253 lines
6.8 KiB
C++
253 lines
6.8 KiB
C++
#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);
|
|
}
|
|
} |