diff options
Diffstat (limited to 'src/libjin/Graphics/Shader/je_shader.cpp')
-rw-r--r-- | src/libjin/Graphics/Shader/je_shader.cpp | 73 |
1 files changed, 32 insertions, 41 deletions
diff --git a/src/libjin/Graphics/Shader/je_shader.cpp b/src/libjin/Graphics/Shader/je_shader.cpp index 6c8076a..b0e7506 100644 --- a/src/libjin/Graphics/Shader/je_shader.cpp +++ b/src/libjin/Graphics/Shader/je_shader.cpp @@ -6,6 +6,7 @@ #include "../../filesystem/je_buffer.h" #include "../../utils/je_macros.h" +#include "je_jsl_compiler.h" #include "je_shader.h" namespace JinEngine @@ -13,8 +14,8 @@ namespace JinEngine namespace Graphics { + using namespace std; using namespace JinEngine::Filesystem; - using namespace std; // // default_texture @@ -82,49 +83,39 @@ namespace JinEngine bool Shader::compile(const string& program) { - // parse shader source, need some optimizations - int loc_VERTEX_SHADER = program.find("#VERTEX_SHADER"); - int loc_END_VERTEX_SHADER = program.find("#END_VERTEX_SHADER"); - int loc_FRAGMENT_SHADER = program.find("#FRAGMENT_SHADER"); - int loc_END_FRAGMENT_SHADER = program.find("#END_FRAGMENT_SHADER"); - if (loc_VERTEX_SHADER == string::npos - || loc_END_VERTEX_SHADER == string::npos - || loc_FRAGMENT_SHADER == string::npos - || loc_END_FRAGMENT_SHADER == string::npos - ) - return false; - // load vertex and fragment shader source into buffers - int start = loc_VERTEX_SHADER + strlen("#VERTEX_SHADER"); - string vertex_shader = program.substr(start, loc_END_VERTEX_SHADER - start); - Buffer vbuffer = Buffer(vertex_shader.length() + BASE_VERTEX_SHADER_SIZE); - formatVertexShader((char*)&vbuffer, vertex_shader.c_str()); - start = loc_FRAGMENT_SHADER + strlen("#FRAGMENT_SHADER"); - string fragment_shader = program.substr(start, loc_END_FRAGMENT_SHADER - start); - Buffer fbuffer = Buffer(fragment_shader.length() + BASE_FRAGMENT_SHADER_SIZE); - formatFragmentShader((char*)&fbuffer, fragment_shader.c_str()); - // compile - GLint success; - GLuint vshader = glCreateShader(GL_VERTEX_SHADER); - const byte* _data = &vbuffer; - glShaderSource(vshader, 1, (const GLchar**)&_data, NULL); - glCompileShader(vshader); - glGetShaderiv(vshader, GL_COMPILE_STATUS, &success); - if (success == GL_FALSE) - return false; - GLuint fshader = glCreateShader(GL_FRAGMENT_SHADER); - _data = &fbuffer; - glShaderSource(fshader, 1, (const GLchar**)&_data, NULL); - glCompileShader(fshader); - glGetShaderiv(fshader, GL_COMPILE_STATUS, &success); - if (success == GL_FALSE) - return false; + string vertex_shader, fragment_shader; + // Compile JSL shader source into GLSL shader source. + JSLCompiler* compiler = JSLCompiler::get(); + if (!compiler->compile(program, &vertex_shader, &fragment_shader)) + { + return false; + } +#define glsl(SHADER_MODE, SHADER, SRC) \ +do{ \ +const GLchar* src = SRC.c_str(); \ +glShaderSource(SHADER, 1, &src, NULL); \ +glCompileShader(SHADER); \ +GLint success; \ +glGetShaderiv(SHADER, GL_COMPILE_STATUS, &success); \ +if (success == GL_FALSE) \ + return false; \ +}while(0) + // Compile vertex shader. + GLuint vid = glCreateShader(GL_VERTEX_SHADER); + glsl(GL_VERTEX_SHADER, vid, vertex_shader); + // Compile fragment shader. + GLuint fid = glCreateShader(GL_FRAGMENT_SHADER); + glsl(GL_FRAGMENT_SHADER, fid, fragment_shader); +#undef glsl + // Create OpenGL shader program. mPID = glCreateProgram(); - glAttachShader(mPID, vshader); - glAttachShader(mPID, fshader); + glAttachShader(mPID, vid); + glAttachShader(mPID, fid); glLinkProgram(mPID); + GLint success; glGetProgramiv(mPID, GL_LINK_STATUS, &success); if (success == GL_FALSE) - throw false; + return false; } static inline GLint getMaxTextureUnits() @@ -133,7 +124,7 @@ namespace JinEngine glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &maxTextureUnits); return maxTextureUnits; } - + void Shader::use() { glUseProgram(mPID); |