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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 "../../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)