demotool/shaders.hh

232 lines
4.5 KiB
C++

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