// Copyright (C) 2020 Jérôme Leclercq // This file is part of the "Nazara Engine - Renderer module" // For conditions of distribution and use, see copyright notice in Config.hpp #pragma once #ifndef NAZARA_SHADERSERIALIZER_HPP #define NAZARA_SHADERSERIALIZER_HPP #include #include #include #include #include #include namespace Nz { class ShaderAst; class NAZARA_RENDERER_API ShaderSerializerBase { public: ShaderSerializerBase() = default; ShaderSerializerBase(const ShaderSerializerBase&) = delete; ShaderSerializerBase(ShaderSerializerBase&&) = delete; ~ShaderSerializerBase() = default; void Serialize(ShaderNodes::AssignOp& node); void Serialize(ShaderNodes::BinaryOp& node); void Serialize(ShaderNodes::BuiltinVariable& var); void Serialize(ShaderNodes::Branch& node); void Serialize(ShaderNodes::Cast& node); void Serialize(ShaderNodes::Constant& node); void Serialize(ShaderNodes::DeclareVariable& node); void Serialize(ShaderNodes::ExpressionStatement& node); void Serialize(ShaderNodes::Identifier& node); void Serialize(ShaderNodes::IntrinsicCall& node); void Serialize(ShaderNodes::NamedVariable& var); void Serialize(ShaderNodes::Sample2D& node); void Serialize(ShaderNodes::StatementBlock& node); void Serialize(ShaderNodes::SwizzleOp& node); protected: template void Container(T& container); template void Enum(T& enumVal); template void OptVal(std::optional& optVal); virtual bool IsWriting() const = 0; virtual void Node(ShaderNodes::NodePtr& node) = 0; template void Node(std::shared_ptr& node); virtual void Value(bool& val) = 0; virtual void Value(float& val) = 0; virtual void Value(std::string& val) = 0; virtual void Value(Vector2f& val) = 0; virtual void Value(Vector3f& val) = 0; virtual void Value(Vector4f& val) = 0; virtual void Value(UInt32& val) = 0; inline void Value(std::size_t& val); virtual void Variable(ShaderNodes::VariablePtr& var) = 0; template void Variable(std::shared_ptr& var); }; class NAZARA_RENDERER_API ShaderSerializer final : public ShaderSerializerBase { public: inline ShaderSerializer(ByteStream& stream); ~ShaderSerializer() = default; void Serialize(const ShaderAst& shader); private: bool IsWriting() const override; void Node(const ShaderNodes::NodePtr& node); void Node(ShaderNodes::NodePtr& node) override; void Value(bool& val) override; void Value(float& val) override; void Value(std::string& val) override; void Value(Vector2f& val) override; void Value(Vector3f& val) override; void Value(Vector4f& val) override; void Value(UInt32& val) override; void Variable(ShaderNodes::VariablePtr& var) override; ByteStream& m_stream; }; class NAZARA_RENDERER_API ShaderUnserializer final : public ShaderSerializerBase { public: ShaderUnserializer(ByteStream& stream); ~ShaderUnserializer() = default; ShaderAst Unserialize(); private: bool IsWriting() const override; void Node(ShaderNodes::NodePtr& node) override; void Value(bool& val) override; void Value(float& val) override; void Value(std::string& val) override; void Value(Vector2f& val) override; void Value(Vector3f& val) override; void Value(Vector4f& val) override; void Value(UInt32& val) override; void Variable(ShaderNodes::VariablePtr& var) override; ByteStream& m_stream; }; NAZARA_RENDERER_API ByteArray SerializeShader(const ShaderAst& shader); NAZARA_RENDERER_API ShaderAst UnserializeShader(ByteStream& stream); } #include #endif