
{
rt_color_count=rc;
rt_depth=rd;
shader_stage=ss;
if(hasVertex ())shader_map.Add(vert=new ShaderCreaterVertex (&mdm));else vert=nullptr;
if(hasGeometry ())shader_map.Add(geom=new ShaderCreaterGeometry(&mdm));else geom=nullptr;
if(hasFragment ())shader_map.Add(frag=new ShaderCreaterFragment(&mdm));else frag=nullptr;
}
bool MaterialCreater::AddStruct(const AnsiString &struct_name,const AnsiString &codes)
{
if(struct_name.IsEmpty()||codes.IsEmpty())
return(false);
return mdm.AddStruct(struct_name,codes);
}
bool MaterialCreater::AddUBO(const VkShaderStageFlagBits flag_bit,const DescriptorSetType set_type,const AnsiString &type_name,const AnsiString &name)
{
if(!shader_map.KeyExist(flag_bit))
return(false);
if(!mdm.hasStruct(type_name))
return(false);
ShaderCreater *sc=shader_map[flag_bit];
if(!sc)
return(false);
UBODescriptor *ubo=mdm.GetUBO(name);
if(ubo)
{
if(ubo->type!=type_name)
return(false);
ubo->stage_flag|=flag_bit;
return sc->sdm.AddUBO(set_type,ubo);
}
else
{
ubo=new UBODescriptor();
ubo->type=type_name;
ubo->name=name;
return sc->sdm.AddUBO(set_type,mdm.AddUBO(flag_bit,set_type,ubo));
}
}
bool MaterialCreater::AddSampler(const VkShaderStageFlagBits flag_bit,const DescriptorSetType set_type,const SamplerType &st,const AnsiString &name)
{
if(!shader_map.KeyExist(flag_bit))
return(false);
RANGE_CHECK_RETURN_FALSE(st);
ShaderCreater *sc=shader_map[flag_bit];
if(!sc)
return(false);
SamplerDescriptor *sampler=mdm.GetSampler(name);
AnsiString st_name=GetSamplerTypeName(st);
if(sampler)
{
if(sampler->type!=st_name)
return(false);
sampler->stage_flag|=flag_bit;
return sc->sdm.AddSampler(set_type,sampler);
}
else
{
sampler=new SamplerDescriptor();
sampler->type=st_name;
sampler->name=name;
return sc->sdm.AddSampler(set_type,mdm.AddSampler(flag_bit,set_type,sampler));
}
}
bool MaterialCreater::CompileShader()
{
if(shader_map.IsEmpty())
return(false);
ShaderCreater *sc,*last=nullptr;
for(int i=0;i<shader_map.GetCount();i++)
{
if(!shader_map.GetValue(i,sc))
return(false);
sc->CreateShader(last);
//if(!sc->CompileToSPV())
//return(false);
last=sc;
}
return(true);
}
SHADERGEN_NAMESPACE_END