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

@@ -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()