axmol/extensions/Effekseer/EffekseerMaterialCompiler/GLSLGenerator/ShaderGenerator.h

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#pragma once
#include "../../Effekseer/Effekseer/Material/Effekseer.MaterialCompiler.h"
#include <iostream>
namespace Effekseer
{
namespace GLSL
{
struct ShaderData
{
std::string CodeVS;
std::string CodePS;
};
class ShaderGenerator
{
bool useUniformBlock_ = false;
bool useSet_ = false;
int32_t textureBindingOffset_ = 0;
std::string Replace(std::string target, std::string from_, std::string to_);
std::string GetType(int32_t i);
std::string GetElement(int32_t i);
void ExportUniform(std::ostringstream& maincode, int32_t type, const char* name);
void ExportTexture(std::ostringstream& maincode, const char* name, int bind, int stage);
void ExportHeader(std::ostringstream& maincode, MaterialFile* materialFile, int stage, bool isSprite, bool isOutputDefined, bool is450);
void ExportDefaultUniform(std::ostringstream& maincode, MaterialFile* materialFile, int stage, bool isSprite);
void ExportMain(std::ostringstream& maincode,
MaterialFile* materialFile,
int stage,
bool isSprite,
MaterialShaderType shaderType,
const std::string& baseCode,
bool useUniformBlock);
public:
ShaderData GenerateShader(MaterialFile* materialFile,
MaterialShaderType shaderType,
int32_t maximumUniformCount,
int32_t maximumTextureCount,
bool useUniformBlock,
bool isOutputDefined,
bool is450,
bool useSet,
int textureBindingOffset,
bool isYInverted,
bool isScreenFlipped,
int instanceCount);
};
} // namespace GLSL
} // namespace Effekseer