// MonoGame - Copyright (C) The MonoGame Team // This file is subject to the terms and conditions defined in // file 'LICENSE.txt', which is part of this source code package. using System; using System.Collections.Generic; using System.IO; using TwoMGFX.TPGParser; namespace TwoMGFX { public class ShaderResult { public ShaderInfo ShaderInfo { get; private set; } public string FilePath { get; private set; } public string FileContent { get; private set; } public string OutputFilePath { get; private set; } public List Dependencies { get; private set; } public List AdditionalOutputFiles { get; private set; } public ShaderProfile Profile { get; private set; } public bool Debug { get; private set; } static public ShaderResult FromFile(string path, Options options, IEffectCompilerOutput output) { var effectSource = File.ReadAllText(path); return FromString(effectSource, path, options, output); } static public ShaderResult FromString(string effectSource, string filePath, Options options, IEffectCompilerOutput output) { var macros = new Dictionary(); macros.Add("MGFX", "1"); options.Profile.AddMacros(macros); // If we're building shaders for debug set that flag too. if (options.Debug) macros.Add("DEBUG", "1"); if (!string.IsNullOrEmpty(options.Defines)) { var defines = options.Defines.Split(new[] { ';' }, StringSplitOptions.RemoveEmptyEntries); foreach (var define in defines) { var name = define; var value = "1"; if (define.Contains("=")) { var parts = define.Split('='); if (parts.Length > 0) name = parts[0].Trim(); if (parts.Length > 1) value = parts[1].Trim(); } macros.Add(name, value); } } // Use the D3DCompiler to pre-process the file resolving // all #includes and macros.... this even works for GLSL. string newFile; var fullPath = Path.GetFullPath(filePath); var dependencies = new List(); newFile = Preprocessor.Preprocess(effectSource, fullPath, macros, dependencies, output); // Parse the resulting file for techniques and passes. var tree = new Parser(new Scanner()).Parse(newFile, fullPath); if (tree.Errors.Count > 0) { var errors = String.Empty; foreach (var error in tree.Errors) errors += string.Format("{0}({1},{2}) : {3}\r\n", error.File, error.Line, error.Column, error.Message); throw new Exception(errors); } // Evaluate the results of the parse tree. var shaderInfo = tree.Eval() as ShaderInfo; // Remove the samplers and techniques so that the shader compiler // gets a clean file without any FX file syntax in it. var cleanFile = newFile; WhitespaceNodes(TokenType.Technique_Declaration, tree.Nodes, ref cleanFile); WhitespaceNodes(TokenType.Sampler_Declaration_States, tree.Nodes, ref cleanFile); // Setup the rest of the shader info. ShaderResult result = new ShaderResult(); result.ShaderInfo = shaderInfo; result.Dependencies = dependencies; result.FilePath = fullPath; result.FileContent = cleanFile; if (!string.IsNullOrEmpty(options.OutputFile)) result.OutputFilePath = Path.GetFullPath(options.OutputFile); result.AdditionalOutputFiles = new List(); // Remove empty techniques. for (var i = 0; i < shaderInfo.Techniques.Count; i++) { var tech = shaderInfo.Techniques[i]; if (tech.Passes.Count <= 0) { shaderInfo.Techniques.RemoveAt(i); i--; } } // We must have at least one technique. if (shaderInfo.Techniques.Count <= 0) throw new Exception("The effect must contain at least one technique and pass!"); result.Profile = options.Profile; result.Debug = options.Debug; return result; } public static void WhitespaceNodes(TokenType type, List nodes, ref string sourceFile) { for (var i = 0; i < nodes.Count; i++) { var n = nodes[i]; if (n.Token.Type != type) { WhitespaceNodes(type, n.Nodes, ref sourceFile); continue; } // Get the full content of this node. var start = n.Token.StartPos; var end = n.Token.EndPos; var length = end - n.Token.StartPos; var content = sourceFile.Substring(start, length); // Replace the content of this node with whitespace. for (var c = 0; c < length; c++) { if (!char.IsWhiteSpace(content[c])) content = content.Replace(content[c], ' '); } // Add the whitespace back to the source file. var newfile = sourceFile.Substring(0, start); newfile += content; newfile += sourceFile.Substring(end); sourceFile = newfile; } } } }