Format code for shader generators

This commit is contained in:
Wojciech Figat
2022-03-28 14:01:29 +02:00
parent a685962d32
commit e56b280f5b
13 changed files with 234 additions and 281 deletions

View File

@@ -117,7 +117,7 @@ void ParticleEmitterGPUGenerator::ProcessGroupParameters(Box* box, Node* node, V
{
switch (node->TypeID)
{
// Get
// Get
case 1:
case 2:
{
@@ -188,7 +188,7 @@ void ParticleEmitterGPUGenerator::ProcessGroupParameters(Box* box, Node* node, V
value = Value(VariantType::Object, param->ShaderName);
break;
default:
CRASH;
CRASH;
break;
}
}
@@ -208,7 +208,7 @@ void ParticleEmitterGPUGenerator::ProcessGroupTools(Box* box, Node* node, Value&
{
switch (node->TypeID)
{
// Linearize Depth
// Linearize Depth
case 7:
{
// Get input
@@ -218,11 +218,11 @@ void ParticleEmitterGPUGenerator::ProcessGroupTools(Box* box, Node* node, Value&
linearizeSceneDepth(node, depth, value);
break;
}
// Time
// Time
case 8:
value = box->ID == 0 ? Value(VariantType::Float, TEXT("Time")) : Value(VariantType::Float, TEXT("DeltaTime"));
break;
// Transform Position To Screen UV
// Transform Position To Screen UV
case 9:
{
const Value position = tryGetValue(node->GetBox(0), Value::Zero).AsVector3();
@@ -242,13 +242,11 @@ void ParticleEmitterGPUGenerator::ProcessGroupParticles(Box* box, Node* node, Va
{
switch (node->TypeID)
{
// Particle Attribute
// Particle Attribute
case 100:
{
value = AccessParticleAttribute(node, (StringView)node->Values[0], static_cast<ParticleAttribute::ValueTypes>(node->Values[1].AsInt), AccessMode::Read);
break;
}
// Particle Attribute (by index)
// Particle Attribute (by index)
case 303:
{
const Char* format;
@@ -285,61 +283,43 @@ void ParticleEmitterGPUGenerator::ProcessGroupParticles(Box* box, Node* node, Va
value = writeLocal(type, String::Format(format, attribute.Offset, particleIndex.Value), node);
break;
}
// Particle Position
// Particle Position
case 101:
{
value = AccessParticleAttribute(node, TEXT("Position"), ParticleAttribute::ValueTypes::Vector3, AccessMode::Read);
break;
}
// Particle Lifetime
// Particle Lifetime
case 102:
{
value = AccessParticleAttribute(node, TEXT("Lifetime"), ParticleAttribute::ValueTypes::Float, AccessMode::Read);
break;
}
// Particle Age
// Particle Age
case 103:
{
value = AccessParticleAttribute(node, TEXT("Age"), ParticleAttribute::ValueTypes::Float, AccessMode::Read);
break;
}
// Particle Color
// Particle Color
case 104:
{
value = AccessParticleAttribute(node, TEXT("Color"), ParticleAttribute::ValueTypes::Vector4, AccessMode::Read);
break;
}
// Particle Velocity
// Particle Velocity
case 105:
{
value = AccessParticleAttribute(node, TEXT("Velocity"), ParticleAttribute::ValueTypes::Vector3, AccessMode::Read);
break;
}
// Particle Sprite Size
// Particle Sprite Size
case 106:
{
value = AccessParticleAttribute(node, TEXT("SpriteSize"), ParticleAttribute::ValueTypes::Vector2, AccessMode::Read);
break;
}
// Particle Mass
// Particle Mass
case 107:
{
value = AccessParticleAttribute(node, TEXT("Mass"), ParticleAttribute::ValueTypes::Float, AccessMode::Read);
break;
}
// Particle Rotation
// Particle Rotation
case 108:
{
value = AccessParticleAttribute(node, TEXT("Rotation"), ParticleAttribute::ValueTypes::Vector3, AccessMode::Read);
break;
}
// Particle Angular Velocity
// Particle Angular Velocity
case 109:
{
value = AccessParticleAttribute(node, TEXT("AngularVelocity"), ParticleAttribute::ValueTypes::Vector3, AccessMode::Read);
break;
}
// Particle Normalized Age
// Particle Normalized Age
case 110:
{
const auto age = AccessParticleAttribute(node, TEXT("Age"), ParticleAttribute::ValueTypes::Float, AccessMode::Read);
@@ -347,91 +327,65 @@ void ParticleEmitterGPUGenerator::ProcessGroupParticles(Box* box, Node* node, Va
value = writeOperation2(node, age, lifetime, '/');
break;
}
// Particle Radius
// Particle Radius
case 111:
{
value = AccessParticleAttribute(node, TEXT("Radius"), ParticleAttribute::ValueTypes::Float, AccessMode::Read);
break;
}
// Effect Position
// Effect Position
case 200:
{
value = Value(VariantType::Vector3, TEXT("EffectPosition"));
break;
}
// Effect Rotation
// Effect Rotation
case 201:
{
value = Value(VariantType::Quaternion, TEXT("EffectRotation"));
break;
}
// Effect Scale
// Effect Scale
case 202:
{
value = Value(VariantType::Vector3, TEXT("EffectScale"));
break;
}
// Simulation Mode
// Simulation Mode
case 203:
{
value = Value(box->ID == 1);
break;
}
// View Position
// View Position
case 204:
{
value = Value(VariantType::Vector3, TEXT("ViewPos"));
break;
}
// View Direction
// View Direction
case 205:
{
value = Value(VariantType::Vector3, TEXT("ViewDir"));
break;
}
// View Far Plane
// View Far Plane
case 206:
{
value = Value(VariantType::Float, TEXT("ViewFar"));
break;
}
// Screen Size
// Screen Size
case 207:
{
value = Value(VariantType::Vector2, box->ID == 0 ? TEXT("ScreenSize.xy") : TEXT("ScreenSize.zw"));
break;
}
// Random Float
// Random Float
case 208:
{
value = writeLocal(VariantType::Float, TEXT("RAND"), node);
break;
}
// Random Vector2
// Random Vector2
case 209:
{
value = writeLocal(VariantType::Vector2, TEXT("RAND2"), node);
break;
}
// Random Vector3
// Random Vector3
case 210:
{
value = writeLocal(VariantType::Vector3, TEXT("RAND3"), node);
break;
}
// Random Vector4
// Random Vector4
case 211:
{
value = writeLocal(VariantType::Vector4, TEXT("RAND4"), node);
break;
}
// Particle Position (world space)
// Particle Position (world space)
case 212:
value = AccessParticleAttribute(node, TEXT("Position"), ParticleAttribute::ValueTypes::Vector3, AccessMode::Read);
if (IsLocalSimulationSpace())
value = writeLocal(VariantType::Vector3, String::Format(TEXT("mul(float4({0}, 1), WorldMatrix).xyz"), value.Value), node);
break;
// Random Float Range
// Random Float Range
case 213:
{
auto& a = node->Values[0].AsFloat;
@@ -439,7 +393,7 @@ void ParticleEmitterGPUGenerator::ProcessGroupParticles(Box* box, Node* node, Va
value = writeLocal(VariantType::Float, String::Format(TEXT("lerp({0}, {1}, RAND)"), a, b), node);
break;
}
// Random Vector2 Range
// Random Vector2 Range
case 214:
{
auto& a = node->Values[0].AsVector2();
@@ -447,7 +401,7 @@ void ParticleEmitterGPUGenerator::ProcessGroupParticles(Box* box, Node* node, Va
value = writeLocal(VariantType::Vector2, String::Format(TEXT("float2(lerp({0}, {1}, RAND), lerp({2}, {3}, RAND))"), a.X, b.X, a.Y, b.Y), node);
break;
}
// Random Vector3 Range
// Random Vector3 Range
case 215:
{
auto& a = node->Values[0].AsVector3();
@@ -455,7 +409,7 @@ void ParticleEmitterGPUGenerator::ProcessGroupParticles(Box* box, Node* node, Va
value = writeLocal(VariantType::Vector3, String::Format(TEXT("float3(lerp({0}, {1}, RAND), lerp({2}, {3}, RAND), lerp({4}, {5}, RAND))"), a.X, b.X, a.Y, b.Y, a.Z, b.Z), node);
break;
}
// Random Vector4 Range
// Random Vector4 Range
case 216:
{
auto& a = node->Values[0].AsVector4();
@@ -463,7 +417,7 @@ void ParticleEmitterGPUGenerator::ProcessGroupParticles(Box* box, Node* node, Va
value = writeLocal(VariantType::Vector4, String::Format(TEXT("float4(lerp({0}, {1}, RAND), lerp({2}, {3}, RAND), lerp({4}, {5}, RAND), lerp({6}, {7}, RAND))"), a.X, b.X, a.Y, b.Y, a.Z, b.Z, a.W, b.W), node);
break;
}
// Particle Emitter Function
// Particle Emitter Function
case 300:
{
// Load function asset
@@ -518,11 +472,11 @@ void ParticleEmitterGPUGenerator::ProcessGroupParticles(Box* box, Node* node, Va
_graphStack.Pop();
break;
}
// Particle Index
// Particle Index
case 301:
value = Value(VariantType::Uint, TEXT("context.ParticleIndex"));
break;
// Particles Count
// Particles Count
case 302:
value = Value(VariantType::Uint, TEXT("context.ParticlesCount"));
break;
@@ -535,7 +489,7 @@ void ParticleEmitterGPUGenerator::ProcessGroupFunction(Box* box, Node* node, Val
{
switch (node->TypeID)
{
// Function Input
// Function Input
case 1:
{
// Find the function call
@@ -595,7 +549,6 @@ void ParticleEmitterGPUGenerator::ProcessGroupFunction(Box* box, Node* node, Val
}
break;
}
default:
break;
}