2 #include <msp/strings/format.h>
4 #include "programbuilder.h"
15 l_* Lighting component
19 tbn_* Tangent-Binormal-Normal space
21 *_dir Direction vector
23 zzz_* Wildcard space, resolved by the builder
24 All wildcard spaces within an expression must match
26 xxx_yyy_* Matrix that transforms between yyy to xxx
27 The vector is on the side of its designated space, result will be
29 *_matrix A matrix (duh)
30 *_rmatrix A mat4 that works with a row vector
32 rgb_* Color with rgb components only
33 color_* Color with rgba components
36 /* The array are stored in reverse order, so that variables always come after
37 anything that might need them. */
38 const ProgramBuilder::StandardVariable ProgramBuilder::standard_variables[] =
40 { FRAGMENT, "gl_FragColor", 0, "color_base", "!t" },
41 { FRAGMENT, "gl_FragColor", 0, "tex_sample*color_base", "t" },
42 { FRAGMENT, "color_base", "vec4", "color_unlit", "!l!s" },
43 { FRAGMENT, "color_base", "vec4", "color_unlit*vec4(vec3(l_shadow), 1.0)", "!ls" },
44 { FRAGMENT, "color_base", "vec4", "vec4(rgb_light_full, 1.0)", "l!m" },
45 { FRAGMENT, "color_base", "vec4", "vec4(rgb_light_full, gl_FrontMaterial.diffuse.a)", "lm" },
46 { FRAGMENT, "color_unlit", "vec4", "vec4(1.0)", "!m" },
47 { FRAGMENT, "color_unlit", "vec4", "color", "m" },
48 { FRAGMENT, "rgb_light_full", "vec3", "rgb_light_shadow+gl_FrontLightModelProduct.sceneColor.rgb", "m" },
49 { FRAGMENT, "rgb_light_full", "vec3", "rgb_light_shadow", "!m" },
50 { FRAGMENT, "rgb_light_shadow", "vec3", "(rgb_light)*l_shadow", "s" },
51 { FRAGMENT, "rgb_light_shadow", "vec3", "rgb_light", "!s" },
52 { FRAGMENT, "rgb_light", "vec3", "vec3(l_diffuse)", "!m!p" },
53 { FRAGMENT, "rgb_light", "vec3", "vec3(l_diffuse+l_specular)", "!mp" },
54 { FRAGMENT, "rgb_light", "vec3", "l_diffuse*gl_FrontLightProduct[0].diffuse.rgb", "m!p" },
55 { FRAGMENT, "rgb_light", "vec3", "l_diffuse*gl_FrontLightProduct[0].diffuse.rgb+l_specular*gl_FrontLightProduct[0].specular.rgb", "mp" },
56 { FRAGMENT, "l_shadow", "float", "mix(1.0, shadow_sample, shadow_darkness)", 0 },
57 { FRAGMENT, "shadow_sample", "float", "shadow2D(shadow, shd_vertex).r", 0 },
58 { FRAGMENT, "l_diffuse", "float", "max(dot(n_zzz_normal, n_zzz_light_dir), 0.0)", 0 },
59 { FRAGMENT, "l_specular", "float", "pow(max(dot(n_zzz_half_vec, n_zzz_normal), 0.0), gl_FrontMaterial.shininess)", 0 },
60 { FRAGMENT, "n_zzz_half_vec", "vec3", "normalize(zzz_light_dir-zzz_incident_dir)", 0 },
61 { FRAGMENT, "n_zzz_light_dir", "vec3", "normalize(zzz_light_dir)", 0 },
62 { FRAGMENT, "n_tbn_normal", "vec3", "texture2D(normalmap, texture_coord).xyz*2.0-1.0", "n" },
63 { FRAGMENT, "n_eye_normal", "vec3", "normalize(eye_normal)", "!n" },
64 { FRAGMENT, "tex_sample", "vec4", "texture2D(texture, texture_coord)", 0 },
66 { VERTEX, "gl_Position", 0, "gl_ProjectionMatrix*eye_vertex", 0 },
67 { VERTEX, "shd_vertex", "vec3", "eye_vertex*eye_shd_rmatrix", 0 },
68 { VERTEX, "eye_shd_rmatrix", "mat4", "mat4(gl_EyePlaneS[shadow_unit], gl_EyePlaneT[shadow_unit], gl_EyePlaneR[shadow_unit], vec4(0.0, 0.0, 0.0, 1.0))", 0 },
69 { VERTEX, "tbn_light_dir", "vec3", "eye_light_dir*eye_tbn_matrix", 0 },
70 { VERTEX, "eye_light_dir", "vec3", "normalize(gl_LightSource[0].position.xyz-eye_vertex.xyz*gl_LightSource[0].position.w)", 0 },
71 { VERTEX, "tbn_incident_dir", "vec3", "eye_incident_dir*eye_tbn_matrix", 0 },
72 { VERTEX, "eye_incident_dir", "vec3", "normalize(eye_vertex.xyz)", 0 },
73 { VERTEX, "eye_tbn_matrix", "mat3", "mat3(eye_tangent, eye_binormal, eye_normal)", 0 },
74 { VERTEX, "eye_vertex", "vec4", "gl_ModelViewMatrix*gl_Vertex", "!r" },
75 { VERTEX, "eye_vertex", "vec4", "transform_vertex(gl_Vertex)", "r" },
76 { VERTEX, "eye_normal", "vec3", "gl_NormalMatrix*gl_Normal", "!r" },
77 { VERTEX, "eye_normal", "vec3", "transform_normal(gl_Normal)", "r" },
78 { VERTEX, "eye_tangent", "vec3", "gl_NormalMatrix*tangent", "!r" },
79 { VERTEX, "eye_tangent", "vec3", "transform_normal(tangent)", "r" },
80 { VERTEX, "eye_binormal", "vec3", "gl_NormalMatrix*binormal", "!r" },
81 { VERTEX, "eye_binormal", "vec3", "transform_normal(binormal)", "r" },
82 { VERTEX, "color", "vec4", "gl_Color", 0 },
83 { VERTEX, "texture_coord", "vec2", "gl_MultiTexCoord0", 0 },
85 { ATTRIBUTE, "tangent", "vec3", 0, 0 },
86 { ATTRIBUTE, "binormal", "vec3", 0, 0 },
88 { UNIFORM, "shadow_unit", "int", 0, 0 },
89 { UNIFORM, "texture", "sampler2D", 0, 0 },
90 { UNIFORM, "shadow", "sampler2DShadow", 0, 0 },
91 { UNIFORM, "shadow_darkness", "float", 0, 0 },
92 { UNIFORM, "normalmap", "sampler2D", 0, 0 },
95 { NO_SCOPE, 0, 0, 0, 0 }
98 ProgramBuilder::ProgramBuilder(const StandardFeatures &f):
100 feature_flags(features.create_flags())
103 Program *ProgramBuilder::create_program() const
105 Program *prog = new Program;
110 void ProgramBuilder::add_shaders(Program &prog) const
112 list<ShaderVariable> variables;
113 list<ShaderVariable *> resolved_vars;
115 variables.push_front(ShaderVariable("gl_Position"));
116 variables.push_front(ShaderVariable("gl_FragColor"));
118 for(const StandardVariable *i=standard_variables; i->name; ++i)
120 // Skip over anything that isn't used with the supplied flags
121 if(i->flags && !evaluate_flags(i->flags))
124 // See if this variable can satisfy any unresolved variables
125 ShaderVariable *last_resolved = 0;
126 for(list<ShaderVariable>::iterator j=variables.begin(); j!=variables.end(); ++j)
131 if(!name_match(i->name, j->resolved_name.c_str()))
136 /* We've already resolved a non-fuzzy variable in this iteration.
137 If there are multiple variables that can be resolved, they refer
138 to the same variable. */
139 j->resolve(*last_resolved);
144 resolved_vars.push_front(&*j);
151 vector<string> identifiers = extract_identifiers(i->expression);
152 for(vector<string>::const_iterator k=identifiers.begin(); k!=identifiers.end(); ++k)
154 // Use an existing variable if possible, but only if it's not fuzzy
155 ShaderVariable *var = 0;
156 for(list<ShaderVariable>::iterator l=variables.begin(); (!var && l!=variables.end()); ++l)
157 if(!l->fuzzy_space && l->resolved_name==*k)
162 variables.push_back(ShaderVariable(*k));
163 var = &variables.back();
165 j->add_reference(*var);
170 prog.attach_shader_owned(new VertexShader(create_source(resolved_vars, VERTEX)));
171 prog.attach_shader_owned(new FragmentShader(create_source(resolved_vars, FRAGMENT)));
174 string ProgramBuilder::create_source(const list<ShaderVariable *> &variables, VariableScope scope) const
178 for(list<ShaderVariable *>::const_iterator i=variables.begin(); i!=variables.end(); ++i)
179 if((*i)->variable->scope==UNIFORM && (*i)->is_referenced_from(scope))
180 source += format("uniform %s %s;\n", (*i)->variable->type, (*i)->resolved_name);
184 for(list<ShaderVariable *>::const_iterator i=variables.begin(); i!=variables.end(); ++i)
185 if((*i)->variable->scope==ATTRIBUTE)
186 source += format("attribute %s %s;\n", (*i)->variable->type, (*i)->resolved_name);
189 /* Any variables defined in vertex scope but referenced from fragment scope
190 should be exported as varyings over the interface. */
191 list<ShaderVariable *> varyings;
192 for(list<ShaderVariable *>::const_iterator i=variables.begin(); i!=variables.end(); ++i)
193 if((*i)->variable->scope==VERTEX && (*i)->is_referenced_from(FRAGMENT))
195 varyings.push_back(*i);
196 source += format("varying %s v_%s;\n", (*i)->variable->type, (*i)->resolved_name);
199 if(scope==VERTEX && features.transform)
201 // Add the prototypes here, until I come up with something better
202 source += "vec4 transform_vertex(vec4);\n";
203 source += "vec3 transform_normal(vec3);\n";
206 source += "void main()\n{\n";
208 for(list<ShaderVariable *>::const_iterator i=variables.begin(); i!=variables.end(); ++i)
209 if((*i)->variable->scope==scope)
212 if((*i)->variable->type)
214 source += (*i)->variable->type;
217 source += format("%s = %s;\n", (*i)->resolved_name, (*i)->get_expression());
222 for(list<ShaderVariable *>::const_iterator i=varyings.begin(); i!=varyings.end(); ++i)
223 source += format("\tv_%s = %s;\n", (*i)->resolved_name, (*i)->resolved_name);
231 bool ProgramBuilder::evaluate_flags(const char *flags) const
238 for(const char *i=flags; *i; ++i)
240 if(*i>='a' && *i<='z')
242 bool found = (feature_flags.find(*i)!=string::npos);
244 cond = (cond || found);
246 cond = (cond && !found);
248 cond = (cond && found);
258 ProgramBuilder::MatchLevel ProgramBuilder::name_match(const char *n1, const char *n2, const char **space)
265 if(*n1==*n2 || *n1=='z' || *n2=='z')
269 int side = (*n1=='z' ? 1 : 2);
282 else if(i>=zzz+3 || side!=zside)
292 return (!*n1 && !*n2) ? zzz>=0 ? FUZZY : EXACT : NO_MATCH;
295 bool ProgramBuilder::parse_identifier(const char *ptr, unsigned &start, unsigned &length)
299 for(const char *i=ptr;; ++i)
305 if(isalpha(*i) || *i=='_')
320 if(!isalnum(*i) && *i!='_')
322 length = i-(ptr+start);
329 vector<string> ProgramBuilder::extract_identifiers(const char *expression)
331 vector<string> result;
332 const char *ptr = expression;
333 unsigned start, length;
334 while(parse_identifier(ptr, start, length))
336 result.push_back(string(ptr+start, length));
342 string ProgramBuilder::replace_identifiers(const char *expression, const map<string, string> &replace_map)
345 const char *ptr = expression;
346 unsigned start, length;
347 while(parse_identifier(ptr, start, length))
349 result.append(ptr, start);
350 string identifier(ptr+start, length);
351 map<string, string>::const_iterator i = replace_map.find(identifier);
352 if(i!=replace_map.end())
355 result += identifier;
363 ProgramBuilder::StandardFeatures::StandardFeatures():
374 string ProgramBuilder::StandardFeatures::create_flags() const
400 ProgramBuilder::ShaderVariable::ShaderVariable(const std::string &n):
404 fuzzy_space(name.find("zzz")!=string::npos)
407 void ProgramBuilder::ShaderVariable::resolve(const StandardVariable &var)
410 const char *space = 0;
411 if(name_match(var.name, resolved_name.c_str(), &space)==FUZZY)
412 resolve_space(string(space, 3));
415 void ProgramBuilder::ShaderVariable::resolve(ShaderVariable &var)
417 for(list<ShaderVariable *>::iterator i=referenced_by.begin(); i!=referenced_by.end(); ++i)
418 (*i)->update_reference(*this, var);
421 void ProgramBuilder::ShaderVariable::resolve_space(const string &space)
425 resolved_space = space;
427 string::size_type zzz = resolved_name.find("zzz");
428 resolved_name.replace(zzz, 3, resolved_space);
431 // Resolving the space could have affected other variables that use this one
432 for(list<ShaderVariable *>::iterator i=referenced_by.begin(); i!=referenced_by.end(); ++i)
433 (*i)->resolve_space(space);
436 for(list<ShaderVariable *>::iterator i=referenced_vars.begin(); i!=referenced_vars.end(); ++i)
437 if((*i)->fuzzy_space)
438 (*i)->resolve_space(space);
441 void ProgramBuilder::ShaderVariable::add_reference(ShaderVariable &var)
443 referenced_vars.push_back(&var);
444 var.referenced_by.push_back(this);
445 if(var.fuzzy_space && !resolved_space.empty())
446 var.resolve_space(resolved_space);
449 void ProgramBuilder::ShaderVariable::update_reference(ShaderVariable &from, ShaderVariable &to)
451 replace(referenced_vars.begin(), referenced_vars.end(), &from, &to);
452 replace(referenced_by.begin(), referenced_by.end(), &from, &to);
453 if(from.fuzzy_space && !to.fuzzy_space && !to.resolved_space.empty())
454 resolve_space(to.resolved_space);
457 bool ProgramBuilder::ShaderVariable::is_referenced_from(VariableScope scope) const
459 for(list<ShaderVariable *>::const_iterator i=referenced_by.begin(); i!=referenced_by.end(); ++i)
460 if((*i)->variable->scope==scope)
465 string ProgramBuilder::ShaderVariable::get_expression() const
467 map<string, string> replace_map;
468 for(list<ShaderVariable *>::const_iterator i=referenced_vars.begin(); i!=referenced_vars.end(); ++i)
471 string var_name = (*i)->resolved_name;
472 if(variable->scope==FRAGMENT && (*i)->variable->scope==VERTEX)
473 var_name = "v_"+var_name;
474 if(var_name!=(*i)->name)
475 replace_map[(*i)->name] = var_name;
478 if(replace_map.empty())
479 return variable->expression;
481 return replace_identifiers(variable->expression, replace_map);
485 ProgramBuilder::StandardFeatures::Loader::Loader(StandardFeatures &f):
486 DataFile::ObjectLoader<StandardFeatures>(f)
488 add("lighting", &StandardFeatures::lighting);
489 add("material", &StandardFeatures::material);
490 add("normalmap", &StandardFeatures::normalmap);
491 add("reflection", &StandardFeatures::reflection);
492 add("shadow", &StandardFeatures::shadow);
493 add("specular", &StandardFeatures::specular);
494 add("texture", &StandardFeatures::texture);
495 add("transform", &StandardFeatures::transform);