libs/render/src/eu/render/shader.source.cc
| Line | Branch | Exec | Source |
|---|---|---|---|
| 1 | #include "eu/log/log.h" | ||
| 2 | |||
| 3 | |||
| 4 | #include "eu/render/shader.source.h" | ||
| 5 | |||
| 6 | #include "mustache.hpp" | ||
| 7 | |||
| 8 | // #include "default_shader.frag.glsl.h" | ||
| 9 | // #include "default_shader.vert.glsl.h" | ||
| 10 | // #include "skybox.frag.glsl.h" | ||
| 11 | // #include "skybox.vert.glsl.h" | ||
| 12 | |||
| 13 | namespace eu::render | ||
| 14 | { | ||
| 15 | |||
| 16 | |||
| 17 | using Properties = std::unordered_map<std::string, std::string>; | ||
| 18 | |||
| 19 | ✗ | ShaderOptions ShaderOptions::with_transparent_cutoff() const | |
| 20 | { | ||
| 21 | ✗ | auto ret = *this; | |
| 22 | ✗ | ret.transparent_cutoff = true; | |
| 23 | ✗ | return ret; | |
| 24 | } | ||
| 25 | |||
| 26 | ✗ | ShaderOptions ShaderOptions::with_instanced_mat4() const | |
| 27 | { | ||
| 28 | ✗ | auto ret = *this; | |
| 29 | ✗ | ret.use_instancing = true; | |
| 30 | ✗ | return ret; | |
| 31 | } | ||
| 32 | |||
| 33 | ✗ | kainjow::mustache::mustache load_mustache(std::string_view str) | |
| 34 | { | ||
| 35 | ✗ | auto input = kainjow::mustache::mustache{std::string{str.begin(), str.end()}}; | |
| 36 | ✗ | if (input.is_valid() == false) | |
| 37 | { | ||
| 38 | ✗ | const auto& error = input.error_message(); | |
| 39 | ✗ | LOG_ERR("Failed to parse mustache: {}", error); | |
| 40 | } | ||
| 41 | |||
| 42 | ✗ | input.set_custom_escape([](const std::string& s) { return s; }); | |
| 43 | ✗ | return input; | |
| 44 | ✗ | } | |
| 45 | |||
| 46 | ✗ | std::string generate_blur(std::string_view src, const BlurOptions& options) | |
| 47 | { | ||
| 48 | ✗ | auto input = load_mustache(src); | |
| 49 | ✗ | auto data = kainjow::mustache::data{}; | |
| 50 | |||
| 51 | ✗ | data["is_horizontal"] = options.blur == BlurType::horizontal; | |
| 52 | ✗ | data["is_vertical"] = options.blur == BlurType::vertical; | |
| 53 | ✗ | data["sample_count"] = fmt::format("{}", options.sample_count); | |
| 54 | ✗ | data["is_gauss"] = options.is_gauss == IsGauss::yes; | |
| 55 | |||
| 56 | ✗ | return input.render(data); | |
| 57 | ✗ | } | |
| 58 | |||
| 59 | ✗ | std::string generate(std::string_view str, const ShaderOptions& options, const std::string& uniform_buffer_source) | |
| 60 | { | ||
| 61 | ✗ | auto input = load_mustache(str); | |
| 62 | ✗ | auto data = kainjow::mustache::data{}; | |
| 63 | |||
| 64 | ✗ | data["use_lights"] = options.use_lights; | |
| 65 | ✗ | data["use_blinn_phong"] = options.use_blinn_phong; | |
| 66 | ✗ | data["use_texture"] = options.use_texture; | |
| 67 | ✗ | data["number_of_directional_lights"] = fmt::format("{}", options.number_of_directional_lights); | |
| 68 | ✗ | data["number_of_point_lights"] = fmt::format("{}", options.number_of_point_lights); | |
| 69 | ✗ | data["number_of_frustum_lights"] = fmt::format("{}", options.number_of_frustum_lights); | |
| 70 | ✗ | data["transparent_cutoff"] = options.transparent_cutoff; | |
| 71 | ✗ | data["use_instancing"] = options.use_instancing; | |
| 72 | ✗ | data["uniform_buffer_source"] = uniform_buffer_source; | |
| 73 | ✗ | data["only_depth"] = options.only_depth; | |
| 74 | |||
| 75 | ✗ | return input.render(data); | |
| 76 | ✗ | } | |
| 77 | |||
| 78 | ✗ | std::string generate(std::string_view str, const std::string& uniform_buffer_source) | |
| 79 | { | ||
| 80 | ✗ | auto input = load_mustache(str); | |
| 81 | ✗ | auto data = kainjow::mustache::data{}; | |
| 82 | |||
| 83 | ✗ | data["uniform_buffer_source"] = uniform_buffer_source; | |
| 84 | |||
| 85 | ✗ | return input.render(data); | |
| 86 | ✗ | } | |
| 87 | |||
| 88 | ✗ | ShaderSource_withLayout load_shader_source(const ShaderSource& source, const ShaderOptions& options, const std::string& uniform_buffer_source) | |
| 89 | { | ||
| 90 | ✗ | auto layout = core::ShaderVertexAttributes{{core::VertexType::position3, "a_position"}, {core::VertexType::color3, "a_color"}}; | |
| 91 | |||
| 92 | ✗ | if (options.use_texture) | |
| 93 | { | ||
| 94 | ✗ | layout.emplace_back(core::VertexElementDescription{core::VertexType::texture2, "a_tex_coord"}); | |
| 95 | } | ||
| 96 | |||
| 97 | ✗ | if (options.use_lights) | |
| 98 | { | ||
| 99 | ✗ | layout.emplace_back(core::VertexElementDescription{core::VertexType::normal3, "a_normal"}); | |
| 100 | } | ||
| 101 | |||
| 102 | ✗ | return ShaderSource_withLayout{ | |
| 103 | layout, | ||
| 104 | generate(source.vertex, options, uniform_buffer_source), | ||
| 105 | generate(source.fragment, options, uniform_buffer_source) | ||
| 106 | ✗ | }; | |
| 107 | ✗ | } | |
| 108 | |||
| 109 | ✗ | ShaderSource load_skybox_source(const ShaderSource& source, const std::string& uniform_buffer_source) | |
| 110 | { | ||
| 111 | ✗ | return ShaderSource{ | |
| 112 | generate(source.vertex, uniform_buffer_source), generate(source.fragment, uniform_buffer_source) | ||
| 113 | ✗ | }; | |
| 114 | } | ||
| 115 | |||
| 116 | } // namespace eu::render | ||
| 117 |