godot-module-template/engine/glsl_builders.py
2025-04-12 18:40:44 +02:00

176 lines
6 KiB
Python

"""Functions used to generate source files during build time"""
import os.path
from methods import generated_wrapper, print_error, to_raw_cstring
class RDHeaderStruct:
def __init__(self):
self.vertex_lines = []
self.fragment_lines = []
self.compute_lines = []
self.vertex_included_files = []
self.fragment_included_files = []
self.compute_included_files = []
self.reading = ""
self.line_offset = 0
self.vertex_offset = 0
self.fragment_offset = 0
self.compute_offset = 0
def include_file_in_rd_header(filename: str, header_data: RDHeaderStruct, depth: int) -> RDHeaderStruct:
with open(filename, "r", encoding="utf-8") as fs:
line = fs.readline()
while line:
index = line.find("//")
if index != -1:
line = line[:index]
if line.find("#[vertex]") != -1:
header_data.reading = "vertex"
line = fs.readline()
header_data.line_offset += 1
header_data.vertex_offset = header_data.line_offset
continue
if line.find("#[fragment]") != -1:
header_data.reading = "fragment"
line = fs.readline()
header_data.line_offset += 1
header_data.fragment_offset = header_data.line_offset
continue
if line.find("#[compute]") != -1:
header_data.reading = "compute"
line = fs.readline()
header_data.line_offset += 1
header_data.compute_offset = header_data.line_offset
continue
while line.find("#include ") != -1:
includeline = line.replace("#include ", "").strip()[1:-1]
if includeline.startswith("thirdparty/"):
included_file = os.path.relpath(includeline)
else:
included_file = os.path.relpath(os.path.dirname(filename) + "/" + includeline)
if included_file not in header_data.vertex_included_files and header_data.reading == "vertex":
header_data.vertex_included_files += [included_file]
if include_file_in_rd_header(included_file, header_data, depth + 1) is None:
print_error(f'In file "{filename}": #include "{includeline}" could not be found!"')
elif included_file not in header_data.fragment_included_files and header_data.reading == "fragment":
header_data.fragment_included_files += [included_file]
if include_file_in_rd_header(included_file, header_data, depth + 1) is None:
print_error(f'In file "{filename}": #include "{includeline}" could not be found!"')
elif included_file not in header_data.compute_included_files and header_data.reading == "compute":
header_data.compute_included_files += [included_file]
if include_file_in_rd_header(included_file, header_data, depth + 1) is None:
print_error(f'In file "{filename}": #include "{includeline}" could not be found!"')
line = fs.readline()
line = line.replace("\r", "").replace("\n", "")
if header_data.reading == "vertex":
header_data.vertex_lines += [line]
if header_data.reading == "fragment":
header_data.fragment_lines += [line]
if header_data.reading == "compute":
header_data.compute_lines += [line]
line = fs.readline()
header_data.line_offset += 1
return header_data
def build_rd_header(filename: str, shader: str) -> None:
include_file_in_rd_header(shader, header_data := RDHeaderStruct(), 0)
class_name = os.path.basename(shader).replace(".glsl", "").title().replace("_", "").replace(".", "") + "ShaderRD"
with generated_wrapper(filename) as file:
file.write(f"""\
#include "servers/rendering/renderer_rd/shader_rd.h"
class {class_name} : public ShaderRD {{
public:
{class_name}() {{
""")
if header_data.compute_lines:
file.write(f"""\
static const char *_vertex_code = nullptr;
static const char *_fragment_code = nullptr;
static const char _compute_code[] = {{
{to_raw_cstring(header_data.compute_lines)}
}};
""")
else:
file.write(f"""\
static const char _vertex_code[] = {{
{to_raw_cstring(header_data.vertex_lines)}
}};
static const char _fragment_code[] = {{
{to_raw_cstring(header_data.fragment_lines)}
}};
static const char *_compute_code = nullptr;
""")
file.write(f"""\
setup(_vertex_code, _fragment_code, _compute_code, "{class_name}");
}}
}};
""")
def build_rd_headers(target, source, env):
env.NoCache(target)
for src in source:
build_rd_header(f"{src}.gen.h", str(src))
class RAWHeaderStruct:
def __init__(self):
self.code = ""
def include_file_in_raw_header(filename: str, header_data: RAWHeaderStruct, depth: int) -> None:
with open(filename, "r", encoding="utf-8") as fs:
line = fs.readline()
while line:
while line.find("#include ") != -1:
includeline = line.replace("#include ", "").strip()[1:-1]
included_file = os.path.relpath(os.path.dirname(filename) + "/" + includeline)
include_file_in_raw_header(included_file, header_data, depth + 1)
line = fs.readline()
header_data.code += line
line = fs.readline()
def build_raw_header(filename: str, shader: str) -> None:
include_file_in_raw_header(shader, header_data := RAWHeaderStruct(), 0)
with generated_wrapper(filename) as file:
file.write(f"""\
static const char {os.path.basename(shader).replace(".glsl", "_shader_glsl")}[] = {{
{to_raw_cstring(header_data.code)}
}};
""")
def build_raw_headers(target, source, env):
env.NoCache(target)
for src in source:
build_raw_header(f"{src}.gen.h", str(src))