Graphics: Use module name to retrieve material shaders

This commit is contained in:
Jérôme Leclercq 2022-03-15 13:14:43 +01:00
parent 0f55779a8a
commit 0e92ef823d
9 changed files with 42 additions and 95 deletions

View File

@ -65,6 +65,7 @@ namespace Nz
void BuildFullscreenVertexBuffer();
void RegisterMaterialPasses();
void RegisterShaderModules();
template<std::size_t N> void RegisterEmbedShaderModule(const UInt8(&content)[N]);
void SelectDepthStencilFormats();
std::optional<RenderPassCache> m_renderPassCache;

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@ -17,13 +17,6 @@
namespace Nz
{
namespace
{
const UInt8 r_basicMaterialShader[] = {
#include <Nazara/Graphics/Resources/Shaders/basic_material.nzsl.h>
};
}
BasicMaterial::BasicMaterial(MaterialPass& material) :
BasicMaterial(material, NoInit{})
{
@ -236,26 +229,7 @@ namespace Nz
std::vector<std::shared_ptr<UberShader>> BasicMaterial::BuildShaders()
{
ShaderAst::ModulePtr shaderModule;
#ifdef NAZARA_DEBUG
std::filesystem::path shaderPath = "../../src/Nazara/Graphics/Resources/Shaders/basic_material.nzsl";
if (std::filesystem::exists(shaderPath))
{
try
{
shaderModule = ShaderLang::ParseFromFile(shaderPath);
}
catch (const std::exception& e)
{
NazaraError(std::string("failed to load shader from engine folder: ") + e.what());
}
}
#endif
if (!shaderModule)
shaderModule = ShaderLang::Parse(std::string_view(reinterpret_cast<const char*>(r_basicMaterialShader), sizeof(r_basicMaterialShader)));
ShaderAst::ModulePtr shaderModule = Graphics::Instance()->GetShaderModuleResolver()->Resolve("BasicMaterial");
auto shader = std::make_shared<UberShader>(ShaderStageType::Fragment | ShaderStageType::Vertex, std::move(shaderModule));
return { std::move(shader) };

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@ -9,35 +9,9 @@
namespace Nz
{
namespace
{
const UInt8 r_depthMaterialShader[] = {
#include <Nazara/Graphics/Resources/Shaders/depth_material.nzsl.h>
};
}
std::vector<std::shared_ptr<UberShader>> DepthMaterial::BuildShaders()
{
ShaderAst::ModulePtr shaderModule;
#ifdef NAZARA_DEBUG
std::filesystem::path shaderPath = "../../src/Nazara/Graphics/Resources/Shaders/depth_material.nzsl";
if (std::filesystem::exists(shaderPath))
{
try
{
shaderModule = ShaderLang::ParseFromFile(shaderPath);
}
catch (const std::exception& e)
{
NazaraError(std::string("failed to load shader from engine folder: ") + e.what());
}
}
#endif
if (!shaderModule)
shaderModule = ShaderLang::Parse(std::string_view(reinterpret_cast<const char*>(r_depthMaterialShader), sizeof(r_depthMaterialShader)));
ShaderAst::ModulePtr shaderModule = Graphics::Instance()->GetShaderModuleResolver()->Resolve("DepthMaterial");
auto shader = std::make_shared<UberShader>(ShaderStageType::Fragment | ShaderStageType::Vertex, std::move(shaderModule));
return { std::move(shader) };

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@ -7,6 +7,7 @@
#include <Nazara/Graphics/MaterialPipeline.hpp>
#include <Nazara/Graphics/PredefinedShaderStructs.hpp>
#include <Nazara/Utility/Font.hpp>
#include <array>
#include <stdexcept>
#include <Nazara/Graphics/Debug.hpp>
@ -15,7 +16,19 @@ namespace Nz
namespace
{
const UInt8 r_blitShader[] = {
#include <Nazara/Graphics/Resources/Shaders/blit.nzsl.h>
#include <Nazara/Graphics/Resources/Shaders/Blit.nzsl.h>
};
const UInt8 r_basicMaterialShader[] = {
#include <Nazara/Graphics/Resources/Shaders/BasicMaterial.nzsl.h>
};
const UInt8 r_depthMaterialShader[] = {
#include <Nazara/Graphics/Resources/Shaders/DepthMaterial.nzsl.h>
};
const UInt8 r_phongMaterialShader[] = {
#include <Nazara/Graphics/Resources/Shaders/PhongMaterial.nzsl.h>
};
const UInt8 r_instanceDataModule[] = {
@ -74,8 +87,6 @@ namespace Nz
m_renderPassCache.emplace(*m_renderDevice);
m_samplerCache.emplace(m_renderDevice);
MaterialPipeline::Initialize();
BuildDefaultTextures();
BuildFullscreenVertexBuffer();
RegisterShaderModules();
@ -83,6 +94,8 @@ namespace Nz
RegisterMaterialPasses();
SelectDepthStencilFormats();
MaterialPipeline::Initialize();
Font::SetDefaultAtlas(std::make_shared<GuillotineTextureAtlas>(*m_renderDevice));
}
@ -222,18 +235,29 @@ namespace Nz
void Graphics::RegisterShaderModules()
{
m_shaderModuleResolver = std::make_shared<FilesystemModuleResolver>();
m_shaderModuleResolver->RegisterModule(std::string_view(reinterpret_cast<const char*>(r_instanceDataModule), sizeof(r_instanceDataModule)));
m_shaderModuleResolver->RegisterModule(std::string_view(reinterpret_cast<const char*>(r_lightDataModule), sizeof(r_lightDataModule)));
m_shaderModuleResolver->RegisterModule(std::string_view(reinterpret_cast<const char*>(r_viewerDataModule), sizeof(r_viewerDataModule)));
if (std::filesystem::path shaderPath = "Shaders/Modules"; std::filesystem::is_directory(shaderPath))
m_shaderModuleResolver->RegisterModuleDirectory(shaderPath);
RegisterEmbedShaderModule(r_basicMaterialShader);
RegisterEmbedShaderModule(r_depthMaterialShader);
RegisterEmbedShaderModule(r_phongMaterialShader);
RegisterEmbedShaderModule(r_blitShader);
RegisterEmbedShaderModule(r_instanceDataModule);
RegisterEmbedShaderModule(r_lightDataModule);
RegisterEmbedShaderModule(r_viewerDataModule);
#ifdef NAZARA_DEBUG
// Override embed files with dev files in debug
if (std::filesystem::path modulePath = "../../src/Nazara/Graphics/Resources/Shaders/Modules"; std::filesystem::is_directory(modulePath))
if (std::filesystem::path modulePath = "../../src/Nazara/Graphics/Resources/Shaders"; std::filesystem::is_directory(modulePath))
m_shaderModuleResolver->RegisterModuleDirectory(modulePath);
#endif
// Let application register their own shaders
if (std::filesystem::path shaderPath = "Shaders"; std::filesystem::is_directory(shaderPath))
m_shaderModuleResolver->RegisterModuleDirectory(shaderPath);
}
template<std::size_t N>
void Graphics::RegisterEmbedShaderModule(const UInt8(&content)[N])
{
m_shaderModuleResolver->RegisterModule(std::string_view(reinterpret_cast<const char*>(content), N));
}
void Graphics::SelectDepthStencilFormats()

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@ -17,13 +17,6 @@
namespace Nz
{
namespace
{
const UInt8 r_phongMaterialShader[] = {
#include <Nazara/Graphics/Resources/Shaders/phong_material.nzsl.h>
};
}
PhongLightingMaterial::PhongLightingMaterial(MaterialPass& material) :
BasicMaterial(material, NoInit{})
{
@ -317,26 +310,7 @@ namespace Nz
std::vector<std::shared_ptr<UberShader>> PhongLightingMaterial::BuildShaders()
{
ShaderAst::ModulePtr shaderModule;
#ifdef NAZARA_DEBUG
std::filesystem::path shaderPath = "../../src/Nazara/Graphics/Resources/Shaders/phong_material.nzsl";
if (std::filesystem::exists(shaderPath))
{
try
{
shaderModule = ShaderLang::ParseFromFile(shaderPath);
}
catch (const std::exception& e)
{
NazaraError(std::string("failed to load shader from engine folder: ") + e.what());
}
}
#endif
if (!shaderModule)
shaderModule = ShaderLang::Parse(std::string_view(reinterpret_cast<const char*>(r_phongMaterialShader), sizeof(r_phongMaterialShader)));
ShaderAst::ModulePtr shaderModule = Graphics::Instance()->GetShaderModuleResolver()->Resolve("PhongMaterial");
auto shader = std::make_shared<UberShader>(ShaderStageType::Fragment | ShaderStageType::Vertex, std::move(shaderModule));
return { std::move(shader) };

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@ -1,5 +1,5 @@
[nzsl_version("1.0")]
module;
module BasicMaterial;
import Engine.InstanceData;
import Engine.ViewerData;

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@ -1,5 +1,5 @@
[nzsl_version("1.0")]
module;
module DepthMaterial;
import Engine.InstanceData;
import Engine.ViewerData;

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@ -1,5 +1,5 @@
[nzsl_version("1.0")]
module;
module PhongMaterial;
import Engine.InstanceData;
import Engine.LightData;

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@ -1,5 +1,5 @@
[nzsl_version("1.0")]
module;
module Blit;
external
{