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Copy pathShader.cpp
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186 lines (165 loc) · 5.09 KB
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#include "Shader.h"
#include "ShaderCreateInfo.h"
namespace sh::render
{
Shader::Shader(ShaderCreateInfo shaderCreateInfo)
{
SetName(shaderCreateInfo.shaderNode.shaderName);
AddShaderPasses(std::move(shaderCreateInfo.passes));
for (const ShaderAST::VariableNode& prop : shaderCreateInfo.shaderNode.properties)
{
const bool bLocal = prop.attribute == ShaderAST::VariableAttribute::Local ? true : false;
switch (prop.type)
{
case ShaderAST::VariableType::Int: AddProperty< int>(prop.name, bLocal); break;
case ShaderAST::VariableType::Float: AddProperty< float>(prop.name, bLocal); break;
case ShaderAST::VariableType::Vec2: AddProperty<glm::vec2>(prop.name, bLocal); break;
case ShaderAST::VariableType::Vec3: AddProperty<glm::vec3>(prop.name, bLocal); break;
case ShaderAST::VariableType::Vec4: AddProperty<glm::vec4>(prop.name, bLocal); break;
case ShaderAST::VariableType::Mat2: AddProperty<glm::mat2>(prop.name, bLocal); break;
case ShaderAST::VariableType::Mat3: AddProperty<glm::mat3>(prop.name, bLocal); break;
case ShaderAST::VariableType::Mat4: AddProperty<glm::mat4>(prop.name, bLocal); break;
case ShaderAST::VariableType::Sampler: AddProperty< Texture>(prop.name, bLocal); break;
}
}
shaderNode = std::move(shaderCreateInfo.shaderNode);
// 코드는 보존 할 필요 없음
for (auto& passNode : shaderNode.passes)
{
for (auto& stageNode : passNode.stages)
{
stageNode.code.clear();
stageNode.functions.clear();
stageNode.declaration.clear();
}
}
}
Shader::~Shader() = default;
SH_RENDER_API void Shader::OnDestroy()
{
for (ShaderPass* shaderPass : passes)
shaderPass->Destroy();
Super::OnDestroy();
}
SH_RENDER_API auto Shader::Serialize() const -> core::Json
{
core::Json mainJson = Super::Serialize();
core::Json& json = mainJson["shader"];
json["AST"] = shaderNode.Serialize();
core::Json& passesJson = json["passes"];
for (const ShaderPass* pass : passes)
{
if (pass == nullptr)
continue;
passesJson.push_back(pass->Serialize());
}
return mainJson;
}
SH_RENDER_API void Shader::Deserialize(const core::Json& json)
{
Super::Deserialize(json);
if (!json.contains("shader"))
return;
const core::Json& shaderJson = json["shader"];
if (shaderJson.contains("AST"))
shaderNode.Deserialize(shaderJson["AST"]);
if (shaderJson.contains("passes"))
{
std::size_t idx = 0;
for (const core::Json& passJson : shaderJson["passes"])
{
if (passes.size() >= idx)
break;
passes[idx++]->Deserialize(passJson);
}
}
}
SH_RENDER_API auto Shader::GetShaderPasses(const core::Name& lightingPassName) const -> const std::vector<std::reference_wrapper<ShaderPass>>*
{
const LightingPassData* lightingPassData = GetLightingPass(lightingPassName);
if (lightingPassData == nullptr)
return nullptr;
return &lightingPassData->passes;
}
SH_RENDER_API auto Shader::GetProperty(const std::string& name) const -> const PropertyInfo*
{
auto it = properties.find(name);
if (it == properties.end())
return nullptr;
return &it->second;
}
void Shader::Clear()
{
properties.clear();
passes.clear();
}
void Shader::AddShaderPasses(std::vector<ShaderPass*>&& passes)
{
this->passes = std::move(passes);
for (ShaderPass* pass : this->passes)
{
if (pass == nullptr)
continue;
if (pass->GetLightingBinding() != -1)
bUsingLight = true;
if (pass->GetSkinBinding() != -1)
bUsingSkin = true;
const core::Name& lightingPassName = pass->GetLightingPassName();
LightingPassData* const lightingPassData = GetLightingPass(lightingPassName);
if (lightingPassData == nullptr)
{
std::vector<std::reference_wrapper<ShaderPass>> v{};
v.push_back(*pass);
LightingPassData passData{ lightingPassName };
passData.passes = std::move(v);
passDatas.push_back(std::move(passData));
}
else
lightingPassData->passes.push_back(*this->passes.back());
}
}
void Shader::AddShaderPass(ShaderPass* pass)
{
if (pass->GetLightingBinding() != -1)
bUsingLight = true;
passes.push_back(pass);
const core::Name& lightingPassName = passes.back()->GetLightingPassName();
LightingPassData* lightingPassData = GetLightingPass(lightingPassName);
if (lightingPassData == nullptr)
{
std::vector<std::reference_wrapper<ShaderPass>> v{};
v.push_back(*passes.back());
LightingPassData passData{ lightingPassName };
passData.passes = std::move(v);
passDatas.push_back(std::move(passData));
}
else
lightingPassData->passes.push_back(*passes.back());
}
auto Shader::GetLightingPass(const core::Name& name) -> LightingPassData*
{
LightingPassData* passDataPtr = nullptr;
for (auto& passData : passDatas)
{
if (passData.name == name)
{
passDataPtr = &passData;
break;
}
}
return passDataPtr;
}
auto Shader::GetLightingPass(const core::Name& name) const -> const LightingPassData*
{
const LightingPassData* passDataPtr = nullptr;
for (auto& passData : passDatas)
{
if (passData.name == name)
{
passDataPtr = &passData;
break;
}
}
return passDataPtr;
}
}//namepsace