#ifndef __URDE_TSHADER_HPP__ #define __URDE_TSHADER_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" namespace urde { template class TShader { public: struct IDataBindingFactory { virtual boo::IShaderDataBinding* BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx, FilterImp& filter)=0; }; static boo::IShaderPipeline* m_pipeline; static boo::IVertexFormat* m_vtxFmt; /* No OpenGL */ 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::OGL: m_bindFactory.reset(FilterImp::Initialize(static_cast(ctx), m_pipeline)); break; #if _WIN32 case boo::IGraphicsDataFactory::Platform::D3D11: case boo::IGraphicsDataFactory::Platform::D3D12: m_bindFactory.reset(FilterImp::Initialize(static_cast(ctx), m_pipeline, m_vtxFmt)); break; #endif #if BOO_HAS_METAL case boo::IGraphicsDataFactory::Platform::Metal: m_bindFactory.reset(FilterImp::Initialize(static_cast(ctx), m_pipeline, m_vtxFmt)); break; #endif #if BOO_HAS_VULKAN case boo::IGraphicsDataFactory::Platform::Vulkan: m_bindFactory.reset(FilterImp::Initialize(static_cast(ctx), m_pipeline, m_vtxFmt)); break; #endif default: break; } return true; }); } static void Shutdown() { m_gfxToken.doDestroy(); } static boo::IShaderDataBinding* BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx, FilterImp& filter) { return m_bindFactory->BuildShaderDataBinding(ctx, filter); } }; #define URDE_DECL_SPECIALIZE_SHADER(cls) \ template <> boo::IShaderPipeline* \ TShader::m_pipeline; \ template <> boo::IVertexFormat* \ TShader::m_vtxFmt; \ \ template <> std::unique_ptr::IDataBindingFactory> \ TShader::m_bindFactory; \ template <> boo::GraphicsDataToken \ TShader::m_gfxToken; \ #define URDE_SPECIALIZE_SHADER(cls) \ template <> boo::IShaderPipeline* \ TShader::m_pipeline = nullptr; \ template <> boo::IVertexFormat* \ TShader::m_vtxFmt = nullptr; \ \ template <> std::unique_ptr::IDataBindingFactory> \ TShader::m_bindFactory = {}; \ template <> boo::GraphicsDataToken \ TShader::m_gfxToken = {}; \ \ template class TShader; } #endif // __URDE_TSHADER_HPP__