Rework shader AST (WIP)
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@@ -7,45 +7,87 @@
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namespace Nz::ShaderBuilder
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{
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inline std::unique_ptr<ShaderAst::BinaryExpression> Impl::Binary::operator()(ShaderAst::BinaryType op, ShaderAst::ExpressionPtr left, ShaderAst::ExpressionPtr right) const
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{
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auto constantNode = std::make_unique<ShaderAst::BinaryExpression>();
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constantNode->op = op;
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constantNode->left = std::move(left);
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constantNode->right = std::move(right);
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return constantNode;
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}
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inline std::unique_ptr<ShaderAst::BranchStatement> Impl::Branch::operator()(ShaderAst::ExpressionPtr condition, ShaderAst::StatementPtr truePath, ShaderAst::StatementPtr falsePath) const
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{
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auto branchNode = std::make_unique<ShaderAst::BranchStatement>();
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auto& condStatement = branchNode->condStatements.emplace_back();
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condStatement.condition = std::move(condition);
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condStatement.statement = std::move(truePath);
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branchNode->elseStatement = std::move(falsePath);
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return branchNode;
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}
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inline std::unique_ptr<ShaderAst::BranchStatement> Impl::Branch::operator()(std::vector<ShaderAst::BranchStatement::ConditionalStatement> condStatements, ShaderAst::StatementPtr elseStatement) const
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{
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auto branchNode = std::make_unique<ShaderAst::BranchStatement>();
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branchNode->condStatements = std::move(condStatements);
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branchNode->elseStatement = std::move(elseStatement);
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return branchNode;
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}
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inline std::unique_ptr<ShaderAst::ConstantExpression> Impl::Constant::operator()(ShaderConstantValue value) const
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{
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auto constantNode = std::make_unique<ShaderAst::ConstantExpression>();
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constantNode->value = std::move(value);
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return constantNode;
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}
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inline std::unique_ptr<ShaderAst::DeclareFunctionStatement> Impl::DeclareFunction::operator()(std::string name, std::vector<ShaderAst::DeclareFunctionStatement::Parameter> parameters, std::vector<ShaderAst::StatementPtr> statements, ShaderAst::ShaderExpressionType returnType) const
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{
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auto declareFunctionNode = std::make_unique<ShaderAst::DeclareFunctionStatement>();
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declareFunctionNode->name = std::move(name);
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declareFunctionNode->parameters = std::move(parameters);
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declareFunctionNode->returnType = std::move(returnType);
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declareFunctionNode->statements = std::move(statements);
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return declareFunctionNode;
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}
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inline std::unique_ptr<ShaderAst::DeclareVariableStatement> Nz::ShaderBuilder::Impl::DeclareVariable::operator()(std::string name, ShaderAst::ShaderExpressionType type, ShaderAst::ExpressionPtr initialValue) const
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{
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auto declareVariableNode = std::make_unique<ShaderAst::DeclareVariableStatement>();
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declareVariableNode->varName = std::move(name);
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declareVariableNode->varType = std::move(type);
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declareVariableNode->initialExpression = std::move(initialValue);
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return declareVariableNode;
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}
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inline std::unique_ptr<ShaderAst::IdentifierExpression> Impl::Identifier::operator()(std::string name) const
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{
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auto identifierNode = std::make_unique<ShaderAst::IdentifierExpression>();
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identifierNode->identifier = std::move(name);
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return identifierNode;
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}
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inline std::unique_ptr<ShaderAst::ReturnStatement> Impl::Return::operator()(ShaderAst::ExpressionPtr expr) const
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{
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auto returnNode = std::make_unique<ShaderAst::ReturnStatement>();
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returnNode->returnExpr = std::move(expr);
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return returnNode;
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}
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template<typename T>
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template<typename... Args>
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std::shared_ptr<T> GenBuilder<T>::operator()(Args&&... args) const
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std::unique_ptr<T> Impl::NoParam<T>::operator()() const
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{
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return T::Build(std::forward<Args>(args)...);
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}
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template<ShaderNodes::AssignType op>
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std::shared_ptr<ShaderNodes::AssignOp> AssignOpBuilder<op>::operator()(const ShaderNodes::ExpressionPtr& left, const ShaderNodes::ExpressionPtr& right) const
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{
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return ShaderNodes::AssignOp::Build(op, left, right);
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}
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template<ShaderNodes::BinaryType op>
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std::shared_ptr<ShaderNodes::BinaryOp> BinOpBuilder<op>::operator()(const ShaderNodes::ExpressionPtr& left, const ShaderNodes::ExpressionPtr& right) const
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{
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return ShaderNodes::BinaryOp::Build(op, left, right);
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}
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inline std::shared_ptr<ShaderNodes::Variable> BuiltinBuilder::operator()(ShaderNodes::BuiltinEntry builtin) const
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{
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ShaderNodes::BasicType exprType = ShaderNodes::BasicType::Void;
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switch (builtin)
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{
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case ShaderNodes::BuiltinEntry::VertexPosition:
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exprType = ShaderNodes::BasicType::Float4;
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break;
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}
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NazaraAssert(exprType != ShaderNodes::BasicType::Void, "Unhandled builtin");
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return ShaderNodes::BuiltinVariable::Build(builtin, exprType);
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}
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template<ShaderNodes::BasicType Type, typename... Args>
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std::shared_ptr<ShaderNodes::Cast> Cast(Args&&... args)
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{
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return ShaderNodes::Cast::Build(Type, std::forward<Args>(args)...);
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return std::make_unique<T>();
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}
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}
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