NazaraEngine/include/Nazara/Shader/ShaderBuilder.inl

277 lines
11 KiB
C++

// Copyright (C) 2020 Jérôme Leclercq
// This file is part of the "Nazara Engine - Shader generator"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Shader/ShaderBuilder.hpp>
#include <Nazara/Shader/Debug.hpp>
namespace Nz::ShaderBuilder
{
inline std::unique_ptr<ShaderAst::AccessIdentifierExpression> Impl::AccessMember::operator()(ShaderAst::ExpressionPtr expr, std::vector<std::string> memberIdentifiers) const
{
auto accessMemberNode = std::make_unique<ShaderAst::AccessIdentifierExpression>();
accessMemberNode->expr = std::move(expr);
accessMemberNode->memberIdentifiers = std::move(memberIdentifiers);
return accessMemberNode;
}
inline std::unique_ptr<ShaderAst::AccessIndexExpression> Impl::AccessIndex::operator()(ShaderAst::ExpressionPtr expr, std::vector<std::size_t> memberIndices) const
{
auto accessMemberNode = std::make_unique<ShaderAst::AccessIndexExpression>();
accessMemberNode->expr = std::move(expr);
accessMemberNode->memberIndices = std::move(memberIndices);
return accessMemberNode;
}
inline std::unique_ptr<ShaderAst::AssignExpression> Impl::Assign::operator()(ShaderAst::AssignType op, ShaderAst::ExpressionPtr left, ShaderAst::ExpressionPtr right) const
{
auto assignNode = std::make_unique<ShaderAst::AssignExpression>();
assignNode->op = op;
assignNode->left = std::move(left);
assignNode->right = std::move(right);
return assignNode;
}
inline std::unique_ptr<ShaderAst::BinaryExpression> Impl::Binary::operator()(ShaderAst::BinaryType op, ShaderAst::ExpressionPtr left, ShaderAst::ExpressionPtr right) const
{
auto binaryNode = std::make_unique<ShaderAst::BinaryExpression>();
binaryNode->op = op;
binaryNode->left = std::move(left);
binaryNode->right = std::move(right);
return binaryNode;
}
inline std::unique_ptr<ShaderAst::BranchStatement> Impl::Branch::operator()(ShaderAst::ExpressionPtr condition, ShaderAst::StatementPtr truePath, ShaderAst::StatementPtr falsePath) const
{
auto branchNode = std::make_unique<ShaderAst::BranchStatement>();
auto& condStatement = branchNode->condStatements.emplace_back();
condStatement.condition = std::move(condition);
condStatement.statement = std::move(truePath);
branchNode->elseStatement = std::move(falsePath);
return branchNode;
}
inline std::unique_ptr<ShaderAst::BranchStatement> Impl::Branch::operator()(std::vector<ShaderAst::BranchStatement::ConditionalStatement> condStatements, ShaderAst::StatementPtr elseStatement) const
{
auto branchNode = std::make_unique<ShaderAst::BranchStatement>();
branchNode->condStatements = std::move(condStatements);
branchNode->elseStatement = std::move(elseStatement);
return branchNode;
}
inline std::unique_ptr<ShaderAst::CallFunctionExpression> Impl::CallFunction::operator()(std::string functionName, std::vector<ShaderAst::ExpressionPtr> parameters) const
{
auto callFunctionExpression = std::make_unique<ShaderAst::CallFunctionExpression>();
callFunctionExpression->targetFunction = std::move(functionName);
callFunctionExpression->parameters = std::move(parameters);
return callFunctionExpression;
}
inline std::unique_ptr<ShaderAst::CastExpression> Impl::Cast::operator()(ShaderAst::ExpressionType targetType, std::array<ShaderAst::ExpressionPtr, 4> expressions) const
{
auto castNode = std::make_unique<ShaderAst::CastExpression>();
castNode->expressions = std::move(expressions);
castNode->targetType = std::move(targetType);
return castNode;
}
inline std::unique_ptr<ShaderAst::CastExpression> Impl::Cast::operator()(ShaderAst::ExpressionType targetType, std::vector<ShaderAst::ExpressionPtr> expressions) const
{
auto castNode = std::make_unique<ShaderAst::CastExpression>();
castNode->targetType = std::move(targetType);
assert(expressions.size() <= castNode->expressions.size());
for (std::size_t i = 0; i < expressions.size(); ++i)
castNode->expressions[i] = std::move(expressions[i]);
return castNode;
}
inline std::unique_ptr<ShaderAst::ConditionalExpression> Impl::ConditionalExpression::operator()(std::size_t optionIndex, ShaderAst::ExpressionPtr truePath, ShaderAst::ExpressionPtr falsePath) const
{
auto condExprNode = std::make_unique<ShaderAst::ConditionalExpression>();
condExprNode->optionIndex = optionIndex;
condExprNode->falsePath = std::move(falsePath);
condExprNode->truePath = std::move(truePath);
return condExprNode;
}
inline std::unique_ptr<ShaderAst::ConditionalStatement> Impl::ConditionalStatement::operator()(std::size_t optionIndex, ShaderAst::StatementPtr statement) const
{
auto condStatementNode = std::make_unique<ShaderAst::ConditionalStatement>();
condStatementNode->optionIndex = optionIndex;
condStatementNode->statement = std::move(statement);
return condStatementNode;
}
inline std::unique_ptr<ShaderAst::ConstantExpression> Impl::Constant::operator()(ShaderAst::ConstantValue value) const
{
auto constantNode = std::make_unique<ShaderAst::ConstantExpression>();
constantNode->value = std::move(value);
return constantNode;
}
inline std::unique_ptr<ShaderAst::DeclareFunctionStatement> Impl::DeclareFunction::operator()(std::string name, ShaderAst::StatementPtr statement) const
{
auto declareFunctionNode = std::make_unique<ShaderAst::DeclareFunctionStatement>();
declareFunctionNode->name = std::move(name);
declareFunctionNode->statements.push_back(std::move(statement));
return declareFunctionNode;
}
inline std::unique_ptr<ShaderAst::DeclareFunctionStatement> Impl::DeclareFunction::operator()(std::string name, std::vector<ShaderAst::DeclareFunctionStatement::Parameter> parameters, std::vector<ShaderAst::StatementPtr> statements, ShaderAst::ExpressionType returnType) const
{
auto declareFunctionNode = std::make_unique<ShaderAst::DeclareFunctionStatement>();
declareFunctionNode->name = std::move(name);
declareFunctionNode->parameters = std::move(parameters);
declareFunctionNode->returnType = std::move(returnType);
declareFunctionNode->statements = std::move(statements);
return declareFunctionNode;
}
inline std::unique_ptr<ShaderAst::DeclareFunctionStatement> Impl::DeclareFunction::operator()(std::optional<ShaderStageType> entryStage, std::string name, std::vector<ShaderAst::DeclareFunctionStatement::Parameter> parameters, std::vector<ShaderAst::StatementPtr> statements, ShaderAst::ExpressionType returnType) const
{
auto declareFunctionNode = std::make_unique<ShaderAst::DeclareFunctionStatement>();
declareFunctionNode->entryStage = entryStage;
declareFunctionNode->name = std::move(name);
declareFunctionNode->parameters = std::move(parameters);
declareFunctionNode->returnType = std::move(returnType);
declareFunctionNode->statements = std::move(statements);
return declareFunctionNode;
}
inline std::unique_ptr<ShaderAst::DeclareOptionStatement> Impl::DeclareOption::operator()(std::string name, ShaderAst::ExpressionType type, ShaderAst::ExpressionPtr initialValue) const
{
auto declareOptionNode = std::make_unique<ShaderAst::DeclareOptionStatement>();
declareOptionNode->optName = std::move(name);
declareOptionNode->optType = std::move(type);
declareOptionNode->initialValue = std::move(initialValue);
return declareOptionNode;
}
inline std::unique_ptr<ShaderAst::DeclareStructStatement> Impl::DeclareStruct::operator()(ShaderAst::StructDescription description) const
{
auto declareStructNode = std::make_unique<ShaderAst::DeclareStructStatement>();
declareStructNode->description = std::move(description);
return declareStructNode;
}
inline std::unique_ptr<ShaderAst::DeclareVariableStatement> Impl::DeclareVariable::operator()(std::string name, ShaderAst::ExpressionPtr initialValue) const
{
auto declareVariableNode = std::make_unique<ShaderAst::DeclareVariableStatement>();
declareVariableNode->varName = std::move(name);
declareVariableNode->initialExpression = std::move(initialValue);
return declareVariableNode;
}
inline std::unique_ptr<ShaderAst::DeclareVariableStatement> Impl::DeclareVariable::operator()(std::string name, ShaderAst::ExpressionType type, ShaderAst::ExpressionPtr initialValue) const
{
auto declareVariableNode = std::make_unique<ShaderAst::DeclareVariableStatement>();
declareVariableNode->varName = std::move(name);
declareVariableNode->varType = std::move(type);
declareVariableNode->initialExpression = std::move(initialValue);
return declareVariableNode;
}
inline std::unique_ptr<ShaderAst::ExpressionStatement> Impl::ExpressionStatement::operator()(ShaderAst::ExpressionPtr expression) const
{
auto expressionStatementNode = std::make_unique<ShaderAst::ExpressionStatement>();
expressionStatementNode->expression = std::move(expression);
return expressionStatementNode;
}
inline std::unique_ptr<ShaderAst::IdentifierExpression> Impl::Identifier::operator()(std::string name) const
{
auto identifierNode = std::make_unique<ShaderAst::IdentifierExpression>();
identifierNode->identifier = std::move(name);
return identifierNode;
}
inline std::unique_ptr<ShaderAst::IntrinsicExpression> Impl::Intrinsic::operator()(ShaderAst::IntrinsicType intrinsicType, std::vector<ShaderAst::ExpressionPtr> parameters) const
{
auto intrinsicExpression = std::make_unique<ShaderAst::IntrinsicExpression>();
intrinsicExpression->intrinsic = intrinsicType;
intrinsicExpression->parameters = std::move(parameters);
return intrinsicExpression;
}
inline std::unique_ptr<ShaderAst::MultiStatement> Impl::Multi::operator()(std::vector<ShaderAst::StatementPtr> statements) const
{
auto multiStatement = std::make_unique<ShaderAst::MultiStatement>();
multiStatement->statements = std::move(statements);
return multiStatement;
}
template<typename T>
std::unique_ptr<T> Impl::NoParam<T>::operator()() const
{
return std::make_unique<T>();
}
inline std::unique_ptr<ShaderAst::ReturnStatement> Impl::Return::operator()(ShaderAst::ExpressionPtr expr) const
{
auto returnNode = std::make_unique<ShaderAst::ReturnStatement>();
returnNode->returnExpr = std::move(expr);
return returnNode;
}
inline std::unique_ptr<ShaderAst::SelectOptionExpression> Impl::SelectOption::operator()(std::string optionName, ShaderAst::ExpressionPtr truePath, ShaderAst::ExpressionPtr falsePath) const
{
auto selectOptNode = std::make_unique<ShaderAst::SelectOptionExpression>();
selectOptNode->optionName = std::move(optionName);
selectOptNode->falsePath = std::move(falsePath);
selectOptNode->truePath = std::move(truePath);
return selectOptNode;
}
inline std::unique_ptr<ShaderAst::SwizzleExpression> Impl::Swizzle::operator()(ShaderAst::ExpressionPtr expression, std::vector<ShaderAst::SwizzleComponent> swizzleComponents) const
{
auto swizzleNode = std::make_unique<ShaderAst::SwizzleExpression>();
swizzleNode->expression = std::move(expression);
assert(swizzleComponents.size() <= swizzleNode->components.size());
swizzleNode->componentCount = swizzleComponents.size();
for (std::size_t i = 0; i < swizzleNode->componentCount; ++i)
swizzleNode->components[i] = swizzleComponents[i];
return swizzleNode;
}
inline std::unique_ptr<ShaderAst::UnaryExpression> Impl::Unary::operator()(ShaderAst::UnaryType op, ShaderAst::ExpressionPtr expression) const
{
auto unaryNode = std::make_unique<ShaderAst::UnaryExpression>();
unaryNode->expression = std::move(expression);
unaryNode->op = op;
return unaryNode;
}
}
#include <Nazara/Shader/DebugOff.hpp>