#ifndef __URDE_TMULTIBLENDSHADER_HPP__ #define __URDE_TMULTIBLENDSHADER_HPP__ #include "Graphics/CGraphics.hpp" #include "boo/graphicsdev/GL.hpp" #include "boo/graphicsdev/D3D.hpp" #include "boo/graphicsdev/Metal.hpp" #include "boo/graphicsdev/Vulkan.hpp" #include "Camera/CCameraFilter.hpp" namespace urde { template class TMultiBlendShader { public: struct IDataBindingFactory { virtual boo::IShaderDataBinding* BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx, CCameraFilterPass::EFilterType type, ShaderImp& filter)=0; }; static std::unique_ptr m_bindFactory; static boo::GraphicsDataToken m_gfxToken; static void Initialize() { if (!CGraphics::g_BooFactory) return; m_gfxToken = CGraphics::CommitResources( [&](boo::IGraphicsDataFactory::Context& ctx) -> bool { switch (ctx.platform()) { case boo::IGraphicsDataFactory::Platform::OpenGL: m_bindFactory.reset(ShaderImp::Initialize(static_cast(ctx))); break; #if _WIN32 case boo::IGraphicsDataFactory::Platform::D3D11: case boo::IGraphicsDataFactory::Platform::D3D12: m_bindFactory.reset(ShaderImp::Initialize(static_cast(ctx))); break; #endif #if BOO_HAS_METAL case boo::IGraphicsDataFactory::Platform::Metal: m_bindFactory.reset(ShaderImp::Initialize(static_cast(ctx))); break; #endif #if BOO_HAS_VULKAN case boo::IGraphicsDataFactory::Platform::Vulkan: m_bindFactory.reset(ShaderImp::Initialize(static_cast(ctx))); break; #endif default: break; } return true; }); } static void Shutdown() { ShaderImp::Shutdown(); m_gfxToken.doDestroy(); } static boo::IShaderDataBinding* BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx, CCameraFilterPass::EFilterType type, ShaderImp& filter) { return m_bindFactory->BuildShaderDataBinding(ctx, type, filter); } }; #define URDE_DECL_SPECIALIZE_MULTI_BLEND_SHADER(cls) \ template <> std::unique_ptr::IDataBindingFactory> \ TMultiBlendShader::m_bindFactory; \ template <> boo::GraphicsDataToken \ TMultiBlendShader::m_gfxToken; \ #define URDE_SPECIALIZE_MULTI_BLEND_SHADER(cls) \ template <> std::unique_ptr::IDataBindingFactory> \ TMultiBlendShader::m_bindFactory = {}; \ template <> boo::GraphicsDataToken \ TMultiBlendShader::m_gfxToken = {}; \ \ template class TMultiBlendShader; } #endif // __URDE_TMULTIBLENDSHADER_HPP__