77 lines
2.2 KiB
C++
77 lines
2.2 KiB
C++
//
|
|
// Copyright Contributors to the MaterialX Project
|
|
// SPDX-License-Identifier: Apache-2.0
|
|
//
|
|
|
|
#include <MaterialXGenGlsl/Nodes/LightShaderNodeGlsl.h>
|
|
|
|
#include <MaterialXGenShader/Shader.h>
|
|
|
|
MATERIALX_NAMESPACE_BEGIN
|
|
|
|
LightShaderNodeGlsl::LightShaderNodeGlsl() :
|
|
_lightUniforms(HW::LIGHT_DATA, EMPTY_STRING)
|
|
{
|
|
}
|
|
|
|
ShaderNodeImplPtr LightShaderNodeGlsl::create()
|
|
{
|
|
return std::make_shared<LightShaderNodeGlsl>();
|
|
}
|
|
|
|
const string& LightShaderNodeGlsl::getTarget() const
|
|
{
|
|
return GlslShaderGenerator::TARGET;
|
|
}
|
|
|
|
void LightShaderNodeGlsl::initialize(const InterfaceElement& element, GenContext& context)
|
|
{
|
|
SourceCodeNode::initialize(element, context);
|
|
|
|
if (_inlined)
|
|
{
|
|
throw ExceptionShaderGenError("Light shaders doesn't support inlined implementations'");
|
|
}
|
|
|
|
if (!element.isA<Implementation>())
|
|
{
|
|
throw ExceptionShaderGenError("Element '" + element.getName() + "' is not an Implementation element");
|
|
}
|
|
|
|
const Implementation& impl = static_cast<const Implementation&>(element);
|
|
|
|
// Store light uniforms for all inputs on the interface
|
|
NodeDefPtr nodeDef = impl.getNodeDef();
|
|
for (InputPtr input : nodeDef->getActiveInputs())
|
|
{
|
|
_lightUniforms.add(TypeDesc::get(input->getType()), input->getName(), input->getValue());
|
|
}
|
|
}
|
|
|
|
void LightShaderNodeGlsl::createVariables(const ShaderNode&, GenContext& context, Shader& shader) const
|
|
{
|
|
ShaderStage& ps = shader.getStage(Stage::PIXEL);
|
|
|
|
// Create all light uniforms
|
|
VariableBlock& lightData = ps.getUniformBlock(HW::LIGHT_DATA);
|
|
for (size_t i = 0; i < _lightUniforms.size(); ++i)
|
|
{
|
|
const ShaderPort* u = _lightUniforms[i];
|
|
lightData.add(u->getType(), u->getName());
|
|
}
|
|
|
|
const GlslShaderGenerator& shadergen = static_cast<const GlslShaderGenerator&>(context.getShaderGenerator());
|
|
shadergen.addStageLightingUniforms(context, ps);
|
|
}
|
|
|
|
void LightShaderNodeGlsl::emitFunctionCall(const ShaderNode&, GenContext& context, ShaderStage& stage) const
|
|
{
|
|
DEFINE_SHADER_STAGE(stage, Stage::PIXEL)
|
|
{
|
|
const ShaderGenerator& shadergen = context.getShaderGenerator();
|
|
shadergen.emitLine(_functionName + "(light, position, result)", stage);
|
|
}
|
|
}
|
|
|
|
MATERIALX_NAMESPACE_END
|