import lnx.utils from lnx import assets def parse_context( c: dict, sres: dict, asset, defs: list[str], vert: list[str] = None, frag: list[str] = None, ): con = { "name": c["name"], "constants": [], "texture_units": [], "vertex_elements": [], } sres["contexts"].append(con) # Names con["vertex_shader"] = c["vertex_shader"].rsplit(".", 1)[0].split("/")[-1] if con["vertex_shader"] not in asset: asset.append(con["vertex_shader"]) con["fragment_shader"] = c["fragment_shader"].rsplit(".", 1)[0].split("/")[-1] if con["fragment_shader"] not in asset: asset.append(con["fragment_shader"]) if "geometry_shader" in c: con["geometry_shader"] = c["geometry_shader"].rsplit(".", 1)[0].split("/")[-1] if con["geometry_shader"] not in asset: asset.append(con["geometry_shader"]) if "tesscontrol_shader" in c: con["tesscontrol_shader"] = ( c["tesscontrol_shader"].rsplit(".", 1)[0].split("/")[-1] ) if con["tesscontrol_shader"] not in asset: asset.append(con["tesscontrol_shader"]) if "tesseval_shader" in c: con["tesseval_shader"] = c["tesseval_shader"].rsplit(".", 1)[0].split("/")[-1] if con["tesseval_shader"] not in asset: asset.append(con["tesseval_shader"]) if "color_attachments" in c: con["color_attachments"] = c["color_attachments"] for i in range(len(con["color_attachments"])): if con["color_attachments"][i] == "_HDR": con["color_attachments"][i] = "RGBA32" if "_LDR" in defs else "RGBA64" # Params params = [ "depth_write", "compare_mode", "cull_mode", "blend_source", "blend_destination", "blend_operation", "alpha_blend_source", "alpha_blend_destination", "alpha_blend_operation", "color_writes_red", "color_writes_green", "color_writes_blue", "color_writes_alpha", "conservative_raster", ] for p in params: if p in c: con[p] = c[p] # Parse shaders if vert is None: with open(c["vertex_shader"], encoding="utf-8") as f: vert = f.read().splitlines() parse_shader(sres, c, con, defs, vert, True) # Parse attribs for vertex shader if frag is None: with open(c["fragment_shader"], encoding="utf-8") as f: frag = f.read().splitlines() parse_shader(sres, c, con, defs, frag, False) if "geometry_shader" in c: with open(c["geometry_shader"], encoding="utf-8") as f: geom = f.read().splitlines() parse_shader(sres, c, con, defs, geom, False) if "tesscontrol_shader" in c: with open(c["tesscontrol_shader"], encoding="utf-8") as f: tesc = f.read().splitlines() parse_shader(sres, c, con, defs, tesc, False) if "tesseval_shader" in c: with open(c["tesseval_shader"], encoding="utf-8") as f: tese = f.read().splitlines() parse_shader(sres, c, con, defs, tese, False) def parse_shader( sres, c: dict, con: dict, defs: list[str], lines: list[str], parse_attributes: bool ): """Parses the given shader to get information about the used vertex elements, uniforms and constants. This information is later used in Iron to check what data each shader requires. @param defs A list of set defines for the preprocessor @param lines The list of lines of the shader file @param parse_attributes Whether to parse vertex elements """ vertex_elements_parsed = False vertex_elements_parsing = False # Stack of the state of all preprocessor conditions for the current # line. If there is a `False` in the stack, at least one surrounding # condition is false and the line must not be parsed stack: list[bool] = [] if not parse_attributes: vertex_elements_parsed = True for line in lines: line = line.lstrip() # Preprocessor if line.startswith("#if"): # if, ifdef, ifndef s = line.split(" ")[1] found = s in defs if line.startswith("#ifndef"): found = not found stack.append(found) continue if line.startswith("#else"): stack[-1] = not stack[-1] continue if line.startswith("#endif"): stack.pop() continue # Skip lines if the stack contains at least one preprocessor # condition that is not fulfilled skip = False for condition in stack: if not condition: skip = True break if skip: continue if not vertex_elements_parsed and line.startswith("in "): vertex_elements_parsing = True s = line.split(" ") con["vertex_elements"].append( { "data": "float" + s[1][-1:], "name": s[2][:-1], # [:1] to get rid of the semicolon } ) # Stop the vertex element parsing if no other vertex elements # follow directly (assuming all vertex elements are positioned # directly after each other apart from empty lines and comments) if ( vertex_elements_parsing and len(line) > 0 and not line.startswith("//") and not line.startswith("in ") ): vertex_elements_parsed = True if line.startswith("uniform ") or line.startswith( "//!uniform" ): # Uniforms included from header files s = line.split(" ") # Examples: # uniform sampler2D myname; # uniform layout(RGBA8) image3D myname; if s[1].startswith("layout"): ctype = s[2] cid = s[3] if cid[-1] == ";": cid = cid[:-1] else: ctype = s[1] cid = s[2] if cid[-1] == ";": cid = cid[:-1] found = False # Uniqueness check if ( ctype.startswith("sampler") or ctype.startswith("image") or ctype.startswith("uimage") ): # Texture unit for tu in con["texture_units"]: if tu["name"] == cid: # Texture already present found = True break if not found: if cid[-1] == "]": # Array of samplers - sampler2D mySamplers[2] # Add individual units - mySamplers[0], mySamplers[1] for i in range(int(cid[-2])): tu = {"name": cid[:-2] + str(i) + "]"} con["texture_units"].append(tu) else: tu = {"name": cid} con["texture_units"].append(tu) if ctype.startswith("image") or ctype.startswith("uimage"): tu["is_image"] = True check_link(c, defs, cid, tu) else: # Constant if cid.find("[") != -1: # Float arrays cid = cid.split("[")[0] ctype = "floats" for const in con["constants"]: if const["name"] == cid: found = True break if not found: const = {"type": ctype, "name": cid} con["constants"].append(const) check_link(c, defs, cid, const) def check_link(source_context: dict, defs: list[str], cid: str, out: dict): """Checks whether the uniform/constant with the given name (`cid`) has a link stated in the json (`source_context`) that can be safely included based on the given defines (`defs`). If that is the case, the found link is written to the `out` dictionary. """ for link in source_context["links"]: if link["name"] == cid: valid_link = True # Optionally only use link if at least # one of the given defines is set if "ifdef" in link: def_found = False for d in defs: for link_def in link["ifdef"]: if d == link_def: def_found = True break if def_found: break if not def_found: valid_link = False # Optionally only use link if none of # the given defines are set if "ifndef" in link: def_found = False for d in defs: for link_def in link["ifndef"]: if d == link_def: def_found = True break if def_found: break if def_found: valid_link = False if valid_link: out["link"] = link["link"] break def make( res: dict, base_name: str, json_data: dict, fp, defs: list[str], make_variants: bool ): sres = {"name": base_name, "contexts": []} res["shader_datas"].append(sres) asset = assets.shader_passes_assets[base_name] vert = None frag = None has_variants = "variants" in json_data and len(json_data["variants"]) > 0 if make_variants and has_variants: d = json_data["variants"][0] if d in defs: # Write shader variant with define c = json_data["contexts"][0] with open(c["vertex_shader"], encoding="utf-8") as f: vert = f.read().split("\n", 1)[1] vert = "#version 450\n#define " + d + "\n" + vert with open(c["fragment_shader"], encoding="utf-8") as f: frag = f.read().split("\n", 1)[1] frag = "#version 450\n#define " + d + "\n" + frag with open( lnx.utils.get_fp_build() + "/compiled/Shaders/" + base_name + d + ".vert.glsl", "w", encoding="utf-8", ) as f: f.write(vert) with open( lnx.utils.get_fp_build() + "/compiled/Shaders/" + base_name + d + ".frag.glsl", "w", encoding="utf-8", ) as f: f.write(frag) # Add context variant c2 = c.copy() c2["vertex_shader"] = base_name + d + ".vert.glsl" c2["fragment_shader"] = base_name + d + ".frag.glsl" c2["name"] = c["name"] + d parse_context(c2, sres, asset, defs, vert.splitlines(), frag.splitlines()) for c in json_data["contexts"]: parse_context(c, sres, asset, defs)