100 lines
2.1 KiB
C++
100 lines
2.1 KiB
C++
#pragma once
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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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};
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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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std::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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__rd__ const E_ShaderInputChunk type ,
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__rd__ std::string text ,
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__rd__ 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 ,
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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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std::string error;
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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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std::vector< T_ShaderInputChunk > chunks;
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std::vector< T_ShaderInputError > errors;
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bool load( __rd__ std::string const& path );
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};
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using P_ShaderInput = std::unique_ptr< T_ShaderInput >;
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// Type of shader
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enum class E_ShaderType {
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VERTEX , FRAGMENT ,
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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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std::string source;
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uint32_t line;
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std::string error;
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};
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// Shader code after reconstitution
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// XXX rename this
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struct T_Frankenshader
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{
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E_ShaderType type;
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std::vector< uint32_t > starts; // Position of chunk in source file
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std::vector< uint32_t > counts; // Chunk lengths
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std::vector< std::string > sources; // Chunk source files
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std::string code;
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std::vector< T_ShaderError > errors;
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std::map< std::string , bool > files;
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};
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using P_Frankenshader = std::unique_ptr< T_Frankenshader >;
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// XXX test for the loader
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struct T_ShaderCodeLoader
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{
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bool load( __rd__ std::string const& name ,
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__wr__ T_Frankenshader& code );
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T_ShaderInput const* getInput( __rd__ std::string const& name );
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void removeInput( __rd__ std::string const& name );
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private:
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std::map< std::string , P_ShaderInput > files;
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};
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void testLoadShaderFile( );
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