Files
armorpaint/paint/sources/node_shader.c
T
2026-03-07 21:12:59 +01:00

320 lines
11 KiB
C

node_shader_t *node_shader_create(node_shader_context_t *context) {
node_shader_t *raw = GC_ALLOC_INIT(node_shader_t, {0});
raw->context = context;
raw->ins = any_array_create_from_raw((any[]){}, 0);
raw->outs = any_array_create_from_raw((any[]){}, 0);
raw->frag_out = "float4";
raw->consts = any_array_create_from_raw((any[]){}, 0);
raw->textures = any_array_create_from_raw((any[]){}, 0);
raw->functions = any_map_create();
raw->vert = "";
raw->vert_end = "";
raw->vert_normal = "";
raw->vert_attribs = "";
raw->vert_write_normal = 0;
raw->frag = "";
raw->frag_end = "";
raw->frag_normal = "";
raw->frag_attribs = "";
raw->frag_write_normal = 0;
return raw;
}
void node_shader_add_in(node_shader_t *raw, char *s) {
any_array_push(raw->ins, s);
}
void node_shader_add_out(node_shader_t *raw, char *s) {
any_array_push(raw->outs, s);
}
void node_shader_add_constant(node_shader_t *raw, char *s, char *link) {
// inp: float4
if (char_ptr_array_index_of(raw->consts, s) == -1) {
string_t_array_t *ar = string_split(s, ": ");
char *uname = ar->buffer[0];
char *utype = ar->buffer[1];
////
if (string_equals(utype, "float2"))
utype = "vec2";
if (string_equals(utype, "float3"))
utype = "vec3";
if (string_equals(utype, "float4"))
utype = "vec4";
if (string_equals(utype, "float3x3"))
utype = "mat3";
if (string_equals(utype, "float4x4"))
utype = "mat4";
////
any_array_push(raw->consts, s);
node_shader_context_add_constant(raw->context, utype, uname, link);
}
}
void node_shader_add_texture(node_shader_t *raw, char *name, char *link) {
if (char_ptr_array_index_of(raw->textures, name) == -1) {
any_array_push(raw->textures, name);
node_shader_context_add_texture_unit(raw->context, name, link);
}
}
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) {
return;
}
any_map_set(raw->functions, fname, s);
}
void node_shader_write_vert(node_shader_t *raw, char *s) {
if (raw->vert_write_normal > 0) {
raw->vert_normal = string_join(raw->vert_normal, string_join(s, "\n"));
}
else {
raw->vert = string_join(raw->vert, string_join(s, "\n"));
}
}
void node_shader_write_end_vert(node_shader_t *raw, char *s) {
raw->vert_end = string_join(raw->vert_end, string_join(s, "\n"));
}
void node_shader_write_attrib_vert(node_shader_t *raw, char *s) {
raw->vert_attribs = string_join(raw->vert_attribs, string_join(s, "\n"));
}
void node_shader_write_frag(node_shader_t *raw, char *s) {
if (raw->frag_write_normal > 0) {
raw->frag_normal = string_join(raw->frag_normal, string_join(s, "\n"));
}
else {
raw->frag = string_join(raw->frag, string_join(s, "\n"));
}
}
void node_shader_write_attrib_frag(node_shader_t *raw, char *s) {
raw->frag_attribs = string_join(raw->frag_attribs, string_join(s, "\n"));
}
char *node_shader_data_size(node_shader_t *raw, char *data) {
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];
node_shader_add_in(raw, string_join(string_join(string_join(string_join("", e->name), ": "), "float"), node_shader_data_size(raw, e->data)));
}
}
char *node_shader_get(node_shader_t *raw) {
node_shader_vstruct_to_vsin(raw);
char *s = "";
s = string_join(s, "struct vert_in {\n");
for (i32 i = 0; i < raw->ins->length; ++i) {
char *a = raw->ins->buffer[i];
s = string_join(s, string_join(string_join("\t", a), ";\n"));
}
s = string_join(s, "}\n\n");
s = string_join(s, "struct vert_out {\n");
s = string_join(s, "\tpos: float4;\n");
for (i32 i = 0; i < raw->outs->length; ++i) {
char *a = raw->outs->buffer[i];
s = string_join(s, string_join(string_join("\t", a), ";\n"));
}
if (raw->consts->length == 0) {
s = string_join(s, "\tempty: float4;\n");
}
s = string_join(s, "}\n\n");
s = string_join(s, "#[set(everything)]\n");
s = string_join(s, "const constants: {\n");
for (i32 i = 0; i < raw->consts->length; ++i) {
char *a = raw->consts->buffer[i];
s = string_join(s, string_join(string_join("\t", a), ";\n"));
}
if (raw->consts->length == 0) {
s = string_join(s, "\tempty: float4;\n");
}
s = string_join(s, "};\n\n");
if (raw->textures->length > 0) {
s = string_join(s, "#[set(everything)]\n");
s = string_join(s, "const sampler_linear: sampler;\n\n");
}
for (i32 i = 0; i < raw->textures->length; ++i) {
char *a = raw->textures->buffer[i];
s = string_join(s, "#[set(everything)]\n");
s = string_join(s, string_join(string_join("const ", a), ": tex2d;\n"));
}
string_t_array_t *keys = map_keys(raw->functions);
for (i32 i = 0; i < keys->length; ++i) {
char *f = any_map_get(raw->functions, keys->buffer[i]);
s = string_join(s, string_join(f, "\n"));
}
s = string_join(s, "\n");
s = string_join(s, "fun kong_vert(input: vert_in): vert_out {\n");
s = string_join(s, "\tvar output: vert_out;\n\n");
s = string_join(s, raw->vert_attribs);
s = string_join(s, raw->vert_normal);
s = string_join(s, raw->vert);
s = string_join(s, raw->vert_end);
if (raw->consts->length == 0) {
s = string_join(s, "\toutput.empty = constants.empty;\n");
}
s = string_join(s, "\n\treturn output;\n");
s = string_join(s, "}\n\n");
s = string_join(s, string_join(string_join("fun kong_frag(input: vert_out): ", raw->frag_out), " {\n"));
s = string_join(s, string_join(string_join("\tvar output: ", raw->frag_out), ";\n\n"));
s = string_join(s, raw->frag_attribs);
s = string_join(s, raw->frag_normal);
s = string_join(s, raw->frag);
s = string_join(s, raw->frag_end);
s = string_join(s, "\n\treturn output;\n");
s = string_join(s, "}\n\n");
s = string_join(s, "#[pipe]\n");
s = string_join(s, "struct pipe {\n");
s = string_join(s, "\tvertex = kong_vert;\n");
s = string_join(s, "\tfragment = kong_frag;\n");
s = string_join(s, "}\n");
return s;
}
node_shader_context_t *node_shader_context_create(material_t *material, shader_context_t *props) {
node_shader_context_t *raw = GC_ALLOC_INIT(node_shader_context_t, {0});
raw->material = material;
vertex_element_t_array_t *vertex_elements_default = any_array_create_from_raw(
(any[]){
GC_ALLOC_INIT(vertex_element_t, {.name = "pos", .data = "short4norm"}),
GC_ALLOC_INIT(vertex_element_t, {.name = "nor", .data = "short2norm"}),
},
2);
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});
shader_context_t *rw = raw->data;
rw->_ = GC_ALLOC_INIT(shader_context_runtime_t, {0});
if (props->color_writes_red != NULL) {
raw->data->color_writes_red = props->color_writes_red;
}
if (props->color_writes_green != NULL) {
raw->data->color_writes_green = props->color_writes_green;
}
if (props->color_writes_blue != NULL) {
raw->data->color_writes_blue = props->color_writes_blue;
}
if (props->color_writes_alpha != NULL) {
raw->data->color_writes_alpha = props->color_writes_alpha;
}
raw->data->texture_units = any_array_create_from_raw((any[]){}, 0);
raw->data->constants = i32_array_create_from_raw((i32[]){}, 0);
return raw;
}
void node_shader_context_add_elem(node_shader_context_t *raw, char *name, char *data_type) {
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);
}
bool node_shader_context_is_elem(node_shader_context_t *raw, char *name) {
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;
}
vertex_element_t *node_shader_context_get_elem(node_shader_context_t *raw, char *name) {
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 elem;
}
}
return NULL;
}
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);
}
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);
}
node_shader_t *node_shader_context_make_kong(node_shader_context_t *raw) {
raw->data->vertex_shader = string_join(string_join(string_join(raw->material->name, "_"), raw->data->name), ".vert");
raw->data->fragment_shader = string_join(string_join(string_join(raw->material->name, "_"), raw->data->name), ".frag");
raw->kong = node_shader_create(raw);
return raw->kong;
}