rk_island/game/shader.py

95 lines
3.1 KiB
Python

# Copyright (C) 2022 RozK
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU Affero General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU Affero General Public License for more details.
#
# You should have received a copy of the GNU Affero General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
from pathlib import Path
from engine import create_shader, resolve_input, select_shader, unselect_shader, destroy_shader
def _cleanup(line):
return line.partition('//')[0].strip()
def _filter(line):
return line
def _subst(line):
if line.startswith('#include'):
path = Path('.') / 'game' / 'shaders'
lines = []
for name in line.split()[1:]:
lines.extend(_load_source(path / name.strip('"')))
return lines
return [line]
def _load_source(path):
assert path.exists()
lines = filter(_filter, map(_cleanup, open(path, 'rt')))
source = []
for line in lines:
source.extend(_subst(line))
return source
def _convert(line):
return bytes(line, 'utf-8') + b'\n'
def _parse(shader, vert_lines, frag_lines):
uniforms = []
bindings = {}
def collect(line):
if line.startswith('uniform'):
name = line.split()[-1].strip(';')
if name not in uniforms:
uniforms.append(name)
elif line.startswith('layout(binding='):
name = line.split()[-1].strip(';')
value = int(line[line.index('=') + 1 : line.index(')')].strip())
if name in bindings:
assert value == bindings[name]
else:
bindings[name] = value
for line in vert_lines:
collect(line)
for line in frag_lines:
collect(line)
for name in uniforms:
setattr(shader, name, resolve_input(shader._shader, bytes(name, 'utf-8')))
for name, value in bindings.items():
setattr(shader, name, value)
class Shader:
__slots__ = '_shader', '__dict__'
def __init__(self, vert_name, frag_name = ''):
path = Path('.') / 'game' / 'shaders'
assert path.exists()
if not frag_name:
frag_name = vert_name
print("Loading vertex shader", vert_name)
vert_lines = _load_source(path / (vert_name + '_opengles.vert'))
assert vert_lines
print("Loading fragment shader", frag_name)
frag_lines = _load_source(path / (frag_name + '_opengles.frag'))
assert frag_lines
self._shader = create_shader(list(map(_convert, vert_lines)), list(map(_convert, frag_lines)))
_parse(self, vert_lines, frag_lines)
def __del__(self):
destroy_shader(self._shader)
def select(self):
select_shader(self._shader)
def unselect(self):
unselect_shader(self._shader)