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stgsharp/StgSharp.Common/Graphics/ShaderEdit/ShaderGenerator.cs
T

209 lines
7.2 KiB
C#

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