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#pragma once
#include <exception>
#include <string>
#include "../Threading/Mutex.h"
#include "../Threading/Job.h"
#include "../Graphics/RenderCommands.h"
// ±ąŅėGLSL(GameLab Shader)
// in: .glsl path
// out: vsh & fsh
class CompileGLSLJob : public Job
{
};
// in: glsl shader
// out: vsh & fsh
class CompileGLSLShaderJob : public Job
{
};
class GLSLCompileException : public std::exception
{
public:
GLSLCompileException(const char* what)
: std::exception(what)
{
}
};
class GLSLCompiler
{
public:
static void Compile(std::string& src, std::string& vsh, std::string& fsh, RenderCommandGroup& cmd)/*throw GLSLCompileException*/;
private:
static std::string GetContent(std::string& src, const char* from, const char* to);
static std::string TrimContent(std::string& src, const char* from, const char* to);
static bool IsLabelActive(std::string& src, const char* label);
static void ParseCmd(std::string& cmd, RenderCommandGroup& group);
static bool IsCommandActive(std::string& src, const char* label);
static bool FindCmdPos(std::string& line, int* start, int* end);
static bool IsLineCommentd(std::string& line);
static void CommandCull(std::string& params, RenderCommandGroup& group);
static void CommandBlend(std::string& params, RenderCommandGroup& group);
static void CommandDepthTest(std::string& params, RenderCommandGroup& group);
static void CommandDepthWrite(std::string& params, RenderCommandGroup& group);
static void GetParams(const char* cmdName, std::string& params, std::string* out, int n);
};
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