aurora-rendering-engine/src/core/shader_manager.cpp

139 lines
3.8 KiB
C++

#include "core/shader_manager.h"
#include "utils/logger.h"
namespace are {
ShaderManager::ShaderManager()
: initialized_(false) {
}
ShaderManager::~ShaderManager() {
release();
}
bool ShaderManager::initialize() {
if (initialized_) {
ARE_LOG_WARN("ShaderManager already initialized");
return true;
}
ARE_LOG_INFO("Loading built-in shaders...");
if (!load_builtin_shaders_()) {
ARE_LOG_ERROR("Failed to load built-in shaders");
return false;
}
initialized_ = true;
ARE_LOG_INFO("ShaderManager initialized successfully");
return true;
}
void ShaderManager::release() {
if (!initialized_)
return;
shader_cache_.clear();
gbuffer_shader_.reset();
screen_blit_shader_.reset();
raytracing_shader_.reset();
denoise_shader_.reset();
initialized_ = false;
ARE_LOG_INFO("ShaderManager released");
}
std::shared_ptr<Shader> ShaderManager::load_shader(const std::string &name,
const std::string &vertex_path,
const std::string &fragment_path) {
auto it = shader_cache_.find(name);
if (it != shader_cache_.end()) {
ARE_LOG_INFO("Shader '" + name + "' loaded from cache");
return it->second;
}
auto shader = std::make_shared<Shader>();
if (!shader->load(vertex_path, fragment_path)) {
ARE_LOG_ERROR("Failed to load shader '" + name + "'");
return nullptr;
}
shader_cache_[name] = shader;
ARE_LOG_INFO("Shader '" + name + "' loaded successfully");
return shader;
}
std::shared_ptr<Shader> ShaderManager::load_compute_shader(const std::string &name,
const std::string &compute_path) {
auto it = shader_cache_.find(name);
if (it != shader_cache_.end()) {
ARE_LOG_INFO("Compute shader '" + name + "' loaded from cache");
return it->second;
}
auto shader = std::make_shared<Shader>();
if (!shader->load_compute(compute_path)) {
ARE_LOG_ERROR("Failed to load compute shader '" + name + "'");
return nullptr;
}
shader_cache_[name] = shader;
ARE_LOG_INFO("Compute shader '" + name + "' loaded successfully");
return shader;
}
std::shared_ptr<Shader> ShaderManager::get_shader(const std::string &name) const {
auto it = shader_cache_.find(name);
if (it != shader_cache_.end())
return it->second;
ARE_LOG_WARN("Shader '" + name + "' not found in cache");
return nullptr;
}
bool ShaderManager::load_builtin_shaders_() {
// Load G-buffer shader
ARE_LOG_INFO("Loading G-buffer shaders..");
gbuffer_shader_ = std::make_shared<Shader>();
if (!gbuffer_shader_->load("shaders/gbuffer/gbuffer.vert", "shaders/gbuffer/gbuffer.frag")) {
ARE_LOG_ERROR("Failed to load G-Buffer shader");
return false;
}
shader_cache_["gbuffer"] = gbuffer_shader_;
// Load screen bliting shader
ARE_LOG_INFO("Loading screen blit shaders...");
screen_blit_shader_ = std::make_shared<Shader>();
if (!screen_blit_shader_->load("shaders/postprocess/screen_blit.vert", "shaders/postprocess/screen_blit.frag")) {
ARE_LOG_ERROR("Failed to load screen blit shader");
return false;
}
shader_cache_["screen_blit"] = screen_blit_shader_;
ARE_LOG_INFO("Screen blit shader loaded successfully");
// Load ray tracing shader
ARE_LOG_INFO("Loading ray tracing compute shader...");
raytracing_shader_ = std::make_shared<Shader>();
if (!raytracing_shader_->load_compute("shaders/raytracing/raytracing.comp")) {
ARE_LOG_ERROR("Failed to load ray tracing shader");
return false;
}
shader_cache_["raytracing"] = raytracing_shader_;
ARE_LOG_INFO("Ray tracing shader loaded successfully");
// Load denoising shader
ARE_LOG_INFO("Loading denoise compute shader...");
denoise_shader_ = std::make_shared<Shader>();
if (!denoise_shader_->load_compute("shaders/postprocess/denoiser.comp")) {
ARE_LOG_ERROR("Failed to load denoise shader");
return false;
}
shader_cache_["denoise"] = denoise_shader_;
ARE_LOG_INFO("Denoise shader loaded successfully");
return true;
}
} // namespace are