ShaderNode: Add compile to binary action
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parent
74acf440fc
commit
58e59be267
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@ -90,72 +90,30 @@ void MainWindow::BuildMenu()
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QObject::connect(loadShader, &QAction::triggered, this, &MainWindow::OnLoad);
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QAction* saveShader = shader->addAction(tr("Save..."));
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QObject::connect(saveShader, &QAction::triggered, this, &MainWindow::OnSave);
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QAction* compileShader = shader->addAction(tr("Compile..."));
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QObject::connect(compileShader, &QAction::triggered, this, &MainWindow::OnCompile);
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}
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QMenu* compileMenu = menu->addMenu(tr("&Compilation"));
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QAction* compileToGlsl = compileMenu->addAction(tr("GLSL"));
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connect(compileToGlsl, &QAction::triggered, [&](bool) { OnCompileToGLSL(); });
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QMenu* generateMenu = menu->addMenu(tr("&Generate"));
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QAction* generateGlsl = generateMenu->addAction(tr("GLSL"));
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connect(generateGlsl, &QAction::triggered, [&](bool) { OnGenerateGLSL(); });
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}
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void MainWindow::OnCompileToGLSL()
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void MainWindow::OnCompile()
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{
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try
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{
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Nz::ShaderNodes::StatementPtr shaderAst = m_shaderGraph.ToAst();
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auto shader = ToShader();
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//TODO: Put in another function
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auto GetExpressionFromInOut = [&] (InOutType type)
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{
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switch (type)
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{
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case InOutType::Bool: return Nz::ShaderNodes::ExpressionType::Boolean;
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case InOutType::Float1: return Nz::ShaderNodes::ExpressionType::Float1;
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case InOutType::Float2: return Nz::ShaderNodes::ExpressionType::Float2;
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case InOutType::Float3: return Nz::ShaderNodes::ExpressionType::Float3;
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case InOutType::Float4: return Nz::ShaderNodes::ExpressionType::Float4;
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}
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QString fileName = QFileDialog::getSaveFileName(nullptr, tr("Save shader"), QString(), tr("Shader Files (*.shader)"));
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if (fileName.isEmpty())
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return;
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assert(false);
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throw std::runtime_error("Unhandled input type");
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};
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if (!fileName.endsWith("shader", Qt::CaseInsensitive))
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fileName += ".shader";
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auto GetExpressionFromTexture = [&](TextureType type)
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{
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switch (type)
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{
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case TextureType::Sampler2D: return Nz::ShaderNodes::ExpressionType::Sampler2D;
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}
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assert(false);
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throw std::runtime_error("Unhandled texture type");
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};
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Nz::ShaderAst shader;
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for (const auto& input : m_shaderGraph.GetInputs())
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shader.AddInput(input.name, GetExpressionFromInOut(input.type), input.locationIndex);
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for (const auto& output : m_shaderGraph.GetOutputs())
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shader.AddOutput(output.name, GetExpressionFromInOut(output.type), output.locationIndex);
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for (const auto& uniform : m_shaderGraph.GetTextures())
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shader.AddUniform(uniform.name, GetExpressionFromTexture(uniform.type), uniform.bindingIndex);
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shader.AddFunction("main", shaderAst);
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Nz::File file("shader.shader", Nz::OpenMode_WriteOnly);
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Nz::File file(fileName.toStdString(), Nz::OpenMode_WriteOnly);
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file.Write(Nz::SerializeShader(shader));
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Nz::GlslWriter writer;
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Nz::String glsl = writer.Generate(shader);
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std::cout << glsl << std::endl;
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QTextEdit* output = new QTextEdit;
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output->setReadOnly(true);
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output->setText(QString::fromUtf8(glsl.GetConstBuffer(), int(glsl.GetSize())));
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output->setAttribute(Qt::WA_DeleteOnClose, true);
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output->setWindowTitle("GLSL Output");
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output->show();
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}
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catch (const std::exception& e)
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{
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@ -163,9 +121,31 @@ void MainWindow::OnCompileToGLSL()
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}
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}
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void MainWindow::OnGenerateGLSL()
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{
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try
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{
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Nz::GlslWriter writer;
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std::string glsl = writer.Generate(ToShader());
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std::cout << glsl << std::endl;
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QTextEdit* output = new QTextEdit;
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output->setReadOnly(true);
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output->setText(QString::fromStdString(glsl));
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output->setAttribute(Qt::WA_DeleteOnClose, true);
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output->setWindowTitle("GLSL Output");
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output->show();
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}
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catch (const std::exception& e)
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{
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QMessageBox::critical(this, tr("Generation failed"), QString("Generation failed: ") + e.what());
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}
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}
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void MainWindow::OnLoad()
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{
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QString fileName = QFileDialog::getOpenFileName(this, tr("Open shader flow"), QDir::homePath(), tr("Shader Flow Files (*.shaderflow)"));
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QString fileName = QFileDialog::getOpenFileName(this, tr("Open shader flow"), QString(), tr("Shader Flow Files (*.shaderflow)"));
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if (fileName.isEmpty())
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return;
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@ -196,14 +176,60 @@ void MainWindow::OnLoad()
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void MainWindow::OnSave()
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{
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QString fileName = QFileDialog::getSaveFileName(nullptr, tr("Open shader flow"), QDir::homePath(), tr("Shader Flow Files (*.shaderflow)"));
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QString fileName = QFileDialog::getSaveFileName(nullptr, tr("Open shader flow"), QString(), tr("Shader Flow Files (*.shaderflow)"));
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if (fileName.isEmpty())
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return;
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if (!fileName.endsWith("flow", Qt::CaseInsensitive))
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if (!fileName.endsWith("shaderflow", Qt::CaseInsensitive))
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fileName += ".shaderflow";
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QFile file(fileName);
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if (file.open(QIODevice::WriteOnly))
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file.write(QJsonDocument(m_shaderGraph.Save()).toJson());
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}
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Nz::ShaderAst MainWindow::ToShader()
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{
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Nz::ShaderNodes::StatementPtr shaderAst = m_shaderGraph.ToAst();
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//TODO: Put in another function
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auto GetExpressionFromInOut = [&](InOutType type)
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{
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switch (type)
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{
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case InOutType::Bool: return Nz::ShaderNodes::ExpressionType::Boolean;
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case InOutType::Float1: return Nz::ShaderNodes::ExpressionType::Float1;
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case InOutType::Float2: return Nz::ShaderNodes::ExpressionType::Float2;
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case InOutType::Float3: return Nz::ShaderNodes::ExpressionType::Float3;
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case InOutType::Float4: return Nz::ShaderNodes::ExpressionType::Float4;
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}
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assert(false);
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throw std::runtime_error("Unhandled input type");
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};
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auto GetExpressionFromTexture = [&](TextureType type)
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{
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switch (type)
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{
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case TextureType::Sampler2D: return Nz::ShaderNodes::ExpressionType::Sampler2D;
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}
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assert(false);
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throw std::runtime_error("Unhandled texture type");
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};
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Nz::ShaderAst shader;
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for (const auto& input : m_shaderGraph.GetInputs())
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shader.AddInput(input.name, GetExpressionFromInOut(input.type), input.locationIndex);
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for (const auto& output : m_shaderGraph.GetOutputs())
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shader.AddOutput(output.name, GetExpressionFromInOut(output.type), output.locationIndex);
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for (const auto& uniform : m_shaderGraph.GetTextures())
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shader.AddUniform(uniform.name, GetExpressionFromTexture(uniform.type), uniform.bindingIndex);
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shader.AddFunction("main", shaderAst);
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return shader;
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}
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@ -9,6 +9,11 @@
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class NodeEditor;
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namespace Nz
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{
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class ShaderAst;
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}
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class MainWindow : public QMainWindow
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{
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public:
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@ -17,9 +22,11 @@ class MainWindow : public QMainWindow
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private:
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void BuildMenu();
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void OnCompileToGLSL();
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void OnCompile();
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void OnGenerateGLSL();
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void OnLoad();
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void OnSave();
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Nz::ShaderAst ToShader();
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NazaraSlot(ShaderGraph, OnSelectedNodeUpdate, m_onSelectedNodeUpdate);
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