feat: working include directive
This commit is contained in:
+107
-60
@@ -1,95 +1,142 @@
|
||||
#include <string.h>
|
||||
|
||||
#include "types.h"
|
||||
|
||||
#include "config.h"
|
||||
#include "config_file.h"
|
||||
#include "file.h"
|
||||
#include "log.h"
|
||||
#include "project.h"
|
||||
#include "state.h"
|
||||
#include "string.h"
|
||||
|
||||
static File read_fragment_shader_file(char *frag_path, char *frag_prefix,
|
||||
unsigned int i) {
|
||||
File fragment_shader;
|
||||
static bool parse_fragment_shader_file(Project *project, unsigned int i) {
|
||||
File tmp_file, fragment_shader;
|
||||
char file_path[STR_LEN];
|
||||
char *include_pos, *include_end;
|
||||
char included_file[STR_LEN];
|
||||
char *new_content;
|
||||
|
||||
snprintf(file_path, STR_LEN, "%s/%s%d.glsl", frag_path, frag_prefix, i);
|
||||
fragment_shader = file_read(file_path);
|
||||
if (fragment_shader.error) {
|
||||
exit(EXIT_FAILURE);
|
||||
fragment_shader = project->fragment_shaders[i][0];
|
||||
|
||||
project->sub_counts.values[i] = 0;
|
||||
|
||||
include_pos = strstr(fragment_shader.content, "#include ");
|
||||
|
||||
while (include_pos != NULL && project->sub_counts.values[i] < MAX_SUB_FILE) {
|
||||
include_end = strstr(include_pos, "\n");
|
||||
if (include_end == NULL) {
|
||||
log_error("Invalid '#include' directive in '%s'", fragment_shader.path);
|
||||
return false;
|
||||
}
|
||||
|
||||
strlcpy(included_file, include_pos + 9, include_end - include_pos - 8);
|
||||
|
||||
snprintf(file_path, STR_LEN, "%s/%s", project->path, included_file);
|
||||
|
||||
tmp_file = file_read(file_path);
|
||||
|
||||
if (tmp_file.error) {
|
||||
return false;
|
||||
}
|
||||
|
||||
project->fragment_shaders[i][++project->sub_counts.values[i]] = tmp_file;
|
||||
|
||||
new_content = string_replace_at(
|
||||
fragment_shader.content, include_pos - fragment_shader.content,
|
||||
include_end - fragment_shader.content, tmp_file.content);
|
||||
|
||||
project->fragment_shaders[i][0].content = new_content;
|
||||
|
||||
file_free(&tmp_file);
|
||||
|
||||
include_pos = strstr(fragment_shader.content, "#include ");
|
||||
}
|
||||
|
||||
return fragment_shader;
|
||||
return true;
|
||||
}
|
||||
|
||||
static void init_files(Project *output, char *frag_path, char *frag_prefix,
|
||||
unsigned int frag_count) {
|
||||
static bool read_fragment_shader_file(Project *project, char *frag_prefix,
|
||||
unsigned int i) {
|
||||
char file_path[STR_LEN];
|
||||
|
||||
snprintf(file_path, STR_LEN, "%s/%s%d.glsl", project->path, frag_prefix,
|
||||
i + 1);
|
||||
|
||||
project->fragment_shaders[i][0] = file_read(file_path);
|
||||
|
||||
if (project->fragment_shaders[i][0].error) {
|
||||
return false;
|
||||
}
|
||||
|
||||
return parse_fragment_shader_file(project, i);
|
||||
}
|
||||
|
||||
void project_init(Project *project, char *project_path, char *config_file) {
|
||||
char config_path[STR_LEN];
|
||||
char *frag_prefix;
|
||||
unsigned int i;
|
||||
|
||||
output->fragment_shaders.length = frag_count;
|
||||
strlcpy(project->path, project_path, STR_LEN);
|
||||
|
||||
for (i = 0; i < frag_count + 1; i++) {
|
||||
if (i == 0) {
|
||||
output->common_shader_code =
|
||||
read_fragment_shader_file(frag_path, frag_prefix, i);
|
||||
} else {
|
||||
output->fragment_shaders.values[i - 1] =
|
||||
read_fragment_shader_file(frag_path, frag_prefix, i);
|
||||
snprintf(config_path, STR_LEN, "%s/%s", project_path, config_file);
|
||||
|
||||
file_prepend(&output->fragment_shaders.values[i - 1],
|
||||
output->common_shader_code);
|
||||
project->config = config_file_read(config_path);
|
||||
|
||||
project->state_config = state_parse_config(project->config);
|
||||
|
||||
project->frag_count = config_file_get_int(project->config, "FRAG_COUNT", 1);
|
||||
project->in_count = config_file_get_int(project->config, "IN_COUNT", 0);
|
||||
frag_prefix =
|
||||
config_file_get_str(project->config, "FRAG_FILE_PREFIX", "frag");
|
||||
|
||||
if (project->frag_count > MAX_FRAG) {
|
||||
log_error("FRAG_COUNT over %d", MAX_FRAG);
|
||||
project->error = true;
|
||||
return;
|
||||
}
|
||||
|
||||
project->sub_counts.length = project->frag_count;
|
||||
|
||||
for (i = 0; i < project->frag_count; i++) {
|
||||
project->sub_counts.values[i] = 0;
|
||||
if (!read_fragment_shader_file(project, frag_prefix, i)) {
|
||||
project_free(project);
|
||||
project->error = true;
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Project project_init(char *project_path, char *config_file) {
|
||||
Project project;
|
||||
char config_path[STR_LEN];
|
||||
char *frag_prefix;
|
||||
|
||||
snprintf(config_path, STR_LEN, "%s/%s", project_path, config_file);
|
||||
|
||||
project.config = config_file_read(config_path);
|
||||
|
||||
project.state_config = state_parse_config(project.config);
|
||||
|
||||
project.frag_count = config_file_get_int(project.config, "FRAG_COUNT", 1);
|
||||
project.in_count = config_file_get_int(project.config, "IN_COUNT", 0);
|
||||
frag_prefix = config_file_get_str(project.config, "FRAG_FILE_PREFIX", "frag");
|
||||
|
||||
init_files(&project, project_path, frag_prefix, project.frag_count);
|
||||
|
||||
return project;
|
||||
}
|
||||
|
||||
void project_reload(Project *project, void (*reload_callback)(unsigned int)) {
|
||||
unsigned int i;
|
||||
bool force_update;
|
||||
|
||||
force_update = false;
|
||||
|
||||
if (file_should_update(project->common_shader_code)) {
|
||||
file_update(&project->common_shader_code);
|
||||
force_update = true;
|
||||
}
|
||||
unsigned int i, j;
|
||||
bool should_update;
|
||||
|
||||
for (i = 0; i < project->frag_count; i++) {
|
||||
if (force_update ||
|
||||
file_should_update(project->fragment_shaders.values[i])) {
|
||||
file_update(&project->fragment_shaders.values[i]);
|
||||
file_prepend(&project->fragment_shaders.values[i],
|
||||
project->common_shader_code);
|
||||
should_update = file_should_update(project->fragment_shaders[i][0]);
|
||||
|
||||
for (j = 0; j < project->sub_counts.values[i]; j++) {
|
||||
should_update = should_update ||
|
||||
file_should_update(project->fragment_shaders[i][j + 1]);
|
||||
}
|
||||
|
||||
should_update =
|
||||
should_update && file_update(&project->fragment_shaders[i][0]);
|
||||
|
||||
should_update = should_update && parse_fragment_shader_file(project, i);
|
||||
|
||||
if (should_update) {
|
||||
reload_callback(i);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void project_free(Project project) {
|
||||
void project_free(Project *project) {
|
||||
unsigned int i;
|
||||
|
||||
for (i = 0; i < project.frag_count; i++) {
|
||||
file_free(&project.fragment_shaders.values[i]);
|
||||
for (i = 0; i < project->frag_count; i++) {
|
||||
file_free(&project->fragment_shaders[i][0]);
|
||||
}
|
||||
|
||||
file_free(&project.common_shader_code);
|
||||
|
||||
config_file_free(project.config);
|
||||
config_file_free(project->config);
|
||||
}
|
||||
Reference in New Issue
Block a user