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