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shader preprocessor wip
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layout(location = 0) in vec3 aPosition; | |
layout(location = 1) in vec2 aTexCoord; | |
out vec2 texCoord; | |
uniform mat4 _MODEL; | |
uniform mat4 _VIEW; | |
uniform mat4 _PROJECTION; | |
vec4 MVP(vec4 position, mat4 model, mat4 view, mat4 projection) | |
{ | |
return position * model * view * projection; | |
} | |
void main(void) | |
{ | |
texCoord = aTexCoord; | |
gl_Position = MVP(vec4(aPosition, 1.0), _MODEL, _VIEW, _PROJECTION); | |
} |
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#export mvp_multiplication | |
vec4 MVP(vec4 position, mat4 model, mat4 view, mat4 projection) | |
{ | |
return position * model * view * projection; | |
} |
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#program single texture | |
#vertex | |
#version 330 core | |
layout(location = 0) in vec3 aPosition; | |
layout(location = 1) in vec2 aTexCoord; | |
out vec2 texCoord; | |
uniform mat4 _MODEL; | |
uniform mat4 _VIEW; | |
uniform mat4 _PROJECTION; | |
#include mvp_multiplication | |
void main(void) | |
{ | |
texCoord = aTexCoord; | |
gl_Position = MVP(vec4(aPosition, 1.0), _MODEL, _VIEW, _PROJECTION); | |
} | |
#fragment | |
#version 330 | |
out vec4 outputColor; | |
in vec2 texCoord; | |
uniform sampler2D Texture0; | |
void main() | |
{ | |
outputColor = texture(Texture0, texCoord); | |
} |
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#include <jmk/shader_source.h> | |
#include <iostream> | |
int main() | |
{ | |
auto ssl = jmk::ShaderSourceLibrary::MakeUnique(); | |
ssl->AddAllFromFolder("shaders"); | |
ssl->PreprocessAll(); | |
std::cout << ssl->GetSource("single texture").value()->GetVertexShaderSource() << '\n'; | |
} |
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/* | |
The MIT License (MIT) | |
Copyright (c) 2020 Daniel Valcour | |
Permission is hereby granted, free of charge, to any person obtaining a copy | |
of this software and associated documentation files (the "Software"), to deal | |
in the Software without restriction, including without limitation the rights | |
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
copies of the Software, and to permit persons to whom the Software is | |
furnished to do so, subject to the following conditions: | |
The above copyright notice and this permission notice shall be included in all | |
copies or substantial portions of the Software. | |
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | |
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | |
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | |
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | |
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | |
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE | |
SOFTWARE. | |
*/ | |
#include <jmk/shader_source.h> | |
#include <filesystem> | |
#include <fstream> | |
#include <sstream> | |
void jmk::ShaderSourceLibrary::AddAllFromFolder(const std::string& directory_path) | |
{ | |
if (std::filesystem::exists(directory_path) && std::filesystem::is_directory(directory_path)) | |
{ | |
for (auto& p : std::filesystem::recursive_directory_iterator(directory_path)) | |
{ | |
auto ext = p.path().extension(); | |
auto this_path = p.path().u8string(); | |
if (ext == ".glsl") | |
{ | |
std::ifstream infile{ this_path }; | |
std::string file_contents{ std::istreambuf_iterator<char>(infile), std::istreambuf_iterator<char>() }; | |
raw_shader_source.push_back(RawShaderFile(this_path, file_contents)); | |
} | |
else if (ext == ".glinc") | |
{ | |
std::ifstream infile{ this_path }; | |
std::string file_contents{ std::istreambuf_iterator<char>(infile), std::istreambuf_iterator<char>() }; | |
raw_shader_include.push_back(RawShaderFile(this_path, file_contents)); | |
} | |
} | |
} | |
} | |
void jmk::ShaderSourceLibrary::AddFromCode(const std::string& path, const std::string& raw_text) | |
{ | |
auto p = std::filesystem::path(path); | |
auto ext = p.extension(); | |
if (ext == ".glsl") | |
{ | |
raw_shader_source.push_back(RawShaderFile(path, raw_text)); | |
} | |
else if (ext == ".glinc") | |
{ | |
raw_shader_include.push_back(RawShaderFile(path, raw_text)); | |
} | |
} | |
void jmk::ShaderSourceLibrary::PreprocessAll() | |
{ | |
for (size_t i = 0; i < this->raw_shader_include.size(); i++) | |
{ | |
auto& this_include = this->raw_shader_include[i]; | |
int identifier_macro_index = this_include.text.find("#export "); | |
int macro_end_index = this_include.text.find('\n', identifier_macro_index); | |
int identifier_size = macro_end_index - identifier_macro_index - 8; | |
if (identifier_macro_index == -1 || macro_end_index == -1 || identifier_size == 0) | |
{ | |
//TODO log no identifier in glinc | |
continue; | |
} | |
auto identifier = this_include.text.substr(identifier_macro_index + 8, identifier_size); | |
if (this->include_map.count(identifier) > 0) | |
{ | |
//TODO log multiple shader includes same identifier | |
} | |
include_map[identifier] = this_include.text.substr(0, static_cast<size_t>(identifier_macro_index)) + this_include.text.substr(static_cast<size_t>(macro_end_index) + 1) + "\n"; | |
} | |
this->raw_shader_include.clear(); | |
for (size_t s = 0; s < this->raw_shader_source.size(); s++) | |
{ | |
auto& this_source = this->raw_shader_source[s]; | |
int identifier_macro_index = this_source.text.find("#program "); | |
int macro_end_index = this_source.text.find('\n', identifier_macro_index); | |
int identifier_size = macro_end_index - identifier_macro_index - 9; | |
if (identifier_macro_index == -1 || macro_end_index == -1 || identifier_size == 0) | |
{ | |
//TODO log no identifier in glsl | |
continue; | |
} | |
auto identifier = this_source.text.substr(identifier_macro_index + 9, identifier_size); | |
std::string vertex_source = ""; | |
std::string fragment_source = ""; | |
std::string* current_source = nullptr; | |
std::istringstream f(this_source.text); | |
std::string line; | |
while (std::getline(f, line)) { | |
if (line == "#vertex") | |
{ | |
current_source = &vertex_source; | |
} | |
else if (line == "#fragment") | |
{ | |
current_source = &fragment_source; | |
} | |
else if (line.find("#include ") == 0 && current_source) | |
{ | |
current_source->append(this->include_map[line.substr(9)]); | |
} | |
else if (current_source) | |
{ | |
line.append("\n"); | |
current_source->append(line); | |
} | |
} | |
if (vertex_source.size() == 0 || fragment_source.size() == 0) | |
{ | |
//TODO log missing shader | |
continue; | |
} | |
if (this->shader_map.count(identifier) > 0) | |
{ | |
//TODO log multiple shaders same identifier | |
} | |
this->shader_map[identifier] = jmk::ShaderSource(fragment_source, vertex_source); | |
} | |
this->raw_shader_source.clear(); | |
} | |
void jmk::ShaderSourceLibrary::CopyAll(const ShaderSourceLibrary& other) | |
{ | |
raw_shader_source.reserve(other.raw_shader_source.size()); | |
{ | |
size_t offset = raw_shader_source.size(); | |
for (size_t s = 0; s < other.raw_shader_source.size(); s++) | |
{ | |
raw_shader_source[offset + s] = other.raw_shader_source[s]; | |
} | |
} | |
raw_shader_include.reserve(other.raw_shader_include.size()); | |
{ | |
size_t offset = raw_shader_include.size(); | |
for (size_t i = 0; i < other.raw_shader_include.size(); i++) | |
{ | |
raw_shader_include[offset + i] = other.raw_shader_include[i]; | |
} | |
} | |
for (const auto& [key, value] : other.shader_map) { | |
shader_map[key] = value; | |
} | |
for (const auto& [key, value] : other.include_map) { | |
include_map[key] = value; | |
} | |
} | |
std::optional<jmk::ShaderSource*> jmk::ShaderSourceLibrary::GetSource(const std::string& identifier) | |
{ | |
return &shader_map[identifier]; | |
} | |
jmk::shdsrclib_sptr_t jmk::ShaderSourceLibrary::MakeShared() | |
{ | |
return std::make_shared<ShaderSourceLibrary>(); | |
} | |
jmk::shdsrclib_uptr_t jmk::ShaderSourceLibrary::MakeUnique() | |
{ | |
return std::make_unique<ShaderSourceLibrary>(); | |
} | |
jmk::RawShaderFile::RawShaderFile(const std::string& path, const std::string& text) : | |
path(path), | |
text(text) | |
{ | |
} | |
jmk::ShaderSource::ShaderSource(const std::string& fragment_source, const std::string& vertex_source) : | |
fragment_source(fragment_source), | |
vertex_source(vertex_source) | |
{ | |
} | |
std::string& jmk::ShaderSource::GetFragmentShaderSource() | |
{ | |
return fragment_source; | |
} | |
std::string& jmk::ShaderSource::GetVertexShaderSource() | |
{ | |
return vertex_source; | |
} |
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/* | |
The MIT License (MIT) | |
Copyright (c) 2020 Daniel Valcour | |
Permission is hereby granted, free of charge, to any person obtaining a copy | |
of this software and associated documentation files (the "Software"), to deal | |
in the Software without restriction, including without limitation the rights | |
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
copies of the Software, and to permit persons to whom the Software is | |
furnished to do so, subject to the following conditions: | |
The above copyright notice and this permission notice shall be included in all | |
copies or substantial portions of the Software. | |
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | |
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | |
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | |
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | |
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | |
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE | |
SOFTWARE. | |
*/ | |
#pragma once | |
#include <jmk/types.h> | |
#include <string> | |
#include <map> | |
#include <vector> | |
#include <memory> | |
#include <optional> | |
namespace jmk | |
{ | |
struct RawShaderFile | |
{ | |
std::string path; | |
std::string text; | |
RawShaderFile(const std::string& path, const std::string& text); | |
}; | |
class ShaderSource | |
{ | |
private: | |
std::string fragment_source; | |
std::string vertex_source; | |
public: | |
ShaderSource() = default; | |
ShaderSource(const std::string& fragment_source, const std::string& vertex_source); | |
std::string& GetFragmentShaderSource(); | |
std::string& GetVertexShaderSource(); | |
}; | |
class ShaderSourceLibrary | |
{ | |
private: | |
std::vector<RawShaderFile> raw_shader_source; | |
std::vector<RawShaderFile> raw_shader_include; | |
std::map<std::string, std::string> include_map; | |
std::map<std::string, ShaderSource> shader_map; | |
public: | |
ShaderSourceLibrary() = default; | |
~ShaderSourceLibrary() = default; | |
void AddAllFromFolder(const std::string& directory_path); | |
void AddFromCode(const std::string& path, const std::string& raw_text); | |
//void AddAllEmbeded(); //TODO shaders embeded in executable | |
void PreprocessAll(); | |
void CopyAll(const ShaderSourceLibrary& other); | |
std::optional<ShaderSource*> GetSource(const std::string& identifier); | |
static jmk::shdsrclib_sptr_t MakeShared(); | |
static jmk::shdsrclib_uptr_t MakeUnique(); | |
}; | |
} |
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