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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)
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