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gpu: use PEGTL to split lolfx files into different parts.

undefined
Sam Hocevar 10 年前
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42a5296207
共有 3 个文件被更改,包括 84 次插入47 次删除
  1. +80
    -45
      src/gpu/shader.cpp
  2. +1
    -1
      src/lol/gpu/shader.h
  3. +3
    -1
      src/platform/sdl/sdlinput.cpp

+ 80
- 45
src/gpu/shader.cpp 查看文件

@@ -29,6 +29,8 @@
# undef far /* Fuck Microsoft again */
#endif

#include "pegtl.hh"

#include "lolgl.h"

namespace lol
@@ -116,64 +118,97 @@ hash<char const *> ShaderData::Hash;
int ShaderData::nshaders = 0;

/*
* Public Shader class
* LolFx parser
*/

Shader *Shader::Create(String const &name, String const &code)
using namespace pegtl;

struct lolfx_parser
{
String src = String("\n") + code;
public:
lolfx_parser(String const &code)
: m_section("header")
{
basic_parse_string<struct lolfx>(std::string(code.C()), this);
}

/* Parse the crap */
array<char const *, char const *> sections;
char *key = nullptr;
for (char *parser = src.C(); *parser; )
public:
String m_section;
map<String, String> m_programs;

private:
struct do_title : action_base<do_title>
{
if (key == nullptr && (parser[0] == '\n' || parser[0] == '\r')
&& parser[1] == '[')
static void apply(std::string const &ctx, lolfx_parser *that)
{
*parser = '\0';
parser += 2;
key = parser;
that->m_section = ctx.c_str();
}
else if (key && parser[0] == ']')
{
*parser++ = '\0';
}
else if (key && (parser[0] == '\n' || parser[0] == '\r'))
{
sections.Push(key, parser);
parser++;
key = nullptr;
}
else
};

struct do_code : action_base<do_code>
{
static void apply(std::string const &ctx, lolfx_parser *that)
{
parser++;
that->m_programs[that->m_section] = ctx.c_str();
}
};

// title <- '[' (!']')+ ']' .{eol}
struct title
: seq<one<'['>,
ifapply<plus<not_one<']'>>, do_title>,
one<']'>,
until<eol, any>> {};

// FIXME: I’m using this rule because the ifapply<> above also
// gets triggered when using at<> which is non-consuming.
struct title_ignore
: seq<one<'['>,
plus<not_one<']'>>,
one<']'>,
until<eol, any>> {};

// code_line <- .{eol}
struct code_line
: until<eol, any> {};

// code_section < code_line{&(title / eof)}
struct code_section
: ifapply<until<at<sor<title_ignore, eof>>, code_line>, do_code> {};

// shader < title code_section
struct shader
: seq<title, code_section> {};

// header < code_section
struct header
: code_section {};

// lolfx < header code_section*
struct lolfx
: seq<header, star<shader>> {};
};

/*
* Public Shader class
*/

Shader *Shader::Create(String const &name, String const &code)
{
lolfx_parser p(code);

if (!p.m_programs.HasKey("vert.glsl"))
{
ASSERT(false, "no vertex shader found in %s", name.C());
}

char const *vert = nullptr, *frag = nullptr;
for (int i = 0; i < sections.Count(); i++)
if (!p.m_programs.HasKey("frag.glsl"))
{
#if !defined __CELLOS_LV2__ && !defined _XBOX && !defined USE_D3D9
if (!strcmp(sections[i].m1, "vert.glsl"))
vert = sections[i].m2;
if (!strcmp(sections[i].m1, "frag.glsl"))
frag = sections[i].m2;
#else
if (!strcmp(sections[i].m1, "vert.hlsl"))
vert = sections[i].m2;
if (!strcmp(sections[i].m1, "frag.hlsl"))
frag = sections[i].m2;
#endif
ASSERT(false, "no fragment shader found in %s", name.C());
}

/* FIXME: we don’t know how to handle these yet. */
if (!vert)
Log::Error("no vertex shader found in %s… sorry, I’m gonna crash now.\n",
name.C());
if (!frag)
Log::Error("no fragment shader found in %s… sorry, I’m gonna crash now.\n",
name.C());
String vert = p.m_programs["vert.glsl"];
String frag = p.m_programs["frag.glsl"];

uint32_t new_vert_crc = ShaderData::Hash(vert);
uint32_t new_frag_crc = ShaderData::Hash(frag);
@@ -201,7 +236,7 @@ void Shader::Destroy(Shader *shader)
}

Shader::Shader(String const &name,
char const *vert, char const *frag)
String const &vert, String const &frag)
: data(new ShaderData())
{
data->m_name = name;


+ 1
- 1
src/lol/gpu/shader.h 查看文件

@@ -171,7 +171,7 @@ public:
void Unbind() const;

protected:
Shader(String const &name, char const *vert, char const *frag);
Shader(String const &name, String const &vert, String const &frag);
~Shader();

private:


+ 3
- 1
src/platform/sdl/sdlinput.cpp 查看文件

@@ -65,7 +65,9 @@ private:
static ivec2 GetMousePos();
static void SetMousePos(ivec2 position);

SdlInputData(int app_w, int app_h, int screen_w, int screen_h) :
SdlInputData(int app_w, int app_h, int screen_w, int screen_h)
: m_mouse(nullptr),
m_keyboard(nullptr),
m_prevmouse(ivec2::zero),
m_app(vec2((float)app_w, (float)app_h)),
m_screen(vec2((float)screen_w, (float)screen_h)),


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