Files
bluflame/aiwaz/Aiwaz/Resources/Shader/Shader.cpp
2026-04-18 22:31:51 +02:00

141 lines
3.2 KiB
C++

#include "stdafx.h"
#include "IResourceFactory.h"
#include "Shader.h"
Shader::Shader(IEngine& argEngine)
: m_Engine(argEngine)
, m_Technique(NULL)
, m_InternalShader(NULL)
, m_CurrentPass(-1)
, m_Priority(0)
{
m_Commands.push_back(new Command(this, CommandFlags::StartChain | CommandFlags::SubChainStart, ApplyFirstPassCommandType, 2, m_Priority));
m_Commands.push_back(new Command(this, CommandFlags::SubChainEnd, NextPassCommandType, -1, m_Priority));
}
Shader::~Shader()
{
this->Uninitialize();
m_Engine.get_ResourceFactory().DeleteShader(*const_cast<Shader*>(this), true);
}
void Shader::set_TechniqueName(const string8& argValue)
{
m_TechniqueName = argValue;
if (this->get_InternalShader() == NULL)
return;
if (m_TechniqueName.empty())
{
m_Technique = this->get_InternalShader()->get_DX10Effect()->GetTechniqueByIndex(0);
if (m_Technique != NULL)
{
D3D10_TECHNIQUE_DESC desc;
m_Technique->GetDesc(&desc);
m_TechniqueName = desc.Name;
}
}
m_Technique = this->get_InternalShader()->get_DX10Effect()->GetTechniqueByName(m_TechniqueName.c_str());
if (m_Technique == NULL)
{
throw L"Shader: Technique not found.";
}
m_Technique->GetDesc(&m_TechDesc);
}
void Shader::LoadFromFile(const string16& argValue)
{
this->CreateOrFindShader(argValue);
this->set_TechniqueName(m_TechniqueName);
}
void Shader::Uninitialize()
{
if (m_Engine.get_EngineStates().LastShader == this)
m_Engine.get_EngineStates().LastShader = NULL;
m_Technique = NULL;
m_CurrentPass = -1;
m_TechniqueName = "";
}
bool Shader::TryApplyNextPass()
{
if (m_InternalShader == NULL || m_Technique == NULL)
throw L"Shader: Access forbidden until resource has been initialized.";
if (m_CurrentPass >= m_TechDesc.Passes)
m_CurrentPass = m_TechDesc.Passes;
else
m_CurrentPass++;
if (m_CurrentPass >= m_TechDesc.Passes)
return false;
return true;
}
void Shader::ApplyFirstPass()
{
if (m_InternalShader == NULL || m_Technique == NULL)
throw L"Shader: Access forbidden until resource has been initialized.";
m_CurrentPass = 0;
m_Engine.get_EngineStates().LastShader = this;
}
void Shader::set_Priority(unsigned char argValue)
{
m_Priority = argValue;
for (uint32 i = 0; i < m_Commands.size(); ++i)
if (m_Commands[i]->Type == ApplyFirstPassCommandType)
m_Commands[i]->SubPriority = m_Priority;
}
unsigned char Shader::get_Priority() const
{
return m_Priority;
}
IInternalShader* Shader::CreateOrFindShader(const string16& argFileName)
{
IResourceFactory& resFac = m_Engine.get_ResourceFactory();
m_InternalShader = &resFac.CreateOrFindInternalShader(std::to_string8(argFileName));
if (m_InternalShader != NULL)
{
if (resFac.HasCreatedResource())
m_InternalShader->LoadFromFile(argFileName);
return m_InternalShader;
}
throw L"Shader: Unable to create ShaderInternal for specified Shader.";
}
CommandExecuteResult::Enumeration Shader::ExecuteCommand(unsigned char argCommandType, ICommandBuffer& argCurrentBuffer, uint32 argCurrentPositon)
{
if (argCommandType == Shader::ApplyFirstPassCommandType)
{
this->ApplyFirstPass();
}
else if (argCommandType == Shader::NextPassCommandType)
{
if (this->TryApplyNextPass())
return CommandExecuteResult::RetrySubChainSkipHead;
}
return CommandExecuteResult::None;
}