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ShaderToyImplementation.h
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ShaderToyImplementation.h
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#pragma once
#include "PostProcessBase.h"
class ShaderToyImplementation :
public PostProcessBase
{
public:
using UniquePtr = std::unique_ptr<ShaderToyImplementation>;
ShaderToyImplementation(const std::string& hlsl);
ShaderToyImplementation(const std::vector<std::string>& hlsl);
~ShaderToyImplementation() = default;
virtual void loadProgram(SampleCallbacks* pSample, RenderContext* pContext, Gui* pGui)override;
void setTexture(int passIndex, const std::string& bufferName, const std::string& imageFile);
void setTexture(int passIndex, const std::string& bufferName, Texture::SharedPtr& imageFile);
protected:
virtual void execute()override;
virtual void gui()override;
private:
struct TextureParam {
std::string file;
std::string bufferName;
Texture::SharedPtr pTexture;
TextureParam(const char* f, const char* b, Texture::SharedPtr& p) { file = f; bufferName = b; pTexture = p; }
};
struct PassVar {
ShaderPass pToy;
ShaderVar vToy;
ProgramReflection::BindLocation mToyCBBinding;
std::vector<TextureParam> tParams;
};
std::vector<std::pair<std::string, PassVar>> passes;
public:
template <typename T>
void setParameter(const std::string& hlslName, const std::string& parameterName, T value) {
for (auto&v : passes) {
if (v.first == hlslName) {
v.second.vToy[parameterName] = value;
break;
}
}
}
};