diff options
Diffstat (limited to 'src/libjin/Graphics/Shader')
-rw-r--r-- | src/libjin/Graphics/Shader/je_default.shader.h | 2 | ||||
-rw-r--r-- | src/libjin/Graphics/Shader/je_jsl_compiler.cpp | 40 | ||||
-rw-r--r-- | src/libjin/Graphics/Shader/je_jsl_compiler.h | 12 | ||||
-rw-r--r-- | src/libjin/Graphics/Shader/je_shader.cpp | 73 |
4 files changed, 83 insertions, 44 deletions
diff --git a/src/libjin/Graphics/Shader/je_default.shader.h b/src/libjin/Graphics/Shader/je_default.shader.h index f0175d7..3f57c44 100644 --- a/src/libjin/Graphics/Shader/je_default.shader.h +++ b/src/libjin/Graphics/Shader/je_default.shader.h @@ -14,7 +14,7 @@ Vertex vert(Vertex v) Color frag(Color col, Texture tex, Vertex v) { - return col; + return col * texel(tex, v.uv); } #END_FRAGMENT_SHADER diff --git a/src/libjin/Graphics/Shader/je_jsl_compiler.cpp b/src/libjin/Graphics/Shader/je_jsl_compiler.cpp index 2683969..81b14e8 100644 --- a/src/libjin/Graphics/Shader/je_jsl_compiler.cpp +++ b/src/libjin/Graphics/Shader/je_jsl_compiler.cpp @@ -1,16 +1,54 @@ #include "../../core/je_configuration.h" #if defined(jin_graphics) && (jin_graphics & jin_graphics_shader) +#include "../../Filesystem/je_buffer.h" + #include "je_jsl_compiler.h" +using namespace std; +using namespace JinEngine::Filesystem; + namespace JinEngine { namespace Graphics { +#include "je_base.shader.h" + bool JSLCompiler::compile(const string& jsl, string* vertex_shader, string* fragment_shader) + { + // parse shader source, need some optimizations + int loc_VERTEX_SHADER = jsl.find("#VERTEX_SHADER"); + int loc_END_VERTEX_SHADER = jsl.find("#END_VERTEX_SHADER"); + int loc_FRAGMENT_SHADER = jsl.find("#FRAGMENT_SHADER"); + int loc_END_FRAGMENT_SHADER = jsl.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. + { + // Compile JSL vertex program. + int start = loc_VERTEX_SHADER + strlen("#VERTEX_SHADER"); + *vertex_shader = jsl.substr(start, loc_END_VERTEX_SHADER - start); + Buffer vbuffer = Buffer(vertex_shader->length() + BASE_VERTEX_SHADER_SIZE); + formatVertexShader((char*)&vbuffer, vertex_shader->c_str()); + vertex_shader->assign((char*)&vbuffer); + } + { + // Compile JSL fragment program. + int start = loc_FRAGMENT_SHADER + strlen("#FRAGMENT_SHADER"); + *fragment_shader = jsl.substr(start, loc_END_FRAGMENT_SHADER - start); + Buffer fbuffer = Buffer(fragment_shader->length() + BASE_FRAGMENT_SHADER_SIZE); + formatFragmentShader((char*)&fbuffer, fragment_shader->c_str()); + fragment_shader->assign((char*)&fbuffer); + } + return true; + } } // namespace Graphics -} // namespace JinEngine +} // namespace JinEngine #endif // (jin_graphics) && (jin_graphics & jin_graphics_shader)
\ No newline at end of file diff --git a/src/libjin/Graphics/Shader/je_jsl_compiler.h b/src/libjin/Graphics/Shader/je_jsl_compiler.h index 1817a7b..29129e1 100644 --- a/src/libjin/Graphics/Shader/je_jsl_compiler.h +++ b/src/libjin/Graphics/Shader/je_jsl_compiler.h @@ -4,6 +4,8 @@ #include "../../core/je_configuration.h" #if defined(jin_graphics) && (jin_graphics & jin_graphics_shader) +#include <string> + #include "../../common/je_singleton.hpp" namespace JinEngine @@ -17,7 +19,15 @@ namespace JinEngine class JSLCompiler : public Singleton<JSLCompiler> { public: - + /// + /// Compile JSL shader source into GLSL. + /// + /// @param jsl JSL shader source. + /// @param glsl_vertex Output of vertex glsl shader source. + /// @param glsl_fragment Output of fragment glsl shader source. + /// @return True if compile successful, otherwise return false. + /// + bool compile(const std::string& jsl, std::string* glsl_vertex, std::string* glsl_fragment); private: singleton(JSLCompiler); 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); |