Further shader compilation development.

This commit is contained in:
zy4n
2025-03-22 17:40:08 +01:00
parent e01b8c2e09
commit 510398423a
45 changed files with 1567 additions and 1097 deletions

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@@ -7,34 +7,21 @@
namespace zgl
{
class shader_data
struct shader_data
{
private:
explicit shader_data(GLuint shader_id, GLenum type);
public:
shader_data() = default;
[[nodiscard]] static std::error_code build_from(
GLenum type,
const std::string& source,
shader_data& data
);
inline shader_data(GLuint id);
shader_data(const shader_data& other) = delete;
shader_data& operator=(const shader_data& other) = delete;
shader_data(shader_data&& other) noexcept;
shader_data& operator=(shader_data&& other) noexcept;
inline shader_data(shader_data&& other) noexcept;
inline shader_data& operator=(shader_data&& other) noexcept;
[[nodiscard]] shader_handle handle() const;
inline ~shader_data();
~shader_data();
private:
shader_handle m_handle{};
GLenum m_type{ GL_INVALID_ENUM };
shader_handle handle{};
};
}

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@@ -9,195 +9,60 @@
#include "assets/dynamic_data_stores/dynamic_shader_source_store.hpp"
#include "opengl/shader_program_lookup.hpp"
#include "opengl/handles/shader_handle.hpp"
#include "opengl/handles/shader_program_handle.hpp"
#include "shader_program/metadata_type.hpp"
#include "shader_program/features/mesh_features.hpp"
#include "shader_program/features/point_cloud_features.hpp"
#include "util/string_lookup.hpp"
#include "shader_program/metadata_type.hpp"
#include "shader_preprocessor.hpp"
#include "opengl/metadata/shader_metadata.hpp"
#include "opengl/data/shader_data.hpp"
#include "opengl/handles/shader_handle_set.hpp"
#include "opengl/shading/requirements/shader_requirements.hpp"
#include "opengl/metadata/shader_set_metadata.hpp"
#include "opengl/shading/requirements/shader_set_requirements.hpp"
namespace zgl
{
class shader_program_compiler
{
using shader_lookup_entry_type = std::pair<shader_metadata, shader_data>;
static constexpr auto gl_shader_types = std::array<GLenum, shading::stage::count>{
GL_VERTEX_SHADER,
GL_TESS_CONTROL_SHADER,
GL_TESS_EVALUATION_SHADER,
GL_GEOMETRY_SHADER,
GL_FRAGMENT_SHADER
};
public:
void register_shader_sources(
void preprocess(
const dynamic_shader_source_store& shader_sources
);
void compile_shaders(
const dynamic_shader_source_store& shader_sources,
std::span<const shader_program::metadata_type> required_capabilities,
std::vector<shader_handle>& shader_handles
std::span<const shading::shader_set_requirements> requirements,
std::span<shader_set_metadata> metadata,
std::span<shader_handle_set> shader_sets
);
protected:
void tokenize_declarations(
std::string_view source,
std::vector<std::string_view> tokens,
std::vector<std::size_t> declaration_token_counts,
std::span<std::size_t> declaration_type_indices
shader_handle find_shader(
const shading::shader_requirements& requirements
);
std::optional<shader_program::metadata_type> parse_metadata_from_tokens(
std::span<const std::string_view> tokens,
std::span<const std::size_t> declaration_token_counts,
std::span<const std::size_t> declaration_type_indices
);
[[nodiscard]] static bool parse_stage_declaration(
std::span<const std::string_view> tokens,
shader_program::metadata_type& metadata
);
[[nodiscard]] static bool parse_geometry_declaration(
std::span<const std::string_view> tokens,
shader_program::metadata_type& metadata
);
[[nodiscard]] static bool parse_features_declaration(
std::span<const std::string_view> tokens,
shader_program::metadata_type& metadata
);
[[nodiscard]] static bool parse_static_enable_declaration(
std::span<const std::string_view> tokens,
shader_program::metadata_type& metadata
);
[[nodiscard]] static bool parse_dynamic_enable_declaration(
std::span<const std::string_view> tokens,
shader_program::metadata_type& metadata
);
template<typename T>
static void parse_feature_tokens(
std::span<const std::string_view> tokens,
const ztu::string_lookup<T>& feature_lookup,
T& features
);
std::optional<dynamic_shader_source_store::id_type> zgl::shader_program_compiler::find_compatible_shader_source(
shader_program::metadata_type& requirements
);
template<typename T>
void add_required_feature_defines(
T toggle_flags,
std::span<const std::string> defines,
std::vector<const char*>& shader_strings
bool compile_shader(
GLenum shader_type,
std::span<const char*> source_strings,
shader_data& shader
);
private:
enum class metadata_declaration_type : std::size_t
{
stage = 0,
geometry = 1,
features = 2,
static_enable = 3,
dynamic_enable = 4,
invalid = std::numeric_limits<std::size_t>::max()
};
shader_preprocessor m_preprocessor{};
inline static auto declaration_lookup = ztu::string_lookup<metadata_declaration_type>{
{ "STAGE", metadata_declaration_type::stage },
{ "GEOMETRY", metadata_declaration_type::geometry },
{ "FEATURES", metadata_declaration_type::features },
{ "STATIC_ENABLE", metadata_declaration_type::static_enable }
{ "DYNAMIC_ENABLE", metadata_declaration_type::dynamic_enable }
};
inline static auto stage_lookup = ztu::string_lookup<shader_program::stage::types>{
{ "VERTEX", shader_program::stage::types::vertex },
{ "GEOMETRY", shader_program::stage::types::geometry },
{ "FRAGMENT", shader_program::stage::types::fragment },
};
inline static auto geometry_lookup = ztu::string_lookup<shader_program::geometry::types>{
{ "MESH", shader_program::geometry::types::mesh },
{ "POINT_CLOUD", shader_program::geometry::types::point_cloud }
};
inline static auto mesh_feature_lookup = []
{
using namespace shader_program::features::mesh;
auto lookup = ztu::string_lookup<flags>{};
lookup.reserve(all.size());
constexpr auto all_flags = std::array{
flags::face, flags::line, flags::point,
flags::luminance, flags::color, flags::alpha,
flags::lighting, flags::texture, flags::uniform_color
};
for (const auto& [ define, flag ] : std::ranges::views::zip(defines, all_flags))
{
lookup.emplace(std::string(define), flag);
}
return lookup;
}();
inline static auto point_cloud_feature_lookup = []
{
using namespace shader_program::features::point_cloud;
auto lookup = ztu::string_lookup<flags>{};
lookup.reserve(all.size());
constexpr auto all_flags = std::array{
flags::square, flags::lighting, flags::luminance,
flags::color, flags::alpha, flags::uniform_color,
flags::rainbow
};
for (const auto& [ define, flag ] : std::ranges::views::zip(defines, all_flags))
{
lookup.emplace(std::string(define), flag);
}
return lookup;
}();
inline static auto mesh_feature_defines = []
{
using namespace shader_program::features::mesh;
auto statements = std::array<std::string, all.size()>{};
std::ranges::transform(
defines,
statements.begin(),
[](const auto& name) {
return std::format("#define {}\n", name);
}
);
return statements;
}();
inline static auto point_cloud_feature_defines = []
{
using namespace shader_program::features::point_cloud;
auto statements = std::array<std::string, all.size()>{};
std::ranges::transform(
defines,
statements.begin(),
[](const auto& name) {
return std::format("#define {}\n", name);
}
);
return statements;
}();
std::vector<std::pair<shader_program::metadata_type, dynamic_shader_source_store::id_type>> shader_lookup;
std::vector<shading::shader_source_requirements> m_source_requirement_buffer{};
std::vector<preprocessed_shader_source_metadata> m_preprocessed_shader_source_metadata_buffer;
std::vector<const char*> m_source_strings_buffer;
std::vector<shader_lookup_entry_type> m_shader_lookup;
};
}

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@@ -0,0 +1,110 @@
#pragma once
#include <string_view>
#include <vector>
#include <optional>
#include <span>
#include "util/string_lookup.hpp"
#include "../metadata/shader_source_metadata.hpp"
#include "opengl/shading/requirements/shader_source_requirements.hpp"
#include "opengl/metadata/preprocessed_shader_source_metadata.hpp"
#include "assets/dynamic_data_stores/dynamic_shader_source_store.hpp"
#include "opengl/shading/shader_source_set.hpp"
namespace zgl {
class shader_preprocessor {
public:
void preprocess(
const dynamic_shader_source_store& shader_sources
);
void fetch_shader_sources(
const dynamic_shader_source_store& shader_sources,
std::span<const shading::shader_source_requirements> requirements,
std::span<preprocessed_shader_source_metadata> metadata,
std::vector<const char*>& shader_strings
);
protected:
void tokenize_declarations(std::string_view source);
std::optional<shader_source_metadata> parse_metadata_from_tokens();
[[nodiscard]] static bool parse_stage_declaration(
std::span<const std::string_view> values,
shader_source_metadata& metadata
);
[[nodiscard]] static bool parse_geometry_declaration(
std::span<const std::string_view> tokens,
shader_source_metadata& metadata
);
[[nodiscard]] static bool parse_features_declaration(
std::span<const std::string_view> values,
shader_source_metadata& metadata
);
[[nodiscard]] static bool parse_static_enable_declaration(
std::span<const std::string_view> values,
shader_source_metadata& metadata
);
[[nodiscard]] static bool parse_dynamic_enable_declaration(
std::span<const std::string_view> values,
shader_source_metadata& metadata
);
template<typename T>
static void parse_feature_tokens(
std::span<const std::string_view> values,
const ztu::string_lookup<T>& feature_lookup,
T& features
);
static void get_define_strings(
shading::model_geometry::types geometry,
shading::features::generic::type features,
shading::features::generic::type& feature_count,
std::vector<const char*>& defines
);
private:
inline static auto mesh_feature_defines = std::array{
"#define FACE\n",
"#define LINE\n",
"#define POINT\n",
"#define V_L\n",
"#define V_RGB\n",
"#define V_A\n",
"#define LIGHTING\n",
"#define TEXTURE\n",
"#define U_RGBA\n",
};
inline static auto point_cloud_feature_defines = std::array{
"#define SQUARE\n",
"#define LIGHTING\n",
"#define V_L\n",
"#define V_RGB\n",
"#define V_A\n",
"#define U_RGBA\n",
"#define RAINBOW\n"
};
std::vector<std::string_view> m_value_token_buffer;
std::vector<std::size_t> m_declaration_token_count_buffer;
std::array<std::size_t, 4> m_declaration_type_index_buffer;
using source_lookup_entry_type = std::pair<shader_source_metadata, dynamic_shader_source_store::id_type>;
using source_lookup_type = std::vector<source_lookup_entry_type>;
source_lookup_type m_shader_source_lookup;
};
}

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@@ -3,13 +3,18 @@
#include <unordered_map>
#include "assets/dynamic_data_stores/dynamic_shader_source_store.hpp"
#include "opengl/shader_program_lookup.hpp"
#include "opengl/handles/shader_handle.hpp"
#include "opengl/handles/shader_program_handle.hpp"
#include "../metadata/shader_source_metadata.hpp"
#include "shading/shader_program_requirements.hpp"
namespace zgl
{
template<typename Capabilities>
class shader_program_compiler
{
public:
public:
// compile shader programs for given requirements
@@ -22,21 +27,24 @@ class shader_program_compiler
const dynamic_shader_source_store& shader_sources
);
void compile_shaders(
void compile_shader_programs(
const dynamic_shader_source_store& shader_sources,
std::span<const shader_program::metadata_type> required_capabilities,
std::vector<shader_handle>& shader_handles
std::span<const shading::shader_program_metadata> requirements,
std::vector<shader_program_handle>& shader_handles
);
// create metadata for all sources
// get
ś
protected:
private:
std::unordered_map<dynamic_shader_source_store::id_type, Capabilities> shader_capabilities;
std::vector<shading::compiled_shader_metadata_type, shader_handle> shader_lookup;
std::vector<shading::shader_program_metadata, shader_program_handle> shader_program_lookup;
};
}

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@@ -8,6 +8,11 @@ struct shader_handle
{
constexpr bool operator==(const shader_handle&) const = default;
GLuint shader_id{ 0 };
constexpr bool valid() const
{
return id != 0;
}
GLuint id{ 0 };
};
}

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@@ -0,0 +1,13 @@
#pragma once
#include "shader_handle.hpp"
#include "opengl/shading/shader_stage.hpp"
namespace zgl
{
struct shader_handle_set
{
std::array<shader_handle, zgl::shading::stage::count> stages;
};
}

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@@ -0,0 +1,13 @@
#pragma once
#include "opengl/shading/features/generic_features.hpp"
namespace zgl
{
struct preprocessed_shader_source_metadata
{
shading::features::generic::type static_enabled{};
shading::features::generic::type dynamic_enable{};
shading::features::generic::type string_count{};
};
}

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@@ -0,0 +1,16 @@
#pragma once
#include "opengl/shading/model_geometry.hpp"
#include "opengl/shading/shader_stage.hpp"
#include "opengl/shading/features/generic_features.hpp"
namespace zgl
{
struct shader_metadata
{
shading::model_geometry::types geometry;
shading::stage::types stage;
shading::features::generic::type static_enabled{};
shading::features::generic::type dynamic_enable{};
};
}

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@@ -0,0 +1,14 @@
#pragma once
#include "opengl/shading/model_geometry.hpp"
#include "opengl/shading/shader_stage.hpp"
#include "opengl/shading/features/generic_features.hpp"
namespace zgl
{
struct shader_set_metadata
{
shading::features::generic::type static_enabled{};
shading::features::generic::type dynamic_enable{};
};
}

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@@ -0,0 +1,91 @@
#pragma once
#include <limits>
#include <utility>
#include "../shading/model_geometry.hpp"
#include "../shading/shader_stage.hpp"
#include "../shading/features/mesh_features.hpp"
#include "../shading/features/point_cloud_features.hpp"
#include "../shading/features/generic_features.hpp"
#include <algorithm>
// TODO move implementation to .ipp file
namespace zgl
{
template<typename T>
struct shader_features_set
{
T features, static_enable, dynamic_enable;
template<typename U>
[[nodiscard]] shader_features_set<U> cast() const noexcept
{
return {
.features = static_cast<U>(features),
.static_enable = static_cast<U>(static_enable),
.dynamic_enable = static_cast<U>(dynamic_enable)
};
}
// TODO this may not compile
[[nodiscard]] bool operator==(const shader_features_set& other) const noexcept = default;
};
struct shader_source_metadata
{
union combined_feature_set_type {
shader_features_set<shading::features::mesh::flags> mesh;
shader_features_set<shading::features::point_cloud::flags> point_cloud;
};
using generic_feature_set_type = shader_features_set<shading::features::generic::type>;
shading::model_geometry::types geometry;
combined_feature_set_type feature_set;
shading::stage::types stage;
[[nodiscard]] generic_feature_set_type generic_feature_set() const noexcept
{
switch (geometry)
{
case shading::model_geometry::types::mesh:
return feature_set.mesh.cast<shading::features::generic::type>();
case shading::model_geometry::types::point_cloud:
return feature_set.point_cloud.cast<shading::features::generic::type>();
default:
std::unreachable();
}
}
void from_generic_feature_set(const generic_feature_set_type& generic_feature_set) noexcept
{
switch (geometry)
{
case shading::model_geometry::types::mesh:
feature_set.mesh = generic_feature_set.cast<shading::features::mesh::flags>();
case shading::model_geometry::types::point_cloud:
feature_set.point_cloud = generic_feature_set.cast<shading::features::point_cloud::flags>();
}
std::unreachable();
}
bool operator==(const shader_source_metadata& other) const noexcept
{
if (this->stage != other.stage)
{
return false;
}
if (this->geometry != other.geometry)
{
return false;
}
return this->generic_feature_set() == other.generic_feature_set();
}
};
}

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@@ -0,0 +1,45 @@
#pragma once
#include "opengl/shader_program_variable.hpp"
#include "util/enum_bitfield_operators.hpp"
#include <array>
#include <string_view>
namespace zgl::shading::attributes::mesh
{
enum class flags : std::uint8_t
{
none = 0,
position = 1 << 0,
normal = 1 << 1,
luminance = 1 << 2,
color = 1 << 3,
alpha = 1 << 4,
tex_coord = 1 << 5
};
constexpr inline auto position = shader_program_variable({ GL_FLOAT_VEC3, 0 }, "model_vertex_position");
constexpr inline auto normal = shader_program_variable({ GL_FLOAT_VEC3, 1 }, "model_vertex_normal");
constexpr inline auto luminance = shader_program_variable({ GL_FLOAT, 2 }, "model_vertex_l");
constexpr inline auto color = shader_program_variable({ GL_FLOAT_VEC3, 2 }, "model_vertex_rgb");
constexpr inline auto alpha = shader_program_variable({ GL_FLOAT, 3 }, "model_vertex_a");
constexpr inline auto tex_coord = shader_program_variable({ GL_FLOAT_VEC2, 2 }, "model_vertex_tex_coord");
constexpr inline auto all = std::array{
position, normal, luminance, color, alpha, tex_coord
};
constexpr inline auto names = std::array<std::string_view, 6>{
"position",
"normal",
"luminance",
"color",
"alpha",
"tex_coord"
};
}
DEFINE_ENUM_BITFIELD_OPERATORS(zgl::shading::attributes::mesh::flags)

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@@ -0,0 +1,42 @@
#pragma once
#include "opengl/shader_program_variable.hpp"
#include <array>
#include "util/enum_bitfield_operators.hpp"
#include <string_view>
namespace zgl::shading::attributes::point_cloud
{
enum class flags : std::uint8_t
{
none = 0,
position = 1 << 0,
normal = 1 << 1,
luminance = 1 << 2,
color = 1 << 2,
alpha = 1 << 3
};
constexpr inline auto position = shader_program_variable({ GL_FLOAT_VEC3, 0 }, "model_vertex_position");
constexpr inline auto normal = shader_program_variable({ GL_FLOAT_VEC3, 1 }, "model_vertex_normal");
constexpr inline auto luminance = shader_program_variable({ GL_FLOAT_VEC3, 1 }, "model_vertex_l");
constexpr inline auto color = shader_program_variable({ GL_FLOAT_VEC3, 1 }, "model_vertex_rgb");
constexpr inline auto alpha = shader_program_variable({ GL_FLOAT_VEC3, 1 }, "model_vertex_a");
constexpr inline auto all = std::array{
position, normal, luminance, color, alpha
};
constexpr inline auto names = std::array<std::string_view, 5>{
"position",
"normal",
"luminance",
"color",
"alpha"
};
}
DEFINE_ENUM_BITFIELD_OPERATORS(zgl::shading::attributes::point_cloud::flags)

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@@ -0,0 +1,43 @@
#pragma once
#include <utility>
#include "opengl/shading/model_geometry.hpp"
#include "mesh_features.hpp"
#include "point_cloud_features.hpp"
#include "generic_features.hpp"
namespace zgl::shading::features::combined
{
union type
{
features::mesh::flags mesh;
features::point_cloud::flags point_cloud;
[[nodiscard]] features::generic::type to_generic(const model_geometry::types geometry) const noexcept
{
switch (geometry)
{
case model_geometry::types::mesh:
return static_cast<features::generic::type>(mesh);
case model_geometry::types::point_cloud:
return static_cast<features::generic::type>(point_cloud);
}
std::unreachable();
}
void from_generic(
const model_geometry::types geometry,
const features::generic::type new_features
) noexcept {
switch (geometry)
{
case model_geometry::types::mesh:
mesh = static_cast<features::mesh::flags>(new_features);
case model_geometry::types::point_cloud:
point_cloud = static_cast<features::point_cloud::flags>(new_features);
}
std::unreachable();
}
};
}

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@@ -0,0 +1,12 @@
#pragma once
#include "mesh_features.hpp"
#include "point_cloud_features.hpp"
namespace zgl::shading::features::generic
{
using type = std::make_unsigned_t<std::common_type_t<
std::underlying_type_t<features::mesh::flags>,
std::underlying_type_t<features::point_cloud::flags>
>>;
}

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@@ -0,0 +1,122 @@
#pragma once
#include "opengl/shading/attributes/mesh_attributes.hpp"
#include "opengl/shading/uniforms/mesh_uniforms.hpp"
#include "util/enum_bitfield_operators.hpp"
#include <array>
#include <string_view>
namespace zgl::shading::features::mesh
{
struct type
{
attributes::mesh::flags attributes{
attributes::mesh::flags::none
};
uniforms::mesh::flags uniforms{
uniforms::mesh::flags::none
};
};
namespace indices
{
using type = ztu::u8;
constexpr inline type face = 0;
constexpr inline type line = 1;
constexpr inline type point = 2;
constexpr inline type luminance = 3;
constexpr inline type color = 4;
constexpr inline type alpha = 5;
constexpr inline type lighting = 6;
constexpr inline type texture = 7;
constexpr inline type uniform_color = 8;
}
enum class flags : std::uint16_t
{
none = 0,
face = 1 << indices::face,
line = 1 << indices::line,
point = 1 << indices::point,
luminance = 1 << indices::luminance,
color = 1 << indices::color,
alpha = 1 << indices::alpha,
lighting = 1 << indices::lighting,
texture = 1 << indices::texture,
uniform_color = 1 << indices::uniform_color
};
constexpr inline auto face = type{
.attributes = attributes::mesh::flags::position,
.uniforms = uniforms::mesh::flags::mvp_matrix
};
constexpr inline auto line = type{
.attributes = attributes::mesh::flags::position,
.uniforms = uniforms::mesh::flags::mvp_matrix
};
constexpr inline auto point = type{
.attributes = attributes::mesh::flags::position,
.uniforms = (
uniforms::mesh::flags::mvp_matrix |
uniforms::mesh::flags::point_size
)
};
constexpr inline auto luminance = type{
.attributes = attributes::mesh::flags::luminance
};
constexpr inline auto color = type{
.attributes = attributes::mesh::flags::color
};
constexpr inline auto alpha = type{
.attributes = attributes::mesh::flags::alpha
};
constexpr inline auto lighting = type{
.attributes = attributes::mesh::flags::normal,
.uniforms = (
uniforms::mesh::flags::model_matrix |
uniforms::mesh::flags::view_pos |
uniforms::mesh::flags::point_light_direction |
uniforms::mesh::flags::point_light_color |
uniforms::mesh::flags::ambient_light_color |
uniforms::mesh::flags::ambient_filter |
uniforms::mesh::flags::diffuse_filter |
uniforms::mesh::flags::specular_filter |
uniforms::mesh::flags::shininess
)
};
constexpr inline auto texture = type{
.attributes = attributes::mesh::flags::tex_coord,
.uniforms = uniforms::mesh::flags::tex
};
constexpr inline auto uniform_color = type{
.uniforms = uniforms::mesh::flags::color
};
constexpr inline auto all = std::array{
face, line, point, luminance, color, alpha, lighting, texture, uniform_color
};
constexpr inline auto names = std::array<std::string_view, 9>{
"face",
"line",
"point",
"luminance",
"color",
"alpha",
"lighting",
"texture",
"uniform_color"
};
}
DEFINE_ENUM_BITFIELD_OPERATORS(zgl::shading::features::mesh::flags)

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@@ -0,0 +1,101 @@
#pragma once
#include "opengl/shading/attributes/point_cloud_attributes.hpp"
#include "opengl/shading/uniforms/point_cloud_uniforms.hpp"
#include "assets/components/mesh_vertex_components.hpp"
#include "assets/components/point_cloud_vertex_components.hpp"
#include <array>
namespace zgl::shading::features::point_cloud
{
struct type
{
attributes::point_cloud::flags attributes{
attributes::point_cloud::flags::none
};
uniforms::point_cloud::flags uniforms{
uniforms::point_cloud::flags::none
};
};
namespace indices
{
using type = ztu::u8;
constexpr inline type square = 0;
constexpr inline type lighting = 1;
constexpr inline type luminance = 2;
constexpr inline type color = 3;
constexpr inline type alpha = 4;
constexpr inline type uniform_color = 5;
constexpr inline type rainbow = 6;
}
enum class flags : std::uint8_t
{
none = 0,
square = 1 << indices::square,
lighting = 1 << indices::lighting,
luminance = 1 << indices::luminance,
color = 1 << indices::color,
alpha = 1 << indices::alpha,
uniform_color = 1 << indices::uniform_color,
rainbow = 1 << indices::rainbow
};
constexpr inline auto square = type{
.attributes = attributes::point_cloud::flags::position,
.uniforms = (
uniforms::point_cloud::flags::mvp_matrix |
uniforms::point_cloud::flags::point_size
)
};
constexpr inline auto lighting = type{
.attributes = attributes::point_cloud::flags::normal,
.uniforms = (
uniforms::point_cloud::flags::model_matrix |
uniforms::point_cloud::flags::camera_position
)
};
constexpr inline auto luminance = type{
.attributes = attributes::point_cloud::flags::luminance
};
constexpr inline auto color = type{
.attributes = attributes::point_cloud::flags::color
};
constexpr inline auto alpha = type{
.attributes = attributes::point_cloud::flags::alpha
};
constexpr inline auto uniform_color = type{
.uniforms = uniforms::point_cloud::flags::color
};
constexpr inline auto rainbow = type{
.uniforms = (
uniforms::point_cloud::flags::rainbow_offset_y |
uniforms::point_cloud::flags::rainbow_scale_y
)
};
constexpr inline auto all = std::array{
square, lighting, luminance, color, alpha, uniform_color, rainbow
};
constexpr inline auto names = std::array{
"square",
"lighting",
"luminance",
"color",
"alpha",
"uniform_color",
"rainbow"
};
}

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#pragma once
#include <cinttypes>
#include <array>
#include <string_view>
namespace zgl::shading::model_geometry
{
enum class types : std::uint8_t
{
mesh = 0,
point_cloud = 1
};
inline constexpr std::size_t count = 2;
inline constexpr auto names = std::array<std::string_view, 2>{
"mesh", "point_cloud"
};
}

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#pragma once
#include "model_geometry.hpp"
#include "shader_stage.hpp"
#include "features/mesh_features.hpp"
#include "features/point_cloud_features.hpp"
#include "features/generic_features.hpp"
namespace zgl::shading
{
struct shader_program_requirements
{
static constexpr auto geometry_bits = static_cast<std::size_t>(std::bit_width(model_geometry::names.size()));
static constexpr auto feature_bits = sizeof(features::generic::type) * 8 - geometry_bits;
explicit shader_program_requirements(const features::mesh::flags mesh_features) :
shader_program_requirements(model_geometry::types::mesh, static_cast<features::generic::type>(mesh_features)) {}
explicit shader_program_requirements(const features::point_cloud::flags point_cloud_features) :
shader_program_requirements(model_geometry::types::point_cloud, static_cast<features::generic::type>(point_cloud_features)) {}
shader_program_requirements(const model_geometry::types geometry_type, const features::generic::type generic_features) :
geometry_type{ geometry_type }, features{ generic_features } {}
[[nodiscard]] auto operator<=>(const shader_program_requirements& other) const noexcept
{
return (
std::tie(this->geometry_type, std::popcount(this->features)) <=>
std::tie(other.geometry_type, std::popcount(other.features))
);
}
[[nodiscard]] bool operator==(const shader_program_requirements& other) const noexcept = default;
model_geometry::types geometry_type : geometry_bits;
features::generic::type features : feature_bits;
};
/*
struct shader_program_metadata
{
using generic_feature_type = std::common_type_t<
std::underlying_type_t<features::mesh::flags>,
std::underlying_type_t<features::point_cloud::flags>
>;
static constexpr auto geometry_bits = static_cast<std::size_t>(std::bit_width(geometry::names.size()));
static constexpr auto feature_bits = sizeof(generic_feature_type) * 8 - geometry_bits;
explicit shader_program_metadata(const features::mesh::flags static_enabled, const features::mesh::flags dynamic_enable) :
shader_program_metadata(
geometry::types::mesh,
static_cast<generic_feature_type>(static_enabled),
static_cast<generic_feature_type>(dynamic_enable)
) {}
explicit shader_program_metadata(const features::point_cloud::flags static_enabled, const features::point_cloud::flags dynamic_enable) :
shader_program_metadata(
geometry::types::point_cloud,
static_cast<generic_feature_type>(static_enabled),
static_cast<generic_feature_type>(dynamic_enable)
) {}
shader_program_metadata(const geometry::types geometry_type, const generic_feature_type static_enabled, generic_feature_type dynamic_enable) :
m_geometry_type{ geometry_type }, m_static_enabled{ static_enabled }, m_dynamic_enable{ dynamic_enable } {}
[[nodiscard]] auto operator<=>(const shader_program_metadata& other) const noexcept
{
return (
std::tie(this->m_geometry_type, std::popcount(this->m_static_enabled), std::popcount(this->m_dynamic_enable)) <=>
std::tie(other.m_geometry_type, std::popcount(other.m_static_enabled), std::popcount(other.m_dynamic_enable))
);
}
[[nodiscard]] bool operator==(const shader_program_metadata& other) const noexcept = default;
geometry::types m_geometry_type : geometry_bits;
generic_feature_type m_static_enabled : feature_bits;
generic_feature_type m_dynamic_enable;
};*/
};

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#pragma once
#include "shader_source_requirements.hpp"
namespace zgl::shading
{
using shader_requirements = shader_source_requirements;
}

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#pragma once
#include "opengl/shading/features/generic_features.hpp"
namespace zgl::shading
{
struct shader_set_requirements
{
model_geometry::types geometry;
features::generic::type features;
};
}

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#pragma once
#include "opengl/shading/model_geometry.hpp"
#include "opengl/shading/shader_stage.hpp"
#include "opengl/shading/features/generic_features.hpp"
namespace zgl::shading
{
struct shader_source_requirements
{
model_geometry::types geometry;
stage::types stage;
features::generic::type features;
};
}

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#pragma once
#include <cinttypes>
#include <limits>
#include "util/string_lookup.hpp"
#include "model_geometry.hpp"
#include "shader_stage.hpp"
#include "features/mesh_features.hpp"
#include "features/point_cloud_features.hpp"
namespace zgl::shading::shader_metadata_language
{
enum class declaration_type : std::size_t
{
stage = 0,
geometry = 1,
features = 2,
static_enable = 3,
dynamic_enable = 4,
invalid = std::numeric_limits<std::size_t>::max()
};
inline constexpr auto declaration_prefix = std::string_view("\n#pragma ");
inline constexpr auto title_separator = ':';
inline constexpr auto value_separator = ' ';
inline auto declaration_lookup = ztu::string_lookup<declaration_type>{
{ "STAGE", declaration_type::stage },
{ "GEOMETRY", declaration_type::geometry },
{ "FEATURES", declaration_type::features },
{ "STATIC_ENABLE", declaration_type::static_enable },
{ "DYNAMIC_ENABLE", declaration_type::dynamic_enable }
};
inline auto stage_lookup = ztu::string_lookup<stage::types>{
{ "VERTEX", stage::types::vertex },
{ "TESSELATION_CONTROL", stage::types::tesselation_control },
{ "TESSELATION_EVALUATION", stage::types::tesselation_evaluation },
{ "GEOMETRY", stage::types::geometry },
{ "FRAGMENT", stage::types::fragment },
};
inline auto geometry_lookup = ztu::string_lookup<model_geometry::types>{
{ "MESH", model_geometry::types::mesh },
{ "POINT_CLOUD", model_geometry::types::point_cloud }
};
inline auto mesh_feature_lookup = ztu::string_lookup<features::mesh::flags>{
{ "FACE", features::mesh::flags::face },
{ "LINE", features::mesh::flags::line },
{ "POINT", features::mesh::flags::point },
{ "V_L", features::mesh::flags::luminance },
{ "V_RGB", features::mesh::flags::color },
{ "V_A", features::mesh::flags::alpha },
{ "LIGHTING", features::mesh::flags::lighting },
{ "TEXTURE", features::mesh::flags::texture },
{ "U_RGBA", features::mesh::flags::uniform_color }
};
inline auto point_cloud_feature_lookup = ztu::string_lookup<features::point_cloud::flags>{
{ "SQUARE", features::point_cloud::flags::square },
{ "LIGHTING", features::point_cloud::flags::lighting },
{ "V_L", features::point_cloud::flags::luminance },
{ "V_RGB", features::point_cloud::flags::color },
{ "V_A", features::point_cloud::flags::alpha },
{ "U_RGBA", features::point_cloud::flags::uniform_color },
{ "RAINBOW", features::point_cloud::flags::rainbow }
};
};

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#pragma once
#include "opengl/handles/shader_handle.hpp"
namespace zgl
{
struct shader_set
{
shader_handle vertex_shader;
shader_handle tesselation_control_shader;
shader_handle tesselation_evaluation_shader;
shader_handle geometry_shader;
shader_handle fragment_shader;
};
}

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#pragma once
#include "features/generic_features.hpp"
namespace zgl::shading
{
struct shader_source_set
{
struct compiled_shader_features_set
{
features::generic::type static_enabled;
features::generic::type dynamic_enable;
};
std::array<compiled_shader_features_set, stage::count> compiled_features{};
std::array<std::uint8_t, stage::count> string_counts{};
};
}

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#pragma once
#include <cinttypes>
#include <array>
#include <string_view>
#include <GL/glew.h>
namespace zgl::shading::stage
{
enum class types : std::uint8_t
{
vertex = 0,
tesselation_control = 1,
tesselation_evaluation = 2,
geometry = 3,
fragment = 4
};
inline constexpr std::size_t count = 5;
inline constexpr auto names = std::array<std::string_view, count>{
"vertex",
"tesselation_control",
"tesselation_evaluation",
"geometry",
"fragment"
};
}

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#pragma once
#include "opengl/shader_program_variable.hpp"
#include <array>
#include "util/enum_bitfield_operators.hpp"
namespace zgl::shading::uniforms::mesh
{
enum class flags : std::uint16_t
{
none = 0,
mvp_matrix = 1 << 0,
model_matrix = 1 << 1,
point_size = 1 << 2,
color = 1 << 3,
tex = 1 << 4,
view_pos = 1 << 5,
point_light_direction = 1 << 6,
point_light_color = 1 << 7,
ambient_light_color = 1 << 8,
ambient_filter = 1 << 9,
diffuse_filter = 1 << 10,
specular_filter = 1 << 11,
shininess = 1 << 12
};
constexpr inline auto mvp_matrix = shader_program_variable({ GL_FLOAT_MAT4, 0 }, "mvp_matrix");
constexpr inline auto model_matrix = shader_program_variable({ GL_FLOAT_MAT4, 1 }, "model_matrix");
constexpr inline auto point_size = shader_program_variable({ GL_FLOAT, 2 }, "point_size");
constexpr inline auto tex = shader_program_variable({ GL_SAMPLER_2D, 3 }, "tex");
constexpr inline auto color = shader_program_variable({ GL_FLOAT_VEC4, 4 }, "color");
constexpr inline auto view_pos = shader_program_variable({ GL_FLOAT_VEC3, 5 }, "view_pos");
constexpr inline auto point_light_direction = shader_program_variable({ GL_FLOAT_VEC3, 6 }, "point_light_direction");
constexpr inline auto point_light_color = shader_program_variable({ GL_FLOAT_VEC3, 7 }, "point_light_color");
constexpr inline auto ambient_light_color = shader_program_variable({ GL_FLOAT_VEC3, 8 }, "ambient_light_color");
constexpr inline auto ambient_filter = shader_program_variable({ GL_FLOAT_VEC3, 9 }, "ambient_filter");
constexpr inline auto diffuse_filter = shader_program_variable({ GL_FLOAT_VEC3, 10 }, "diffuse_filter");
constexpr inline auto specular_filter = shader_program_variable({ GL_FLOAT_VEC3, 11 }, "specular_filter");
constexpr inline auto shininess = shader_program_variable({ GL_FLOAT, 12 }, "shininess");
constexpr inline auto all = std::array{
mvp_matrix,
model_matrix,
point_size,
color,
tex,
view_pos,
point_light_direction,
point_light_color,
ambient_light_color,
ambient_filter,
diffuse_filter,
specular_filter,
shininess
};
constexpr inline auto names = std::array{
"mvp_matrix",
"model_matrix",
"point_size",
"color",
"tex",
"view_pos",
"point_light_direction",
"point_light_color",
"ambient_light_color",
"ambient_filter",
"diffuse_filter",
"specular_filter",
"shininess"
};
}
DEFINE_ENUM_BITFIELD_OPERATORS(zgl::shading::uniforms::mesh::flags)

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#pragma once
#include "opengl/shader_program_variable.hpp"
#include "util/enum_bitfield_operators.hpp"
#include <array>
namespace zgl::shading::uniforms::point_cloud
{
enum class flags : std::uint8_t
{
none = 0,
mvp_matrix = 1 << 0,
point_size = 1 << 1,
color = 1 << 2,
model_matrix = 1 << 3,
camera_position = 1 << 4,
rainbow_offset_y = 1 << 5,
rainbow_scale_y = 1 << 6
};
constexpr inline auto mvp_matrix = shader_program_variable({ GL_FLOAT_MAT4, 0 }, "mvp_matrix");
constexpr inline auto point_size = shader_program_variable({ GL_FLOAT, 1 }, "point_size");
constexpr inline auto color = shader_program_variable({ GL_FLOAT_VEC4, 2 }, "color");
constexpr inline auto model_matrix = shader_program_variable({ GL_FLOAT_MAT4, 3 }, "model_matrix");
constexpr inline auto camera_position = shader_program_variable({ GL_FLOAT_VEC3, 4 }, "camera_position");
constexpr inline auto rainbow_offset_y = shader_program_variable({ GL_FLOAT, 5 }, "rainbow_offset_y");
constexpr inline auto rainbow_scale_y = shader_program_variable({ GL_FLOAT, 6 }, "rainbow_scale_y");
constexpr inline auto all = std::array{
mvp_matrix,
point_size,
color,
model_matrix,
camera_position,
rainbow_offset_y,
rainbow_scale_y
};
constexpr inline auto names = std::array{
"mvp_matrix",
"point_size",
"color",
"model_matrix",
"camera_position",
"rainbow_offset_y",
"rainbow_scale_y"
};
}
DEFINE_ENUM_BITFIELD_OPERATORS(zgl::shading::uniforms::point_cloud::flags)