Esempio n. 1
0
        public void Generate(ShaderGenerationContext context)
        {
            List <PipelineStateKeyword> keywords = context.KeywordMap.GetKeywords <PipelineStateKeyword>();

            string           lightMode        = context.CurrentPass.LightMode;
            KeywordLightMode keywordLightMode = context.KeywordMap.GetKeyword <KeywordLightMode>();

            if (context.CurrentPass.IsMainPass && keywordLightMode.OverwriteLightMode != null)
            {
                lightMode = keywordLightMode.OverwriteLightMode;
            }
            if (context.CurrentPass != null && lightMode != null)
            {
                context.WriteLine($"Tags{{\"LightMode\" = \"{lightMode}\"}}");
            }

            foreach (PipelineStateKeyword keyword in keywords)
            {
                keyword.Write(context);
            }

            if (context.CurrentPass.CustomStencilDefinition != null)
            {
                context.WriteLine(context.CurrentPass.CustomStencilDefinition);
            }
        }
Esempio n. 2
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        internal virtual void WritePass(ShaderGenerationContext context, ShaderModel config, SourceMap.ShaderPassSource passSpecificCode)
        {
            var mode = GetShadowDepthMode(context);

            if (UsePassName != null)
            {
                if (mode == KeywordShadowDepthPass.ShadowDepthPassMode.DefaultPass)
                {
                    new UsePass(UsePassName).WritePass(context, config, null);
                    return;
                }

                if (mode == KeywordShadowDepthPass.ShadowDepthPassMode.Off)
                {
                    return;
                }
            }

            context.LogShaderSection($"Shader Pass {GetType().Name}");

            context.WriteLine("Pass{");

            var shaderPassContext = context.CreatePassContext(context, this, config, passSpecificCode);

            shaderPassContext.WriteIndented(WriteInnerPass);

            context.WriteLine("}");
        }
Esempio n. 3
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        private void AppendProperties(ShaderGenerationContext context)
        {
            context.WriteLine($"Properties");
            context.WriteLine($"{{");

            context.KeywordMap.GetMultiKeywords <KeywordProperty>().ForEach(keyword => keyword.Write(context, true));

            context.WriteLine($"");
            context.WriteLine($"}}");
        }
Esempio n. 4
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        private void WriteInnerPass(ShaderGenerationContext context)
        {
            _context = context;
            var pipelineState = new PipelineState();

            pipelineState.Generate(context);

            context.WriteLine("HLSLPROGRAM");

            OnBeginWritingPassCode(context);

            context.WriteLine("#pragma vertex vert");
            context.WriteLine("#pragma fragment frag");
            context.WriteLine($"#define {GetType().Name}");

            context.KeywordMap.GetKeyword <KeywordVertexInput>().Write(context);
            context.KeywordMap.GetKeyword <KeywordFragmentInput>().Write(context);

            context.KeywordMap.GetMultiKeywords <KeywordCodeBlock>().ForEach(block => block.Write(context));

            context.WriteLine(GetShaderHeader());

            context.KeywordMap.GetKeyword <KeywordVertexShader>().Write(context);
            context.KeywordMap.GetKeyword <KeywordFragmentShader>().Write(context);

            context.WriteLine("ENDHLSL");
        }
Esempio n. 5
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 private void GenerateOuter(ShaderGenerationContext context, Action <ShaderGenerationContext> action)
 {
     context.WriteLine($"Shader \"{context.KeywordMap.GetKeyword<KeywordName>().ShaderName}\" {{");
     context.WriteIndented(action);
     context.WriteLine($"}}");
 }
 internal override void Write(ShaderGenerationContext context)
 {
     context.WriteLine($"{Name} {FirstLineArguments}");
 }