Esempio n. 1
0
        public string GetVtxShader(int ProgramIndex, bool HasGeoShader, out ShaderNameBlock Names)
        {
            ShaderProgram Program = SHBin.Programs[ProgramIndex];

            Initialize(Program);

            StringBuilder Output = new StringBuilder();

            Output.AppendLine("//SPICA auto-generated code");
            Output.AppendLine("//This code was translated from a MAESTRO Vertex Shader");
            Output.AppendLine("#version 330 core");

            Output.AppendLine();

            GenVec4Uniforms(Output, Program.Vec4Uniforms);
            GenIVec4Uniforms(Output, Program.IVec4Uniforms);
            GenBoolUniforms(Output, Program.BoolUniforms);

            Output.AppendLine();

            Output.AppendLine($"vec4 {TempRegName}[16];");
            Output.AppendLine($"bvec2 {CmpRegName};");
            Output.AppendLine($"ivec2 {A0RegName};");
            Output.AppendLine($"int {ALRegName};");

            Output.AppendLine();

            for (int i = 0; i < Program.InputRegs.Length; i++)
            {
                string Name = Program.InputRegs[i];

                if (Name != null)
                {
                    Name = $"i_{i}_{GetValidName(Name)}";

                    InputNames[i] = Name;

                    Output.AppendLine($"layout(location = {i}) in vec4 {Name};");
                }
            }

            Output.AppendLine();

            GenOutputs(Output, Program.OutputRegs, HasGeoShader ? "_" : string.Empty);

            int FuncStart = Output.Length;

            while (Procs.Count > 0)
            {
                SB = new StringBuilder(Environment.NewLine);

                GenProc(Program, Procs.Dequeue());

                Output.Insert(FuncStart, SB.ToString());
            }

            Names = GetNameBlock();

            return(Output.ToString());
        }
Esempio n. 2
0
        public string GetGeoShader(int ProgramIndex, string[] VtxShaderOutputs, out ShaderNameBlock Names)
        {
            ShaderProgram Program = SHBin.Programs[ProgramIndex];

            Initialize(Program);

            StringBuilder Output = new StringBuilder();

            Output.AppendLine("//SPICA auto-generated code");
            Output.AppendLine("//This code was translated from a MAESTRO Geometry Shader");
            Output.AppendLine("#version 330 core");

            Output.AppendLine();

            GenVec4Uniforms(Output, Program.Vec4Uniforms);
            GenIVec4Uniforms(Output, Program.IVec4Uniforms);
            GenBoolUniforms(Output, Program.BoolUniforms);

            Output.AppendLine();

            Output.AppendLine($"vec4 {TempRegName}[16];");
            Output.AppendLine($"bvec2 {CmpRegName};");
            Output.AppendLine($"ivec2 {A0RegName};");
            Output.AppendLine($"int {ALRegName};");
            Output.AppendLine("int geo_i;");

            Output.AppendLine();

            Output.AppendLine("layout(triangles) in;");
            Output.AppendLine("layout(triangle_strip, max_vertices = 12) out;");

            Output.AppendLine();

            for (int i = 0; i < VtxShaderOutputs.Length; i++)
            {
                if (VtxShaderOutputs[i] != null)
                {
                    InputNames[i] = $"{VtxShaderOutputs[i]}[geo_i]";

                    Output.AppendLine($"in vec4 {VtxShaderOutputs[i]}[];");
                }
            }

            Output.AppendLine();

            GenOutputs(Output, Program.OutputRegs);

            int FuncStart = Output.Length;

            while (Procs.Count > 0)
            {
                SB = new StringBuilder(Environment.NewLine);

                GenProc(Program, Procs.Dequeue());

                Output.Insert(FuncStart, SB.ToString());
            }

            Names = GetNameBlock();

            return(Output.ToString());
        }