blob: 437cacd5556d51737e7c7dd50a4101c0d861f20d (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
|
#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);
vertex_shader->assign(formatVertexShader(*vertex_shader));
}
{
// Compile JSL fragment program.
int start = loc_FRAGMENT_SHADER + strlen("#FRAGMENT_SHADER");
*fragment_shader = jsl.substr(start, loc_END_FRAGMENT_SHADER - start);
fragment_shader->assign(formatFragmentShader(*fragment_shader));
}
return true;
}
} // namespace Shaders
} // namespace Graphics
} // namespace JinEngine
#endif // (jin_graphics) && (jin_graphics & jin_graphics_shader)
|