Shader preprocessor - input

This commit is contained in:
Emmanuel BENOîT 2017-10-03 13:53:50 +02:00
parent 5aee824bb0
commit 88cd5c97dc
4 changed files with 221 additions and 0 deletions

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@ -17,6 +17,7 @@ DEMO = \
texture.cc \ texture.cc \
rendertarget.cc \ rendertarget.cc \
programs.cc \ programs.cc \
shaders.cc \
camera.cc \ camera.cc \
demo.cc \ demo.cc \
\ \

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@ -19,6 +19,7 @@
#include <memory> #include <memory>
#include <fstream> #include <fstream>
#include <map> #include <map>
#include <regex>
// ImGui // ImGui
#include <imgui.h> #include <imgui.h>

163
shaders.cc Normal file
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@ -0,0 +1,163 @@
#include "externals.hh"
#include "shaders.hh"
namespace {
const std::regex PreprocDirective_( "^\\s*//!\\s*([a-z]+(\\s+([^\\s]+))*)\\s*$" );
const std::map< std::string , E_ShaderInput > InputTypes_( ([] {
std::map< std::string , E_ShaderInput > t;
t.emplace( "chunk" , E_ShaderInput::CHUNK );
t.emplace( "library" , E_ShaderInput::LIBRARY );
t.emplace( "lib" , E_ShaderInput::LIBRARY );
t.emplace( "vertex" , E_ShaderInput::VERTEX );
t.emplace( "fragment" , E_ShaderInput::FRAGMENT );
return t;
})());
struct T_InputReader_
{
using T_Tokens_ = std::vector< std::string >;
FILE* const file;
T_ShaderInput& input;
uint32_t line{ 0 };
char* buffer{ nullptr };
ssize_t readCount;
std::string accumulator{ };
uint32_t accumLines{ 0 };
T_InputReader_( __rd__ FILE* const file ,
__rw__ T_ShaderInput& input )
: file( file ) , input( input )
{ }
~T_InputReader_( );
void read( );
void addAccumulated( );
void handleDirective(
__rd__ T_Tokens_ const& tokens );
void error( __rd__ std::string const& err );
};
T_InputReader_::~T_InputReader_( )
{
if ( buffer ) {
free( buffer );
}
fclose( file );
}
void T_InputReader_::read( )
{
size_t bsz( 0 );
while ( ( readCount = getline( &buffer , &bsz , file ) ) != -1 ) {
line ++;
std::cmatch match;
if ( std::regex_match( buffer , match , PreprocDirective_ ) ) {
const T_Tokens_ tokens( ([](std::string const& a) {
using stri = std::istream_iterator< std::string >;
std::istringstream iss( a );
return T_Tokens_{ stri( iss ) , stri( ) };
})( match[ 1 ].str( ) ) );
assert( tokens.size( ) >= 1 );
handleDirective( tokens );
} else {
accumulator += buffer;
accumLines ++;
}
}
addAccumulated( );
}
void T_InputReader_::addAccumulated( )
{
if ( accumLines ) {
auto& ck( input.chunks );
ck.emplace( ck.end( ) , E_ShaderInputChunk::CODE ,
accumulator , accumLines );
accumulator = {};
accumLines = 0;
}
}
void T_InputReader_::handleDirective(
__rd__ T_Tokens_ const& tokens )
{
auto const& directive( tokens[ 0 ] );
if ( directive == "include" ) {
if ( tokens.size( ) != 2 ) {
error( "invalid arguments" );
return;
}
auto& ck( input.chunks );
ck.emplace( ck.end( ) , E_ShaderInputChunk::INCLUDE , tokens[ 1 ] , 1 );
} else if ( directive == "type" ) {
if ( tokens.size( ) != 2 ) {
error( "invalid arguments" );
return;
}
auto pos( InputTypes_.find( tokens[ 1 ] ) );
if ( pos == InputTypes_.end( ) ) {
error( "unknown type" );
} else {
input.type = pos->second;
}
} else {
error( "unknown directive" );
}
}
void T_InputReader_::error(
__rd__ std::string const& err )
{
input.errors.push_back( T_ShaderInputError{
line , err } );
}
} // namespace
bool T_ShaderInput::load(
__rd__ std::string const& path )
{
type = E_ShaderInput::CHUNK;
chunks.clear( );
errors.clear( );
FILE* const file{ fopen( path.c_str( ) , "r" ) };
if ( !file ) {
errors.push_back( T_ShaderInputError{ 0 , "unable to open" } );
return false;
}
T_InputReader_ reader( file , *this );
reader.read( );
return true;
}
#if 0
void testLoadShaderFile( )
{
const std::string source( "test-loader.glsl" );
const std::string sPath( "shaders/" + source );
T_ShaderInput input;
const bool ok( input.load( sPath ) );
printf( "OK? %s\n" , ok ? "yes" : "no" );
printf( "type: %d\n" , int( input.type ) );
printf( "chunks: %zu\n" , input.chunks.size( ) );
printf( "errors: %zu\n" , input.errors.size( ) );
for ( auto const& error : input.errors ) {
printf( "\tl%d: %s\n" , error.line , error.error.c_str( ) );
}
}
#endif

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shaders.hh Normal file
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#pragma once
#include "utilities.hh"
/*= INPUT FILES ==============================================================*/
// Type of input chunk
enum class E_ShaderInputChunk {
CODE ,
INCLUDE
};
// Input chunk data
struct T_ShaderInputChunk
{
E_ShaderInputChunk type;
std::string text;
uint32_t lines;
T_ShaderInputChunk( ) = default;
T_ShaderInputChunk(
__rd__ const E_ShaderInputChunk type ,
__rd__ std::string text ,
__rd__ const uint32_t lines )
: type( type ) , text( std::move( text ) ) , lines( lines )
{ }
};
// Input file type
enum class E_ShaderInput {
CHUNK , // Chunk that may be repeated
LIBRARY , // Library (will only be loaded once)
// "Main" shader source files
VERTEX , FRAGMENT ,
};
// Preprocessing errors
struct T_ShaderInputError
{
uint32_t line;
std::string error;
};
// Source file
struct T_ShaderInput
{
E_ShaderInput type = E_ShaderInput::CHUNK;
std::vector< T_ShaderInputChunk > chunks;
std::vector< T_ShaderInputError > errors;
bool load( __rd__ std::string const& path );
};
//void testLoadShaderFile( );