ULRE/src/ShaderGen/ShaderCreateInfoVertex.cpp

91 lines
2.4 KiB
C++

#include<hgl/shadergen/ShaderCreateInfoVertex.h>
#include<hgl/shadergen/ShaderDescriptorInfo.h>
#include<hgl/graph/VertexAttrib.h>
#include<hgl/graph/VKShaderStage.h>
#include<hgl/graph/VKRenderAssign.h>
#include"GLSLCompiler.h"
#include"common/MFCommon.h"
#include"ShaderLibrary.h"
VK_NAMESPACE_BEGIN
ShaderCreateInfoVertex::ShaderCreateInfoVertex(MaterialDescriptorInfo *m):ShaderCreateInfo(VK_SHADER_STAGE_VERTEX_BIT,m)
{
}
int ShaderCreateInfoVertex::AddInput(const VAT &type,const AnsiString &name,const VkVertexInputRate input_rate,const VertexInputGroup &group)
{
ShaderAttribute *ss=new ShaderAttribute;
hgl::strcpy(ss->name,sizeof(ss->name),name.c_str());
ss->basetype=(uint8) type.basetype;
ss->vec_size= type.vec_size;
ss->input_rate =input_rate;
ss->group =group;
return sdm->AddInput(ss);
}
int ShaderCreateInfoVertex::AddInput(const AnsiString &type,const AnsiString &name,const VkVertexInputRate input_rate,const VertexInputGroup &group)
{
VAT vat;
if(!ParseVertexAttribType(&vat,type))
return(-2);
return AddInput(vat,name,input_rate,group);
}
void ShaderCreateInfoVertex::AddJoint()
{
AddInput(VAT_UVEC4, VAN::JointID, VK_VERTEX_INPUT_RATE_VERTEX,VertexInputGroup::JointID);
AddInput(VAT_VEC4, VAN::JointWeight,VK_VERTEX_INPUT_RATE_VERTEX,VertexInputGroup::JointWeight);
}
namespace
{
constexpr const char MF_GetLocalToWorld[]="\nmat4 GetLocalToWorld(){return l2w.mats[Assign.x];}\n";
}
void ShaderCreateInfoVertex::AddAssign()
{
AddInput( ASSIGN_VAT_FMT,
ASSIGN_VIS_NAME,
VK_VERTEX_INPUT_RATE_INSTANCE,
VertexInputGroup::Assign);
AddFunction(MF_GetLocalToWorld);
}
bool ShaderCreateInfoVertex::ProcInput(ShaderCreateInfo *)
{
const auto &input=sdm->GetShaderStageIO().input;
if(input.count<=0)
{
//no input ? this isn't a bug.
//maybe position info from UBO/SBBO/Texture.
return(true);
}
final_shader+="\n";
const ShaderAttribute *ss=input.items;
for(uint i=0;i<input.count;i++)
{
final_shader+="layout(location=";
final_shader+=AnsiString::numberOf(ss->location);
final_shader+=") in ";
final_shader+=GetShaderAttributeTypename(ss);
final_shader+=" "+AnsiString(ss->name);
final_shader+=";\n";
++ss;
}
return(true);
}
VK_NAMESPACE_END