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-rw-r--r--src/libjin/Graphics/shaders/je_jsl_compiler.cpp57
1 files changed, 57 insertions, 0 deletions
diff --git a/src/libjin/Graphics/shaders/je_jsl_compiler.cpp b/src/libjin/Graphics/shaders/je_jsl_compiler.cpp
new file mode 100644
index 0000000..feb88d4
--- /dev/null
+++ b/src/libjin/Graphics/shaders/je_jsl_compiler.cpp
@@ -0,0 +1,57 @@
+#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
+ {
+ namespace Shaders
+ {
+
+ #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 Shaders
+ } // namespace Graphics
+} // namespace JinEngine
+
+#endif // (jin_graphics) && (jin_graphics & jin_graphics_shader) \ No newline at end of file