Mercurial > games > semicongine
comparison src/zamikongine/shader.nim @ 19:b55d6ecde79d
did: introduce scene graph, meshs and generic vertex buffers
author | Sam <sam@basx.dev> |
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date | Mon, 09 Jan 2023 11:04:19 +0700 |
parents | src/shader.nim@b40466fa446a |
children | b45a5d338cd0 |
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18:90e117952f74 | 19:b55d6ecde79d |
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1 import std/strutils | |
2 import std/tables | |
3 | |
4 import ./vulkan_helpers | |
5 import ./vulkan | |
6 import ./vertex | |
7 import ./glslang/glslang | |
8 | |
9 type | |
10 ShaderProgram* = object | |
11 entryPoint*: string | |
12 programType*: VkShaderStageFlagBits | |
13 shader*: VkPipelineShaderStageCreateInfo | |
14 | |
15 proc initShaderProgram*(device: VkDevice, programType: VkShaderStageFlagBits, shader: string, entryPoint: string="main"): ShaderProgram = | |
16 result.entryPoint = entryPoint | |
17 result.programType = programType | |
18 | |
19 const VK_GLSL_MAP = { | |
20 VK_SHADER_STAGE_VERTEX_BIT: GLSLANG_STAGE_VERTEX, | |
21 VK_SHADER_STAGE_FRAGMENT_BIT: GLSLANG_STAGE_FRAGMENT, | |
22 }.toTable() | |
23 var code = compileGLSLToSPIRV(VK_GLSL_MAP[result.programType], shader, "<memory-shader>") | |
24 var createInfo = VkShaderModuleCreateInfo( | |
25 sType: VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO, | |
26 codeSize: uint(code.len * sizeof(uint32)), | |
27 pCode: if code.len > 0: addr(code[0]) else: nil, | |
28 ) | |
29 var shaderModule: VkShaderModule | |
30 checkVkResult vkCreateShaderModule(device, addr(createInfo), nil, addr(shaderModule)) | |
31 | |
32 result.shader = VkPipelineShaderStageCreateInfo( | |
33 sType: VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO, | |
34 stage: programType, | |
35 module: shaderModule, | |
36 pName: cstring(result.entryPoint), # entry point for shader | |
37 ) | |
38 | |
39 func generateVertexShaderCode*[T](entryPoint, positionAttrName, colorAttrName: static string): string = | |
40 var lines: seq[string] | |
41 lines.add "#version 450" | |
42 lines.add generateGLSLDeclarations[T]() | |
43 lines.add "layout(location = 0) out vec3 fragColor;" | |
44 lines.add "void " & entryPoint & "() {" | |
45 | |
46 for name, value in T().fieldPairs: | |
47 when typeof(value) is VertexAttribute and name == positionAttrName: | |
48 lines.add " gl_Position = vec4(" & name & ", 0.0, 1.0);" | |
49 when typeof(value) is VertexAttribute and name == colorAttrName: | |
50 lines.add " fragColor = " & name & ";" | |
51 lines.add "}" | |
52 return lines.join("\n") | |
53 | |
54 func generateFragmentShaderCode*[T](entryPoint: static string): string = | |
55 var lines: seq[string] | |
56 lines.add "#version 450" | |
57 lines.add "layout(location = 0) in vec3 fragColor;" | |
58 lines.add "layout(location = 0) out vec4 outColor;" | |
59 lines.add "void " & entryPoint & "() {" | |
60 lines.add " outColor = vec4(fragColor, 1.0);" | |
61 lines.add "}" | |
62 | |
63 return lines.join("\n") |