Danbias/OysterGraphics/Shader/Shader.cpp

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#include "Shader.h"
#include "../Core/Core.h"
#include "Utilities.h"
#include <fstream>
#include <sstream>
namespace Oyster
{
namespace
{
std::vector<ID3D11PixelShader*> PS;
std::map<std::string,int> PSMap;
std::vector<ID3D11GeometryShader*> GS;
std::map<std::string,int> GSMap;
std::vector<ID3D11ComputeShader*> CS;
std::map<std::string,int> CSMap;
std::vector<ID3D11VertexShader*> VS;
std::vector<ID3D10Blob*> VBlob;
std::map<std::string,int> VSMap;
std::stringstream log;
}
bool Oyster::Shader::InitShaders(const std::string &name)
{
std::ifstream input;
input.open(name.c_str());
std::string s, file,method;
std::vector<std::string> line;
if(!input.is_open())
return false;
while(!input.eof())
{
getline(input,s);
line.clear();
Utility::String::split(line,s,' ');
if(line.size())
{
if(line[0]=="F")
{
file = line[1];
}
if(line[0]=="P")
{
ID3D10Blob *Shader,*Error;
if(!PSMap.count(line[2]))
{
PSMap[line[2]]=(int)PS.size();
ID3D11PixelShader* pixel;
if(FAILED(D3DX11CompileFromFileA(file.c_str(),NULL,NULL,line[1].c_str(),"ps_5_0",0,0,NULL,&Shader,&Error,NULL)))
{
std::string fel = (char*)Error->GetBufferPointer();
PSMap.erase(line[2]);
Error->Release();
return false;
}
if(FAILED(Oyster::Core::Device->CreatePixelShader(Shader->GetBufferPointer(),Shader->GetBufferSize(),NULL,&pixel)))
{
PSMap.erase(line[2]);
Error->Release();
Shader->Release();
return false;
}
Shader->Release();
PS.push_back(pixel);
}
}
if(line[0]=="V")
{
ID3D10Blob *Shader,*Error;
if(!VSMap.count(line[2]))
{
int i = (int)VS.size();
VSMap[line[2]]= i;
ID3D11VertexShader* vertex;
if(FAILED(D3DX11CompileFromFileA(file.c_str(),NULL,NULL,line[1].c_str(),"vs_5_0",0,0,NULL,&Shader,&Error,NULL)))
{
log //<< "Shader Compilation Warning(s)/Error(s)\n-----------------------------\n"
<< (char*) Error->GetBufferPointer();
// << "-----------------------------\n";
s = log.str();
VSMap.erase(line[2]);
Error->Release();
return false;
}
if(FAILED(Oyster::Core::Device->CreateVertexShader
(Shader->GetBufferPointer(),
Shader->GetBufferSize(),
NULL,
&vertex)))
{
VSMap.erase(line[2]);
Error->Release();
Shader->Release();
return false;
}
VS.push_back(vertex);
VBlob.push_back(Shader);
}
}
if(line[0]=="G")
{
ID3D10Blob *Shader,*Error;
if(!GSMap.count(line[2]))
{
GSMap[line[2]]=(int)GS.size();
ID3D11GeometryShader* pixel;
if(FAILED(D3DX11CompileFromFileA(file.c_str(),NULL,NULL,line[1].c_str(),"gs_5_0",0,0,NULL,&Shader,&Error,NULL)))
{
std::string fel = (char*)Error->GetBufferPointer();
GSMap.erase(line[2]);
Error->Release();
return false;
}
if(FAILED(Oyster::Core::Device->CreateGeometryShader(Shader->GetBufferPointer(),Shader->GetBufferSize(),NULL,&pixel)))
{
GSMap.erase(line[2]);
Error->Release();
Shader->Release();
return false;
}
Shader->Release();
GS.push_back(pixel);
}
}
if(line[0]=="C")
{
ID3D10Blob *Shader,*Error;
if(!CSMap.count(line[2]))
{
CSMap[line[2]]=(int)CS.size();
ID3D11ComputeShader* comp;
if(FAILED(D3DX11CompileFromFileA(file.c_str(),NULL,NULL,line[1].c_str(),"cs_5_0",0,0,NULL,&Shader,&Error,NULL)))
{
std::string fel = (char*)Error->GetBufferPointer();
CSMap.erase(line[2]);
Error->Release();
return false;
}
if(FAILED(Oyster::Core::Device->CreateComputeShader(Shader->GetBufferPointer(),Shader->GetBufferSize(),NULL,&comp)))
{
CSMap.erase(line[2]);
Error->Release();
Shader->Release();
return false;
}
Shader->Release();
CS.push_back(comp);
}
}
}
}
return true;
}
void Oyster::Shader::SetShaderEffect(ShaderEffect se)
{
Shader::Set::SetPixel(se.Shaders.Pixel);
Shader::Set::SetVertex(se.Shaders.Vertex);
Shader::Set::SetGeometry(se.Shaders.Geometry);
Shader::Set::SetCompute(se.Shaders.Compute);
Oyster::Core::DeviceContext->IASetInputLayout(se.IAStage.Layout);
Oyster::Core::DeviceContext->IASetPrimitiveTopology(se.IAStage.Topology);
for(unsigned int i=0;i<se.CBuffers.Vertex.size();++i)
se.CBuffers.Vertex[i]->Apply(i);
for(unsigned int i=0;i<se.CBuffers.Geometry.size();++i)
se.CBuffers.Geometry[i]->Apply(i);
for(unsigned int i=0;i<se.CBuffers.Pixel.size();++i)
se.CBuffers.Pixel[i]->Apply(i);
Oyster::Core::DeviceContext->RSSetState(se.RenderStates.Rasterizer);
Oyster::Core::DeviceContext->PSSetSamplers(0,se.RenderStates.SampleCount,se.RenderStates.SampleState);
float test[4] = {0};
Oyster::Core::DeviceContext->OMSetBlendState(se.RenderStates.BlendState,test,-1);
}
void Oyster::Shader::Set::SetPixel(int Index)
{
if(Index==-1)
Oyster::Core::DeviceContext->PSSetShader( NULL,NULL,0);
else
Oyster::Core::DeviceContext->PSSetShader( PS[Index],NULL,0);
}
void Oyster::Shader::Set::SetVertex(int Index)
{
if(Index==-1)
Oyster::Core::DeviceContext->VSSetShader(NULL,NULL,0);
else
Oyster::Core::DeviceContext->VSSetShader(VS[Index],NULL,0);
}
void Oyster::Shader::Set::SetGeometry(int Index)
{
if(Index==-1)
Oyster::Core::DeviceContext->GSSetShader(NULL,NULL,0);
else
Oyster::Core::DeviceContext->GSSetShader(GS[Index],NULL,0);
}
void Oyster::Shader::Set::SetCompute(int Index)
{
if(Index==-1)
Oyster::Core::DeviceContext->CSSetShader(NULL,NULL,0);
else
Oyster::Core::DeviceContext->CSSetShader(CS[Index],NULL,0);
}
void Oyster::Shader::Set::SetHull(int Index)
{
}
void Oyster::Shader::Set::SetDomain(int Index)
{
}
int Oyster::Shader::Get::GetPixel(std::string Name)
{
if(PSMap.count(Name))
return PSMap[Name];
return -1;
}
int Oyster::Shader::Get::GetVertex(std::string Name)
{
if(VSMap.count(Name))
return VSMap[Name];
return -1;
}
int Oyster::Shader::Get::GetGeometry(std::string Name)
{
if(GSMap.count(Name))
return GSMap[Name];
return -1;
}
int Oyster::Shader::Get::GetCompute(std::string Name)
{
if(CSMap.count(Name))
return CSMap[Name];
return -1;
}
int Oyster::Shader::Get::GetHull(std::string Name)
{
return -1;
}
int Oyster::Shader::Get::GetDomain(std::string Name)
{
return -1;
}
void Oyster::Shader::CreateInputLayout(const D3D11_INPUT_ELEMENT_DESC *desc, int ElementCount,int VertexIndex,ID3D11InputLayout *&Layout)
{
if(VertexIndex==-1)
{
Layout=0;
return;
}
Oyster::Core::Device->CreateInputLayout(desc,ElementCount,VBlob[VertexIndex]->GetBufferPointer(),VBlob[VertexIndex]->GetBufferSize(),&Layout);
}
}