Example #1
0
 public static Func <T1, T2, T3, T4, TRes> Function <T1, T2, T3, T4, TRes> (
     Expression <Func <Func <T1, T2, T3, T4, TRes> > > member,
     Expression <Func <T1, T2, T3, T4, TRes> > func)
 {
     GlslParser.CreateFunction((member.Body as MemberExpression).Member, func);
     return(func.Compile());
 }
Example #2
0
 public static Macro <T1, T2, T3, T4, T5, T6, TRes> Macro <T1, T2, T3, T4, T5, T6, TRes> (
     Expression <Func <Macro <T1, T2, T3, T4, T5, T6, TRes> > > member,
     Expression <Macro <T1, T2, T3, T4, T5, T6, TRes> > macro)
 {
     GlslParser.CreateMacro((member.Body as MemberExpression).Member, macro);
     return(macro.Compile());
 }
Example #3
0
        public static string CreateShader <T> (string version, Expression <Func <Shader <T> > > shader)
        {
            var parser = new GlslParser();

            parser.DeclareVaryings(typeof(T), GlslAst.VaryingKind.Out);
            parser.ParseShader(shader);
            return(parser.BuildShaderCode());
        }
Example #4
0
        public static GLShader Create <T> (ShaderType type, Expression <Func <Shader <T> > > func)
        {
            var source = GlslParser.CreateShader(func);

            Console.WriteLine(source);
            Console.WriteLine("--------------------------------------------------------------------------------");
            return(new GLShader(type, source));
        }
Example #5
0
        /// <summary>
        /// Shader creation for geometry and tesselation shaders. They return multiple results
        /// instead of one.
        /// </summary>
        public static GLShader CreateGeometryShader <V> (int vertexCount, int invocations,
                                                         PrimitiveType inputPrimitive, PrimitiveType outputPrimitive, Expression <Func <Shader <V[]> > > func)
            where V : PerVertexOut, new ()
        {
            var source = GlslParser.CreateGeometryShader(vertexCount, invocations, inputPrimitive,
                                                         outputPrimitive, func);

            Console.WriteLine(source);
            return(new GLShader(ShaderType.GeometryShader, source));
        }
Example #6
0
        public static string CreateGeometryShader <T> (string version, int vertexCount,
                                                       int invocations, PrimitiveType inputPrimitive, PrimitiveType outputPrimitive,
                                                       Expression <Func <Shader <T[]> > > shader)
        {
            var parser = new GlslParser();

            if (invocations > 0)
            {
                parser.DeclOut("layout (invocations = {0}) in;", invocations);
            }
            parser.DeclOut("layout ({0}) in;", inputPrimitive.MapInputGSPrimitive());
            parser.DeclOut("layout ({0}, max_vertices = {1}) out;",
                           outputPrimitive.MapOutputGSPrimitive(), vertexCount);
            parser.DeclareVaryings(typeof(T), GlslAst.VaryingKind.Out);
            parser.ParseGeometryShader(shader);
            return(parser.BuildShaderCode());
        }