light/modules/asset_baker/public/bakers.hpp

64 lines
1.5 KiB
C++

#pragma once
#include <assets/shader.hpp>
inline void bake_shader(
const std::filesystem::path &in_path,
const std::filesystem::path &out_path,
lt::assets::ShaderAsset::Type type
)
{
using lt::assets::ShaderAsset;
using enum lt::assets::ShaderAsset::Type;
auto glsl_path = in_path.string();
auto spv_path = std::format("{}.spv", glsl_path);
log_trc(
"Compiling {} shader {} -> {}",
type == vertex ? "vertex" : "fragment",
glsl_path,
spv_path
);
// Don't bother linking to shaderc, just invoke the command with a system call.
// NOLINTNEXTLINE(concurrency-mt-unsafe)
system(
std::format(
"glslc --target-env=vulkan1.4 -std=450core -fshader-stage={} {} -o {}",
type == vertex ? "vert" : "frag",
glsl_path,
spv_path
)
.c_str()
);
auto stream = std::ifstream(spv_path, std::ios::binary);
lt::ensure(
stream.is_open(),
"Failed to open compiled {} shader at: {}",
type == vertex ? "vert" : "frag",
spv_path
);
stream.seekg(0, std::ios::end);
const auto size = stream.tellg();
auto bytes = std::vector<std::byte>(size);
stream.seekg(0, std::ios::beg);
stream.read((char *)bytes.data(), size); // NOLINT
log_dbg("BYTES: {}", bytes.size());
stream.close();
std::filesystem::remove(spv_path);
ShaderAsset::pack(
out_path,
lt::assets::AssetMetadata {
.version = lt::assets::current_version,
.type = ShaderAsset::asset_type_identifier,
},
ShaderAsset::Metadata {
.type = type,
},
std::move(bytes)
);
}