Create a material given a shader. Also registers it in the material manager @param shader the path to the shader */
| 70 | @param shader the path to the shader |
| 71 | */ |
| 72 | Material::Material(const std::string& name, const std::string& vertShaderSrc, const std::string& fragShaderSrc) : name(name) { |
| 73 | //check if material is already loaded |
| 74 | if (MaterialManager::HasMaterialByName(name)) { |
| 75 | throw new runtime_error("Material with name " + name + "is already allocated! Use GetMaterialByName to get it."); |
| 76 | } |
| 77 | |
| 78 | struct shader_src{ |
| 79 | ShaderStage type; |
| 80 | std::string source; |
| 81 | shader_src(ShaderStage t, const std::string& s) : type(t), source(s){} |
| 82 | }; |
| 83 | vector<shader_src> uncompressed_shaders; |
| 84 | { |
| 85 | //create shader program |
| 86 | Unzipper uz(name + ".bin"); |
| 87 | auto names = uz.entries(); |
| 88 | for (const auto& n : names){ |
| 89 | //uncompress shader |
| 90 | std::vector<unsigned char> unzipped_entry; |
| 91 | uz.extractEntryToMemory(n.name, unzipped_entry); |
| 92 | string name_only = path(n.name).replace_extension(""); |
| 93 | uncompressed_shaders.emplace_back(stagemap.at(name_only),string(unzipped_entry.begin(),unzipped_entry.end())); |
| 94 | } |
| 95 | } |
| 96 | |
| 97 | //maps the memory appropriately so uniforms can be set |
| 98 | uint32_t constantBufferIndex = 0; //needs to be 1 on Metal |
| 99 | LLGL::PipelineLayoutDescriptor pldesc; |
| 100 | pldesc.bindings = { |
| 101 | LLGL::BindingDescriptor{ |
| 102 | "Settings", LLGL::ResourceType::Buffer, LLGL::BindFlags::ConstantBuffer, |
| 103 | LLGL::StageFlags::VertexStage, //this makes the uniform availabe to the vertex stage. Change to make available to other shaders |
| 104 | constantBufferIndex |
| 105 | } |
| 106 | }; |
| 107 | |
| 108 | LLGL::PipelineLayout* pipelinelayout = RenderEngine::GetRenderSystem()->CreatePipelineLayout(pldesc); |
| 109 | |
| 110 | //create the CPU-mirror to update uniforms |
| 111 | LLGL::BufferDescriptor constantBufferDesc; |
| 112 | constantBufferDesc.size = sizeof(settings); |
| 113 | constantBufferDesc.cpuAccessFlags = LLGL::CPUAccessFlags::ReadWrite; |
| 114 | constantBufferDesc.bindFlags = LLGL::BindFlags::ConstantBuffer; |
| 115 | //constantBufferDesc.miscFlags = LLGL::MiscFlags::DynamicUsage; |
| 116 | constantBuffer = RenderEngine::GetRenderSystem()->CreateBuffer(constantBufferDesc, &settings); |
| 117 | |
| 118 | //create a resource heap with the constant buffer |
| 119 | LLGL::ResourceHeapDescriptor heapdesc; |
| 120 | heapdesc.pipelineLayout = pipelinelayout; |
| 121 | heapdesc.resourceViews = { constantBuffer }; |
| 122 | |
| 123 | resourceHeap = RenderEngine::GetRenderSystem()->CreateResourceHeap(heapdesc); |
| 124 | |
| 125 | const auto& languages = RenderEngine::GetRenderSystem()->GetRenderingCaps().shadingLanguages; |
| 126 | |
| 127 | LLGL::ShaderDescriptor vertShaderDesc, fragShaderDesc; |
| 128 | |
| 129 | auto path = std::filesystem::current_path(); |
nothing calls this directly
no test coverage detected