// 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 namespace Nz::ShaderAst { class NAZARA_RENDERER_API ShaderSerializerBase { public: ShaderSerializerBase() = default; ShaderSerializerBase(const ShaderSerializerBase&) = delete; ShaderSerializerBase(ShaderSerializerBase&&) = delete; ~ShaderSerializerBase() = default; void Serialize(AssignOp& node); void Serialize(BinaryFunc& node); void Serialize(BinaryOp& node); void Serialize(Branch& node); void Serialize(BuiltinVariable& node); void Serialize(Cast& node); void Serialize(Constant& node); void Serialize(DeclareVariable& node); void Serialize(ExpressionStatement& node); void Serialize(NamedVariable& node); void Serialize(Sample2D& node); void Serialize(StatementBlock& node); void Serialize(SwizzleOp& node); protected: template void Container(T& container); template void Enum(T& enumVal); virtual bool IsWriting() const = 0; virtual void Node(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); }; class NAZARA_RENDERER_API ShaderSerializer final : public ShaderSerializerBase { public: inline ShaderSerializer(ByteArray& byteArray); ~ShaderSerializer() = default; void Serialize(const StatementPtr& shader); private: bool IsWriting() const override; void Node(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; ByteArray& m_byteArray; ByteStream m_stream; }; class NAZARA_RENDERER_API ShaderUnserializer final : public ShaderSerializerBase { public: ShaderUnserializer(const ByteArray& byteArray); ~ShaderUnserializer() = default; StatementPtr Unserialize(); private: bool IsWriting() const override; void Node(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; const ByteArray& m_byteArray; ByteStream m_stream; }; NAZARA_RENDERER_API ByteArray Serialize(const StatementPtr& shader); NAZARA_RENDERER_API StatementPtr Unserialize(const ByteArray& data); } #include #endif