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jMonkeyEngine is a 3-D game engine for adventurous Java developers
/*
* Copyright (c) 2009-2021 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package com.jme3.shader.plugins;
import com.jme3.asset.*;
import com.jme3.asset.cache.AssetCache;
import java.io.*;
import java.util.*;
/**
* GLSL File parser that supports #import pre-processor statement
*/
public class GLSLLoader implements AssetLoader {
private AssetManager assetManager;
final private Map dependCache = new HashMap<>();
/**
* Used to load {@link ShaderDependencyNode}s.
* Asset caching is disabled.
*/
private class ShaderDependencyKey extends AssetKey {
public ShaderDependencyKey(String name) {
super(name);
}
@Override
public Class extends AssetCache> getCacheType() {
// Disallow caching here
return null;
}
}
/**
* Creates a {@link ShaderDependencyNode} from a stream representing shader code.
*
* @param reader the reader with shader code
* @param nodeName the node name.
* @return the shader dependency node
* @throws AssetLoadException if we failed to load the shader code.
*/
private ShaderDependencyNode loadNode(Reader reader, String nodeName) {
ShaderDependencyNode node = new ShaderDependencyNode(nodeName);
StringBuilder sb = new StringBuilder();
StringBuilder sbExt = new StringBuilder();
try (final BufferedReader bufferedReader = new BufferedReader(reader)) {
String ln;
if (!nodeName.equals("[main]")) {
sb.append("// -- begin import ").append(nodeName).append(" --\n");
}
while ((ln = bufferedReader.readLine()) != null) {
if (ln.trim().startsWith("#import ")) {
ln = ln.trim().substring(8).trim();
if (ln.startsWith("\"") && ln.endsWith("\"") && ln.length() > 3) {
// import user code
// remove quotes to get filename
ln = ln.substring(1, ln.length() - 1);
if (ln.equals(nodeName)) {
throw new IOException("Node depends on itself.");
}
// check cache first
ShaderDependencyNode dependNode = dependCache.get(ln);
if (dependNode == null) {
Reader dependNodeReader = assetManager.loadAsset(new ShaderDependencyKey(ln));
dependNode = loadNode(dependNodeReader, ln);
}
node.addDependency(sb.length(), dependNode);
}
} else if (ln.trim().startsWith("#extension ")) {
sbExt.append(ln).append('\n');
} else {
sb.append(ln).append('\n');
}
}
if (!nodeName.equals("[main]")) {
sb.append("// -- end import ").append(nodeName).append(" --\n");
}
} catch (final IOException ex) {
throw new AssetLoadException("Failed to load shader node: " + nodeName, ex);
}
node.setSource(sb.toString());
node.setExtensions(sbExt.toString());
dependCache.put(nodeName, node);
return node;
}
private String resolveDependencies(ShaderDependencyNode node, Set alreadyInjectedSet, StringBuilder extensions, boolean injectDependencies) {
if (alreadyInjectedSet.contains(node)) {
return "// " + node.getName() + " was already injected at the top.\n";
} else {
alreadyInjectedSet.add(node);
}
if (!node.getExtensions().isEmpty()) {
extensions.append(node.getExtensions());
}
if (node.getDependencies().isEmpty()) {
return node.getSource();
} else {
if (injectDependencies) {
StringBuilder sb = new StringBuilder(node.getSource());
List resolvedShaderNodes = new ArrayList<>();
for (ShaderDependencyNode dependencyNode : node.getDependencies()) {
resolvedShaderNodes.add(resolveDependencies(dependencyNode, alreadyInjectedSet, extensions, injectDependencies));
}
List injectIndices = node.getDependencyInjectIndices();
for (int i = resolvedShaderNodes.size() - 1; i >= 0; i--) {
// Must insert them backward
sb.insert(injectIndices.get(i), resolvedShaderNodes.get(i));
}
return sb.toString();
} else {
for (ShaderDependencyNode dependencyNode : node.getDependencies()) {
resolveDependencies(dependencyNode, alreadyInjectedSet, extensions, injectDependencies);
}
return null;
}
}
}
@Override
public Object load(AssetInfo info) throws IOException {
// The input stream provided is for the vertex shader,
// to retrieve the fragment shader, use the content manager
this.assetManager = info.getManager();
Reader reader = new InputStreamReader(info.openStream());
boolean injectDependencies = true;
if (info.getKey() instanceof ShaderAssetKey) {
injectDependencies = ((ShaderAssetKey) info.getKey()).isInjectDependencies();
}
if (info.getKey().getExtension().equals("glsllib")||info.getKey().getExtension().equals("glsl")) {
// NOTE: Loopback, GLSLLIB is loaded by this loader
// and needs data as InputStream
return reader;
} else {
ShaderDependencyNode rootNode = loadNode(reader, "[main]");
StringBuilder extensions = new StringBuilder();
if (injectDependencies) {
String code = resolveDependencies(rootNode, new HashSet(), extensions, injectDependencies);
extensions.append(code);
dependCache.clear();
return extensions.toString();
} else {
Map files = new LinkedHashMap<>();
HashSet dependencies = new HashSet<>();
String code = resolveDependencies(rootNode, dependencies, extensions, injectDependencies);
extensions.append(code);
files.put("[main]", extensions.toString());
for (ShaderDependencyNode dependency : dependencies) {
files.put(dependency.getName(), dependency.getSource());
}
dependCache.clear();
return files;
}
}
}
}
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