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// This file is part of the 64k demo project.
// It defines the ShaderComposer class for managing WGSL snippets.
#pragma once
#include "generated/assets.h" // For AssetId
#include <map>
#include <set>
#include <string>
#include <vector>
class ShaderComposer {
public:
static ShaderComposer& Get();
// Register a snippet (e.g. "common_math", "sdf_primitives")
void RegisterSnippet(const std::string& name, const std::string& code);
using CompositionMap = std::map<std::string, std::string>;
// Assemble a final shader string by prepending required snippets
// and recursively resolving #include "snippet_name" directives.
// Optional substitutions: map "placeholder_name" -> "actual_snippet_name"
std::string Compose(const std::vector<std::string>& dependencies,
const std::string& main_code,
const CompositionMap& substitutions = {});
std::string Compose(const std::vector<std::string>& dependencies,
AssetId main_code_asset_id,
const CompositionMap& substitutions = {});
private:
ShaderComposer() = default;
void ResolveRecursive(const std::string& source, std::stringstream& ss,
std::set<std::string>& included,
const CompositionMap& substitutions);
std::map<std::string, std::string> snippets_;
};
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