#include "Shader.h" namespace NB{ FileLocation get_file_path(std::string name) { const std::vector allowed_special_chars = { '!', '#', '$', '%', '&', '\'', '(', ')', '+', ',', '-', ';', '=', '@', '[', ']', '^', '_', '`', '~' }; std::vector path = {""}; for (const char c : name) { if (c == '/' || c == '\\') { path.push_back(""); } else if (std::isalnum(c)) { path.back() += c; } else { for (const char sc : allowed_special_chars) { if (c == sc) { path.back() += c; } } throw std::runtime_error("Not valid filepath."); } } FileLocation ret; for (const auto& tk : path) { if (tk == path.back()) { ret.second = tk; } else { ret.first += '/' + tk; } } return ret; } // ShaderPreprocessorError class ShaderPreprocessorError::ShaderPreprocessorError( const std::string& msg, const std::string& file, int line ) : code(Codes::UNDEFINED), std::runtime_error(formatDebugString(msg, file, line)) {} ShaderPreprocessorError::ShaderPreprocessorError( Codes err_code, const std::string& arg, const std::string& file, int line ) : code(err_code), std::runtime_error(formatDebugString(errorCodeParser(err_code, arg), file, line)) {} std::string ShaderPreprocessorError::errorCodeParser(Codes err_code, const std::string& arg) { switch(err_code) { case Codes::FILE_NOT_FOUND: return "File '" + arg + "' not found."; case Codes::BUILTIN_NOT_FOUND: return "Built-in '" + arg + "' not found."; case Codes::CUSTOM: case Codes::UNDEFINED: return arg; case Codes::NONE: default: return ""; } } // ShaderError class ShaderError::ShaderError( const std::string& msg, const char* shad, const std::string& file, int line ) : std::runtime_error(formatString(msg, shad, file, line)) {} std::string ShaderError::formatString( const std::string& msg, const char* shad, const std::string& file, int line ) { std::string ret = ""; if (file != "") { ret += "In file " + file; if (line >= 0) { ret += " at line " + std::to_string(line); } ret += ":\n\t"; } ret += msg; if (shad != nullptr) { ret += " with shader error: " + std::string(shad); } return ret; } void preprocessor_include(const ShaderPreprocessor& proc, ShaderUnit& shad, unsigned int linenum, const std::string& line) { typedef ShaderPreprocessor::Codes Codes; std::stringstream lstream(line); std::vector tokens; std::string tk; while (std::getline(lstream, tk, ' ')) { tokens.push_back(tk); } // Error? When #include isn't at beginning of line if (tokens[0] != "#include") { return; } std::stringstream include_code; std::regex dir_pattern("\".*\""); std::cmatch matches; std::stringstream raw; std::string filename; std::regex bin_pattern("<.*>"); if (std::regex_match(tokens[1].c_str(), matches, dir_pattern)) { filename = matches[0]; filename = filename.substr(1, filename.size()-2); try { raw = proc.loadFromRelative(filename, shad.file.loc.first); proc.process(raw, shad); std::cout << "b1\n"; } catch (ShaderPreprocessorError e) { if (e.code == Codes::FILE_NOT_FOUND) { try { raw = proc.loadFromDirectory(filename); proc.process(raw, shad); } catch (ShaderPreprocessorError f) { if (f.code == Codes::FILE_NOT_FOUND) { raw = proc.loadFromBuiltIn(filename); proc.process(raw, shad); } else { throw f; } } } else { throw e; } } } else if (std::regex_match(tokens[1].c_str(), matches, bin_pattern)) { filename = matches[0]; filename = filename.substr(1, filename.size()-2); try { raw = proc.loadFromDirectory(filename); proc.process(raw, shad); } catch (ShaderPreprocessorError e) { if (e.code == Codes::FILE_NOT_FOUND) { try { raw = proc.loadFromBuiltIn(filename); proc.process(raw, shad); } catch (ShaderPreprocessorError f) { if (f.code == Codes::BUILTIN_NOT_FOUND) { raw = proc.loadFromRelative(filename, shad.file.loc.first); proc.process(raw, shad); } else { throw f; } } } else { throw e; } } } } void preprocessor_define(const ShaderPreprocessor& proc, ShaderUnit& shad, unsigned int linenum, const std::string& line) { std::stringstream lstream(line); std::vector tokens; std::string tk; while (std::getline(lstream, tk, ' ')) { tokens.push_back(tk); } if (tokens[0] != "#define") { return; } shad.defines[tokens[1]] = (tokens.size() > 2) ? tokens[2] : ""; shad.preprocSource << line << "\n"; } void preprocessor_version(const ShaderPreprocessor& proc, ShaderUnit& shad, unsigned int linenum, const std::string& line) { shad.preprocSource << line << "\n" ; } // ShaderPreprocessor class ShaderPreprocessor::ShaderPreprocessor() {} std::stringstream ShaderPreprocessor::loadFromRelative(const std::string& path, const std::string& base) const { std::string fullpath = base + path; std::ifstream filestream; std::stringstream ret; filestream.open(fullpath); if (filestream.is_open()) { ret << filestream.rdbuf(); return ret; } filestream.close(); for (const std::string& ext : AcceptedExtensions) { filestream.open(fullpath + ext); if (filestream.is_open()) { ret << filestream.rdbuf(); return ret; } filestream.close(); } throw ShaderPreprocessorError(Codes::FILE_NOT_FOUND, base + path); } std::stringstream ShaderPreprocessor::loadFromDirectory(const std::string& name) const { std::string fullpath; std::ifstream filestream; std::stringstream ret; for (const std::string& path : Directories) { fullpath = path + name; filestream.open(fullpath); if (filestream.is_open()) { ret << filestream.rdbuf(); return ret; } filestream.close(); for (const std::string& ext : AcceptedExtensions) { filestream.open(fullpath + ext); if (filestream.is_open()) { ret << filestream.rdbuf(); } filestream.close(); } } throw ShaderPreprocessorError(Codes::FILE_NOT_FOUND, name); } std::stringstream ShaderPreprocessor::loadFromBuiltIn(const std::string& name) const { std::stringstream ret; decltype(BuiltIns)::const_iterator builtin_it = BuiltIns.find(name); if (builtin_it != BuiltIns.end()) { ret << builtin_it->second; return ret; } throw ShaderPreprocessorError(Codes::BUILTIN_NOT_FOUND, name); } std::stringstream ShaderPreprocessor::load(const std::string& path) const { try { return loadFromRelative(path); } catch (ShaderPreprocessorError e) { if (e.code == Codes::FILE_NOT_FOUND) { return loadFromDirectory(path); } else { throw e; } } } void ShaderPreprocessor::process(std::stringstream& code, ShaderUnit& shad) const { // std::stringstream ret; std::string line; enum Context : uint8_t { Code, BlockComment, FalseBranch }; Context currcontext = Code; const size_t keySize = Keywords.size(); std::vector keyIdxs(keySize); std::vector keys(keySize); std::vector keyFuncs(keySize); unsigned int idx = 0; for (const auto& kv : Keywords) { keys[idx] = kv.first; keyFuncs[idx] = kv.second; idx++; } size_t linecom, blockstart, blockend; int lineidx = -1; bool loaded; // Use linked list to count char len of each line while(std::getline(code, line)) { lineidx++; keyIdxs = std::vector(keySize, std::string::npos); linecom = line.find("//"); blockstart = line.find("/*"); blockend = line.find("*/"); loaded = false; switch (currcontext) { case Code: // Figure out how to activate new contexts // while also handling mid-line context switching if (linecom != std::string::npos) { size_t preprocIdx; for (int i = 0; i < keySize; ++i) { preprocIdx = line.find(keys[i]); keyIdxs[i] = (preprocIdx < linecom) ? preprocIdx: std::string::npos; } } else if (blockstart != std::string::npos) { size_t preprocIdx; for (int i = 0; i < keySize; ++i) { preprocIdx = line.find(keys[i]); keyIdxs[i] = (preprocIdx < blockstart) ? preprocIdx: std::string::npos; } } else { for (int i = 0; i < keySize; ++i) { keyIdxs[i] = line.find(keys[i]); } } for (int i = 0; i < keySize; ++i) { if (keyIdxs[i] != std::string::npos) { keyFuncs[i](*this, shad, 0, line); loaded = true; break; } } if (!loaded) { shad.preprocSource << line << "\n"; } break; case BlockComment: std::cout << "In a comment!\n"; if (blockend == std::string::npos) { shad.preprocSource << line << "\n"; loaded = true; } else { size_t newpos = code.tellg() - line.size() + blockend; line.resize(blockend); shad.preprocSource << line; loaded = true; code.seekg(newpos); continue; } break; case FalseBranch: shad.preprocSource << line << "\n"; loaded = true; break; default: shad.preprocSource << line << "\n"; loaded = true; break; } } } ShaderUnit ShaderPreprocessor::process(std::stringstream& code) const { ShaderUnit ret; process(code, ret); return ret; } // Shader class Shader::Shader(const std::stringstream& vertexShader, const std::stringstream& fragmentShader) { std::string vertexCode, fragmentCode; vertexCode = vertexShader.str(); fragmentCode = fragmentShader.str(); const char* vShaderCode = vertexCode.c_str(); const char* fShaderCode = fragmentCode.c_str(); unsigned int vertex, fragment; int success; char infoLog[512]; vertex = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vertex, 1, &vShaderCode, NULL); glCompileShader(vertex); glGetShaderiv(vertex, GL_COMPILE_STATUS, &success); if(!success) { glGetShaderInfoLog(vertex, 512, NULL, infoLog); throw ShaderError("Could not compile Vertex shader", infoLog); } fragment = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fragment, 1, &fShaderCode, NULL); glCompileShader(fragment); glGetShaderiv(fragment, GL_COMPILE_STATUS, &success); if(!success) { glGetShaderInfoLog(fragment, 512, NULL, infoLog); throw ShaderError("Could not compile Fragment shader", infoLog); } id = glCreateProgram(); glAttachShader(id, vertex); glAttachShader(id, fragment); glLinkProgram(id); glGetProgramiv(id, GL_LINK_STATUS, &success); if (!success) { glGetProgramInfoLog(id, 512, NULL, infoLog); throw ShaderError("Could not link shader program", infoLog); } glDeleteShader(vertex); glDeleteShader(fragment); } Shader::Shader() { id = 0x0; } Shader::Shader(const Shader& cpy_shader) { id = cpy_shader.id; } Shader& Shader::operator=(const Shader& cpy_shader) { id = cpy_shader.id; return *this; } void Shader::use() const{ glUseProgram(id); } void Shader::setBool(const std::string& name, bool value) const { glUniform1i(glGetUniformLocation(id, name.c_str()), (int)value); } void Shader::setInt(const std::string& name, int value) const { glUniform1i(glGetUniformLocation(id, name.c_str()), (int)value); } void Shader::setFloat(const std::string& name, float value) const { glUniform1f(glGetUniformLocation(id, name.c_str()), (int)value); } void Shader::setMat4(const std::string& name, glm::mat4& value) const { glUniformMatrix4fv(glGetUniformLocation(id, name.c_str()), 1, GL_FALSE, glm::value_ptr(value)); } }