💿🐜 Antkeeper source code https://antkeeper.com
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

218 lines
6.4 KiB

/*
* Copyright (C) 2021 Christopher J. Howard
*
* This file is part of Antkeeper source code.
*
* Antkeeper source code is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Antkeeper source code is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
*/
#include "renderer/shader-template.hpp"
#include <algorithm>
#include <sstream>
shader_template::shader_template(const std::string& source_code)
{
source(source_code);
}
shader_template::shader_template()
{}
void shader_template::source(const std::string& source)
{
// Reset template
template_source.clear();
vertex_directives.clear();
fragment_directives.clear();
geometry_directives.clear();
define_directives.clear();
// Iterate through source line-by-line
std::istringstream source_stream(source);
std::string line;
while (std::getline(source_stream, line))
{
std::string token;
std::istringstream line_stream(line);
// Detect `#pragma` directives
if (line_stream >> token && token == "#pragma")
{
if (line_stream >> token)
{
// Map line numbers of supported directives
if (token == "define")
{
if (line_stream >> token)
define_directives.insert({token, template_source.size()});
}
else if (token == "vertex")
vertex_directives.insert(template_source.size());
else if (token == "fragment")
fragment_directives.insert(template_source.size());
else if (token == "geometry")
geometry_directives.insert(template_source.size());
}
}
// Append line to template source
template_source.push_back(line);
}
}
std::string shader_template::configure(gl::shader_stage stage, const dictionary_type& definitions) const
{
replace_stage_directives(stage);
replace_define_directives(definitions);
// Join vector of source lines into single string
std::ostringstream stream;
std::copy(template_source.begin(), template_source.end(), std::ostream_iterator<std::string>(stream, "\n"));
return stream.str();
}
gl::shader_object* shader_template::compile(gl::shader_stage stage, const dictionary_type& definitions) const
{
// Generate shader object source
std::string object_source = configure(stage, definitions);
// Create new shader object
gl::shader_object* object = new gl::shader_object(stage);
// Set shader object source
object->source(object_source);
// Compile shader object
object->compile();
return object;
}
gl::shader_program* shader_template::build(const dictionary_type& definitions) const
{
gl::shader_object* vertex_object = nullptr;
gl::shader_object* fragment_object = nullptr;
gl::shader_object* geometry_object = nullptr;
// Create shader program
gl::shader_program* program = new gl::shader_program();
if (has_vertex_directive())
{
// Compile vertex shader object and attach to shader program
vertex_object = compile(gl::shader_stage::vertex, definitions);
program->attach(vertex_object);
}
if (has_fragment_directive())
{
// Compile fragment shader object and attach to shader program
fragment_object = compile(gl::shader_stage::fragment, definitions);
program->attach(fragment_object);
}
if (has_geometry_directive())
{
// Compile fragment shader object and attach to shader program
geometry_object = compile(gl::shader_stage::geometry, definitions);
program->attach(geometry_object);
}
// Link attached shader objects into shader program
program->link();
if (vertex_object)
{
// Detach and delete vertex shader object
program->detach(vertex_object);
delete vertex_object;
}
if (fragment_object)
{
// Detach and delete fragment shader object
program->detach(fragment_object);
delete fragment_object;
}
if (geometry_object)
{
// Detach and delete geometry shader object
program->detach(geometry_object);
delete geometry_object;
}
return program;
}
void shader_template::replace_stage_directives(gl::shader_stage stage) const
{
// Determine stage directives according to the shader stage being generated
const std::string vertex_directive = (stage == gl::shader_stage::vertex) ? "#define __VERTEX__" : "/* #undef __VERTEX__ */";
const std::string fragment_directive = (stage == gl::shader_stage::fragment) ? "#define __FRAGMENT__" : "/* #undef __FRAGMENT__ */";
const std::string geometry_directive = (stage == gl::shader_stage::geometry) ? "#define __GEOMETRY__" : "/* #undef __GEOMETRY__ */";
// Handle `#pragma <stage>` directives
for (std::size_t i: vertex_directives)
template_source[i] = vertex_directive;
for (std::size_t i: fragment_directives)
template_source[i] = fragment_directive;
for (std::size_t i: geometry_directives)
template_source[i] = geometry_directive;
}
void shader_template::replace_define_directives(const dictionary_type& definitions) const
{
// For each `#pragma define <key>` directive
for (const auto& define_directive: define_directives)
{
// Get a reference to the directive line
std::string& line = template_source[define_directive.second];
// Check if the corresponding definition was given by the configuration
auto definitions_it = definitions.find(define_directive.first);
if (definitions_it != definitions.end())
{
// Definition found, Replace `#pragma define <key>` with `#define <key>` or `#define <key> <value>`
line = "#define " + define_directive.first;
if (!definitions_it->second.empty())
line += " " + definitions_it->second;
}
else
{
// Definition not found, replace `#pragma define <key>` with the comment `/* #undef <key> */`.
line = "/* #undef " + define_directive.first + " */";
}
}
}
bool shader_template::has_vertex_directive() const
{
return !vertex_directives.empty();
}
bool shader_template::has_fragment_directive() const
{
return !fragment_directives.empty();
}
bool shader_template::has_geometry_directive() const
{
return !geometry_directives.empty();
}
bool shader_template::has_define_directive(const std::string& key) const
{
return (define_directives.find(key) != define_directives.end());
}