2 #include <msp/strings/format.h>
4 #include "programbuilder.h"
6 #include "vertexformat.h"
16 l_* Lighting component
20 tbn_* Tangent-Binormal-Normal space
22 *_dir Direction vector
24 zzz_* Wildcard space, resolved by the builder
25 All wildcard spaces within an expression must match
27 xxx_yyy_* Matrix that transforms between yyy to xxx
28 The vector is on the side of its designated space, result will be
30 *_matrix A matrix (duh)
31 *_rmatrix A mat4 that works with a row vector
33 rgb_* Color with rgb components only
34 color_* Color with rgba components
37 /* The array are stored in reverse order, so that variables always come after
38 anything that might need them. */
39 const ProgramBuilder::StandardVariable ProgramBuilder::standard_variables[] =
41 { FRAGMENT, "gl_FragColor", 0, "color_base", "!t" },
42 { FRAGMENT, "gl_FragColor", 0, "tex_sample", "!l!s!mt" },
43 { FRAGMENT, "gl_FragColor", 0, "tex_sample*color_base", "l|s|mt" },
44 { FRAGMENT, "color_base", "vec4", "vec4(1.0)", "!l!s!m" },
45 { FRAGMENT, "color_base", "vec4", "color", "!l!sm" },
46 { FRAGMENT, "color_base", "vec4", "vec4(vec3(l_shadow), 1.0)", "!ls!m" },
47 { FRAGMENT, "color_base", "vec4", "color*vec4(vec3(l_shadow), 1.0)", "!lsm" },
48 { FRAGMENT, "color_base", "vec4", "vec4(rgb_light_full, 1.0)", "l!m" },
49 { FRAGMENT, "color_base", "vec4", "vec4(rgb_light_full, gl_FrontMaterial.diffuse.a)", "lm" },
50 { FRAGMENT, "rgb_light_full", "vec3", "rgb_light_shadow+gl_FrontLightModelProduct.sceneColor.rgb", "m" },
51 { FRAGMENT, "rgb_light_full", "vec3", "rgb_light_shadow", "!m" },
52 { FRAGMENT, "rgb_light_shadow", "vec3", "rgb_light*l_shadow", "s" },
53 { FRAGMENT, "rgb_light_shadow", "vec3", "rgb_light", "!s" },
54 { FRAGMENT, "rgb_light", "vec3", "vec3(l_diffuse)", "!m!p" },
55 { FRAGMENT, "rgb_light", "vec3", "vec3(l_diffuse+l_specular)", "!mp" },
56 { FRAGMENT, "rgb_light", "vec3", "l_diffuse*gl_FrontLightProduct[0].diffuse.rgb", "m!p" },
57 { FRAGMENT, "rgb_light", "vec3", "l_diffuse*gl_FrontLightProduct[0].diffuse.rgb+l_specular*gl_FrontLightProduct[0].specular.rgb", "mp" },
58 { FRAGMENT, "l_shadow", "float", "mix(1.0, shadow_sample, shadow_darkness)", 0 },
59 { FRAGMENT, "shadow_sample", "float", "shadow2D(shadow, shd_vertex).r", 0 },
60 { FRAGMENT, "l_diffuse", "float", "max(dot(n_zzz_normal, n_zzz_light_dir), 0.0)", 0 },
61 { FRAGMENT, "l_specular", "float", "pow(max(dot(n_zzz_half_vec, n_zzz_normal), 0.0), gl_FrontMaterial.shininess)", 0 },
62 { FRAGMENT, "n_zzz_half_vec", "vec3", "normalize(zzz_light_dir-zzz_incident_dir)", 0 },
63 { FRAGMENT, "n_zzz_light_dir", "vec3", "normalize(zzz_light_dir)", 0 },
64 { FRAGMENT, "n_tbn_normal", "vec3", "texture2D(normalmap, texture_coord).xyz*2.0-1.0", "n" },
65 { FRAGMENT, "n_eye_normal", "vec3", "normalize(eye_normal)", "!n" },
66 { FRAGMENT, "tex_sample", "vec4", "texture2D(texture, texture_coord)", 0 },
68 { VERTEX, "gl_Position", 0, "gl_ProjectionMatrix*eye_vertex", 0 },
69 { VERTEX, "shd_vertex", "vec3", "(eye_vertex*eye_shd_rmatrix).xyz", 0 },
70 { 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 },
71 { VERTEX, "tbn_light_dir", "vec3", "eye_light_dir*eye_tbn_matrix", 0 },
72 { VERTEX, "eye_light_dir", "vec3", "normalize(gl_LightSource[0].position.xyz-eye_vertex.xyz*gl_LightSource[0].position.w)", 0 },
73 { VERTEX, "tbn_incident_dir", "vec3", "eye_incident_dir*eye_tbn_matrix", 0 },
74 { VERTEX, "eye_incident_dir", "vec3", "normalize(eye_vertex.xyz)", 0 },
75 { VERTEX, "eye_tbn_matrix", "mat3", "mat3(eye_tangent, eye_binormal, eye_normal)", 0 },
76 { VERTEX, "eye_vertex", "vec4", "gl_ModelViewMatrix*gl_Vertex", "!r" },
77 { VERTEX, "eye_vertex", "vec4", "transform_vertex(gl_Vertex)", "r" },
78 { VERTEX, "eye_normal", "vec3", "gl_NormalMatrix*gl_Normal", "!r" },
79 { VERTEX, "eye_normal", "vec3", "transform_normal(gl_Normal)", "r" },
80 { VERTEX, "eye_tangent", "vec3", "gl_NormalMatrix*tangent", "!r" },
81 { VERTEX, "eye_tangent", "vec3", "transform_normal(tangent)", "r" },
82 { VERTEX, "eye_binormal", "vec3", "gl_NormalMatrix*binormal", "!r" },
83 { VERTEX, "eye_binormal", "vec3", "transform_normal(binormal)", "r" },
84 { VERTEX, "color", "vec4", "gl_Color", 0 },
85 { VERTEX, "texture_coord", "vec2", "gl_MultiTexCoord0.xy", 0 },
87 { ATTRIBUTE, "tangent", "vec3", 0, 0 },
88 { ATTRIBUTE, "binormal", "vec3", 0, 0 },
90 { UNIFORM, "shadow_unit", "int", 0, 0 },
91 { UNIFORM, "texture", "sampler2D", 0, 0 },
92 { UNIFORM, "shadow", "sampler2DShadow", 0, 0 },
93 { UNIFORM, "shadow_darkness", "float", 0, 0 },
94 { UNIFORM, "normalmap", "sampler2D", 0, 0 },
97 { NO_SCOPE, 0, 0, 0, 0 }
100 ProgramBuilder::ProgramBuilder(const StandardFeatures &f):
102 feature_flags(features.create_flags()),
106 void ProgramBuilder::set_optimize(bool o)
111 Program *ProgramBuilder::create_program() const
113 Program *prog = new Program;
118 void ProgramBuilder::add_shaders(Program &prog) const
120 list<ShaderVariable> variables;
121 list<ShaderVariable *> resolved_vars;
123 variables.push_front(ShaderVariable("gl_Position"));
124 variables.push_front(ShaderVariable("gl_FragColor"));
126 for(const StandardVariable *i=standard_variables; i->name; ++i)
128 // Skip over anything that isn't used with the supplied flags
129 if(i->flags && !evaluate_flags(i->flags))
132 // See if this variable can satisfy any unresolved variables
133 ShaderVariable *last_resolved = 0;
134 for(list<ShaderVariable>::iterator j=variables.begin(); j!=variables.end(); ++j)
139 if(!name_match(i->name, j->resolved_name.c_str()))
144 /* We've already resolved a non-fuzzy variable in this iteration.
145 If there are multiple variables that can be resolved, they refer
146 to the same variable. */
147 j->resolve(*last_resolved);
152 resolved_vars.push_front(&*j);
159 vector<string> identifiers = extract_identifiers(i->expression);
160 for(vector<string>::const_iterator k=identifiers.begin(); k!=identifiers.end(); ++k)
162 // Use an existing variable if possible, but only if it's not fuzzy
163 ShaderVariable *var = 0;
164 for(list<ShaderVariable>::iterator l=variables.begin(); (!var && l!=variables.end()); ++l)
165 if(!l->fuzzy_space && l->resolved_name==*k)
170 variables.push_back(ShaderVariable(*k));
171 var = &variables.back();
173 j->add_reference(*var);
180 for(list<ShaderVariable *>::const_iterator i=resolved_vars.begin(); i!=resolved_vars.end(); ++i)
181 (*i)->check_inline();
184 prog.attach_shader_owned(new VertexShader(create_source(resolved_vars, VERTEX)));
185 prog.attach_shader_owned(new FragmentShader(create_source(resolved_vars, FRAGMENT)));
187 if(features.normalmap)
189 prog.bind_attribute(get_component_type(TANGENT3), "tangent");
190 prog.bind_attribute(get_component_type(BINORMAL3), "binormal");
194 string ProgramBuilder::create_source(const list<ShaderVariable *> &variables, VariableScope scope) const
198 for(list<ShaderVariable *>::const_iterator i=variables.begin(); i!=variables.end(); ++i)
199 if((*i)->variable->scope==UNIFORM && (*i)->is_referenced_from(scope))
200 source += format("uniform %s %s;\n", (*i)->variable->type, (*i)->resolved_name);
204 for(list<ShaderVariable *>::const_iterator i=variables.begin(); i!=variables.end(); ++i)
205 if((*i)->variable->scope==ATTRIBUTE)
206 source += format("attribute %s %s;\n", (*i)->variable->type, (*i)->resolved_name);
209 /* Any variables defined in vertex scope but referenced from fragment scope
210 should be exported as varyings over the interface. */
211 list<ShaderVariable *> varyings;
212 for(list<ShaderVariable *>::const_iterator i=variables.begin(); i!=variables.end(); ++i)
213 if((*i)->variable->scope==VERTEX && (*i)->is_referenced_from(FRAGMENT))
215 varyings.push_back(*i);
216 source += format("varying %s v_%s;\n", (*i)->variable->type, (*i)->resolved_name);
219 if(scope==VERTEX && features.transform)
221 // Add the prototypes here, until I come up with something better
222 source += "vec4 transform_vertex(vec4);\n";
223 source += "vec3 transform_normal(vec3);\n";
226 source += "void main()\n{\n";
228 for(list<ShaderVariable *>::const_iterator i=variables.begin(); i!=variables.end(); ++i)
229 if((*i)->variable->scope==scope && !(*i)->inlined)
232 if((*i)->variable->type)
234 source += (*i)->variable->type;
237 source += format("%s = %s;\n", (*i)->resolved_name, (*i)->get_expression());
242 for(list<ShaderVariable *>::const_iterator i=varyings.begin(); i!=varyings.end(); ++i)
245 source += format("\tv_%s = %s;\n", (*i)->resolved_name, (*i)->get_expression());
247 source += format("\tv_%s = %s;\n", (*i)->resolved_name, (*i)->resolved_name);
256 bool ProgramBuilder::evaluate_flags(const char *flags) const
263 for(const char *i=flags; *i; ++i)
265 if(*i>='a' && *i<='z')
267 bool found = (feature_flags.find(*i)!=string::npos);
269 cond = (cond || found);
271 cond = (cond && !found);
273 cond = (cond && found);
283 ProgramBuilder::MatchLevel ProgramBuilder::name_match(const char *n1, const char *n2, const char **space)
290 if(*n1==*n2 || *n1=='z' || *n2=='z')
294 int side = (*n1=='z' ? 1 : 2);
307 else if(i>=zzz+3 || side!=zside)
317 return (!*n1 && !*n2) ? zzz>=0 ? FUZZY : EXACT : NO_MATCH;
320 bool ProgramBuilder::parse_identifier(const char *ptr, unsigned &start, unsigned &length)
324 for(const char *i=ptr;; ++i)
330 if(isalpha(*i) || *i=='_')
345 if(!isalnum(*i) && *i!='_')
347 length = i-(ptr+start);
354 vector<string> ProgramBuilder::extract_identifiers(const char *expression)
356 vector<string> result;
357 const char *ptr = expression;
358 unsigned start, length;
359 while(parse_identifier(ptr, start, length))
361 result.push_back(string(ptr+start, length));
367 string ProgramBuilder::replace_identifiers(const char *expression, const map<string, string> &replace_map)
370 const char *ptr = expression;
371 unsigned start, length;
372 while(parse_identifier(ptr, start, length))
374 result.append(ptr, start);
375 string identifier(ptr+start, length);
376 map<string, string>::const_iterator i = replace_map.find(identifier);
377 if(i!=replace_map.end())
380 result += identifier;
388 ProgramBuilder::StandardFeatures::StandardFeatures():
399 string ProgramBuilder::StandardFeatures::create_flags() const
425 ProgramBuilder::ShaderVariable::ShaderVariable(const std::string &n):
429 fuzzy_space(name.find("zzz")!=string::npos),
434 void ProgramBuilder::ShaderVariable::resolve(const StandardVariable &var)
437 const char *space = 0;
438 if(name_match(var.name, resolved_name.c_str(), &space)==FUZZY)
439 resolve_space(string(space, 3));
442 void ProgramBuilder::ShaderVariable::resolve(ShaderVariable &var)
444 for(list<ShaderVariable *>::iterator i=referenced_by.begin(); i!=referenced_by.end(); ++i)
445 (*i)->update_reference(*this, var);
446 var.referenced_by.insert(var.referenced_by.end(), referenced_by.begin(), referenced_by.end());
449 void ProgramBuilder::ShaderVariable::resolve_space(const string &space)
453 resolved_space = space;
455 string::size_type zzz = resolved_name.find("zzz");
456 resolved_name.replace(zzz, 3, resolved_space);
459 // Resolving the space could have affected other variables that use this one
460 for(list<ShaderVariable *>::iterator i=referenced_by.begin(); i!=referenced_by.end(); ++i)
461 (*i)->resolve_space(space);
464 for(list<ShaderVariable *>::iterator i=referenced_vars.begin(); i!=referenced_vars.end(); ++i)
465 if((*i)->fuzzy_space)
466 (*i)->resolve_space(space);
469 void ProgramBuilder::ShaderVariable::add_reference(ShaderVariable &var)
471 referenced_vars.push_back(&var);
472 var.referenced_by.push_back(this);
473 if(var.fuzzy_space && !resolved_space.empty())
474 var.resolve_space(resolved_space);
477 void ProgramBuilder::ShaderVariable::update_reference(ShaderVariable &from, ShaderVariable &to)
479 replace(referenced_vars.begin(), referenced_vars.end(), &from, &to);
480 replace(referenced_by.begin(), referenced_by.end(), &from, &to);
481 if(from.fuzzy_space && !to.fuzzy_space && !to.resolved_space.empty())
482 resolve_space(to.resolved_space);
485 void ProgramBuilder::ShaderVariable::check_inline()
487 if(variable->expression)
489 unsigned total_refs = referenced_by.size();
490 unsigned in_scope_refs = 0;
491 for(list<ShaderVariable *>::const_iterator i=referenced_by.begin(); i!=referenced_by.end(); ++i)
492 if((*i)->variable->scope==variable->scope)
494 if(total_refs==1 || (total_refs>0 && in_scope_refs==0))
498 for(const char *c=variable->expression; (!inline_parens && *c); ++c)
504 else if(level==0 && !isalnum(*c) && *c!='_' && *c!='.')
505 inline_parens = true;
511 bool ProgramBuilder::ShaderVariable::is_referenced_from(VariableScope scope) const
513 for(list<ShaderVariable *>::const_iterator i=referenced_by.begin(); i!=referenced_by.end(); ++i)
514 if((*i)->variable->scope==scope)
519 string ProgramBuilder::ShaderVariable::get_expression() const
521 map<string, string> replace_map;
522 for(list<ShaderVariable *>::const_iterator i=referenced_vars.begin(); i!=referenced_vars.end(); ++i)
525 string replacement = (*i)->resolved_name;
526 if(variable->scope==FRAGMENT && (*i)->variable->scope==VERTEX)
527 replacement = "v_"+replacement;
528 else if((*i)->inlined)
530 replacement = (*i)->get_expression();
531 if((*i)->inline_parens)
532 replacement = "("+replacement+")";
534 if(replacement!=(*i)->name)
535 replace_map[(*i)->name] = replacement;
538 if(replace_map.empty())
539 return variable->expression;
541 return replace_identifiers(variable->expression, replace_map);
545 ProgramBuilder::StandardFeatures::Loader::Loader(StandardFeatures &f):
546 DataFile::ObjectLoader<StandardFeatures>(f)
548 add("lighting", &StandardFeatures::lighting);
549 add("material", &StandardFeatures::material);
550 add("normalmap", &StandardFeatures::normalmap);
551 add("reflection", &StandardFeatures::reflection);
552 add("shadow", &StandardFeatures::shadow);
553 add("specular", &StandardFeatures::specular);
554 add("texture", &StandardFeatures::texture);
555 add("transform", &StandardFeatures::transform);