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#pragma once
#include "../../DataView.hpp"
#include "../../utils.hpp"
#include "../../Result.hpp"
#include "CommonShader.hpp"
#include "ShaderVec.hpp"
#include <string>
#include <unordered_map>
#include <vector>
#include <stdexcept>
#include <functional>
namespace amalgine
{
class PixelShaderTooManyAttributes : public std::runtime_error
{
public:
PixelShaderTooManyAttributes(i32 maxPixelAttributes);
};
class PixelShaderAttributeAlreadyDefined : public std::runtime_error
{
public:
PixelShaderAttributeAlreadyDefined(const std::string &attributeName);
};
class PixelShaderInvalidAttributeName : public std::runtime_error
{
public:
PixelShaderInvalidAttributeName(const std::string &attributeName);
};
class PixelShaderFunctionAlreadyDefined : public std::runtime_error
{
public:
PixelShaderFunctionAlreadyDefined(const std::string &funcName);
};
using PixelShaderMainFunc = std::function<void()>;
/*
* Using the same PixelShader instance in multiple threads to define data is not thread safe.
* All get*** functions are thread safe.
*/
class CompiledPixelShader;
class PixelShader
{
DISABLE_COPY(PixelShader)
friend class ShaderProgram;
public:
PixelShader();
const std::string& getOutputAttributeName(i32 attributeIndex);
ShaderOutputVec4 defineOutputVec4(const std::string &name);
void defineMain(PixelShaderMainFunc mainFunc);
void assign(const ShaderOutputVec4 &lhsVariable, const ShaderVec4 &rhsVariable);
Result<CompiledPixelShader*> compile();
private:
void writeHeader(const std::string &code);
void writeBody(const std::string &code);
std::string build() const;
/*
* Throws PixelShaderTooManyAttributes if too many pixel attributes are defined for the platform.
* Throws PixelShaderAttributeAlreadyDefined if a pixel attribute with the same name has already been defined.
*/
i32 defineOutputVariable(const std::string &variableName, const char *typeName);
private:
std::string header;
std::string body;
int locationCounter;
i32 maxPixelAttribs; // Could make this static
std::unordered_map<std::string, i32> pixelAttributes;
std::vector<ShaderAttribute> pixelAttributeNames;
bool mainFuncDefined;
};
}
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