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libs/render/src/eu/render/shader.source.cc
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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 // ====================================================================================================================
14 // Internal
15
16 namespace internal
17 {
18 namespace
19 {
20 using namespace eu;
21 using namespace eu::render;
22
23 ✗ kainjow::mustache::mustache load_mustache(std::string_view str)
24 {
25
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✗ auto input = kainjow::mustache::mustache{ std::string{str.begin(), str.end()} };
26
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✗ if (input.is_valid() == false)
27 {
28 ✗ const auto& error = input.error_message();
29
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✗ LOG_ERR("Failed to parse mustache: {}", error);
30 }
31
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✗ input.set_custom_escape([](const std::string& s) { return s; });
33 ✗ return input;
34 ✗ }
35
36
37 ✗ std::string generate(std::string_view str, const ShaderOptions& options, const std::string& uniform_buffer_source)
38 {
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✗ auto input = load_mustache(str);
40
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✗ auto data = kainjow::mustache::data{};
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✗ data["use_lights"] = options.use_lights;
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✗ data["use_blinn_phong"] = options.use_blinn_phong;
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✗ data["use_texture"] = options.use_texture;
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✗ data["number_of_directional_lights"] = fmt::format("{}", options.number_of_directional_lights);
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✗ data["number_of_point_lights"] = fmt::format("{}", options.number_of_point_lights);
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✗ data["number_of_frustum_lights"] = fmt::format("{}", options.number_of_frustum_lights);
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✗ data["transparent_cutoff"] = options.transparent_cutoff;
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✗ data["use_instancing"] = options.use_instancing;
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✗ data["uniform_buffer_source"] = uniform_buffer_source;
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✗ data["only_depth"] = options.only_depth;
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✗ return input.render(data);
54 ✗ }
55
56
57 ✗ std::string generate(std::string_view str, const std::string& uniform_buffer_source)
58 {
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✗ auto input = load_mustache(str);
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✗ auto data = kainjow::mustache::data{};
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✗ data["uniform_buffer_source"] = uniform_buffer_source;
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✗ return input.render(data);
65 ✗ }
66 }
67 }
68
69 // ====================================================================================================================
70 // API
71
72 namespace eu::render
73 {
74
75 ✗ ShaderOptions ShaderOptions::with_transparent_cutoff() const
76 {
77 ✗ auto ret = *this;
78 ✗ ret.transparent_cutoff = true;
79 ✗ return ret;
80 }
81
82 ✗ ShaderOptions ShaderOptions::with_instanced_mat4() const
83 {
84 ✗ auto ret = *this;
85 ✗ ret.use_instancing = true;
86 ✗ return ret;
87 }
88
89
90
91 ✗ std::string generate_blur(std::string_view src, const BlurOptions& options)
92 {
93
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✗ auto input = internal::load_mustache(src);
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✗ auto data = kainjow::mustache::data{};
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✗ data["is_horizontal"] = options.blur == BlurType::horizontal;
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✗ data["is_vertical"] = options.blur == BlurType::vertical;
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✗ data["sample_count"] = fmt::format("{}", options.sample_count);
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✗ data["is_gauss"] = options.is_gauss == IsGauss::yes;
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✗ return input.render(data);
102 ✗ }
103
104
105
106 ✗ ShaderSource_withLayout load_shader_source(const ShaderSource& source, const ShaderOptions& options, const std::string& uniform_buffer_source)
107 {
108 auto layout = core::ShaderVertexAttributes
109 {
110 {
111 .type = core::VertexType::position3,
112 ✗ .name = "a_position"
113 },
114 {
115 .type=core::VertexType::color3,
116 .name = "a_color"
117 }
118
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✗ };
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✗ if (options.use_texture)
121 {
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✗ layout.emplace_back(core::VertexElementDescription
123 {
124 .type = core::VertexType::texture2,
125 ✗ .name = "a_tex_coord"
126 });
127 }
128
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✗ if (options.use_lights)
130 {
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✗ layout.emplace_back(core::VertexElementDescription
132 {
133 .type = core::VertexType::normal3,
134 ✗ .name = "a_normal"
135 });
136 }
137
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✗ return ShaderSource_withLayout
139 {
140 .layout = layout,
141 .vertex = internal::generate(source.vertex, options, uniform_buffer_source),
142 .fragment = internal::generate(source.fragment, options, uniform_buffer_source)
143 ✗ };
144
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✗ }
145
146 ✗ ShaderSource load_skybox_source(const ShaderSource& source, const std::string& uniform_buffer_source)
147 {
148
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✗ return ShaderSource
149 {
150 .vertex = internal::generate(source.vertex, uniform_buffer_source),
151 .fragment = internal::generate(source.fragment, uniform_buffer_source)
152 ✗ };
153 }
154
155 }
156