Shader files: hlsl & glsl

- Moved #define LT_ENGINE_RESOURCES_*_SHADER_* definitions to files
       * Note: This was done so for a gcc compilation error caused by R"()" string

- Removed test print fps in  'Application::GameLoop()'
This commit is contained in:
Light 2021-07-10 19:59:27 +04:30
parent a3f0693655
commit 033a3b1dd1
15 changed files with 116 additions and 179 deletions

View file

@ -37,8 +37,9 @@ project "Engine"
includedirs
{
-- engine
"%{prj.location}/src" ,
"%{prj.location}/src/Engine" ,
"%{prj.location}" ,
"%{prj.location}/src" ,
"%{prj.location}/src/Engine" ,
"%{prj.location}/src/Platform/GraphicsAPI" ,
"%{prj.location}/src/Platform/OS" ,
@ -108,4 +109,8 @@ project "Engine"
-- distribution
filter "configurations:Distribution"
defines "LIGHT_DIST"
optimize "on"
optimize "on"
filter { "files:**.hlsl" }
flags "ExcludeFromBuild"
shadermodel "4.0"

View file

@ -0,0 +1,10 @@
#version 440 core
in vec4 vso_FragmentColor;
out vec4 fso_FragmentColor;
void main()
{
fso_FragmentColor = vso_FragmentColor;
}

View file

@ -0,0 +1,4 @@
float4 main(float4 Color : COLOR) : SV_Target
{
return Color;
}

View file

@ -0,0 +1,17 @@
#version 440 core
layout(location = 0) in vec3 a_Position;
layout(location = 1) in vec4 a_Color;
layout(std140, binding = 0) uniform ub_ViewProjection
{
mat4 viewProjection;
};
out vec4 vso_FragmentColor;
void main()
{
gl_Position = viewProjection * vec4(a_Position, 1.0);
vso_FragmentColor = a_Color;
}

View file

@ -0,0 +1,14 @@
struct VertexOut
{
float4 Color : COLOR;
float4 Position : SV_Position;
};
VertexOut main(float3 InPosition : POSITION, float4 InColor : COLOR)
{
VertexOut vso;
vso.Position = float4(InPosition.x, InPosition.y, InPosition.z, 1.0);
vso.Color = InColor;
return vso;
}

View file

@ -1,63 +0,0 @@
#define LT_ENGINE_RESOURCES_QUAD_SHADER_VS \
R"(
+GLSL
#version 440 core
layout(location = 0) in vec3 a_Position;
layout(location = 1) in vec4 a_Color;
layout(std140, binding = 0) uniform ub_ViewProjection
{
mat4 viewProjection;
};
out vec4 vso_FragmentColor;
void main()
{
gl_Position = viewProjection * vec4(a_Position, 1.0);
vso_FragmentColor = a_Color;
}
-GLSL
+HLSL
struct VertexOut
{
float4 Color : COLOR;
float4 Position : SV_Position;
};
VertexOut main(float3 InPosition : POSITION, float4 InColor : COLOR)
{
VertexOut vso;
vso.Position = float4(InPosition.x, InPosition.y, InPosition.z, 1.0);
vso.Color = InColor;
return vso;
}
-HLSL)"
#define LT_ENGINE_RESOURCES_QUAD_SHADER_PS \
R"(
+GLSL
#version 440 core
in vec4 vso_FragmentColor;
out vec4 fso_FragmentColor;
void main()
{
fso_FragmentColor = vso_FragmentColor;
}
-GLSL
+HLSL
float4 main(float4 Color : COLOR) : SV_Target
{
return Color;
}
-HLSL
)"

View file

@ -0,0 +1,12 @@
#version 440 core
in vec2 vso_TexCoord;
uniform sampler2D u_Texture;
out vec4 fso_FragmentColor;
void main()
{
fso_FragmentColor = texture(u_Texture, vso_TexCoord);
}

View file

@ -0,0 +1,7 @@
sampler samplerState : register(s0);
Texture2D<float4> myTexture : register(t0);
float4 main(float2 InTexChoord : TEXCOORD) : SV_Target
{
return myTexture.Sample(samplerState, InTexChoord);
}

View file

@ -0,0 +1,17 @@
#version 440 core
layout(location = 0) in vec3 a_Position;
layout(location = 1) in vec2 a_TexCoord;
layout(std140, binding = 0) uniform ub_ViewProjection
{
mat4 u_ViewProjection;
};
out vec2 vso_TexCoord;
void main()
{
gl_Position = u_ViewProjection * vec4(a_Position, 1.0);
vso_TexCoord = a_TexCoord;
}

View file

@ -0,0 +1,19 @@
struct VertexOut
{
float2 TexChoord : TEXCOORD;
float4 Position : SV_Position;
};
cbuffer cb_ViewProjection : register(b0)
{
row_major matrix viewProjection;
}
VertexOut main(float3 InPosition : POSITION, float2 InTexChoord : TEXCOORD)
{
VertexOut vso;
vso.Position = mul(float4(InPosition, 1.0), viewProjection);
vso.TexChoord = InTexChoord;
return vso;
}

View file

@ -1,76 +0,0 @@
#define LT_ENGINE_RESOURCES_TEXTURE_SHADER_VS \
R"(
+GLSL
#version 440 core
layout(location = 0) in vec3 a_Position;
layout(location = 1) in vec2 a_TexCoord;
layout(std140, binding = 0) uniform ub_ViewProjection
{
mat4 u_ViewProjection;
};
out vec2 vso_TexCoord;
void main()
{
gl_Position = u_ViewProjection * vec4(a_Position, 1.0);
vso_TexCoord = a_TexCoord;
}
-GLSL
+HLSL
struct VertexOut
{
float2 TexChoord : TEXCHOORD;
float4 Position : SV_Position;
};
cbuffer cb_ViewProjection : register(b0)
{
row_major matrix viewProjection;
}
VertexOut main(float3 InPosition : POSITION, float2 InTexChoord : TEXCOORD)
{
VertexOut vso;
vso.Position = mul(float4(InPosition, 1.0), viewProjection);
vso.TexChoord = InTexChoord;
return vso;
}
-HLSL
)"
#define LT_ENGINE_RESOURCES_TEXTURE_SHADER_PS \
R"(
+GLSL
#version 440 core
in vec2 vso_TexCoord;
uniform sampler2D u_Texture;
out vec4 fso_FragmentColor;
void main()
{
fso_FragmentColor = texture(u_Texture, vso_TexCoord);
}
-GLSL
+HLSL
sampler samplerState : register(s0);
Texture2D<float4> myTexture : register(t0);
float4 main(float2 InTexChoord : TEXCHOORD) : SV_Target
{
return myTexture.Sample(samplerState, InTexChoord);
}
-HLSL
)"

View file

@ -43,8 +43,6 @@ namespace Light {
m_Window->SetVisibility(true);
DeltaTimer deltaTimer;
Timer timer;
int frames = 0;
//** GAMELOOP **//
while (!m_Window->IsClosed())
@ -52,15 +50,6 @@ namespace Light {
// update layers
m_LayerStack.OnUpdate(deltaTimer.GetDeltaTime());
frames++;
if (timer.GetElapsedTime() > 1.0f)
{
LT_ENGINE_INFO(frames);
frames = 0;
timer.Reset();
}
// render layers
m_Window->GetGfxContext()->GetRenderer()->BeginFrame();
m_LayerStack.OnRender();

View file

@ -7,8 +7,6 @@
#include "Graphics/Buffers.h"
#include "Graphics/VertexLayout.h"
#include "../res/Shaders/QuadShader.h"
#include "Utility/ResourceManager.h"
namespace Light {
@ -16,7 +14,7 @@ namespace Light {
QuadRendererProgram::QuadRendererProgram(unsigned int maxVertices, std::shared_ptr<SharedContext> sharedContext)
: m_MaxVertices(maxVertices)
{
ResourceManager::CreateShader("LT_ENGINE_RESOURCES_QUAD_SHADER", LT_ENGINE_RESOURCES_QUAD_SHADER_VS, LT_ENGINE_RESOURCES_QUAD_SHADER_PS);
ResourceManager::LoadShader("LT_ENGINE_RESOURCES_QUAD_SHADER", "../Engine/res/Shaders/Quad/Quad_VS", "../Engine//res/Shaders/Quad/Quad_PS");
m_Shader = ResourceManager::GetShader("LT_ENGINE_RESOURCES_QUAD_SHADER");
m_VertexBuffer = std::shared_ptr<VertexBuffer>(VertexBuffer::Create(nullptr, sizeof(QuadVertexData), maxVertices, sharedContext));
@ -63,4 +61,5 @@ namespace Light {
m_VertexBuffer->Bind();
m_IndexBuffer->Bind();
}
}

View file

@ -7,8 +7,6 @@
#include "Graphics/Buffers.h"
#include "Graphics/VertexLayout.h"
#include "../res/Shaders/TextureShader.h"
#include "Utility/ResourceManager.h"
namespace Light {
@ -16,7 +14,7 @@ namespace Light {
TextureRendererProgram::TextureRendererProgram(unsigned int maxVertices, std::shared_ptr<SharedContext> sharedContext)
: m_MaxVertices(maxVertices)
{
ResourceManager::CreateShader("LT_ENGINE_RESOURCES_TEXTURE_SHADER", LT_ENGINE_RESOURCES_TEXTURE_SHADER_VS, LT_ENGINE_RESOURCES_TEXTURE_SHADER_PS);
ResourceManager::LoadShader("LT_ENGINE_RESOURCES_TEXTURE_SHADER", "../Engine/res/Shaders/Texture/Texture_VS", "../Engine/res/Shaders/Texture/Texture_PS");
m_Shader = ResourceManager::GetShader("LT_ENGINE_RESOURCES_TEXTURE_SHADER");
m_VertexBuffer = std::shared_ptr<VertexBuffer>(VertexBuffer::Create(nullptr, sizeof(TextureVertexData), maxVertices, sharedContext));

View file

@ -55,21 +55,14 @@ namespace Light {
LT_ENGINE_ASSERT(!vertexPath.empty(), "ResourceManager::LoadShader: 'vertexPath' is empty");
LT_ENGINE_ASSERT(!pixelPath.empty(), "ResourceManager::LoadShader: 'pixelPath' is empty");
std::string vPath = vertexPath + (GraphicsContext::GetGraphicsAPI() == GraphicsAPI::OpenGL ? ".glsl" : ".hlsl");
std::string pPath = pixelPath + (GraphicsContext::GetGraphicsAPI() == GraphicsAPI::OpenGL ? ".glsl" : ".hlsl");
// initialize
std::ifstream vsStream(vertexPath), psStream(pixelPath);
std::ifstream vsStream(vPath), psStream(pPath);
std::stringstream vsSS, psSS; // pss pss pss pss :D
std::string vertexSource, pixelSource;
std::string line;
// delim
std::string delim = GraphicsContext::GetGraphicsAPI() == GraphicsAPI::OpenGL ? "GLSL" :
GraphicsContext::GetGraphicsAPI() == GraphicsAPI::DirectX ? "HLSL" : NULL;
// check
LT_ENGINE_ASSERT(!delim.empty(), "ResourceManager::LoadShader: invalid/unsupported 'GraphicsAPI': {}", GraphicsContext::GetGraphicsAPI());
LT_ENGINE_ASSERT(vsStream.is_open(), "ResourceManager::LoadShader: invalid 'vertexPath': {}", vertexPath);
LT_ENGINE_ASSERT(psStream.is_open(), "ResourceManager::LoadShader: invalid 'pixelPath': {}", pixelPath);
// read
while (std::getline(vsStream, line))
vsSS << line << '\n';
@ -77,16 +70,8 @@ namespace Light {
while (std::getline(psStream, line))
psSS << line << '\n';
// save to string
vertexSource = vsSS.str();
pixelSource = psSS.str();
// extract source
ResourceManager::ExtractShaderSource(vertexSource, delim);
ResourceManager::ExtractShaderSource(pixelSource, delim);
// create shader
m_Shaders[name] = std::shared_ptr<Shader>(Shader::Create(vertexSource, pixelSource, m_SharedContext));
m_Shaders[name] = std::shared_ptr<Shader>(Shader::Create(vsSS.str(), psSS.str(), m_SharedContext));
}
void ResourceManager::LoadTextureImpl(const std::string& name, const std::string& path, unsigned int desiredComponents /* = 4u */)