rj-action-library/Runtime/Rendering/Objects/CompositorEffectGraph/CompositorEffectShaderProce...

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using Godot;
using System.Collections.Generic;
namespace Rokojori
{
public class CompositorEffectShaderProcessor:CompositorEffectGraphProcessor
{
protected string _shaderPath;
public CompositorEffectShaderProcessor( _XX_CompositorEffectGraph graph, string shaderPath ):base( graph )
{
this._shaderPath = shaderPath;
}
protected RDShader _shader;
protected RDPipeline _pipeline;
protected RDPushConstants _constants;
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public RDPushConstants constants => _constants;
protected Vector3I _groupSize = new Vector3I( 8, 8, 0 );
protected List<CompositorEffectGraphTextureSlot> _textureSlots = new List<CompositorEffectGraphTextureSlot>();
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protected override void OnInitialize()
{
graph.Verbose( "Trying to load shader: ", _shaderPath );
if ( _shaderPath == null )
{
graph.Error( "_shaderPath == null" );
return;
}
var glslFile = GD.Load<RDShaderFile>( _shaderPath );
if ( glslFile == null )
{
graph.Error( "Couldn't load shader at path:", _shaderPath );
return;
}
_shader = RDShader.CreateFromSpirV( graph, glslFile.GetSpirV() );
if ( _shader == null )
{
graph.Error( "Couldn't create shader from code, path:", _shaderPath );
return;
}
_pipeline = RDPipeline.Create( graph, _shader );
if ( _shader == null )
{
graph.Error( "Couldn't create pipeline from compiled shader, path:", _shaderPath );
return;
}
graph.Verbose( "Created shader at path: ", _shaderPath );
}
public override void Process()
{
var context = graph.context;
context.Clear();
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context.ComputeGroups( _groupSize );
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context.SetShaderAndPipeline( _shader, _pipeline );
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_textureSlots.ForEach( t =>
{
t.ResolveTexture();
graph.context.AssignUniformSet_Texture( t.GetTexture(), t.sampler );
}
);
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context.pushConstants = _constants;
context.Render();
}
}
}