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armorpaint/paint/sources/node_shader.c
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#include "global.h"
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node_shader_t *node_shader_create(node_shader_context_t *ctx) {
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node_shader_t *raw = GC_ALLOC_INIT(node_shader_t, {0});
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raw->context = ctx;
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raw->ins = any_array_create_from_raw((void *[]){}, 0);
raw->outs = any_array_create_from_raw((void *[]){}, 0);
raw->frag_out = "float4";
raw->consts = any_array_create_from_raw((void *[]){}, 0);
raw->textures = any_array_create_from_raw((void *[]){}, 0);
raw->functions = any_map_create();
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string_buffer_init(&raw->vert);
string_buffer_init(&raw->vert_end);
string_buffer_init(&raw->vert_normal);
string_buffer_init(&raw->vert_attribs);
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raw->vert_write_normal = 0;
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string_buffer_init(&raw->frag);
string_buffer_init(&raw->frag_end);
string_buffer_init(&raw->frag_normal);
string_buffer_init(&raw->frag_attribs);
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raw->frag_write_normal = 0;
return raw;
}
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void node_shader_add_in(node_shader_t *raw, char *s) {
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any_array_push(raw->ins, s);
}
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void node_shader_add_out(node_shader_t *raw, char *s) {
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any_array_push(raw->outs, s);
}
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void node_shader_context_add_constant(node_shader_context_t *raw, char *ctype, char *name, char *link) {
for (i32 i = 0; i < raw->data->constants->length; ++i) {
shader_const_t *c = raw->data->constants->buffer[i];
if (string_equals(c->name, name)) {
return;
}
}
shader_const_t *c = GC_ALLOC_INIT(shader_const_t, {.name = name, .type = ctype});
if (link != NULL) {
c->link = string_copy(link);
}
shader_const_t_array_t *consts = raw->data->constants;
any_array_push(consts, c);
}
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void node_shader_add_constant(node_shader_t *raw, char *s, char *link) {
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// inp: float4
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if (string_array_index_of(raw->consts, s) == -1) {
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string_array_t *ar = string_split(s, ": ");
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char *uname = ar->buffer[0];
char *utype = ar->buffer[1];
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any_array_push(raw->consts, s);
node_shader_context_add_constant(raw->context, utype, uname, link);
}
}
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void node_shader_context_add_texture_unit(node_shader_context_t *raw, char *name, char *link) {
for (i32 i = 0; i < raw->data->texture_units->length; ++i) {
tex_unit_t *c = raw->data->texture_units->buffer[i];
if (string_equals(c->name, name)) {
return;
}
}
tex_unit_t *c = GC_ALLOC_INIT(tex_unit_t, {.name = name, .link = link});
any_array_push(raw->data->texture_units, c);
}
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void node_shader_add_texture(node_shader_t *raw, char *name, char *link) {
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if (string_array_index_of(raw->textures, name) == -1) {
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any_array_push(raw->textures, name);
node_shader_context_add_texture_unit(raw->context, name, link);
}
}
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void node_shader_add_function(node_shader_t *raw, char *s) {
char *fname = string_split(s, "(")->buffer[0];
if (any_map_get(raw->functions, fname) != NULL) {
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return;
}
any_map_set(raw->functions, fname, s);
}
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static void node_shader_write_line(buffer_t *sb, char *s) {
string_buffer_append(sb, s);
string_buffer_append(sb, "\n");
}
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void node_shader_write_vert(node_shader_t *raw, char *s) {
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if (raw->vert_write_normal > 0) {
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node_shader_write_line(&raw->vert_normal, s);
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}
else {
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node_shader_write_line(&raw->vert, s);
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}
}
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void node_shader_write_end_vert(node_shader_t *raw, char *s) {
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node_shader_write_line(&raw->vert_end, s);
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}
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void node_shader_write_attrib_vert(node_shader_t *raw, char *s) {
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node_shader_write_line(&raw->vert_attribs, s);
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}
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void node_shader_write_frag(node_shader_t *raw, char *s) {
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if (raw->frag_write_normal > 0) {
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node_shader_write_line(&raw->frag_normal, s);
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}
else {
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node_shader_write_line(&raw->frag, s);
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}
}
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void node_shader_write_attrib_frag(node_shader_t *raw, char *s) {
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node_shader_write_line(&raw->frag_attribs, s);
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}
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char *node_shader_data_size(node_shader_t *raw, char *data) {
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if (string_equals(data, "float1")) {
return "1";
}
else if (string_equals(data, "float2") || string_equals(data, "short2norm")) {
return "2";
}
else if (string_equals(data, "float3")) {
return "3";
}
else { // float4 || short4norm
return "4";
}
}
void node_shader_vstruct_to_vsin(node_shader_t *raw) {
vertex_element_t_array_t *vs = raw->context->data->vertex_elements;
for (i32 i = 0; i < vs->length; ++i) {
vertex_element_t *e = vs->buffer[i];
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node_shader_add_in(raw, string("%s: float%s", e->name, node_shader_data_size(raw, e->data)));
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}
}
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char *node_shader_get(node_shader_t *raw) {
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node_shader_vstruct_to_vsin(raw);
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static buffer_t out;
static bool out_first = true;
if (out_first) {
string_buffer_init(&out);
out_first = false;
}
string_buffer_reset(&out);
buffer_t *sb = &out;
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string_buffer_append(sb, "struct vert_in {\n");
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for (i32 i = 0; i < raw->ins->length; ++i) {
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string_buffer_append(sb, "\t");
string_buffer_append(sb, (char *)raw->ins->buffer[i]);
string_buffer_append(sb, ";\n");
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}
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string_buffer_append(sb, "}\n\n");
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string_buffer_append(sb, "struct vert_out {\n");
string_buffer_append(sb, "\tpos: float4;\n");
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for (i32 i = 0; i < raw->outs->length; ++i) {
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string_buffer_append(sb, "\t");
string_buffer_append(sb, (char *)raw->outs->buffer[i]);
string_buffer_append(sb, ";\n");
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}
if (raw->consts->length == 0) {
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string_buffer_append(sb, "\tempty: float4;\n");
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}
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string_buffer_append(sb, "}\n\n");
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string_buffer_append(sb, "#[set(everything)]\n");
string_buffer_append(sb, "const constants: {\n");
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for (i32 i = 0; i < raw->consts->length; ++i) {
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string_buffer_append(sb, "\t");
string_buffer_append(sb, (char *)raw->consts->buffer[i]);
string_buffer_append(sb, ";\n");
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}
if (raw->consts->length == 0) {
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string_buffer_append(sb, "\tempty: float4;\n");
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}
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string_buffer_append(sb, "};\n\n");
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if (raw->textures->length > 0) {
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string_buffer_append(sb, "#[set(everything)]\n");
string_buffer_append(sb, "const sampler_linear: sampler;\n\n");
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}
for (i32 i = 0; i < raw->textures->length; ++i) {
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string_buffer_append(sb, "#[set(everything)]\n");
string_buffer_append(sb, "const ");
string_buffer_append(sb, (char *)raw->textures->buffer[i]);
string_buffer_append(sb, ": tex2d;\n");
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}
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string_array_t *keys = map_keys(raw->functions);
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for (i32 i = 0; i < keys->length; ++i) {
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char *f = any_map_get(raw->functions, keys->buffer[i]);
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string_buffer_append(sb, f);
string_buffer_append(sb, "\n");
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}
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string_buffer_append(sb, "\n");
string_buffer_append(sb, "fun kong_vert(input: vert_in): vert_out {\n");
string_buffer_append(sb, "\tvar output: vert_out;\n\n");
string_buffer_append(sb, string_buffer_get(&raw->vert_attribs));
string_buffer_append(sb, string_buffer_get(&raw->vert_normal));
string_buffer_append(sb, string_buffer_get(&raw->vert));
string_buffer_append(sb, string_buffer_get(&raw->vert_end));
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if (raw->consts->length == 0) {
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string_buffer_append(sb, "\toutput.empty = constants.empty;\n");
}
string_buffer_append(sb, "\n\treturn output;\n");
string_buffer_append(sb, "}\n\n");
string_buffer_append(sb, "fun kong_frag(input: vert_out): ");
string_buffer_append(sb, raw->frag_out);
string_buffer_append(sb, " {\n");
string_buffer_append(sb, "\tvar output: ");
string_buffer_append(sb, raw->frag_out);
string_buffer_append(sb, ";\n\n");
string_buffer_append(sb, string_buffer_get(&raw->frag_attribs));
string_buffer_append(sb, string_buffer_get(&raw->frag_normal));
string_buffer_append(sb, string_buffer_get(&raw->frag));
string_buffer_append(sb, string_buffer_get(&raw->frag_end));
string_buffer_append(sb, "\n\treturn output;\n");
string_buffer_append(sb, "}\n\n");
string_buffer_append(sb, "#[pipe]\n");
string_buffer_append(sb, "struct pipe {\n");
string_buffer_append(sb, "\tvertex = kong_vert;\n");
string_buffer_append(sb, "\tfragment = kong_frag;\n");
string_buffer_append(sb, "}\n");
string_buffer_free(&raw->vert);
string_buffer_free(&raw->vert_end);
string_buffer_free(&raw->vert_normal);
string_buffer_free(&raw->vert_attribs);
string_buffer_free(&raw->frag);
string_buffer_free(&raw->frag_end);
string_buffer_free(&raw->frag_normal);
string_buffer_free(&raw->frag_attribs);
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if (node_shader_dump_to_script) {
node_shader_dump_to_script = false;
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tab_scripts_set(string_buffer_get(&out));
}
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return string_buffer_get(&out);
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}
node_shader_context_t *node_shader_context_create(material_t *material, shader_context_t *props) {
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node_shader_context_t *raw = GC_ALLOC_INIT(node_shader_context_t, {0});
raw->material = material;
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vertex_element_t_array_t *vertex_elements_default = any_array_create_from_raw(
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(void *[]){
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GC_ALLOC_INIT(vertex_element_t, {.name = "pos", .data = "short4norm"}),
GC_ALLOC_INIT(vertex_element_t, {.name = "nor", .data = "short2norm"}),
},
2);
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raw->data = GC_ALLOC_INIT(shader_context_t, {.name = props->name,
.depth_write = props->depth_write,
.compare_mode = props->compare_mode,
.cull_mode = props->cull_mode,
.blend_source = props->blend_source,
.blend_destination = props->blend_destination,
.alpha_blend_source = props->alpha_blend_source,
.alpha_blend_destination = props->alpha_blend_destination,
.fragment_shader = "",
.vertex_shader = "",
.vertex_elements = props->vertex_elements != NULL ? props->vertex_elements : vertex_elements_default,
.color_attachments = props->color_attachments,
.depth_attachment = props->depth_attachment});
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shader_context_t *rw = raw->data;
rw->_ = GC_ALLOC_INIT(shader_context_runtime_t, {0});
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if (props->color_writes_red != NULL) {
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raw->data->color_writes_red = props->color_writes_red;
}
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if (props->color_writes_green != NULL) {
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raw->data->color_writes_green = props->color_writes_green;
}
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if (props->color_writes_blue != NULL) {
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raw->data->color_writes_blue = props->color_writes_blue;
}
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if (props->color_writes_alpha != NULL) {
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raw->data->color_writes_alpha = props->color_writes_alpha;
}
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raw->data->texture_units = any_array_create_from_raw((void *[]){}, 0);
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raw->data->constants = i32_array_create_from_raw((i32[]){}, 0);
return raw;
}
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void node_shader_context_add_elem(node_shader_context_t *raw, char *name, char *data_type) {
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for (i32 i = 0; i < raw->data->vertex_elements->length; ++i) {
vertex_element_t *e = raw->data->vertex_elements->buffer[i];
if (string_equals(e->name, name)) {
return;
}
}
vertex_element_t *elem = GC_ALLOC_INIT(vertex_element_t, {.name = name, .data = data_type});
any_array_push(raw->data->vertex_elements, elem);
}
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bool node_shader_context_is_elem(node_shader_context_t *raw, char *name) {
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for (i32 i = 0; i < raw->data->vertex_elements->length; ++i) {
vertex_element_t *elem = raw->data->vertex_elements->buffer[i];
if (string_equals(elem->name, name)) {
return true;
}
}
return false;
}
node_shader_t *node_shader_context_make_kong(node_shader_context_t *raw) {
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raw->data->vertex_shader = string("%s_%s.vert", raw->material->name, raw->data->name);
raw->data->fragment_shader = string("%s_%s.frag", raw->material->name, raw->data->name);
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raw->kong = node_shader_create(raw);
return raw->kong;
}