NazaraEngine/include/Nazara/Renderer/ShaderSerializer.hpp

112 lines
3.2 KiB
C++

// 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 <Nazara/Prerequisites.hpp>
#include <Nazara/Core/ByteArray.hpp>
#include <Nazara/Core/ByteStream.hpp>
#include <Nazara/Renderer/Config.hpp>
#include <Nazara/Renderer/ShaderVisitor.hpp>
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<typename T> void Container(T& container);
template<typename T> void Enum(T& enumVal);
virtual bool IsWriting() const = 0;
virtual void Node(NodePtr& node) = 0;
template<typename T> void Node(std::shared_ptr<T>& 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 <Nazara/Renderer/ShaderSerializer.inl>
#endif