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//
// Copyright (c) 2010-2012 Linaro Limited
//
// All rights reserved. This program and the accompanying materials
// are made available under the terms of the MIT License which accompanies
// this distribution, and is available at
// http://www.opensource.org/licenses/mit-license.php
//
// Contributors:
// Alexandros Frantzis <alexandros.frantzis@linaro.org>
// Jesse Barker <jesse.barker@linaro.org>
//
#include <string>
#include <sstream>
#include <vector>
#include "vec.h"
#include "mat.h"
/**
* Helper class for loading and manipulating shader sources.
*/
class ShaderSource
{
public:
enum ShaderType {
ShaderTypeVertex,
ShaderTypeFragment,
ShaderTypeUnknown
};
ShaderSource(ShaderType type = ShaderTypeUnknown) :
precision_has_been_set_(false), type_(type) {}
ShaderSource(const std::string &filename, ShaderType type = ShaderTypeUnknown) :
precision_has_been_set_(false), type_(type) { append_file(filename); }
void append(const std::string &str);
void append_file(const std::string &filename);
void replace(const std::string &remove, const std::string &insert);
void replace_with_file(const std::string &remove, const std::string &filename);
void add(const std::string &str, const std::string &function = "");
void add_const(const std::string &name, float f,
const std::string &function = "");
void add_const(const std::string &name, std::vector<float> &f,
const std::string &function = "");
void add_const(const std::string &name, const LibMatrix::vec2 &v,
const std::string &function = "");
void add_const(const std::string &name, const LibMatrix::vec3 &v,
const std::string &function = "");
void add_const(const std::string &name, const LibMatrix::vec4 &v,
const std::string &function = "");
void add_const(const std::string &name, const LibMatrix::mat3 &m,
const std::string &function = "");
void add_array(const std::string &name, std::vector<float> &array,
const std::string &init_function,
const std::string &decl_function = "");
ShaderType type();
std::string str();
enum PrecisionValue {
PrecisionValueLow,
PrecisionValueMedium,
PrecisionValueHigh,
PrecisionValueDefault
};
struct Precision {
Precision();
Precision(PrecisionValue int_p, PrecisionValue float_p,
PrecisionValue sampler2d_p, PrecisionValue samplercube_p);
Precision(const std::string& list);
PrecisionValue int_precision;
PrecisionValue float_precision;
PrecisionValue sampler2d_precision;
PrecisionValue samplercube_precision;
};
void precision(const Precision& precision);
const Precision& precision();
static void default_precision(const Precision& precision,
ShaderType type = ShaderTypeUnknown);
static const Precision& default_precision(ShaderType type);
private:
void add_global(const std::string &str);
void add_local(const std::string &str, const std::string &function);
bool load_file(const std::string& filename, std::string& str);
void emit_precision(std::stringstream& ss, ShaderSource::PrecisionValue val,
const std::string& type_str);
std::stringstream source_;
Precision precision_;
bool precision_has_been_set_;
ShaderType type_;
static std::vector<Precision> default_precision_;
};