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path: root/src/libjin/Graphics/shaders/je_jsl_compiler.cpp
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#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)