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-rw-r--r--src/libjin/Graphics/Shader/je_default.shader.h2
-rw-r--r--src/libjin/Graphics/Shader/je_jsl_compiler.cpp40
-rw-r--r--src/libjin/Graphics/Shader/je_jsl_compiler.h12
-rw-r--r--src/libjin/Graphics/Shader/je_shader.cpp73
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);