NazaraEngine/include/Nazara/Shader/ShaderBuilder.inl

107 lines
4.3 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::BinaryExpression> Impl::Binary::operator()(ShaderAst::BinaryType op, ShaderAst::ExpressionPtr left, ShaderAst::ExpressionPtr right) const
{
auto constantNode = std::make_unique<ShaderAst::BinaryExpression>();
constantNode->op = op;
constantNode->left = std::move(left);
constantNode->right = std::move(right);
return constantNode;
}
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::ConstantExpression> Impl::Constant::operator()(ShaderConstantValue 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, std::vector<ShaderAst::DeclareFunctionStatement::Parameter> parameters, std::vector<ShaderAst::StatementPtr> statements, ShaderAst::ShaderExpressionType 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::vector<ShaderAst::Attribute> attributes, std::string name, std::vector<ShaderAst::DeclareFunctionStatement::Parameter> parameters, std::vector<ShaderAst::StatementPtr> statements, ShaderAst::ShaderExpressionType returnType) const
{
auto declareFunctionNode = std::make_unique<ShaderAst::DeclareFunctionStatement>();
declareFunctionNode->attributes = std::move(attributes);
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::DeclareVariableStatement> Nz::ShaderBuilder::Impl::DeclareVariable::operator()(std::string name, ShaderAst::ShaderExpressionType 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::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::ReturnStatement> Impl::Return::operator()(ShaderAst::ExpressionPtr expr) const
{
auto returnNode = std::make_unique<ShaderAst::ReturnStatement>();
returnNode->returnExpr = std::move(expr);
return returnNode;
}
template<typename T>
std::unique_ptr<T> Impl::NoParam<T>::operator()() const
{
return std::make_unique<T>();
}
}
#include <Nazara/Shader/DebugOff.hpp>