Files
Cubed/src/tools/shader_tools.cpp
zhenyan121 d5a12869e6 feat: include for glsl (#24)
* refactor(gameplay): remove unused includes and members, clear vertex data after upload

* feat(shader-tools): add recursive #include support for shader sources

* refactor(shaders): extract noise and sky color functions into shared GLSL includes
2026-06-23 10:27:17 +08:00

201 lines
5.5 KiB
C++

#include "Cubed/tools/shader_tools.hpp"
#include "Cubed/tools/cubed_assert.hpp"
#include "Cubed/tools/log.hpp"
#include <filesystem>
#include <fstream>
#include <unordered_set>
namespace Cubed {
namespace fs = std::filesystem;
namespace {
bool is_include(const std::string& line) {
std::string_view sv(line);
auto first = sv.find_first_not_of(" \t");
return first != std::string::npos && sv.substr(first, 8) == "#include";
}
std::string parse_include(const std::string& line) {
auto pos = line.find("#include");
auto start = line.find_first_of("<\"", pos);
auto end = line.find_first_of(">\"", start + 1);
if (start == std::string::npos || end == std::string::npos) {
Logger::error("Invalid include: {}", line);
return {};
}
return line.substr(start + 1, end - start - 1);
}
void load_shader(std::string& source, const fs::path& file,
std::unordered_set<fs::path>& included) {
if (!fs::is_regular_file(file)) {
Logger::error("File {} don't Exist!", file.string());
return;
}
auto canon = fs::canonical(file);
if (!included.insert(canon).second) {
return;
}
std::ifstream in(file);
if (!in.is_open()) {
Logger::error("Can't open {}", file.string());
return;
}
std::string line;
while (std::getline(in, line)) {
if (is_include(line)) {
auto include_file = file.parent_path() / parse_include(line);
source += "// begin include ";
source += include_file.string();
source += "\n";
load_shader(source, include_file, included);
source += "// end include ";
source += include_file.string();
source += "\n";
} else {
source.append(line + "\n");
}
}
}
} // namespace
namespace Tools {
GLuint create_shader_program(const std::string& v_shader_path,
const std::string& f_shader_path) {
std::string v_shader_str =
Tools::read_shader_source(ASSETS_PATH + v_shader_path);
std::string f_shader_str =
Tools::read_shader_source(ASSETS_PATH + f_shader_path);
const char* v_shader_source = v_shader_str.c_str();
const char* f_shader_source = f_shader_str.c_str();
GLuint v_shader = glCreateShader(GL_VERTEX_SHADER);
GLuint f_shader = glCreateShader(GL_FRAGMENT_SHADER);
GLint vc, fc;
glShaderSource(v_shader, 1, &v_shader_source, NULL);
glShaderSource(f_shader, 1, &f_shader_source, NULL);
glCompileShader(v_shader);
Tools::check_opengl_error();
glGetShaderiv(v_shader, GL_COMPILE_STATUS, &vc);
if (vc != 1) {
Logger::error("vertex compilation failed");
Tools::print_shader_log(v_shader);
ASSERT(0);
}
glCompileShader(f_shader);
Tools::check_opengl_error();
glGetShaderiv(f_shader, GL_COMPILE_STATUS, &fc);
if (fc != 1) {
Logger::error("fragment compilation failed");
Tools::print_shader_log(f_shader);
ASSERT(0);
}
GLuint vf_program = glCreateProgram();
glAttachShader(vf_program, v_shader);
glAttachShader(vf_program, f_shader);
glLinkProgram(vf_program);
GLint linked;
Tools::check_opengl_error();
glGetProgramiv(vf_program, GL_LINK_STATUS, &linked);
if (linked != 1) {
Logger::error("linking failed");
Tools::print_program_info(vf_program);
ASSERT(0);
}
glDeleteShader(v_shader);
glDeleteShader(f_shader);
return vf_program;
}
void print_shader_log(GLuint shader) {
int len = 0;
int ch_written = 0;
char* log;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &len);
if (len > 0) {
log = (char*)malloc(len);
glGetShaderInfoLog(shader, len, &ch_written, log);
Logger::info("Shader Info Log: {}", log);
free(log);
}
}
void print_program_info(int prog) {
int len = 0;
int ch_written = 0;
char* log;
glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &len);
if (len > 0) {
log = (char*)malloc(len);
glGetProgramInfoLog(prog, len, &ch_written, log);
Logger::info("Program Info Log: {}", log);
free(log);
}
}
bool check_opengl_error() {
bool found_error = false;
int gl_err = glGetError();
while (gl_err != GL_NO_ERROR) {
Logger::error("glEorr: {}", gl_err);
found_error = true;
gl_err = glGetError();
}
return found_error;
}
std::string read_shader_source(const std::string& file_path) {
std::string content;
fs::path path(file_path);
std::unordered_set<fs::path> included;
load_shader(content, path, included);
return content;
}
void delete_image_data(unsigned char* data) {
if (data == nullptr) {
return;
}
SOIL_free_image_data(data);
}
unsigned char* load_image_data(const std::string& tex_image_path,
bool check_exist) {
fs::path path = ASSETS_PATH + tex_image_path;
if (check_exist) {
ASSERT_MSG(fs::is_regular_file(path), path.c_str());
}
unsigned char* data = nullptr;
int width, height, channels;
data =
SOIL_load_image(path.string().c_str(), &width, &height, &channels,
SOIL_LOAD_RGBA); // Materials are all RGBA; must force
// RGBA, otherwise sampling will fail.
if (check_exist) {
if (!data) {
ASSERT_MSG(data, "Could not load texture" + path.string());
std::abort();
}
}
return data;
}
} // namespace Tools
} // namespace Cubed