#include "renderer_api/shader_catalog.h" #include #include namespace pp::renderer { namespace { constexpr std::array pano_catalog { ShaderCatalogEntry { .name = "texture", .path = "data/shaders/texture.glsl" }, ShaderCatalogEntry { .name = "texture-alpha", .path = "data/shaders/texture-alpha.glsl" }, ShaderCatalogEntry { .name = "texture-mask", .path = "data/shaders/texture-mask.glsl" }, ShaderCatalogEntry { .name = "texture-colorize", .path = "data/shaders/texture-colorize.glsl" }, ShaderCatalogEntry { .name = "texture-blend", .path = "data/shaders/texture-blend.glsl" }, ShaderCatalogEntry { .name = "stroke-preview", .path = "data/shaders/stroke-preview.glsl" }, ShaderCatalogEntry { .name = "comp-erase", .path = "data/shaders/comp-erase.glsl" }, ShaderCatalogEntry { .name = "comp-draw", .path = "data/shaders/comp-draw.glsl" }, ShaderCatalogEntry { .name = "color", .path = "data/shaders/color.glsl" }, ShaderCatalogEntry { .name = "color-quad", .path = "data/shaders/color-quad.glsl" }, ShaderCatalogEntry { .name = "color-tri", .path = "data/shaders/color-tri.glsl" }, ShaderCatalogEntry { .name = "color-hue", .path = "data/shaders/color-hue.glsl" }, ShaderCatalogEntry { .name = "uvs", .path = "data/shaders/uvs.glsl" }, ShaderCatalogEntry { .name = "font", .path = "data/shaders/font.glsl" }, ShaderCatalogEntry { .name = "atlas", .path = "data/shaders/atlas.glsl" }, ShaderCatalogEntry { .name = "stroke", .path = "data/shaders/stroke.glsl" }, ShaderCatalogEntry { .name = "stroke-pad", .path = "data/shaders/stroke-pad.glsl" }, ShaderCatalogEntry { .name = "stroke-dilate", .path = "data/shaders/stroke-dilate.glsl" }, ShaderCatalogEntry { .name = "checkerboard", .path = "data/shaders/checkerboard.glsl" }, ShaderCatalogEntry { .name = "equirect", .path = "data/shaders/equirect.glsl" }, ShaderCatalogEntry { .name = "brush-stroke", .path = "data/shaders/stroke-instanced.glsl" }, ShaderCatalogEntry { .name = "vertex-color", .path = "data/shaders/vertex-color.glsl" }, ShaderCatalogEntry { .name = "lambert", .path = "data/shaders/lambert.glsl" }, ShaderCatalogEntry { .name = "lambert-lightmap", .path = "data/shaders/lightmap.glsl" }, ShaderCatalogEntry { .name = "bakeuv", .path = "data/shaders/bake-uv.glsl" }, }; [[nodiscard]] bool is_empty_c_string(const char* text) noexcept { return text == nullptr || text[0] == '\0'; } [[nodiscard]] bool has_shader_extension(std::string_view path) noexcept { constexpr std::string_view extension = ".glsl"; return path.size() >= extension.size() && path.substr(path.size() - extension.size()) == extension; } } std::span panopainter_shader_catalog() noexcept { return pano_catalog; } pp::foundation::Status validate_shader_catalog(std::span catalog) noexcept { if (catalog.empty()) { return pp::foundation::Status::invalid_argument("shader catalog must not be empty"); } if (catalog.size() > max_shader_catalog_entries) { return pp::foundation::Status::out_of_range("shader catalog exceeds the configured limit"); } for (std::size_t i = 0; i < catalog.size(); ++i) { const auto& entry = catalog[i]; if (is_empty_c_string(entry.name)) { return pp::foundation::Status::invalid_argument("shader catalog entry name must not be empty"); } if (is_empty_c_string(entry.path)) { return pp::foundation::Status::invalid_argument("shader catalog entry path must not be empty"); } if (!has_shader_extension(entry.path)) { return pp::foundation::Status::invalid_argument("shader catalog path must end with .glsl"); } for (std::size_t j = i + 1U; j < catalog.size(); ++j) { if (std::string_view(entry.name) == std::string_view(catalog[j].name)) { return pp::foundation::Status::invalid_argument("shader catalog entry name is duplicated"); } } } return pp::foundation::Status::success(); } }