One way to get at least some support for embedded GLSL from most editors is to abuse the preprocessor:
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12 | #define QUOTE(...) #__VA_ARGS__
void foo() {
char shader[] = QUOTE(
void main() {
gl_FragmentColor = vec4(1.0, 0.0, 0.0, 0.0);
}
);
// shader contains:
// "void main() { gl_FragmentColor = vec4(1.0, 0.0, 0.0, 0.0); }"
}
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Most editors will sort of work as far as indentation and syntax-highlighting is concerned inside the embedded block.
Of course, we're dealing with C++ so everything comes at a cost. In this case, we lose all newlines and indentation in the string at runtime and we lose the ability to embed preprocessor directives.
We can recover newlines with a poor man's formatter, and also add some magic for embedded preprocessor directives while we're at it:
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23 | void cleanup(char* text) {
for (; text[0]; ++text) {
switch (text[0]) {
case '$': {
if (text[1] == ' ') {
text[0] = ' ';
text[1] = '\n';
} else {
text[0] = '#';
}
break;
}
case '{':
case '}':
case ';': {
if (text[1] == ' ') {
text[1] = '\n';
}
break;
}
}
}
}
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Now we can do stuff like:
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17 | #define QUOTE(...) #__VA_ARGS__
void foo() {
char shader[] = QUOTE(
$version 420$
void main() {
gl_FragmentColor = vec4(1.0, 0.0, 0.0, 0.0);
}
);
cleanup(shader);
// shader contains:
// "#version 420 \n"
// "void main() {\n"
// "gl_FragmentColor = vec4(1.0, 0.0, 0.0, 0.0);\n"
// "}"
}
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If you can't get enough of ugly preprocessor tricks you can go even further by doing quasiquotation:
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44 | #define QUOTE(...) #__VA_ARGS__
#define QUASIQUOTE(...) QUOTE(__VA_ARGS__)
struct mat4 {
float m[4][4];
};
// shared parameter value
#define TWEAK_PARAM 0.5
// shared code structure
#define TRANSFORM_PARAMS(kind) \
kind TransformParams {\
mat4 world; \
mat4 projection; \
}
TRANSFORM_PARAMS(struct);
void foo() {
char shader[] = QUASIQUOTE(
$version 420$
TRANSFORM_PARAMS(layout(std140) uniform) params;
void main() {
// params.world, params.projection are available for use here
gl_FragmentColor = vec4(1.0, TWEAK_PARAM, 0.0, 0.0);
}
);
cleanup(shader);
// shader contains:
// "#version 420 \n"
// "layout(std140) uniform TransformParams {\n"
// "mat4 world;\n"
// "mat4 projection;\n"
// "}\n"
// "params;\n"
// "void main() {\n"
// "gl_FragmentColor = vec4(1.0, 0.5, 0.0, 0.0);\n"
// "}\n"
TransformParams params;
// fill params with data, upload as uniform block, etc, etc (be careful with padding though)
}
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This allows us to share macros between the host and the embedded code. Whether that's a good idea or not we'll never know.