mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 13:01:52 +00:00
Added preprocessing for effects
This commit is contained in:
@@ -1,10 +1,11 @@
|
||||
using System;
|
||||
using System.IO;
|
||||
|
||||
namespace GlitchyEngine.Renderer
|
||||
{
|
||||
public class Effect : RefCounted
|
||||
{
|
||||
protected GraphicsContext _context; // Todo:???
|
||||
protected GraphicsContext _context ~ _?.ReleaseRef();
|
||||
internal VertexShader _vs ~ _?.ReleaseRef();
|
||||
internal PixelShader _ps ~ _?.ReleaseRef();
|
||||
|
||||
@@ -41,18 +42,24 @@ namespace GlitchyEngine.Renderer
|
||||
[Obsolete("Will be removed in the future", false)]
|
||||
public this()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public this(GraphicsContext context, String filename, String vsEntry, String psEntry)
|
||||
{
|
||||
let vs = Shader.FromFile!<VertexShader>(context, filename, vsEntry);
|
||||
VertexShader = vs;
|
||||
vs.ReleaseRef();
|
||||
_context = context..AddRef();
|
||||
CompileFromFile(filename, vsEntry, psEntry);
|
||||
}
|
||||
|
||||
let ps = Shader.FromFile!<PixelShader>(context, filename, psEntry);
|
||||
PixelShader = ps;
|
||||
ps.ReleaseRef();
|
||||
public this(GraphicsContext context, String filename)
|
||||
{
|
||||
_context = context..AddRef();
|
||||
|
||||
String fileContent = scope String();
|
||||
String vsName = scope String();
|
||||
String psName = scope String();
|
||||
|
||||
ProcessFile(filename, fileContent, vsName, psName);
|
||||
Compile(fileContent, vsName, psName);
|
||||
}
|
||||
|
||||
public this(String vsPath, String vsEntry, String psPath, String psEntry)
|
||||
@@ -60,6 +67,93 @@ namespace GlitchyEngine.Renderer
|
||||
Compile(vsPath, vsEntry, psPath, psEntry);
|
||||
}
|
||||
|
||||
private void CompileFromFile(String filename, String vsEntry, String psEntry)
|
||||
{
|
||||
let vs = Shader.FromFile!<VertexShader>(_context, filename, vsEntry);
|
||||
VertexShader = vs;
|
||||
vs.ReleaseRef();
|
||||
let ps = Shader.FromFile!<PixelShader>(_context, filename, psEntry);
|
||||
PixelShader = ps;
|
||||
ps.ReleaseRef();
|
||||
}
|
||||
|
||||
private void Compile(String fileContent, String vsEntry, String psEntry)
|
||||
{
|
||||
// TODO: vsEntry and psEntry could be empty (which is a valid case.)
|
||||
let vs = new VertexShader(_context, fileContent, vsEntry);
|
||||
VertexShader = vs;
|
||||
vs.ReleaseRef();
|
||||
let ps = new PixelShader(_context, fileContent, psEntry);
|
||||
PixelShader = ps;
|
||||
ps.ReleaseRef();
|
||||
}
|
||||
|
||||
const String effectKeyword = "#effect";
|
||||
|
||||
/**
|
||||
* Loads the effect file and extracts the names of the vertex- and pixel-shader.
|
||||
* @param filename The path of the effect file.
|
||||
* @param fileContent The preprocessed effect file.
|
||||
* @param vsName The string that will receive the vertex shader entry point.
|
||||
* @param psName The string that will receive the pixel shader entry point.
|
||||
*/
|
||||
private static void ProcessFile(String filename, String fileContent, String vsName, String psName)
|
||||
{
|
||||
File.ReadAllText(filename, fileContent, true);
|
||||
// append line ending just in case the file doesn't end with one.
|
||||
fileContent.Append('\n');
|
||||
|
||||
int effectIndex = fileContent.IndexOf(effectKeyword, true);
|
||||
|
||||
Log.EngineLogger.Assert(effectIndex >= 0, "Could not find #effect preprocessor directive.");
|
||||
|
||||
int lineEndIndex = fileContent.IndexOf('\n', effectIndex + effectKeyword.Length);
|
||||
|
||||
// String containing the #effect directive
|
||||
StringView effectDirective = fileContent.Substring(effectIndex, lineEndIndex - effectIndex);
|
||||
|
||||
int paramStartIndex = effectDirective.IndexOf('[');
|
||||
|
||||
Log.EngineLogger.Assert(paramStartIndex >= 0, "Expected '[' after \"#effect\"");
|
||||
|
||||
StringView effectToBracket = effectDirective.Substring(effectKeyword.Length, paramStartIndex - effectKeyword.Length);
|
||||
|
||||
// Make sure there is only whitespace between "#effect" and "["
|
||||
Log.EngineLogger.Assert(effectToBracket.IsWhiteSpace, "Expected '[' after \"#effect\"");
|
||||
|
||||
int paramEndIndex = effectDirective.IndexOf(']');
|
||||
|
||||
Log.EngineLogger.Assert(paramEndIndex >= 0, "Expected ']'");
|
||||
|
||||
StringView parameters = effectDirective.Substring(paramStartIndex + 1, paramEndIndex - paramStartIndex - 1);
|
||||
|
||||
for(StringView parameter in parameters.Split(','))
|
||||
{
|
||||
int indexOfEquals = parameter.IndexOf("=");
|
||||
|
||||
Log.EngineLogger.Assert(indexOfEquals >= 0, "Expected '='");
|
||||
|
||||
StringView paramName = parameter.Substring(0, indexOfEquals);
|
||||
paramName.Trim();
|
||||
|
||||
StringView paramValue = parameter.Substring(indexOfEquals + 1);
|
||||
paramValue.Trim();
|
||||
|
||||
switch(paramName)
|
||||
{
|
||||
case "VS", "VertexShader":
|
||||
vsName.Append(paramValue);
|
||||
case "PS", "PixelShader":
|
||||
psName.Append(paramValue);
|
||||
default:
|
||||
Log.EngineLogger.Assert(false, scope $"Unknown parameter name \"{paramName}\".");
|
||||
}
|
||||
}
|
||||
|
||||
// remove preprocessor directive from string so that the compiler wont try process it
|
||||
fileContent.Remove(effectIndex, lineEndIndex - effectIndex);
|
||||
}
|
||||
|
||||
protected extern void Compile(String vsPath, String vsEntry, String psPath, String psEntry);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -44,3 +44,5 @@ float4 PS(PS_IN input) : SV_TARGET
|
||||
{
|
||||
return input.Color * BaseColor;
|
||||
}
|
||||
|
||||
#effect[VS=VS,PS=PS]
|
||||
|
||||
@@ -51,3 +51,5 @@ float4 PS(PS_IN input) : SV_TARGET
|
||||
{
|
||||
return input.Color * ColorTexture.Sample(TextureSampler, input.TexCoord);
|
||||
}
|
||||
|
||||
#effect[VS=VS,PS=PS]
|
||||
|
||||
@@ -86,9 +86,9 @@ namespace Sandbox
|
||||
{
|
||||
_context = Application.Get().Window.Context..AddRef();
|
||||
|
||||
_effect = new Effect(_context, "content\\Shaders\\basicShader.hlsl", "VS", "PS");
|
||||
_effect = new Effect(_context, "content\\Shaders\\basicShader.hlsl");
|
||||
|
||||
_textureEffect = new Effect(_context, "content\\Shaders\\textureShader.hlsl", "VS", "PS");
|
||||
_textureEffect = new Effect(_context, "content\\Shaders\\textureShader.hlsl");
|
||||
|
||||
// Create Input Layout
|
||||
|
||||
|
||||
Reference in New Issue
Block a user