CSEngine
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SShaderGroup.cpp
1
2#include "SShaderGroup.h"
3#include "../GLProgramHandle.h"
4#include "../Loader/XML/XML.h"
5#include "ShaderUtil.h"
6#include "../../Manager/EngineCore.h"
7#include "SMaterial.h"
8
9
10using namespace CSE;
11
12RESOURCE_CONSTRUCTOR(SShaderGroup) {}
13
14SShaderGroup::~SShaderGroup() {
15}
16
17void SShaderGroup::Exterminate() {
18}
19
20void SShaderGroup::Init(const AssetMgr::AssetReference* asset) {
21 const XNode* root;
22
23 try {
24 root = XFILE(asset->name_path.c_str()).getRoot();
25 }
26 catch (int e) {
27// SAFE_DELETE(root);
28 return;
29 }
30
31 const auto& cse_mat = root->getChild("CSESHADER");
32 const auto& cse_shaders = cse_mat.children;
33 for (const auto& shader : cse_shaders) {
34 const auto& pass = shader.getAttribute("pass").value;
35 const auto& vert_path = shader.getAttribute("v").value;
36 const auto& frag_path = shader.getAttribute("f").value;
37
38 std::string&& vert = "";
39 std::string&& frag = "";
40
41 std::string hashes = "";
42
43 if (shader.hasAttribute("localPath")
44 && shader.getAttribute("localPath").value == "1") {
45 const auto vert_asset_path = asset->path + vert_path;
46 const auto frag_asset_path = asset->path + frag_path;
47 vert = AssetMgr::LoadAssetFile(vert_asset_path);
48 frag = AssetMgr::LoadAssetFile(frag_asset_path);
49 hashes = GetShaderHash(vert_asset_path, frag_asset_path);
50 } else {
51 const auto& resMgr = CORE->GetCore(ResMgr);
52 const auto& vert_asset = resMgr->GetAssetReference(vert_path);
53 const auto& frag_asset = resMgr->GetAssetReference(frag_path);
54
55 vert = AssetMgr::LoadAssetFile(vert_asset->name_path);
56 frag = AssetMgr::LoadAssetFile(frag_asset->name_path);
57 hashes = vert_asset->hash + frag_asset->hash;
58 }
59
60 if (vert.empty() || frag.empty() || hashes.empty()) continue;
61
62 const auto& existHandle = SResource::Get<GLProgramHandle>(hashes);
63 GLProgramHandle* handle = nullptr;
64 if (existHandle == nullptr) {
65 handle = ShaderUtil::CreateProgramHandle(vert.c_str(), frag.c_str());
66 handle->SetName(hashes);
67 } else {
68 handle = existHandle;
69 }
70
71 if (shader.hasAttribute("cullFace")) {
72 const char value = shader.getAttribute("cullFace").value[0];
73 if (value == 'F' || value == 'f') {
74 handle->CullFace = GL_FRONT;
75 }
76 else if (value == 'B' || value == 'b') {
77 handle->CullFace = GL_BACK;
78 }
79 else {
80 handle->CullFace = 0;
81 }
82 }
83
84 m_handles.insert(std::pair<std::string, GLProgramHandle*>(pass, handle));
85 if(pass == "geometry") m_geometryHandle = handle;
86 if(pass == "forward") m_forwardHandle = handle;
87 if(pass == "depthOnly") m_depthOnlyHandle = handle;
88 }
89
90 SAFE_DELETE(root);
91}
92
93std::string SShaderGroup::GetShaderHash(const std::string& vert_path, const std::string& frag_path) {
94 return AssetMgr::GetAssetHash(vert_path) + AssetMgr::GetAssetHash(frag_path);
95}
96
97const GLProgramHandle* SShaderGroup::GetHandle(const std::string& pass) const {
98 return m_handles.at(pass);
99}
100
101const GLProgramHandle* SShaderGroup::GetHandleByMode(int mode) const {
102 const std::unordered_map<SMaterial::SMaterialMode, std::string> pass_map = {
103 {SMaterial::FORWARD, "forward"},
104 {SMaterial::DEFERRED, "geometry"},
105 {SMaterial::DEPTH_ONLY, "depthOnly"}
106 };
107
108 return m_handles.at(pass_map.at(static_cast<SMaterial::SMaterialMode>(mode)));
109}
110
111void SShaderGroup::SetValue(std::string name_str, VariableBinder::Arguments value) {
112}
113
114std::string SShaderGroup::PrintValue() const {
115 return {};
116}
void SetValue(std::string name_str, Arguments value) override
static GLProgramHandle * CreateProgramHandle(const GLchar *vertexSource, const GLchar *fragmentSource, GLProgramHandle *handle=nullptr)
Creates a program handle.
Definition XML.h:77
Definition XML.h:43