138 lines
4.8 KiB
C++
138 lines
4.8 KiB
C++
// Copyright (C) 2022 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
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// This file is part of the "Nazara Engine - Graphics module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#include <Nazara/Graphics/PredefinedShaderStructs.hpp>
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#include <Nazara/Utility/FieldOffsets.hpp>
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#include <Nazara/Graphics/Debug.hpp>
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namespace Nz
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{
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PredefinedLightData PredefinedLightData::GetOffsets()
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{
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PredefinedLightData lightData;
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FieldOffsets lightStruct(StructLayout::Std140);
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lightData.lightMemberOffsets.type = lightStruct.AddField(StructFieldType::Int1);
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lightData.lightMemberOffsets.color = lightStruct.AddField(StructFieldType::Float4);
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lightData.lightMemberOffsets.factor = lightStruct.AddField(StructFieldType::Float2);
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lightData.lightMemberOffsets.parameter1 = lightStruct.AddField(StructFieldType::Float4);
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lightData.lightMemberOffsets.parameter2 = lightStruct.AddField(StructFieldType::Float4);
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lightData.lightMemberOffsets.parameter3 = lightStruct.AddField(StructFieldType::Float4);
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lightData.lightMemberOffsets.shadowMappingFlag = lightStruct.AddField(StructFieldType::Bool1);
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lightData.lightSize = lightStruct.GetAlignedSize();
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FieldOffsets lightDataStruct(StructLayout::Std140);
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lightData.lightsOffset = lightDataStruct.AddStructArray(lightStruct, MaxLightCount);
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lightData.lightCountOffset = lightDataStruct.AddField(StructFieldType::UInt1);
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lightData.totalSize = lightDataStruct.GetAlignedSize();
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return lightData;
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}
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MaterialSettings::SharedUniformBlock PredefinedLightData::GetUniformBlock(UInt32 bindingIndex, ShaderStageTypeFlags shaderStages)
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{
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PredefinedLightData lightData = GetOffsets();
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std::vector<MaterialSettings::UniformVariable> variables = {
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{
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{ "Lights", lightData.lightsOffset }
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}
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};
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MaterialSettings::SharedUniformBlock uniformBlock = {
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bindingIndex,
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"LightData",
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std::move(variables),
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shaderStages
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};
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return uniformBlock;
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}
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PredefinedInstanceData PredefinedInstanceData::GetOffsets()
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{
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FieldOffsets viewerStruct(StructLayout::Std140);
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PredefinedInstanceData instanceData;
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instanceData.worldMatrixOffset = viewerStruct.AddMatrix(StructFieldType::Float1, 4, 4, true);
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instanceData.invWorldMatrixOffset = viewerStruct.AddMatrix(StructFieldType::Float1, 4, 4, true);
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instanceData.totalSize = viewerStruct.GetAlignedSize();
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return instanceData;
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}
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MaterialSettings::SharedUniformBlock PredefinedInstanceData::GetUniformBlock(UInt32 bindingIndex, ShaderStageTypeFlags shaderStages)
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{
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PredefinedInstanceData instanceData = GetOffsets();
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std::vector<MaterialSettings::UniformVariable> variables = {
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{
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{ "WorldMatrix", instanceData.worldMatrixOffset },
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{ "InvWorldMatrix", instanceData.invWorldMatrixOffset }
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}
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};
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MaterialSettings::SharedUniformBlock uniformBlock = {
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bindingIndex,
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"InstanceData",
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std::move(variables),
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shaderStages
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};
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return uniformBlock;
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}
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PredefinedViewerData PredefinedViewerData::GetOffsets()
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{
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FieldOffsets viewerStruct(StructLayout::Std140);
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PredefinedViewerData viewerData;
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viewerData.projMatrixOffset = viewerStruct.AddMatrix(StructFieldType::Float1, 4, 4, true);
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viewerData.invProjMatrixOffset = viewerStruct.AddMatrix(StructFieldType::Float1, 4, 4, true);
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viewerData.viewMatrixOffset = viewerStruct.AddMatrix(StructFieldType::Float1, 4, 4, true);
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viewerData.invViewMatrixOffset = viewerStruct.AddMatrix(StructFieldType::Float1, 4, 4, true);
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viewerData.viewProjMatrixOffset = viewerStruct.AddMatrix(StructFieldType::Float1, 4, 4, true);
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viewerData.invViewProjMatrixOffset = viewerStruct.AddMatrix(StructFieldType::Float1, 4, 4, true);
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viewerData.targetSizeOffset = viewerStruct.AddField(StructFieldType::Float2);
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viewerData.invTargetSizeOffset = viewerStruct.AddField(StructFieldType::Float2);
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viewerData.eyePositionOffset = viewerStruct.AddField(StructFieldType::Float3);
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viewerData.totalSize = viewerStruct.GetAlignedSize();
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return viewerData;
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}
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MaterialSettings::SharedUniformBlock PredefinedViewerData::GetUniformBlock(UInt32 bindingIndex, ShaderStageTypeFlags shaderStages)
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{
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PredefinedViewerData viewerData = GetOffsets();
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std::vector<MaterialSettings::UniformVariable> variables = {
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{
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{ "EyePosition", viewerData.eyePositionOffset },
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{ "InvProjMatrix", viewerData.invProjMatrixOffset },
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{ "InvTargetSize", viewerData.invTargetSizeOffset },
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{ "InvViewMatrix", viewerData.invViewMatrixOffset },
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{ "InvViewProjMatrix", viewerData.invViewProjMatrixOffset },
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{ "ProjMatrix", viewerData.projMatrixOffset },
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{ "TargetSize", viewerData.targetSizeOffset },
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{ "ViewMatrix", viewerData.viewMatrixOffset },
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{ "ViewProjMatrix", viewerData.viewProjMatrixOffset }
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}
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};
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MaterialSettings::SharedUniformBlock uniformBlock = {
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bindingIndex,
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"ViewerData",
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std::move(variables),
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shaderStages
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};
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return uniformBlock;
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}
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}
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