203 lines
6.9 KiB
C#
203 lines
6.9 KiB
C#
//-----------------------------------------------------------------------
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// -----------------------------------------------------------------------
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// file="ShaderGenerator"
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// Project: StgSharp
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// AuthorGroup: Nitload
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// Copyright (c) Nitload. All rights reserved.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in all
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// copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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// SOFTWARE.
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//
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// -----------------------------------------------------------------------
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// -----------------------------------------------------------------------
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using StgSharp.Graphics;
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using StgSharp.Graphics.OpenGL;
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using StgSharp.Mathematics;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Runtime.Serialization;
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using System.Text;
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using System.Threading.Tasks;
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namespace StgSharp.Graphics.ShaderEdit
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{
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public class ShaderGenerator
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{
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private Dictionary<int, ShaderParameter> uniformDefine;
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private List<string> codeList;
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private List<ShaderFunction> usedShaderFunctions;
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public Uniform<T> DefineUniform<T>(string name, int index) where T: unmanaged
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{
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ShaderParameter p = new ShaderParameter(name, ShaderParameter.TypeMarshal<T>());
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uniformDefine.Add(index, p);
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// return new Uniform<TView>();
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throw new NotImplementedException();
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}
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}
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public class ShaderFunction
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{
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private List<string> codeList;
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private List<ShaderParameter> inputList;
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private ShaderParameter outPut;
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private string name;
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public int ParameterCount => inputList.Count;
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public void EmitCall(ShaderFunction function, ShaderParameter outPut, params ShaderParameter[] inputParams)
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{
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if (inputParams.Length != function.ParameterCount)
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{
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// Param list length not equal
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throw new ArgumentException(
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"Provided parameters does not match function's parameter list.");
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}
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if (!ShaderParameter.IsSameType(outPut, function.outPut))
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{
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// Type of returning value not equal
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throw new ArgumentException(
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"Provided parameters does not match function's parameter list.");
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}
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for (int i = 0; i < inputParams.Length; i++)
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{
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if (!ShaderParameter.IsSameType(function.inputList[i], inputParams[i]))
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{
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// Input type not match
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throw new InvalidCastException(
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"Provided parameters does not match function's parameter list.");
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}
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}
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string codeLine = string.Empty; // adding a line like " outvalue = Func(input1, input2,...); "
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if (outPut != ShaderParameter.Void) {
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codeLine += $"{outPut.name} = ";
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}
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codeLine += $"{function.name}(";
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foreach (ShaderParameter inputParam in inputParams) {
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codeLine += inputParam.name;
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}
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codeLine += ");\n";
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codeList.Add(codeLine);
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}
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}
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public class ShaderParameter
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{
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public static readonly ShaderParameter Void = new ShaderParameter(
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string.Empty, InternalShaderType.Void);
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internal readonly bool isReadOnly;
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internal readonly InternalShaderType type;
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internal readonly string name;
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public ShaderParameter(string name, InternalShaderType type)
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{
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this.name = name;
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this.type = type;
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isReadOnly = false;
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}
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public static bool IsSameType(ShaderParameter param1, ShaderParameter param2)
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{
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if (param1.type != InternalShaderType.Struct)
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{
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return param1.type == param2.type;
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} else
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{
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throw new Exception("Struct is currently not supported.");
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}
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}
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public static InternalShaderType TypeMarshal<T>() where T: unmanaged
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{
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switch (Type.GetTypeCode(typeof(T)))
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{
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case TypeCode.Single:
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return InternalShaderType.Float;
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case TypeCode.Double:
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return InternalShaderType.Double;
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case TypeCode.Int32:
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return InternalShaderType.Int;
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case TypeCode.UInt32:
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return InternalShaderType.UInt;
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default:
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break;
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}
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switch (typeof(T).Name)
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{
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case "vec4d":
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return InternalShaderType.Vector4;
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case "Matrix2x2":
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return InternalShaderType.Matrix2x2;
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case "Matrix2x3":
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return InternalShaderType.Matrix2x3;
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case "Matrix2x4":
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return InternalShaderType.Matrix2x4;
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case "Matrix3x2":
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return InternalShaderType.Matrix3x2;
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case "Matrix3x3":
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return InternalShaderType.Matrix3x3;
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case "Matrix3x4":
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return InternalShaderType.Matrix3x4;
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case "Matrix4x2":
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return InternalShaderType.Matrix4x2;
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case "Matrix4x3":
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return InternalShaderType.Matrix4x3;
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case "Matrix4x4":
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return InternalShaderType.Matrix4x4;
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default:
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throw new ArgumentException("Not supported shader data type.");
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}
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}
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}
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public enum InternalShaderType
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{
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#pragma warning disable CS1591
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Struct,
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Void,
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Int,
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UInt,
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Float,
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Double,
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Vector2,
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Vector3,
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Vector4,
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VectorD2,
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VectorD3,
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VectorD4,
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Matrix2x2,
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Matrix2x3,
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Matrix2x4,
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Matrix3x2,
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Matrix3x3,
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Matrix3x4,
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Matrix4x2,
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Matrix4x3,
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Matrix4x4,
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#pragma warning restore CS1591
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}
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} |