2017-10-03 13:53:50 +02:00
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#pragma once
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2017-10-04 11:20:27 +02:00
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#include "filewatcher.hh"
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#include "utilities.hh"
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/*= INPUT FILES ==============================================================*/
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// Type of input chunk
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enum class E_ShaderInputChunk {
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CODE ,
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INCLUDE ,
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UNIFORMS
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};
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// Input chunk data
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struct T_ShaderInputChunk
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{
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E_ShaderInputChunk type;
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T_String text;
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uint32_t lines;
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T_ShaderInputChunk( ) = default;
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T_ShaderInputChunk(
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const E_ShaderInputChunk type ,
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T_String text ,
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const uint32_t lines )
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: type( type ) , text( std::move( text ) ) , lines( lines )
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{ }
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};
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// Input file type
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enum class E_ShaderInput {
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CHUNK , // Chunk that may be repeated
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LIBRARY , // Library (will only be loaded once)
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// "Main" shader source files
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VERTEX , FRAGMENT , GEOMETRY ,
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COMPUTE
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};
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// Preprocessing errors
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struct T_ShaderInputError
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{
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uint32_t line;
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T_String error;
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T_ShaderInputError(
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const uint32_t line ,
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T_String error )
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: line( line ) , error( std::move( error ) )
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{ }
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};
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// Uniform types
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enum class E_UniformType {
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F1 , F2 , F3 , F4 ,
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I1 , I2 , I3 , I4 ,
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SAMPLER2D
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};
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// Uniform declarations
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struct T_ShaderUniform
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{
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T_String name;
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bool global;
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E_UniformType type;
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};
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// Source file
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struct T_ShaderInput
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{
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E_ShaderInput type = E_ShaderInput::CHUNK;
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T_Array< T_ShaderInputChunk > chunks;
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T_Array< T_ShaderInputError > errors;
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T_ObjectTable< T_String , T_ShaderUniform > uniforms{
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[]( T_ShaderUniform const& su ) -> T_String {
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return su.name;
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}
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};
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bool load( T_String const& path );
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};
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using P_ShaderInput = T_OwnPtr< T_ShaderInput >;
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// Type of shader
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enum class E_ShaderType {
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VERTEX , FRAGMENT , GEOMETRY ,
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COMPUTE ,
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__COUNT__
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};
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// Errors in shader code - the errors it represents may come from either
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// the input loader, the shader loader or the driver.
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struct T_ShaderError
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{
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T_String source;
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uint32_t line;
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T_String error;
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T_ShaderError( ) = default;
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T_ShaderError( T_String source ,
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const uint32_t line ,
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T_String error )
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: source( std::move( source ) ) , line( line ) ,
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error( std::move( error ) )
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{ }
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T_ShaderError( T_String source ,
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const uint32_t line ,
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T_StringBuilder& error )
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: source( std::move( source ) ) , line( line ) ,
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error( std::move( error ) )
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{ }
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};
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struct T_ShaderManager;
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struct T_ShaderPipeline
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{
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friend struct T_ShaderManager;
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T_ShaderPipeline( );
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COPY( T_ShaderPipeline );
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MOVE( T_ShaderPipeline );
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~T_ShaderPipeline( );
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bool valid( ) const noexcept;
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void enable( ) const;
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GLuint id( ) const;
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GLuint program( const E_ShaderType program ) const;
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private:
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explicit T_ShaderPipeline( T_String id ) noexcept;
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T_String id_;
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};
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struct T_ShaderManager
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{
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friend struct T_ShaderPipeline;
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struct T_ShaderCode
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{
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E_ShaderType type;
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T_AutoArray< uint32_t , 8 > starts; // Position of chunk in source file
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T_AutoArray< uint32_t , 8 > counts; // Chunk lengths
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T_AutoArray< T_String , 8 > sources; // Chunk source files
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T_StringBuilder code;
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T_Array< T_ShaderError > errors;
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T_KeyValueTable< T_String , bool > files;
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};
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T_ShaderManager( ) noexcept;
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T_ShaderPipeline pipeline(
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std::initializer_list< T_String > shaders );
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void update( );
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void makeUI( );
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bool& uiEnabled( )
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{ return uiEnabled_; }
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private:
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struct T_Pipeline_
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{
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T_String idString;
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uint32_t references = 0;
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GLuint id = 0;
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T_Array< T_String > programs{ 8 };
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T_Pipeline_( T_String const& id ,
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std::initializer_list< T_String > shaders )
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: idString{ id } , programs{ shaders }
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{}
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};
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struct T_Program_
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{
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T_String name;
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T_Array< T_String > references;
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T_ShaderCode code;
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GLuint id;
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T_Optional< T_WatchedFiles > watch;
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};
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bool uiEnabled_ = false;
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T_ObjectTable< T_String , T_Pipeline_ > pipelines_;
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T_Array< T_Program_ > programs_;
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T_KeyValueTable< T_String , uint32_t > programIndex_;
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T_KeyValueTable< T_String , P_ShaderInput > inputs_;
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T_KeyValueTable< T_String , T_Array< T_String > > missing_;
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T_Array< T_String > updates_;
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uint32_t newProgramRecord( );
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void loadProgram(
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T_String const& pipeline ,
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T_String const& name );
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bool useExistingProgram(
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T_String const& pipeline ,
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T_String const& name );
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T_ShaderInput const* getInput(
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T_String const& name );
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void dereferencePipeline( T_String const& id );
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void dereferenceProgram(
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const uint32_t index ,
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T_String const& pipeline );
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void initPipeline( T_Pipeline_& pipeline ) const;
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void initProgram( T_Program_& program );
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void parseGLSLError(
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T_ShaderCode& code ,
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char const* errorLine );
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void programUpdated( T_String const& name );
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void resetProgram( T_Program_& program );
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};
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