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#include "../../core/je_configuration.h"
#if defined(jin_graphics) && (jin_graphics & jin_graphics_shader)
#include "../../common/je_string.h"
#include "../../Filesystem/je_buffer.h"
#include "je_jsl_compiler.h"
using namespace std;
using namespace JinEngine::Filesystem;
namespace JinEngine
{
namespace Graphics
{
namespace Shaders
{
JinEngine::String SHADER_PROJECTION_MATRIX = "jin_ProjectionMatrix";
JinEngine::String SHADER_MODELVIEW_MATRIX = "jin_ModelViewMatrix";
JinEngine::String SHADER_MAIN_TEXTURE = "jin_MainTexture";
JinEngine::String SHADER_VERTEX_COORDS = "jin_VertexCoords";
JinEngine::String SHADER_TEXTURE_COORDS = "jin_TextureCoords";
JinEngine::String SHADER_VERSION = "#version 130 core \n";
JinEngine::String SHADER_COMMON =
"#define Number float \n"
"#define Texture sampler2D \n"
"#define Canvas sampler2D \n"
"#define Color vec4 \n"
"#define Vec2 vec2 \n"
"#define Vec3 vec3 \n"
"#define Vec4 vec4 \n"
" \n"
"#define texel texture2D \n"
" \n"
"struct Vertex \n"
"{ \n"
" vec2 xy; \n"
" vec2 uv; \n"
"}; \n";
JinEngine::String JSLCompiler::formatVertexShader(const JinEngine::String& vert)
{
static JinEngine::String vert_part1 =
SHADER_VERSION +
SHADER_COMMON +
"uniform mat4 " + SHADER_PROJECTION_MATRIX + ";\n"
"uniform mat4 " + SHADER_MODELVIEW_MATRIX + ";\n"
"in vec2 " + SHADER_VERTEX_COORDS + ";\n"
"in vec2 " + SHADER_TEXTURE_COORDS + ";\n"
"out vec4 jin_Color; \n"
"out vec2 jin_XY; \n"
"out vec2 jin_UV; \n";
static JinEngine::String vert_part2 =
"void main()\n"
"{\n"
" vec4 v = " + SHADER_MODELVIEW_MATRIX + " * vec4(" + SHADER_VERTEX_COORDS + ", 0, 1.0);\n"
" Vertex _v = vert(Vertex(v.xy, " + SHADER_TEXTURE_COORDS + "));\n"
" gl_Position = " + SHADER_PROJECTION_MATRIX + " * vec4(_v.xy, 0, 1.0f);\n"
" jin_Color = gl_Color; \n"
" jin_XY = _v.xy; \n"
" jin_UV = _v.uv; \n"
"}";
return vert_part1 + vert + vert_part2;
}
JinEngine::String JSLCompiler::formatFragmentShader(const JinEngine::String& frag)
{
static JinEngine::String frag_part1 =
SHADER_VERSION +
SHADER_COMMON +
"uniform Texture " + SHADER_MAIN_TEXTURE + "; \n"
"in vec4 jin_Color; \n"
"in vec2 jin_XY; \n"
"in vec2 jin_UV; \n"
"out vec4 jin_OutColor; \n";
static JinEngine::String frag_part2 =
"void main() \n"
"{\n"
" jin_OutColor = frag(jin_Color, " + SHADER_MAIN_TEXTURE + ", Vertex(jin_XY, jin_UV));\n"
"}\n";
return frag_part1 + frag + frag_part2;
}
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)
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