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| 1 | +/**************************************************************************/ |
| 2 | +/* shader_loader_rd.cpp */ |
| 3 | +/**************************************************************************/ |
| 4 | +/* This file is part of: */ |
| 5 | +/* GODOT ENGINE */ |
| 6 | +/* https://godotengine.org */ |
| 7 | +/**************************************************************************/ |
| 8 | +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ |
| 9 | +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ |
| 10 | +/* */ |
| 11 | +/* Permission is hereby granted, free of charge, to any person obtaining */ |
| 12 | +/* a copy of this software and associated documentation files (the */ |
| 13 | +/* "Software"), to deal in the Software without restriction, including */ |
| 14 | +/* without limitation the rights to use, copy, modify, merge, publish, */ |
| 15 | +/* distribute, sublicense, and/or sell copies of the Software, and to */ |
| 16 | +/* permit persons to whom the Software is furnished to do so, subject to */ |
| 17 | +/* the following conditions: */ |
| 18 | +/* */ |
| 19 | +/* The above copyright notice and this permission notice shall be */ |
| 20 | +/* included in all copies or substantial portions of the Software. */ |
| 21 | +/* */ |
| 22 | +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ |
| 23 | +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ |
| 24 | +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ |
| 25 | +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ |
| 26 | +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ |
| 27 | +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ |
| 28 | +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ |
| 29 | +/**************************************************************************/ |
| 30 | + |
| 31 | +#include "shader_loader_rd.h" |
| 32 | + |
| 33 | +#include "core/io/dir_access.h" |
| 34 | +#include "core/io/file_access.h" |
| 35 | +#include "core/io/json.h" |
| 36 | +#include "core/templates/hash_set.h" |
| 37 | +#include "core/templates/vector.h" |
| 38 | + |
| 39 | +ShaderLoaderRD *ShaderLoaderRD::singleton = nullptr; |
| 40 | + |
| 41 | +ShaderLoaderRD::ShaderLoaderRD() { |
| 42 | + ERR_FAIL_COND(singleton != nullptr); |
| 43 | + singleton = this; |
| 44 | +} |
| 45 | + |
| 46 | +ShaderLoaderRD::~ShaderLoaderRD() { |
| 47 | + singleton = nullptr; |
| 48 | +} |
| 49 | + |
| 50 | +static void _process_shader_file(const String &p_path, Vector<String> &r_vertex_lines, Vector<String> &r_fragment_lines, Vector<String> &r_compute_lines, HashSet<String> &r_vertex_included, HashSet<String> &r_fragment_included, HashSet<String> &r_compute_included, int p_depth); |
| 51 | + |
| 52 | +static void _include_shader_file(const String &p_path, Vector<String> &r_lines, HashSet<String> &r_included_files, int p_depth) { |
| 53 | + if (r_included_files.has(p_path)) { |
| 54 | + return; |
| 55 | + } |
| 56 | + |
| 57 | + Ref<FileAccess> file = FileAccess::open(p_path, FileAccess::READ); |
| 58 | + ERR_FAIL_COND_MSG(file.is_null(), vformat("Shader include file does not exist: %s", p_path)); |
| 59 | + |
| 60 | + r_included_files.insert(p_path); |
| 61 | + |
| 62 | + while (!file->eof_reached()) { |
| 63 | + String line = file->get_line(); |
| 64 | + |
| 65 | + // Note: Keep comments as they might be useful for the LLM. |
| 66 | + // int comment_pos = line.find("//"); |
| 67 | + // if (comment_pos != -1) { |
| 68 | + // line = line.substr(0, comment_pos); |
| 69 | + // } |
| 70 | + |
| 71 | + // Check for #include directive. |
| 72 | + int include_pos = line.find("#include "); |
| 73 | + if (include_pos != -1) { |
| 74 | + // Extract the include filename |
| 75 | + String include_directive = line.substr(include_pos + 9).strip_edges(); |
| 76 | + if (include_directive.length() >= 2 && include_directive[0] == '"' && include_directive[include_directive.length() - 1] == '"') { |
| 77 | + String include_file = include_directive.substr(1, include_directive.length() - 2); |
| 78 | + |
| 79 | + // Resolve the include path. |
| 80 | + String resolved_path; |
| 81 | + if (include_file.begins_with("thirdparty/")) { |
| 82 | + resolved_path = include_file; |
| 83 | + } else { |
| 84 | + String base_dir = p_path.get_base_dir(); |
| 85 | + resolved_path = base_dir.path_join(include_file).simplify_path(); |
| 86 | + } |
| 87 | + |
| 88 | + _include_shader_file(resolved_path, r_lines, r_included_files, p_depth + 1); |
| 89 | + } |
| 90 | + } else { |
| 91 | + r_lines.push_back(line); |
| 92 | + } |
| 93 | + } |
| 94 | +} |
| 95 | + |
| 96 | +static void _process_shader_file(const String &p_path, Vector<String> &r_vertex_lines, Vector<String> &r_fragment_lines, Vector<String> &r_compute_lines, HashSet<String> &r_vertex_included, HashSet<String> &r_fragment_included, HashSet<String> &r_compute_included, int p_depth) { |
| 97 | + Ref<FileAccess> file = FileAccess::open(p_path, FileAccess::READ); |
| 98 | + ERR_FAIL_COND_MSG(file.is_null(), vformat("Shader file does not exist: %s", p_path)); |
| 99 | + |
| 100 | + enum Section { |
| 101 | + SECTION_NONE, |
| 102 | + SECTION_VERTEX, |
| 103 | + SECTION_FRAGMENT, |
| 104 | + SECTION_COMPUTE |
| 105 | + }; |
| 106 | + |
| 107 | + Section current_section = SECTION_NONE; |
| 108 | + Vector<String> *current_lines = nullptr; |
| 109 | + HashSet<String> *current_included = nullptr; |
| 110 | + |
| 111 | + while (!file->eof_reached()) { |
| 112 | + String line = file->get_line(); |
| 113 | + |
| 114 | + // Note: Keep comments as they might be useful for the LLM. |
| 115 | + // int comment_pos = line.find("//"); |
| 116 | + // if (comment_pos != -1) { |
| 117 | + // line = line.substr(0, comment_pos); |
| 118 | + // } |
| 119 | + |
| 120 | + // Check for section markers |
| 121 | + if (line.find("#[vertex]") != -1) { |
| 122 | + current_section = SECTION_VERTEX; |
| 123 | + current_lines = &r_vertex_lines; |
| 124 | + current_included = &r_vertex_included; |
| 125 | + continue; |
| 126 | + } else if (line.find("#[fragment]") != -1) { |
| 127 | + current_section = SECTION_FRAGMENT; |
| 128 | + current_lines = &r_fragment_lines; |
| 129 | + current_included = &r_fragment_included; |
| 130 | + continue; |
| 131 | + } else if (line.find("#[compute]") != -1) { |
| 132 | + current_section = SECTION_COMPUTE; |
| 133 | + current_lines = &r_compute_lines; |
| 134 | + current_included = &r_compute_included; |
| 135 | + continue; |
| 136 | + } |
| 137 | + |
| 138 | + if (current_section != SECTION_NONE && current_lines != nullptr && current_included != nullptr) { |
| 139 | + int include_pos = line.find("#include "); |
| 140 | + if (include_pos != -1) { |
| 141 | + // Extract the include filename |
| 142 | + String include_directive = line.substr(include_pos + 9).strip_edges(); |
| 143 | + if (include_directive.length() >= 2 && include_directive[0] == '"' && include_directive[include_directive.length() - 1] == '"') { |
| 144 | + String include_file = include_directive.substr(1, include_directive.length() - 2); |
| 145 | + |
| 146 | + // Resolve the include path |
| 147 | + // TODO: Handle this correctly |
| 148 | + String resolved_path; |
| 149 | + if (include_file.begins_with("thirdparty/")) { |
| 150 | + resolved_path = include_file; |
| 151 | + } else { |
| 152 | + String base_dir = p_path.get_base_dir(); |
| 153 | + resolved_path = base_dir.path_join(include_file).simplify_path(); |
| 154 | + } |
| 155 | + |
| 156 | + // Only include if not already included in this section |
| 157 | + if (!current_included->has(resolved_path)) { |
| 158 | + _include_shader_file(resolved_path, *current_lines, *current_included, p_depth + 1); |
| 159 | + } |
| 160 | + } |
| 161 | + } else { |
| 162 | + current_lines->push_back(line); |
| 163 | + } |
| 164 | + } |
| 165 | + } |
| 166 | +} |
| 167 | + |
| 168 | +ShaderLoaderRD::ShaderLoadResult ShaderLoaderRD::load_shader_file(const String &p_path) { |
| 169 | + ShaderLoadResult result; |
| 170 | + |
| 171 | + Vector<String> vertex_lines; |
| 172 | + Vector<String> fragment_lines; |
| 173 | + Vector<String> compute_lines; |
| 174 | + |
| 175 | + HashSet<String> vertex_included; |
| 176 | + HashSet<String> fragment_included; |
| 177 | + HashSet<String> compute_included; |
| 178 | + |
| 179 | + Ref<DirAccess> dir = DirAccess::open(p_path.get_base_dir()); |
| 180 | + String s = dir->get_full_path(p_path, DirAccess::ACCESS_FILESYSTEM); |
| 181 | + |
| 182 | + _process_shader_file(p_path, vertex_lines, fragment_lines, compute_lines, vertex_included, fragment_included, compute_included, 0); |
| 183 | + |
| 184 | + result.vertex_code = String("\n").join(vertex_lines); |
| 185 | + result.fragment_code = String("\n").join(fragment_lines); |
| 186 | + result.compute_code = String("\n").join(compute_lines); |
| 187 | + |
| 188 | + // Add final newline if there's content. |
| 189 | + if (!result.vertex_code.is_empty()) { |
| 190 | + result.vertex_code += "\n"; |
| 191 | + } |
| 192 | + if (!result.fragment_code.is_empty()) { |
| 193 | + result.fragment_code += "\n"; |
| 194 | + } |
| 195 | + if (!result.compute_code.is_empty()) { |
| 196 | + result.compute_code += "\n"; |
| 197 | + } |
| 198 | + |
| 199 | + return result; |
| 200 | +} |
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