NazaraEngine/include/Nazara/Shader/GlslWriter.hpp

113 lines
3.8 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_GLSLWRITER_HPP
#define NAZARA_GLSLWRITER_HPP
#include <Nazara/Prerequisites.hpp>
#include <Nazara/Shader/Config.hpp>
#include <Nazara/Shader/ShaderAst.hpp>
#include <Nazara/Shader/ShaderVarVisitor.hpp>
#include <Nazara/Shader/ShaderAstVisitor.hpp>
#include <Nazara/Shader/ShaderWriter.hpp>
#include <set>
#include <sstream>
#include <string>
namespace Nz
{
class NAZARA_SHADER_API GlslWriter : public ShaderWriter, public ShaderVarVisitor, public ShaderAstVisitor
{
public:
struct Environment;
using ExtSupportCallback = std::function<bool(const std::string_view& name)>;
GlslWriter();
GlslWriter(const GlslWriter&) = delete;
GlslWriter(GlslWriter&&) = delete;
~GlslWriter() = default;
std::string Generate(const ShaderAst& shader, const States& conditions = {});
void SetEnv(Environment environment);
struct Environment
{
ExtSupportCallback extCallback;
unsigned int glMajorVersion = 3;
unsigned int glMinorVersion = 0;
bool glES = false;
bool flipYPosition = false;
};
private:
void Append(ShaderExpressionType type);
void Append(ShaderNodes::BuiltinEntry builtin);
void Append(ShaderNodes::BasicType type);
void Append(ShaderNodes::MemoryLayout layout);
template<typename T> void Append(const T& param);
void AppendCommentSection(const std::string& section);
void AppendField(const std::string& structName, std::size_t* memberIndex, std::size_t remainingMembers);
void AppendFunction(const ShaderAst::Function& func);
void AppendFunctionPrototype(const ShaderAst::Function& func);
void AppendLine(const std::string& txt = {});
template<typename T> void DeclareVariables(const ShaderAst& shader, const std::vector<T>& variables, const std::string& keyword = {}, const std::string& section = {});
void EnterScope();
void LeaveScope();
using ShaderVarVisitor::Visit;
using ShaderAstVisitor::Visit;
void Visit(ShaderNodes::ExpressionPtr& expr, bool encloseIfRequired = false);
void Visit(ShaderNodes::AccessMember& node) override;
void Visit(ShaderNodes::AssignOp& node) override;
void Visit(ShaderNodes::Branch& node) override;
void Visit(ShaderNodes::BinaryOp& node) override;
void Visit(ShaderNodes::BuiltinVariable& var) override;
void Visit(ShaderNodes::Cast& node) override;
void Visit(ShaderNodes::ConditionalExpression& node) override;
void Visit(ShaderNodes::ConditionalStatement& node) override;
void Visit(ShaderNodes::Constant& node) override;
void Visit(ShaderNodes::DeclareVariable& node) override;
void Visit(ShaderNodes::ExpressionStatement& node) override;
void Visit(ShaderNodes::Identifier& node) override;
void Visit(ShaderNodes::InputVariable& var) override;
void Visit(ShaderNodes::IntrinsicCall& node) override;
void Visit(ShaderNodes::LocalVariable& var) override;
void Visit(ShaderNodes::ParameterVariable& var) override;
void Visit(ShaderNodes::OutputVariable& var) override;
void Visit(ShaderNodes::Sample2D& node) override;
void Visit(ShaderNodes::StatementBlock& node) override;
void Visit(ShaderNodes::SwizzleOp& node) override;
void Visit(ShaderNodes::UniformVariable& var) override;
static bool HasExplicitBinding(const ShaderAst& shader);
static bool HasExplicitLocation(const ShaderAst& shader);
struct Context
{
const ShaderAst* shader = nullptr;
const ShaderAst::Function* currentFunction = nullptr;
const States* states = nullptr;
};
struct State
{
std::stringstream stream;
unsigned int indentLevel = 0;
};
Context m_context;
Environment m_environment;
State* m_currentState;
};
}
#include <Nazara/Shader/GlslWriter.inl>
#endif // NAZARA_GLSLWRITER_HPP