3 #include <msp/strings/format.h>
6 #include "programbuilder.h"
8 #include "vertexformat.h"
18 l_* Lighting component
22 tbn_* Tangent-Binormal-Normal space
24 env_* Environment space
25 *_dir Direction vector
27 zzz_* Wildcard space, resolved by the builder
28 All wildcard spaces within an expression must match
30 xxx_yyy_* Matrix that transforms between yyy to xxx
31 The vector is on the side of its designated space, result will be
33 *_matrix A matrix (duh)
34 *_rmatrix A mat4 that works with a row vector
36 rgb_* Color with rgb components only
37 color_* Color with rgba components
40 /* The array are stored in reverse order, so that variables always come after
41 anything that might need them. */
42 const ProgramBuilder::StandardVariable ProgramBuilder::standard_variables[] =
44 { FRAGMENT, "gl_FragColor", 0, "frag_color", "g" },
45 { FRAGMENT, "frag_color", 0, "color_base", "!t" },
46 { FRAGMENT, "frag_color", 0, "tex_sample", "!l!s!mt" },
47 { FRAGMENT, "frag_color", 0, "tex_sample*color_base", "l|s|mt" },
48 { FRAGMENT, "color_base", "vec4", "vec4(1.0)", "!l!s!m" },
49 { FRAGMENT, "color_base", "vec4", "color", "!l!sm" },
50 { FRAGMENT, "color_base", "vec4", "vec4(vec3(l_shadow), 1.0)", "!ls!m" },
51 { FRAGMENT, "color_base", "vec4", "color*vec4(vec3(l_shadow), 1.0)", "!lsm" },
52 { FRAGMENT, "color_base", "vec4", "vec4(rgb_light_env, 1.0)", "l!m" },
53 { FRAGMENT, "color_base", "vec4", "vec4(rgb_light_env, material.diffuse.a)", "lm" },
54 { FRAGMENT, "rgb_light_env", "vec3", "rgb_light_full+reflect_sample.rgb*reflectivity", "e" },
55 { FRAGMENT, "rgb_light_env", "vec3", "rgb_light_full", "!e" },
56 { FRAGMENT, "rgb_light_full", "vec3", "rgb_light_shadow+ambient_product_diffuse.rgb", "m" },
57 { FRAGMENT, "ambient_product_diffuse", "vec4", "gl_FrontLightModelProduct.sceneColor", "g" },
58 { FRAGMENT, "ambient_product_diffuse", "vec4", "ambient_color*material.diffuse", "!g" },
59 { FRAGMENT, "rgb_light_full", "vec3", "rgb_light_shadow", "!m" },
60 { FRAGMENT, "rgb_light_shadow", "vec3", "rgb_light*l_shadow", "s" },
61 { FRAGMENT, "rgb_light_shadow", "vec3", "rgb_light", "!s" },
62 { FRAGMENT, "rgb_light", "vec3", "vec3(l_diffuse)", "!m!p" },
63 { FRAGMENT, "rgb_light", "vec3", "vec3(l_diffuse+l_specular)", "!mp" },
64 { FRAGMENT, "rgb_light", "vec3", "l_diffuse*light_product_diffuse.rgb", "m!p" },
65 { FRAGMENT, "rgb_light", "vec3", "l_diffuse*light_product_diffuse.rgb+l_specular*light_product_specular.rgb", "mp" },
66 { FRAGMENT, "light_product_diffuse", "vec4", "gl_FrontLightProduct[0].diffuse", "g" },
67 { FRAGMENT, "light_product_diffuse", "vec4", "light_sources[0].diffuse*material.diffuse", "!g" },
68 { FRAGMENT, "light_product_specular", "vec4", "gl_FrontLightProduct[0].specular", "g" },
69 { FRAGMENT, "light_product_specular", "vec4", "light_sources[0].specular*material.specular", "!g" },
70 { FRAGMENT, "reflect_sample", "vec4", "textureCube(environment, env_reflect_dir)", 0 },
71 { FRAGMENT, "env_reflect_dir", "vec3", "env_eye_matrix*eye_reflect_dir", 0 },
72 { FRAGMENT, "eye_reflect_dir", "vec3", "eye_tbn_matrix*tbn_reflect_dir", "n" },
73 { FRAGMENT, "zzz_reflect_dir", "vec3", "reflect(zzz_incident_dir, n_zzz_normal)", 0 },
74 { FRAGMENT, "l_shadow", "float", "mix(1.0, shadow_sample, shadow_darkness)", 0 },
75 { FRAGMENT, "shadow_sample", "float", "shadow2D(shadow, shd_vertex).r", 0 },
76 { FRAGMENT, "l_diffuse", "float", "max(dot(n_zzz_normal, n_zzz_light_dir), 0.0)", 0 },
77 { FRAGMENT, "l_specular", "float", "pow(max(dot(n_zzz_half_vec, n_zzz_normal), 0.0), material.shininess)", 0 },
78 { FRAGMENT, "n_zzz_half_vec", "vec3", "normalize(zzz_light_dir-zzz_incident_dir)", 0 },
79 { FRAGMENT, "n_zzz_light_dir", "vec3", "normalize(zzz_light_dir)", 0 },
80 { FRAGMENT, "n_tbn_normal", "vec3", "normal_sample*2.0-1.0", "n" },
81 { FRAGMENT, "n_eye_normal", "vec3", "normalize(eye_normal)", "!n" },
82 { FRAGMENT, "normal_sample", "vec3", "texture2D(normalmap, texture_coord).xyz", "!c" },
83 { FRAGMENT, "normal_sample", "vec3", "sample_normalmap(texture_coord)", "c" },
84 { FRAGMENT, "tex_sample", "vec4", "texture2D(texture, texture_coord)", "!c" },
85 { FRAGMENT, "tex_sample", "vec4", "sample_texture(texture_coord)", "c" },
87 { VERTEX, "gl_Position", 0, "projection_matrix*eye_vertex", 0 },
88 { VERTEX, "shd_vertex", "vec3", "vec3(dot(eye_vertex, gl_EyePlaneS[shadow_unit]), dot(eye_vertex, gl_EyePlaneT[shadow_unit]), dot(eye_vertex, gl_EyePlaneR[shadow_unit]))", "g" },
89 { VERTEX, "shd_vertex", "vec3", "(shd_eye_matrix*eye_vertex).xyz", "!g" },
90 { VERTEX, "tbn_light_dir", "vec3", "eye_light_dir*eye_tbn_matrix", 0 },
91 { VERTEX, "eye_light_dir", "vec3", "normalize(eye_light_position.xyz-eye_vertex.xyz*eye_light_position.w)", 0 },
92 { VERTEX, "eye_light_position", "vec4", "light_sources[0].position", 0 },
93 { VERTEX, "tbn_incident_dir", "vec3", "eye_incident_dir*eye_tbn_matrix", 0 },
94 { VERTEX, "eye_incident_dir", "vec3", "normalize(eye_vertex.xyz)", 0 },
95 { VERTEX, "eye_tbn_matrix", "mat3", "mat3(eye_tangent, eye_binormal, eye_normal)", 0 },
96 { VERTEX, "eye_vertex", "vec4", "eye_obj_matrix*vertex", "!r" },
97 { VERTEX, "eye_vertex", "vec4", "transform_vertex(vertex)", "r" },
98 { VERTEX, "eye_normal", "vec3", "eye_obj_normal_matrix*normal", "!r" },
99 { VERTEX, "eye_normal", "vec3", "transform_normal(normal)", "r" },
100 { VERTEX, "eye_tangent", "vec3", "eye_obj_normal_matrix*tangent", "!r" },
101 { VERTEX, "eye_tangent", "vec3", "transform_normal(tangent)", "r" },
102 { VERTEX, "eye_binormal", "vec3", "eye_obj_normal_matrix*binormal", "!r" },
103 { VERTEX, "eye_binormal", "vec3", "transform_normal(binormal)", "r" },
104 { VERTEX, "texture_coord", "vec2", "texcoord.xy", 0 },
106 { ATTRIBUTE, "vertex", "vec4", "gl_Vertex", 0 },
107 { ATTRIBUTE, "texcoord", "vec4", "gl_MultiTexCoord0", 0 },
108 { ATTRIBUTE, "color", "vec4", "gl_Color", 0 },
109 { ATTRIBUTE, "normal", "vec3", "gl_Normal", 0 },
110 { ATTRIBUTE, "tangent", "vec3", 0, 0 },
111 { ATTRIBUTE, "binormal", "vec3", 0, 0 },
113 { UNIFORM, "shadow_unit", "int", 0, 0 },
114 { UNIFORM, "texture", "sampler2D", 0, 0 },
115 { UNIFORM, "shadow", "sampler2DShadow", 0, 0 },
116 { UNIFORM, "shadow_darkness", "float", 0, 0 },
117 { UNIFORM, "normalmap", "sampler2D", 0, 0 },
118 { UNIFORM, "environment", "samplerCube", 0, 0 },
119 { UNIFORM, "env_eye_matrix", "mat3", 0, 0 },
120 { UNIFORM, "reflectivity", "float", 0, 0 },
121 { UNIFORM, "eye_obj_matrix", "mat4", "gl_ModelViewMatrix", 0 },
122 { UNIFORM, "eye_obj_normal_matrix", "mat3", "gl_NormalMatrix", 0 },
123 { UNIFORM, "projection_matrix", "mat4", "gl_ProjectionMatrix", 0 },
124 { UNIFORM, "shd_eye_matrix", "mat4", 0, "!g" },
125 { UNIFORM, "light_sources", "struct { vec4 position; vec4 diffuse; vec4 specular; } %s[2]", "gl_LightSource", 0 },
126 { UNIFORM, "ambient_color", "vec4", 0, 0 },
127 { UNIFORM, "material", "struct { vec4 ambient; vec4 diffuse; vec4 specular; float shininess; }", "gl_FrontMaterial", 0 },
130 { NO_SCOPE, 0, 0, 0, 0 }
133 ProgramBuilder::ProgramBuilder(const StandardFeatures &f):
135 feature_flags(features.create_flags()),
139 void ProgramBuilder::set_optimize(bool o)
144 Program *ProgramBuilder::create_program() const
146 Program *prog = new Program;
151 void ProgramBuilder::add_shaders(Program &prog) const
153 list<ShaderVariable> variables;
154 list<ShaderVariable *> resolved_vars;
156 variables.push_front(ShaderVariable("gl_Position"));
157 variables.push_front(ShaderVariable(features.legacy ? "gl_FragColor" : "frag_color"));
159 for(const StandardVariable *i=standard_variables; i->name; ++i)
161 // Skip over anything that isn't used with the supplied flags
162 if(i->flags && !evaluate_flags(i->flags))
165 // See if this variable can satisfy any unresolved variables
166 ShaderVariable *last_resolved = 0;
167 for(list<ShaderVariable>::iterator j=variables.begin(); j!=variables.end(); ++j)
172 if(!name_match(i->name, j->resolved_name.c_str()))
177 /* We've already resolved a non-fuzzy variable in this iteration.
178 If there are multiple variables that can be resolved, they refer
179 to the same variable. */
180 j->resolve(*last_resolved);
185 resolved_vars.push_front(&*j);
192 vector<string> identifiers = extract_identifiers(i->expression);
193 for(vector<string>::const_iterator k=identifiers.begin(); k!=identifiers.end(); ++k)
195 // Use an existing variable if possible, but only if it's not fuzzy
196 ShaderVariable *var = 0;
197 for(list<ShaderVariable>::iterator l=variables.begin(); (!var && l!=variables.end()); ++l)
198 if(!l->fuzzy_space && l->resolved_name==*k)
203 variables.push_back(ShaderVariable(*k));
204 var = &variables.back();
206 j->add_reference(*var);
213 for(list<ShaderVariable *>::const_iterator i=resolved_vars.begin(); i!=resolved_vars.end(); ++i)
214 (*i)->check_inline(features.legacy);
217 prog.attach_shader_owned(new VertexShader(create_source(resolved_vars, VERTEX)));
218 prog.attach_shader_owned(new FragmentShader(create_source(resolved_vars, FRAGMENT)));
222 prog.bind_fragment_data(0, "frag_color");
223 prog.bind_attribute(VERTEX4, "vertex");
224 if(features.lighting)
225 prog.bind_attribute(NORMAL3, "normal");
226 else if(features.material)
227 prog.bind_attribute(COLOR4_FLOAT, "color");
228 if(features.texture || features.normalmap)
229 prog.bind_attribute(TEXCOORD4, "texcoord");
231 if(features.normalmap)
233 prog.bind_attribute(get_component_type(TANGENT3), "tangent");
234 prog.bind_attribute(get_component_type(BINORMAL3), "binormal");
238 string ProgramBuilder::create_source(const list<ShaderVariable *> &variables, VariableScope scope) const
243 source += "#version 130\n";
245 for(list<ShaderVariable *>::const_iterator i=variables.begin(); i!=variables.end(); ++i)
246 if((*i)->variable->scope==UNIFORM && (*i)->is_referenced_from(scope) && !(*i)->inlined)
248 if(strchr((*i)->variable->type, '%'))
249 source += format("uniform %s;\n", format((*i)->variable->type, (*i)->resolved_name));
251 source += format("uniform %s %s;\n", (*i)->variable->type, (*i)->resolved_name);
256 const char *qualifier = (features.legacy ? "attribute" : "in");
257 for(list<ShaderVariable *>::const_iterator i=variables.begin(); i!=variables.end(); ++i)
258 if((*i)->variable->scope==ATTRIBUTE && !(*i)->inlined)
259 source += format("%s %s %s;\n", qualifier, (*i)->variable->type, (*i)->resolved_name);
262 /* Any variables defined in vertex scope but referenced from fragment scope
263 should be exported as varyings over the interface. */
264 list<ShaderVariable *> varyings;
265 for(list<ShaderVariable *>::const_iterator i=variables.begin(); i!=variables.end(); ++i)
266 if(((*i)->variable->scope==VERTEX || (*i)->variable->scope==ATTRIBUTE) && (*i)->is_referenced_from(FRAGMENT))
268 varyings.push_back(*i);
269 const char *qualifier;
271 qualifier = (scope==VERTEX ? "out" : "in");
273 qualifier = "varying";
274 source += format("%s %s v_%s;\n", qualifier, (*i)->variable->type, (*i)->resolved_name);
277 if(scope==FRAGMENT && !features.legacy)
278 source += "out vec4 frag_color;\n";
280 if(scope==VERTEX && features.transform)
282 // Add the prototypes here, until I come up with something better
283 source += "vec4 transform_vertex(vec4);\n";
284 source += "vec3 transform_normal(vec3);\n";
286 else if(scope==FRAGMENT && features.colorify)
289 source += "vec4 sample_texture(vec2);\n";
290 if(features.normalmap)
291 source += "vec3 sample_normalmap(vec2);\n";
294 source += "void main()\n{\n";
296 for(list<ShaderVariable *>::const_iterator i=variables.begin(); i!=variables.end(); ++i)
297 if((*i)->variable->scope==scope && !(*i)->inlined)
300 if((*i)->variable->type)
302 source += (*i)->variable->type;
305 source += format("%s = %s;\n", (*i)->resolved_name, (*i)->get_expression());
310 for(list<ShaderVariable *>::const_iterator i=varyings.begin(); i!=varyings.end(); ++i)
313 source += format("\tv_%s = %s;\n", (*i)->resolved_name, (*i)->get_expression());
315 source += format("\tv_%s = %s;\n", (*i)->resolved_name, (*i)->resolved_name);
324 bool ProgramBuilder::evaluate_flags(const char *flags) const
331 for(const char *i=flags; *i; ++i)
333 if(*i>='a' && *i<='z')
335 bool found = (feature_flags.find(*i)!=string::npos);
337 cond = (cond || found);
339 cond = (cond && !found);
341 cond = (cond && found);
351 ProgramBuilder::MatchLevel ProgramBuilder::name_match(const char *n1, const char *n2, const char **space)
358 if(*n1==*n2 || *n1=='z' || *n2=='z')
362 int side = (*n1=='z' ? 1 : 2);
375 else if(i>=zzz+3 || side!=zside)
385 return (!*n1 && !*n2) ? zzz>=0 ? FUZZY : EXACT : NO_MATCH;
388 bool ProgramBuilder::parse_identifier(const char *ptr, unsigned &start, unsigned &length)
392 for(const char *i=ptr;; ++i)
398 if(isalpha(*i) || *i=='_')
413 if(!isalnum(*i) && *i!='_')
415 length = i-(ptr+start);
422 vector<string> ProgramBuilder::extract_identifiers(const char *expression)
424 vector<string> result;
425 const char *ptr = expression;
428 while(parse_identifier(ptr, start, length))
430 result.push_back(string(ptr+start, length));
436 string ProgramBuilder::replace_identifiers(const char *expression, const map<string, string> &replace_map)
439 const char *ptr = expression;
442 while(parse_identifier(ptr, start, length))
444 result.append(ptr, start);
445 string identifier(ptr+start, length);
446 map<string, string>::const_iterator i = replace_map.find(identifier);
447 if(i!=replace_map.end())
450 result += identifier;
458 ProgramBuilder::StandardFeatures::StandardFeatures():
468 legacy(!(get_glsl_version()>=Version(1, 30)))
471 string ProgramBuilder::StandardFeatures::create_flags() const
501 ProgramBuilder::ShaderVariable::ShaderVariable(const std::string &n):
505 fuzzy_space(name.find("zzz")!=string::npos),
510 void ProgramBuilder::ShaderVariable::resolve(const StandardVariable &var)
513 const char *space = 0;
514 if(name_match(var.name, resolved_name.c_str(), &space)==FUZZY)
515 resolve_space(string(space, 3));
518 void ProgramBuilder::ShaderVariable::resolve(ShaderVariable &var)
520 for(list<ShaderVariable *>::iterator i=referenced_by.begin(); i!=referenced_by.end(); ++i)
521 (*i)->update_reference(*this, var);
522 var.referenced_by.insert(var.referenced_by.end(), referenced_by.begin(), referenced_by.end());
525 void ProgramBuilder::ShaderVariable::resolve_space(const string &space)
529 resolved_space = space;
531 string::size_type zzz = resolved_name.find("zzz");
532 resolved_name.replace(zzz, 3, resolved_space);
535 // Resolving the space could have affected other variables that use this one
536 for(list<ShaderVariable *>::iterator i=referenced_by.begin(); i!=referenced_by.end(); ++i)
537 (*i)->resolve_space(space);
540 for(list<ShaderVariable *>::iterator i=referenced_vars.begin(); i!=referenced_vars.end(); ++i)
541 if((*i)->fuzzy_space)
542 (*i)->resolve_space(space);
545 void ProgramBuilder::ShaderVariable::add_reference(ShaderVariable &var)
547 referenced_vars.push_back(&var);
548 var.referenced_by.push_back(this);
549 if(var.fuzzy_space && !resolved_space.empty())
550 var.resolve_space(resolved_space);
553 void ProgramBuilder::ShaderVariable::update_reference(ShaderVariable &from, ShaderVariable &to)
555 replace(referenced_vars.begin(), referenced_vars.end(), &from, &to);
556 replace(referenced_by.begin(), referenced_by.end(), &from, &to);
557 if(from.fuzzy_space && !to.fuzzy_space && !to.resolved_space.empty())
558 resolve_space(to.resolved_space);
561 void ProgramBuilder::ShaderVariable::check_inline(bool allow_legacy)
563 if(variable->expression)
565 if(!allow_legacy && !strncmp(variable->expression, "gl_", 3))
568 unsigned total_refs = referenced_by.size();
569 unsigned in_scope_refs = 0;
570 for(list<ShaderVariable *>::const_iterator i=referenced_by.begin(); i!=referenced_by.end(); ++i)
571 if((*i)->variable->scope==variable->scope)
573 if(total_refs==1 || (total_refs>0 && in_scope_refs==0))
577 for(const char *c=variable->expression; (!inline_parens && *c); ++c)
583 else if(level==0 && !isalnum(*c) && *c!='_' && *c!='.')
584 inline_parens = true;
590 bool ProgramBuilder::ShaderVariable::is_referenced_from(VariableScope scope) const
592 for(list<ShaderVariable *>::const_iterator i=referenced_by.begin(); i!=referenced_by.end(); ++i)
593 if((*i)->variable->scope==scope)
598 string ProgramBuilder::ShaderVariable::get_expression() const
600 map<string, string> replace_map;
601 for(list<ShaderVariable *>::const_iterator i=referenced_vars.begin(); i!=referenced_vars.end(); ++i)
604 string replacement = (*i)->resolved_name;
605 if(variable->scope==FRAGMENT && ((*i)->variable->scope==VERTEX || (*i)->variable->scope==ATTRIBUTE))
606 replacement = "v_"+replacement;
607 else if((*i)->inlined)
609 replacement = (*i)->get_expression();
610 if((*i)->inline_parens)
611 replacement = "("+replacement+")";
613 if(replacement!=(*i)->name)
614 replace_map[(*i)->name] = replacement;
617 if(replace_map.empty())
618 return variable->expression;
620 return replace_identifiers(variable->expression, replace_map);
624 ProgramBuilder::StandardFeatures::Loader::Loader(StandardFeatures &f):
625 DataFile::ObjectLoader<StandardFeatures>(f)
627 add("colorify", &StandardFeatures::colorify);
628 add("lighting", &StandardFeatures::lighting);
629 add("material", &StandardFeatures::material);
630 add("normalmap", &StandardFeatures::normalmap);
631 add("reflection", &StandardFeatures::reflection);
632 add("shadow", &StandardFeatures::shadow);
633 add("specular", &StandardFeatures::specular);
634 add("texture", &StandardFeatures::texture);
635 add("transform", &StandardFeatures::transform);