Project restructure
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@@ -1,193 +0,0 @@
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#pragma once
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#ifndef _NB_SHADER
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#define _NB_SHADER
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#include <GLLoad.h>
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#include <cctype>
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#include <cstring>
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#include <exception>
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#include <fstream>
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#include <iostream>
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#include <map>
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#include <regex>
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#include <sstream>
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#include <string>
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#include <utility>
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#include <vector>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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// #define _PREPROC_FUNC_PARAMS_ (const ShaderPreprocessor&, ShaderUnit&, unsigned int, const std::string&, std::vector<uint8_t>&)
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namespace NB {
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class ShaderPreprocessorError : public std::runtime_error {
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public:
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enum Codes : unsigned char {
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NONE,
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FILE_NOT_FOUND,
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BUILTIN_NOT_FOUND,
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CUSTOM,
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UNDEFINED
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};
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const Codes code;
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ShaderPreprocessorError(const std::string&, const std::string& file="", int line=-1);
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ShaderPreprocessorError(Codes, const std::string& arg="", const std::string& file="", int line=-1);
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protected:
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static std::string errorCodeParser(Codes, const std::string& arg="");
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};
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class ShaderError : public std::runtime_error {
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public:
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ShaderError(const std::string&, const char* shad=nullptr, const std::string& file="", int line=-1);
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protected:
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std::string formatString(const std::string&, const char* shad=nullptr, const std::string& file="", int line=-1);
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};
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struct File {
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// typedef std::tuple<std::string, std::string, std::string> FilePath;
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struct FilePath {
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std::string dir;
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std::string basename;
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std::string ext;
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};
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FilePath path;
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std::stringstream src;
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std::map<unsigned int, std::shared_ptr<File>> include_map;
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File() {}
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File(const File& rhs) { *this = rhs; }
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File& operator=(const File& rhs) {
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path = rhs.path;
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src.str("");
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src << rhs.src.rdbuf();
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include_map = rhs.include_map;
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return *this;
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}
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};
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// File::FilePath get_file_path(std::string);
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class ShaderPreprocessor;
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enum OpenGLProfiles {
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Core,
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Compatibility,
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ES
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};
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struct ShaderUnit {
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GLenum type = 0x0;
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File file;
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std::string preprocSource;
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std::map<std::string, std::string> defines;
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short vMajor=0, vMinor=0;
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OpenGLProfiles profile = Core;
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};
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class ShaderPreprocessor;
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class ShaderProgram {
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friend ShaderPreprocessor;
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public:
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ShaderProgram() {}
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ShaderProgram(const ShaderProgram& rhs) = delete;
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ShaderProgram(ShaderProgram&& rhs);
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~ShaderProgram();
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ShaderProgram& operator=(const ShaderProgram& rhs) = delete;
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ShaderProgram& operator=(ShaderProgram&& rhs);
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std::vector<ShaderUnit> getShaders() const;
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ShaderUnit getShaders(unsigned int) const;
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void use() const;
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unsigned int id() const;
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void setBool(const std::string& name, bool value) const;
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void setInt(const std::string& name, int value) const;
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void setUnsigned(const std::string& name, int value) const;
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void setFloat(const std::string& name, float value) const;
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void setMat4(const std::string& name, glm::mat4& value) const;
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static ShaderProgram CreateShaderProgram(std::vector<ShaderUnit>&);
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private:
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ShaderProgram(std::vector<ShaderUnit>& shaders) : _shader_units(shaders){}
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std::vector<ShaderUnit> _shader_units;
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unsigned int _id;
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};
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class ShaderPreprocessor {
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public:
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typedef ShaderPreprocessorError::Codes Codes;
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enum TokenType {
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TK,
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DR,
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WS,
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NL,
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LC,
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BC
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};
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static std::string TokenName(const TokenType&);
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std::map<std::string, GLenum> AcceptedExtensions = {
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{".frag", GL_FRAGMENT_SHADER},
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{".fs", GL_FRAGMENT_SHADER},
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{".vert", GL_VERTEX_SHADER},
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{".vs", GL_VERTEX_SHADER},
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{".tess", 0x0},
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{".geom", GL_GEOMETRY_SHADER},
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{".comp", 0x0},
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{".shad", 0x0},
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{".glsl", 0x0}
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};
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std::map<std::string, OpenGLProfiles> AcceptedProfiles {
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{"core", Core},
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{"compatibility", Compatibility},
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{"es", ES}
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};
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std::vector<std::string> Directories;
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std::map<std::string, std::string> BuiltIns;
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ShaderPreprocessor();
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File load(const std::string, bool builtin_first=false) const;
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ShaderUnit& preprocess(const std::string&, ShaderUnit&) const;
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ShaderUnit preprocess(File, GLenum shader_type=0x0) const;
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ShaderUnit preprocess(const std::string&, GLenum shader_type=0x0) const;
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ShaderProgram ReloadFromFile(const ShaderProgram& rhs) const;
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ShaderProgram CreateShaderProgram(std::vector<std::string>) const;
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private:
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typedef std::pair<TokenType, std::string> Token;
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typedef std::vector<std::string> StringVec;
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inline bool directive_dispatch(ShaderUnit&, const std::string&) const;
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inline std::vector<Token> tokenize(const std::string&) const;
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inline bool preprocessor_include(ShaderUnit&, const StringVec&, const std::string&) const;
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inline bool preprocessor_version(ShaderUnit&, const StringVec&, const std::string&) const;
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inline bool preprocessor_define(ShaderUnit&, const StringVec&, const std::string&) const;
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// inline bool preprocessor_uniform(ShaderUnit&, const std::string&, const std::string&) const;
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File loadFromBase(const std::string, const std::string base="") const;
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File loadFromDirectories(const std::string) const;
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File loadFromBuiltIn(const std::string) const;
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File load_BuiltInFirst(const std::string) const;
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File load_FilesFirst(const std::string) const;
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};
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}
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#endif
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