mirror of
https://github.com/Almamu/linux-wallpaperengine.git
synced 2025-07-14 05:12:25 +08:00

* Add sampler2DComparison and uint to known types * Ignore unsupported `#require` preprocessor directive `#require LightingV1` is found in generic4.frag, genericimage4.frag, ... * Mark _alias_* textures as FBOs Currently not supported, but prevents loading from the file, thereby avoiding CAssetLoadException
772 lines
29 KiB
C++
772 lines
29 KiB
C++
#include "common.h"
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#include <fstream>
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#include <iostream>
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#include <string>
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#include <utility>
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// filesystem
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#include <WallpaperEngine/FileSystem/FileSystem.h>
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// shader compiler
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#include <WallpaperEngine/Core/Objects/Effects/Constants/CShaderConstantFloat.h>
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#include <WallpaperEngine/Core/Objects/Effects/Constants/CShaderConstantInteger.h>
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#include <WallpaperEngine/Core/Objects/Effects/Constants/CShaderConstantVector4.h>
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#include <WallpaperEngine/Render/Shaders/Compiler.h>
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#include <filesystem>
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#include <regex>
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#include "WallpaperEngine/Assets/CAssetLoadException.h"
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#include "WallpaperEngine/Render/Shaders/Variables/CShaderVariable.h"
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#include "WallpaperEngine/Render/Shaders/Variables/CShaderVariableFloat.h"
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#include "WallpaperEngine/Render/Shaders/Variables/CShaderVariableInteger.h"
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#include "WallpaperEngine/Render/Shaders/Variables/CShaderVariableVector2.h"
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#include "WallpaperEngine/Render/Shaders/Variables/CShaderVariableVector3.h"
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#include "WallpaperEngine/Render/Shaders/Variables/CShaderVariableVector4.h"
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using namespace WallpaperEngine::Core;
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using namespace WallpaperEngine::Assets;
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namespace WallpaperEngine::Render::Shaders {
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Compiler::Compiler (CContainer* container, std::string filename, Type type, std::map<std::string, int>* combos,
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std::map<std::string, bool>* foundCombos, const std::vector<std::string>& textures,
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const std::map<std::string, CShaderConstant*>& constants, bool recursive) :
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m_combos (combos),
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m_foundCombos (foundCombos),
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m_passTextures (textures),
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m_recursive (recursive),
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m_type (type),
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m_file (std::move (filename)),
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m_error (),
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m_constants (constants),
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m_container (container) {
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if (type == Type_Vertex)
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this->m_content = this->m_container->readVertexShader (this->m_file);
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else if (type == Type_Pixel)
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this->m_content = this->m_container->readFragmentShader (this->m_file);
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else if (type == Type_Include)
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this->m_content = this->m_container->readIncludeShader (this->m_file);
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// clone the combos into the baseCombos to keep track of values that must be embedded no matter what
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for (const auto& [name, value] : *this->m_combos)
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this->m_baseCombos.insert (std::make_pair (name, value));
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}
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bool Compiler::peekString (std::string str, std::string::const_iterator& it) {
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std::string::const_iterator check = str.begin ();
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std::string::const_iterator cur = it;
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while (cur != this->m_content.end () && check != str.end ()) {
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if (*cur != *check)
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return false;
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++cur;
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++check;
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}
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if (cur == this->m_content.end ()) {
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return false;
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}
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if (check != str.end ()) {
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return false;
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}
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it = cur;
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return true;
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}
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bool Compiler::expectSemicolon (std::string::const_iterator& it) {
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if (*it != ';') {
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this->m_error = true;
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this->m_errorInfo = std::string ("Expected semicolon but got ") + *it;
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return false;
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}
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++it;
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return true;
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}
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void Compiler::ignoreSpaces (std::string::const_iterator& it) {
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while (it != this->m_content.end () && (*it == ' ' || *it == '\t'))
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++it;
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}
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void Compiler::ignoreUpToNextLineFeed (std::string::const_iterator& it) {
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while (it != this->m_content.end () && *it != '\n')
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++it;
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}
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void Compiler::ignoreUpToBlockCommentEnd (std::string::const_iterator& it) {
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while (it != this->m_content.end () && !this->peekString ("*/", it))
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++it;
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}
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std::string Compiler::extractType (std::string::const_iterator& it) {
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// first of all check for highp/mediump/lowp as these operators have to be ignored
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this->peekString ("highp", it);
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this->peekString ("mediump", it);
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this->peekString ("lowp", it);
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this->ignoreSpaces (it);
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auto cur = sTypes.begin ();
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const auto end = sTypes.end ();
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while (cur != end) {
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if (this->peekString (*cur + " ", it))
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return *cur;
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++cur;
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}
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this->m_error = true;
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this->m_errorInfo = "Expected type";
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return "";
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}
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std::string Compiler::extractName (std::string::const_iterator& it) {
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std::string::const_iterator cur = it;
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std::string::const_iterator begin = cur;
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// first character has to be a valid alphabetic characer
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if (!this->isChar (cur) && *cur != '_') {
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this->m_error = true;
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this->m_errorInfo = "Expected name doesn't start with a valid character";
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return "";
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}
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++cur;
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while (cur != this->m_content.end () && (this->isChar (cur) || *cur == '_' || this->isNumeric (cur)))
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++cur;
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it = cur;
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return {begin, cur};
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}
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std::string Compiler::extractArray (std::string::const_iterator& it, bool mustExists) {
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auto cur = it;
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auto begin = cur;
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if (*cur != '[') {
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if (!mustExists) {
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return "";
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}
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this->m_error = true;
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this->m_errorInfo = "Expected an array but found nothing";
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return "";
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}
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++cur;
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while (cur != this->m_content.end () && *cur != ']')
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++cur;
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it = ++cur;
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return {begin, cur};
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}
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bool Compiler::isChar (const std::string::const_iterator& it) {
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return ((*it) >= 'A' && (*it) <= 'Z') || ((*it) >= 'a' && (*it) <= 'z');
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}
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bool Compiler::isNumeric (const std::string::const_iterator& it) {
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return (*it) >= '0' && (*it) <= '9';
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}
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std::string Compiler::extractQuotedValue (std::string::const_iterator& it) {
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std::string::const_iterator cur = it;
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if (*cur != '"') {
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m_error = true;
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m_errorInfo = std::string ("Expected opening \" but got ") + (*cur);
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return "";
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}
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++cur;
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while (cur != this->m_content.end () && *cur != '\n' && *cur != '"')
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++cur;
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if (cur == this->m_content.end ()) {
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m_error = true;
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m_errorInfo = "Expected closing \" not found";
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it = cur;
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return "";
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}
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std::string filename = std::string (++it, cur);
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it = ++cur;
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return filename;
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}
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std::string Compiler::lookupShaderFile (std::string filename) {
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// now compile the new shader
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// do not include the default header (as it's already included in the parent)
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Compiler loader (this->m_container, std::move (filename), Type_Include, this->m_combos, this->m_foundCombos,
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this->m_passTextures, this->m_constants, true);
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loader.precompile ();
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return loader.getCompiled ();
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}
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std::string& Compiler::getCompiled () {
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return this->m_compiledContent;
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}
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void Compiler::precompile () {
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// TODO: SEPARATE THIS IN TWO SO THE COMBOS ARE DETECTED FIRST AND WE DO NOT REQUIRE DOUBLE COMPILATION OF THE
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// SHADER'S SOURCE
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#define BREAK_IF_ERROR \
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if (this->m_error) { \
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sLog.exception ("ERROR PRE-COMPILING SHADER.", this->m_errorInfo); \
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}
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// parse the shader and find #includes and such things and translate them to the correct name
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// also remove any #version definition to prevent errors
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std::string::const_iterator it = this->m_content.begin ();
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// reset error indicator
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this->m_error = false;
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this->m_errorInfo = "";
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this->m_compiledContent = "";
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this->m_includesContent = "";
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this->m_includesProcessed = false;
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// search preprocessor macros and parse them
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while (it != this->m_content.end () && !this->m_error) {
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if (*it == ' ' || *it == '\t' || *it == '\n' || *it == '\r' || *it == '\0' || *it == '{' || *it == '}' ||
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*it == '[' || *it == ']' || *it == '.') {
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this->m_compiledContent += *it;
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++it;
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} else if (*it == '#') {
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if (this->peekString ("#include ", it)) {
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// ignore whitespaces
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this->ignoreSpaces (it);
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BREAK_IF_ERROR
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// extract value between quotes
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std::string filename = this->extractQuotedValue (it);
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BREAK_IF_ERROR
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if (this->m_recursive) {
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this->m_compiledContent += "// begin of include from file " + filename + "\r\n";
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this->m_compiledContent += this->lookupShaderFile (filename);
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this->m_compiledContent += "\r\n// end of included from file " + filename + "\r\n";
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} else {
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// load the content to the includes contents and continue with the next one
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// try to find the file first
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this->m_includesContent += "// begin of included from file " + filename + "\r\n";
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this->m_includesContent += this->lookupShaderFile (filename);
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this->m_includesContent += "\r\n// end of included from file " + filename + "\r\n";
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}
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} else if (this->peekString ("#require ", it)) {
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// TODO: PROPERLY IMPLEMENT #require
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this->m_compiledContent += "// #require ";
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// ignore whitespaces
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this->ignoreSpaces (it);
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BREAK_IF_ERROR
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std::string name = this->extractName (it);
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BREAK_IF_ERROR
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this->m_compiledContent += name;
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} else {
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this->m_compiledContent += '#';
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++it;
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}
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} else if (*it == 'u') {
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// uniforms might have extra information for their values
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if (this->peekString ("uniform ", it)) {
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this->ignoreSpaces (it);
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std::string type = this->extractType (it);
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BREAK_IF_ERROR
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this->ignoreSpaces (it);
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std::string name = this->extractName (it);
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BREAK_IF_ERROR
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this->ignoreSpaces (it);
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std::string array = this->extractArray (it, false);
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BREAK_IF_ERROR
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this->ignoreSpaces (it);
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this->expectSemicolon (it);
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BREAK_IF_ERROR
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this->ignoreSpaces (it);
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// check if there is any actual extra information and parse it
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if (this->peekString ("//", it)) {
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this->ignoreSpaces (it);
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std::string::const_iterator begin = it;
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this->ignoreUpToNextLineFeed (it);
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std::string configuration;
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configuration.append (begin, it);
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// parse the parameter information
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this->parseParameterConfiguration (type, name, configuration);
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BREAK_IF_ERROR
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this->m_compiledContent += "uniform ";
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this->m_compiledContent += type;
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this->m_compiledContent += " ";
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this->m_compiledContent += name;
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this->m_compiledContent += array;
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this->m_compiledContent += "; // ";
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this->m_compiledContent += configuration;
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} else {
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this->m_compiledContent += "uniform ";
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this->m_compiledContent += type;
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this->m_compiledContent += " ";
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this->m_compiledContent += name;
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this->m_compiledContent += array;
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this->m_compiledContent += ";";
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}
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} else {
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// continue reading the original shader as this most likely is a variable name or something
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// that is not really interesting for the compiler
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this->m_compiledContent += *it;
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++it;
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}
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} else if (*it == 'a') {
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// find attribute definitions
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if (this->peekString ("attribute ", it)) {
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this->ignoreSpaces (it);
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std::string type = this->extractType (it);
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BREAK_IF_ERROR
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this->ignoreSpaces (it);
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std::string name = this->extractName (it);
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BREAK_IF_ERROR
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this->ignoreSpaces (it);
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std::string array = this->extractArray (it, false);
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BREAK_IF_ERROR
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this->ignoreSpaces (it);
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this->expectSemicolon (it);
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BREAK_IF_ERROR
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this->m_compiledContent += "attribute " + type + " " + name + array + ";";
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} else {
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// check for types first
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std::string type = this->extractType (it);
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// types not found, try names
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if (!this->m_error) {
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this->ignoreSpaces (it);
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this->m_compiledContent += type;
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} else {
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this->m_error = false;
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std::string name = this->extractName (it);
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if (!this->m_error) {
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// check if the name is a translated one or not
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this->m_compiledContent += name;
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} else {
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this->m_error = false;
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this->m_compiledContent += *it;
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++it;
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}
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}
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}
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} else if (*it == '/') {
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if (this->peekString ("//", it)) {
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std::string::const_iterator begin = it - 2;
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// is there a COMBO mark to take care of?
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this->ignoreSpaces (it);
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if (this->peekString ("[COMBO]", it)) {
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// parse combo json data to define the proper variables
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this->ignoreSpaces (it);
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begin = it;
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this->ignoreUpToNextLineFeed (it);
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std::string configuration;
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configuration.append (begin, it);
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this->m_compiledContent += "// [COMBO] " + configuration;
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this->parseComboConfiguration (configuration, 0);
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BREAK_IF_ERROR;
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} else if (this->peekString ("[COMBO_OFF]", it)) {
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// parse combo json data to define the proper variables
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this->ignoreSpaces (it);
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begin = it;
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this->ignoreUpToNextLineFeed (it);
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std::string configuration;
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configuration.append (begin, it);
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this->m_compiledContent += "// [COMBO_OFF] " + configuration;
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this->parseComboConfiguration (configuration, 0);
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BREAK_IF_ERROR;
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} else {
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// the comment can be ignored and put back as is
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this->ignoreUpToNextLineFeed (it);
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this->m_compiledContent.append (begin, it);
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}
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} else if (this->peekString ("/*", it)) {
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std::string::const_iterator begin = it - 2;
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this->ignoreUpToBlockCommentEnd (it);
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this->m_compiledContent.append (begin, it);
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} else {
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this->m_compiledContent += *it;
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++it;
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}
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} else {
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// check for types first
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std::string type = this->extractType (it);
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// type found
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if (!this->m_error) {
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this->ignoreSpaces (it);
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// check for main, and take it into account, this also helps adding the includes
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std::string name = this->extractName (it);
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this->ignoreSpaces (it);
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if (this->peekString ("(", it)) {
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if (!this->m_includesProcessed) {
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this->m_compiledContent += "\n\n" + this->m_includesContent + "\n\n";
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this->m_includesProcessed = true;
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}
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this->m_compiledContent += type + " " + name + "(";
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} else {
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this->m_compiledContent += type + " " + name;
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}
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} else {
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this->m_error = false;
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std::string name = this->extractName (it);
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if (!this->m_error) {
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// check if the name is a translated one or not
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this->m_compiledContent += name;
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} else {
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this->m_error = false;
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this->m_compiledContent += *it++;
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}
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}
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}
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}
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std::string finalCode;
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if (!this->m_recursive) {
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// add the opengl compatibility at the top
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finalCode = "#version 330\n"
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"// ======================================================\n"
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"// Processed shader " +
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this->m_file +
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"\n"
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"// ======================================================\n"
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"precision highp float;\n"
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"#define mul(x, y) ((y) * (x))\n"
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"#define max(x, y) max (y, x)\n"
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"#define lerp mix\n"
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"#define frac fract\n"
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"#define CAST2(x) (vec2(x))\n"
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"#define CAST3(x) (vec3(x))\n"
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"#define CAST4(x) (vec4(x))\n"
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"#define CAST3X3(x) (mat3(x))\n"
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"#define saturate(x) (clamp(x, 0.0, 1.0))\n"
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"#define texSample2D texture\n"
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"#define texSample2DLod textureLod\n"
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"#define atan2 atan\n"
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"#define fmod(x, y) ((x)-(y)*trunc((x)/(y)))\n"
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"#define ddx dFdx\n"
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"#define ddy(x) dFdy(-(x))\n"
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"#define GLSL 1\n\n";
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if (this->m_type == Type_Vertex) {
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finalCode += "#define attribute in\n"
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"#define varying out\n";
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} else {
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finalCode += "out vec4 out_FragColor;\n"
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"#define varying in\n";
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}
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finalCode += "// ======================================================\n"
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"// Shader combo parameter definitions\n"
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"// ======================================================\n";
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finalCode += "// found combos from current shader\n";
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// add combo values
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for (const auto& [name, value] : *this->m_foundCombos) {
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// find the right value for the combo in the combos map
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auto combo = this->m_combos->find (name);
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if (combo == this->m_combos->end ())
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continue;
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finalCode += "#define " + name + " " + std::to_string (combo->second) + "\n";
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}
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|
|
|
finalCode += "// combos from pass\n";
|
|
|
|
// add base combos that come from the pass change that MUST be added
|
|
for (const auto& [name, value] : this->m_baseCombos) {
|
|
auto alreadyFound = this->m_foundCombos->find (name);
|
|
|
|
if (alreadyFound != this->m_foundCombos->end ())
|
|
continue;
|
|
|
|
finalCode += "#define " + name + " " + std::to_string (value) + "\n";
|
|
}
|
|
}
|
|
|
|
// replace gl_FragColor with the equivalent
|
|
std::string from = "gl_FragColor";
|
|
std::string to = "out_FragColor";
|
|
|
|
size_t start_pos = 0;
|
|
while ((start_pos = this->m_compiledContent.find (from, start_pos)) != std::string::npos) {
|
|
this->m_compiledContent.replace (start_pos, from.length (), to);
|
|
start_pos += to.length (); // Handles case where 'to' is a substring of 'from'
|
|
}
|
|
|
|
// replace sample occurrences
|
|
from = "sample";
|
|
to = "_sample";
|
|
|
|
start_pos = 0;
|
|
while ((start_pos = this->m_compiledContent.find (from, start_pos)) != std::string::npos) {
|
|
// ensure that after it comes something like a space or a ; or a tab
|
|
std::string after = this->m_compiledContent.substr (start_pos + from.length (), 1);
|
|
|
|
if (after != " " && after != ";" && after != "\t" && after != "=" && after != "+" && after != "-" &&
|
|
after != "/" && after != "*" && after != "." && after != "," && after != ")") {
|
|
start_pos += to.length (); // Handles case where 'to' is a substring of 'from'
|
|
continue;
|
|
}
|
|
|
|
this->m_compiledContent.replace (start_pos, from.length (), to);
|
|
start_pos += to.length (); // Handles case where 'to' is a substring of 'from'
|
|
}
|
|
|
|
try {
|
|
this->applyPatches ();
|
|
} catch (CAssetLoadException&) {
|
|
// nothing important, no patch was found
|
|
}
|
|
|
|
finalCode += this->m_compiledContent;
|
|
|
|
if (!this->m_recursive) {
|
|
sLog.debug ("======================== COMPILED ", (this->m_type == Type_Vertex ? "VERTEX" : "FRAGMENT"),
|
|
" SHADER ", this->m_file, " ========================");
|
|
sLog.debug (finalCode);
|
|
}
|
|
|
|
// store the final final code here
|
|
this->m_compiledContent = finalCode;
|
|
#undef BREAK_IF_ERROR
|
|
}
|
|
|
|
void Compiler::applyPatches () {
|
|
// small patches for things, looks like the official wpengine does the same thing
|
|
std::filesystem::path file = this->m_file;
|
|
file = "patches" / file.filename ();
|
|
|
|
if (this->m_type == Type_Vertex)
|
|
file += ".vert";
|
|
else if (this->m_type == Type_Pixel)
|
|
file += ".frag";
|
|
|
|
file += ".json";
|
|
|
|
std::string tmp = file;
|
|
const std::string patchContents = this->m_container->readFileAsString (file);
|
|
|
|
json data = json::parse (patchContents);
|
|
const auto patches = data.find ("patches");
|
|
|
|
for (auto patch : *patches) {
|
|
auto matches = patch.find ("matches");
|
|
bool canApply = true;
|
|
|
|
// check for matches first, as these signal whether the patch can be applied or not
|
|
for (const auto& match : *matches) {
|
|
if (this->m_compiledContent.find (match) == std::string::npos) {
|
|
canApply = false;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (canApply == false)
|
|
continue;
|
|
|
|
const auto replacements = patch.find ("replacements");
|
|
|
|
for (const auto& replacement : replacements->items ()) {
|
|
// replace gl_FragColor with the equivalent
|
|
std::string from = replacement.key ();
|
|
std::string to = replacement.value ();
|
|
|
|
size_t start_pos = 0;
|
|
while ((start_pos = this->m_compiledContent.find (from, start_pos)) != std::string::npos) {
|
|
this->m_compiledContent.replace (start_pos, from.length (), to);
|
|
start_pos += to.length (); // Handles case where 'to' is a substring of 'from'
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void Compiler::parseComboConfiguration (const std::string& content, int defaultValue) {
|
|
json data = json::parse (content);
|
|
const auto combo = jsonFindRequired (data, "combo", "cannot parse combo information");
|
|
const auto type = data.find ("type");
|
|
const auto defvalue = data.find ("default");
|
|
|
|
// add line feed just in case
|
|
this->m_compiledContent += "\n";
|
|
|
|
// check the combos
|
|
const auto entry = this->m_combos->find (combo->get<std::string> ());
|
|
|
|
// add the combo to the found list
|
|
this->m_foundCombos->insert (std::make_pair<std::string, int> (*combo, true));
|
|
|
|
// if the combo was not found in the predefined values this means that the default value in the JSON data can be
|
|
// used so only define the ones that are not already defined
|
|
if (entry == this->m_combos->end ()) {
|
|
if (type != data.end ())
|
|
sLog.error ("Resorting to default value as type ", *type, " is unknown");
|
|
|
|
// if no combo is defined just load the default settings
|
|
if (defvalue == data.end ()) {
|
|
// TODO: PROPERLY SUPPORT EMPTY COMBOS
|
|
this->m_combos->insert (std::make_pair<std::string, int> (*combo, (int) defaultValue));
|
|
} else if (defvalue->is_number_float ()) {
|
|
sLog.exception ("float combos are not supported in shader ", this->m_file, ". ", *combo);
|
|
} else if (defvalue->is_number_integer ()) {
|
|
this->m_combos->insert (std::make_pair<std::string, int> (*combo, defvalue->get<int> ()));
|
|
} else if (defvalue->is_string ()) {
|
|
sLog.exception ("string combos are not supported in shader ", this->m_file, ". ", *combo);
|
|
} else {
|
|
sLog.exception ("cannot parse combo information ", *combo, ". unknown type for ", defvalue->dump ());
|
|
}
|
|
}
|
|
}
|
|
|
|
void Compiler::parseParameterConfiguration (const std::string& type, const std::string& name,
|
|
const std::string& content) {
|
|
json data = json::parse (content);
|
|
const auto material = data.find ("material");
|
|
const auto defvalue = data.find ("default");
|
|
// auto range = data.find ("range");
|
|
const auto combo = data.find ("combo");
|
|
|
|
// this is not a real parameter
|
|
auto constant = this->m_constants.end ();
|
|
|
|
if (material != data.end ())
|
|
constant = this->m_constants.find (*material);
|
|
|
|
if (constant == this->m_constants.end () && defvalue == data.end ()) {
|
|
if (type != "sampler2D")
|
|
sLog.exception ("Cannot parse parameter data for ", name, " in shader ", this->m_file);
|
|
}
|
|
|
|
Variables::CShaderVariable* parameter;
|
|
|
|
// TODO: SUPPORT VALUES FOR ALL THESE TYPES
|
|
if (type == "vec4") {
|
|
parameter = new Variables::CShaderVariableVector4 (
|
|
constant == this->m_constants.end () ? WallpaperEngine::Core::aToVector4 (*defvalue)
|
|
: *constant->second->as<CShaderConstantVector4> ()->getValue ());
|
|
} else if (type == "vec3") {
|
|
parameter = new Variables::CShaderVariableVector3 (
|
|
constant == this->m_constants.end () ? WallpaperEngine::Core::aToVector3 (*defvalue)
|
|
: *constant->second->as<CShaderConstantVector4> ()->getValue ());
|
|
} else if (type == "vec2") {
|
|
parameter = new Variables::CShaderVariableVector2 (WallpaperEngine::Core::aToVector2 (*defvalue));
|
|
} else if (type == "float") {
|
|
float value = 0;
|
|
|
|
if (constant == this->m_constants.end ())
|
|
value = defvalue->get<float> ();
|
|
else if (constant->second->is<CShaderConstantFloat> ())
|
|
value = *constant->second->as<CShaderConstantFloat> ()->getValue ();
|
|
else if (constant->second->is<CShaderConstantInteger> ())
|
|
value = *constant->second->as<CShaderConstantInteger> ()->getValue ();
|
|
|
|
parameter = new Variables::CShaderVariableFloat (value);
|
|
} else if (type == "int") {
|
|
int value = 0;
|
|
|
|
if (constant == this->m_constants.end ())
|
|
value = defvalue->get<int> ();
|
|
else if (constant->second->is<CShaderConstantFloat> ())
|
|
value = *constant->second->as<CShaderConstantFloat> ()->getValue ();
|
|
else if (constant->second->is<CShaderConstantInteger> ())
|
|
value = *constant->second->as<CShaderConstantInteger> ()->getValue ();
|
|
|
|
parameter = new Variables::CShaderVariableInteger (value);
|
|
} else if (type == "sampler2D" || type == "sampler2DComparison") {
|
|
// samplers can have special requirements, check what sampler we're working with and create definitions
|
|
// if needed
|
|
const auto textureName = data.find ("default");
|
|
// extract the texture number from the name
|
|
const char value = name.at (std::string ("g_Texture").length ());
|
|
// now convert it to integer
|
|
size_t index = value - '0';
|
|
|
|
if (combo != data.end ()) {
|
|
// if the texture exists (and is not null), add to the combo
|
|
if (this->m_passTextures.size () > index &&
|
|
(!this->m_passTextures.at (index).empty () || textureName != data.end ())) {
|
|
// add the new combo to the list
|
|
this->m_combos->insert (std::make_pair<std::string, int> (*combo, 1));
|
|
|
|
// textures linked to combos need to be tracked too
|
|
if (this->m_foundCombos->find (*combo) == this->m_foundCombos->end ())
|
|
this->m_foundCombos->insert (std::make_pair<std::string, bool> (*combo, true));
|
|
}
|
|
}
|
|
|
|
if (textureName != data.end ())
|
|
this->m_textures.insert (std::make_pair (index, *textureName));
|
|
|
|
// samplers are not saved, we can ignore them for now
|
|
return;
|
|
} else {
|
|
this->m_error = true;
|
|
this->m_errorInfo = "Unknown parameter type: " + type + " for " + name;
|
|
return;
|
|
}
|
|
|
|
if (material != data.end ()) {
|
|
parameter->setIdentifierName (*material);
|
|
parameter->setName (name);
|
|
|
|
this->m_parameters.push_back (parameter);
|
|
}
|
|
}
|
|
|
|
Variables::CShaderVariable* Compiler::findParameter (const std::string& identifier) {
|
|
for (const auto& cur : this->m_parameters)
|
|
if (cur->getIdentifierName () == identifier)
|
|
return cur;
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
const std::vector<Variables::CShaderVariable*>& Compiler::getParameters () const {
|
|
return this->m_parameters;
|
|
}
|
|
|
|
std::map<std::string, int>* Compiler::getCombos () const {
|
|
return this->m_combos;
|
|
}
|
|
|
|
const std::map<int, std::string>& Compiler::getTextures () const {
|
|
return this->m_textures;
|
|
}
|
|
|
|
std::vector<std::string> Compiler::sTypes = {"vec4", "uvec4", "ivec4", "dvec4", "bvec4", "vec3",
|
|
"uvec3", "ivec3", "dvec3", "bvec3", "vec2", "uvec2",
|
|
"ivec2", "dvec2", "bvec2", "float", "sampler2D", "sampler2DComparison",
|
|
"mat4x3", "mat4", "mat3", "uint", "uint4", "void"};
|
|
} // namespace WallpaperEngine::Render::Shaders
|