-#include <algorithm>
-#include <msp/strings/format.h>
-#include "program.h"
-#include "programbuilder.h"
-#include "shader.h"
-#include "vertexformat.h"
-
-using namespace std;
-
-namespace Msp {
-namespace GL {
-
-/*
-Naming conventions:
- n_* Normalized vector
- l_* Lighting component
-
- obj_* Object space
- eye_* Eye space
- tbn_* Tangent-Binormal-Normal space
- shd_* Shadow space
- *_dir Direction vector
-
- zzz_* Wildcard space, resolved by the builder
- All wildcard spaces within an expression must match
-
- xxx_yyy_* Matrix that transforms between yyy to xxx
- The vector is on the side of its designated space, result will be
- in the other space
- *_matrix A matrix (duh)
- *_rmatrix A mat4 that works with a row vector
-
- rgb_* Color with rgb components only
- color_* Color with rgba components
-*/
-
-/* The array are stored in reverse order, so that variables always come after
-anything that might need them. */
-const ProgramBuilder::StandardVariable ProgramBuilder::standard_variables[] =
-{
- { FRAGMENT, "gl_FragColor", 0, "color_base", "!t" },
- { FRAGMENT, "gl_FragColor", 0, "tex_sample", "!l!s!mt" },
- { FRAGMENT, "gl_FragColor", 0, "tex_sample*color_base", "l|s|mt" },
- { FRAGMENT, "color_base", "vec4", "vec4(1.0)", "!l!s!m" },
- { FRAGMENT, "color_base", "vec4", "color", "!l!sm" },
- { FRAGMENT, "color_base", "vec4", "vec4(vec3(l_shadow), 1.0)", "!ls!m" },
- { FRAGMENT, "color_base", "vec4", "color*vec4(vec3(l_shadow), 1.0)", "!lsm" },
- { FRAGMENT, "color_base", "vec4", "vec4(rgb_light_full, 1.0)", "l!m" },
- { FRAGMENT, "color_base", "vec4", "vec4(rgb_light_full, gl_FrontMaterial.diffuse.a)", "lm" },
- { FRAGMENT, "rgb_light_full", "vec3", "rgb_light_shadow+gl_FrontLightModelProduct.sceneColor.rgb", "m" },
- { FRAGMENT, "rgb_light_full", "vec3", "rgb_light_shadow", "!m" },
- { FRAGMENT, "rgb_light_shadow", "vec3", "rgb_light*l_shadow", "s" },
- { FRAGMENT, "rgb_light_shadow", "vec3", "rgb_light", "!s" },
- { FRAGMENT, "rgb_light", "vec3", "vec3(l_diffuse)", "!m!p" },
- { FRAGMENT, "rgb_light", "vec3", "vec3(l_diffuse+l_specular)", "!mp" },
- { FRAGMENT, "rgb_light", "vec3", "l_diffuse*gl_FrontLightProduct[0].diffuse.rgb", "m!p" },
- { FRAGMENT, "rgb_light", "vec3", "l_diffuse*gl_FrontLightProduct[0].diffuse.rgb+l_specular*gl_FrontLightProduct[0].specular.rgb", "mp" },
- { FRAGMENT, "l_shadow", "float", "mix(1.0, shadow_sample, shadow_darkness)", 0 },
- { FRAGMENT, "shadow_sample", "float", "shadow2D(shadow, shd_vertex).r", 0 },
- { FRAGMENT, "l_diffuse", "float", "max(dot(n_zzz_normal, n_zzz_light_dir), 0.0)", 0 },
- { FRAGMENT, "l_specular", "float", "pow(max(dot(n_zzz_half_vec, n_zzz_normal), 0.0), gl_FrontMaterial.shininess)", 0 },
- { FRAGMENT, "n_zzz_half_vec", "vec3", "normalize(zzz_light_dir-zzz_incident_dir)", 0 },
- { FRAGMENT, "n_zzz_light_dir", "vec3", "normalize(zzz_light_dir)", 0 },
- { FRAGMENT, "n_tbn_normal", "vec3", "texture2D(normalmap, texture_coord).xyz*2.0-1.0", "n" },
- { FRAGMENT, "n_eye_normal", "vec3", "normalize(eye_normal)", "!n" },
- { FRAGMENT, "tex_sample", "vec4", "texture2D(texture, texture_coord)", 0 },
-
- { VERTEX, "gl_Position", 0, "gl_ProjectionMatrix*eye_vertex", 0 },
- { VERTEX, "shd_vertex", "vec3", "(eye_vertex*eye_shd_rmatrix).xyz", 0 },
- { 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 },
- { VERTEX, "tbn_light_dir", "vec3", "eye_light_dir*eye_tbn_matrix", 0 },
- { VERTEX, "eye_light_dir", "vec3", "normalize(gl_LightSource[0].position.xyz-eye_vertex.xyz*gl_LightSource[0].position.w)", 0 },
- { VERTEX, "tbn_incident_dir", "vec3", "eye_incident_dir*eye_tbn_matrix", 0 },
- { VERTEX, "eye_incident_dir", "vec3", "normalize(eye_vertex.xyz)", 0 },
- { VERTEX, "eye_tbn_matrix", "mat3", "mat3(eye_tangent, eye_binormal, eye_normal)", 0 },
- { VERTEX, "eye_vertex", "vec4", "gl_ModelViewMatrix*gl_Vertex", "!r" },
- { VERTEX, "eye_vertex", "vec4", "transform_vertex(gl_Vertex)", "r" },
- { VERTEX, "eye_normal", "vec3", "gl_NormalMatrix*gl_Normal", "!r" },
- { VERTEX, "eye_normal", "vec3", "transform_normal(gl_Normal)", "r" },
- { VERTEX, "eye_tangent", "vec3", "gl_NormalMatrix*tangent", "!r" },
- { VERTEX, "eye_tangent", "vec3", "transform_normal(tangent)", "r" },
- { VERTEX, "eye_binormal", "vec3", "gl_NormalMatrix*binormal", "!r" },
- { VERTEX, "eye_binormal", "vec3", "transform_normal(binormal)", "r" },
- { VERTEX, "color", "vec4", "gl_Color", 0 },
- { VERTEX, "texture_coord", "vec2", "gl_MultiTexCoord0.xy", 0 },
-
- { ATTRIBUTE, "tangent", "vec3", 0, 0 },
- { ATTRIBUTE, "binormal", "vec3", 0, 0 },
-
- { UNIFORM, "shadow_unit", "int", 0, 0 },
- { UNIFORM, "texture", "sampler2D", 0, 0 },
- { UNIFORM, "shadow", "sampler2DShadow", 0, 0 },
- { UNIFORM, "shadow_darkness", "float", 0, 0 },
- { UNIFORM, "normalmap", "sampler2D", 0, 0 },
-
- // Terminator entry
- { NO_SCOPE, 0, 0, 0, 0 }
-};
-
-ProgramBuilder::ProgramBuilder(const StandardFeatures &f):
- features(f),
- feature_flags(features.create_flags()),
- optimize(true)
-{ }
-
-void ProgramBuilder::set_optimize(bool o)
-{
- optimize = o;
-}
-
-Program *ProgramBuilder::create_program() const
-{
- Program *prog = new Program;
- add_shaders(*prog);
- return prog;
-}
-
-void ProgramBuilder::add_shaders(Program &prog) const
-{
- list<ShaderVariable> variables;
- list<ShaderVariable *> resolved_vars;
-
- variables.push_front(ShaderVariable("gl_Position"));
- variables.push_front(ShaderVariable("gl_FragColor"));
-
- for(const StandardVariable *i=standard_variables; i->name; ++i)
- {
- // Skip over anything that isn't used with the supplied flags
- if(i->flags && !evaluate_flags(i->flags))
- continue;
-
- // See if this variable can satisfy any unresolved variables
- ShaderVariable *last_resolved = 0;
- for(list<ShaderVariable>::iterator j=variables.begin(); j!=variables.end(); ++j)
- {
- if(j->variable)
- continue;
-
- if(!name_match(i->name, j->resolved_name.c_str()))
- continue;
-
- if(last_resolved)
- {
- /* We've already resolved a non-fuzzy variable in this iteration.
- If there are multiple variables that can be resolved, they refer
- to the same variable. */
- j->resolve(*last_resolved);
- continue;
- }
-
- j->resolve(*i);
- resolved_vars.push_front(&*j);
- if(!j->fuzzy_space)
- last_resolved = &*j;
-
- if(!i->expression)
- continue;
-
- vector<string> identifiers = extract_identifiers(i->expression);
- for(vector<string>::const_iterator k=identifiers.begin(); k!=identifiers.end(); ++k)
- {
- // Use an existing variable if possible, but only if it's not fuzzy
- ShaderVariable *var = 0;
- for(list<ShaderVariable>::iterator l=variables.begin(); (!var && l!=variables.end()); ++l)
- if(!l->fuzzy_space && l->resolved_name==*k)
- var = &*l;
-
- if(!var)
- {
- variables.push_back(ShaderVariable(*k));
- var = &variables.back();
- }
- j->add_reference(*var);
- }
- }
- }
-
- if(optimize)
- {
- for(list<ShaderVariable *>::const_iterator i=resolved_vars.begin(); i!=resolved_vars.end(); ++i)
- (*i)->check_inline();
- }
-
- prog.attach_shader_owned(new VertexShader(create_source(resolved_vars, VERTEX)));
- prog.attach_shader_owned(new FragmentShader(create_source(resolved_vars, FRAGMENT)));
-
- if(features.normalmap)
- {
- prog.bind_attribute(get_component_type(TANGENT3), "tangent");
- prog.bind_attribute(get_component_type(BINORMAL3), "binormal");
- }
-}
-
-string ProgramBuilder::create_source(const list<ShaderVariable *> &variables, VariableScope scope) const
-{
- string source;
-
- for(list<ShaderVariable *>::const_iterator i=variables.begin(); i!=variables.end(); ++i)
- if((*i)->variable->scope==UNIFORM && (*i)->is_referenced_from(scope))
- source += format("uniform %s %s;\n", (*i)->variable->type, (*i)->resolved_name);
-
- if(scope==VERTEX)
- {
- for(list<ShaderVariable *>::const_iterator i=variables.begin(); i!=variables.end(); ++i)
- if((*i)->variable->scope==ATTRIBUTE)
- source += format("attribute %s %s;\n", (*i)->variable->type, (*i)->resolved_name);
- }
-
- /* Any variables defined in vertex scope but referenced from fragment scope
- should be exported as varyings over the interface. */
- list<ShaderVariable *> varyings;
- for(list<ShaderVariable *>::const_iterator i=variables.begin(); i!=variables.end(); ++i)
- if((*i)->variable->scope==VERTEX && (*i)->is_referenced_from(FRAGMENT))
- {
- varyings.push_back(*i);
- source += format("varying %s v_%s;\n", (*i)->variable->type, (*i)->resolved_name);
- }
-
- if(scope==VERTEX && features.transform)
- {
- // Add the prototypes here, until I come up with something better
- source += "vec4 transform_vertex(vec4);\n";
- source += "vec3 transform_normal(vec3);\n";
- }
-
- source += "void main()\n{\n";
-
- for(list<ShaderVariable *>::const_iterator i=variables.begin(); i!=variables.end(); ++i)
- if((*i)->variable->scope==scope && !(*i)->inlined)
- {
- source += '\t';
- if((*i)->variable->type)
- {
- source += (*i)->variable->type;
- source += ' ';
- }
- source += format("%s = %s;\n", (*i)->resolved_name, (*i)->get_expression());
- }
-
- if(scope==VERTEX)
- {
- for(list<ShaderVariable *>::const_iterator i=varyings.begin(); i!=varyings.end(); ++i)
- {
- if((*i)->inlined)
- source += format("\tv_%s = %s;\n", (*i)->resolved_name, (*i)->get_expression());
- else
- source += format("\tv_%s = %s;\n", (*i)->resolved_name, (*i)->resolved_name);
- }
- }
-
- source += '}';
-
- return source;
-}
-
-bool ProgramBuilder::evaluate_flags(const char *flags) const
-{
- if(!flags)
- return true;
-
- bool cond = true;
- char oper = '&';
- for(const char *i=flags; *i; ++i)
- {
- if(*i>='a' && *i<='z')
- {
- bool found = (feature_flags.find(*i)!=string::npos);
- if(oper=='|')
- cond = (cond || found);
- else if(oper=='!')
- cond = (cond && !found);
- else if(oper=='&')
- cond = (cond && found);
- oper = '&';
- }
- else
- oper = *i;
- }
-
- return cond;
-}
-
-ProgramBuilder::MatchLevel ProgramBuilder::name_match(const char *n1, const char *n2, const char **space)
-{
- int i = 0;
- int zzz = -1;
- int zside = 0;
- while(*n1 && *n2)
- {
- if(*n1==*n2 || *n1=='z' || *n2=='z')
- {
- if(*n1!=*n2)
- {
- int side = (*n1=='z' ? 1 : 2);
- if(zzz<0)
- {
- zzz = i;
- zside = side;
- if(space)
- {
- if(*n1=='z')
- *space = n2;
- else
- *space = n1;
- }
- }
- else if(i>=zzz+3 || side!=zside)
- return NO_MATCH;
- }
- }
- else
- return NO_MATCH;
- ++n1;
- ++n2;
- ++i;
- }
- return (!*n1 && !*n2) ? zzz>=0 ? FUZZY : EXACT : NO_MATCH;
-}
-
-bool ProgramBuilder::parse_identifier(const char *ptr, unsigned &start, unsigned &length)
-{
- bool found = false;
- bool member = false;
- for(const char *i=ptr;; ++i)
- {
- if(!found)
- {
- if(!*i)
- return false;
- if(isalpha(*i) || *i=='_')
- {
- if(!member)
- {
- start = i-ptr;
- found = true;
- }
- }
- else if(*i=='.')
- member = true;
- else
- member = false;
- }
- else
- {
- if(!isalnum(*i) && *i!='_')
- {
- length = i-(ptr+start);
- return true;
- }
- }
- }
-}
-
-vector<string> ProgramBuilder::extract_identifiers(const char *expression)
-{
- vector<string> result;
- const char *ptr = expression;
- unsigned start, length;
- while(parse_identifier(ptr, start, length))
- {
- result.push_back(string(ptr+start, length));
- ptr += start+length;
- }
- return result;
-}
-
-string ProgramBuilder::replace_identifiers(const char *expression, const map<string, string> &replace_map)
-{
- string result;
- const char *ptr = expression;
- unsigned start, length;
- while(parse_identifier(ptr, start, length))
- {
- result.append(ptr, start);
- string identifier(ptr+start, length);
- map<string, string>::const_iterator i = replace_map.find(identifier);
- if(i!=replace_map.end())
- result += i->second;
- else
- result += identifier;
- ptr += start+length;
- }
- result += ptr;
- return result;
-}
-
-
-ProgramBuilder::StandardFeatures::StandardFeatures():
- texture(false),
- material(false),
- lighting(false),
- specular(false),
- normalmap(false),
- shadow(false),
- reflection(false),
- transform(false)
-{ }
-
-string ProgramBuilder::StandardFeatures::create_flags() const
-{
- string flags;
- if(texture)
- flags += 't';
- if(material)
- flags += 'm';
- if(lighting)
- {
- flags += 'l';
- if(specular)
- flags += 'p';
- if(normalmap)
- flags += 'n';
- }
- if(shadow)
- flags += 's';
- if(reflection)
- flags += 'e';
- if(transform)
- flags += 'r';
-
- return flags;
-}
-
-
-ProgramBuilder::ShaderVariable::ShaderVariable(const std::string &n):
- name(n),
- variable(0),
- resolved_name(n),
- fuzzy_space(name.find("zzz")!=string::npos),
- inlined(false),
- inline_parens(false)
-{ }
-
-void ProgramBuilder::ShaderVariable::resolve(const StandardVariable &var)
-{
- variable = &var;
- const char *space = 0;
- if(name_match(var.name, resolved_name.c_str(), &space)==FUZZY)
- resolve_space(string(space, 3));
-}
-
-void ProgramBuilder::ShaderVariable::resolve(ShaderVariable &var)
-{
- for(list<ShaderVariable *>::iterator i=referenced_by.begin(); i!=referenced_by.end(); ++i)
- (*i)->update_reference(*this, var);
- var.referenced_by.insert(var.referenced_by.end(), referenced_by.begin(), referenced_by.end());
-}
-
-void ProgramBuilder::ShaderVariable::resolve_space(const string &space)
-{
- if(fuzzy_space)
- {
- resolved_space = space;
-
- string::size_type zzz = resolved_name.find("zzz");
- resolved_name.replace(zzz, 3, resolved_space);
- fuzzy_space = false;
-
- // Resolving the space could have affected other variables that use this one
- for(list<ShaderVariable *>::iterator i=referenced_by.begin(); i!=referenced_by.end(); ++i)
- (*i)->resolve_space(space);
- }
-
- for(list<ShaderVariable *>::iterator i=referenced_vars.begin(); i!=referenced_vars.end(); ++i)
- if((*i)->fuzzy_space)
- (*i)->resolve_space(space);
-}
-
-void ProgramBuilder::ShaderVariable::add_reference(ShaderVariable &var)
-{
- referenced_vars.push_back(&var);
- var.referenced_by.push_back(this);
- if(var.fuzzy_space && !resolved_space.empty())
- var.resolve_space(resolved_space);
-}
-
-void ProgramBuilder::ShaderVariable::update_reference(ShaderVariable &from, ShaderVariable &to)
-{
- replace(referenced_vars.begin(), referenced_vars.end(), &from, &to);
- replace(referenced_by.begin(), referenced_by.end(), &from, &to);
- if(from.fuzzy_space && !to.fuzzy_space && !to.resolved_space.empty())
- resolve_space(to.resolved_space);
-}
-
-void ProgramBuilder::ShaderVariable::check_inline()
-{
- if(variable->expression)
- {
- unsigned total_refs = referenced_by.size();
- unsigned in_scope_refs = 0;
- for(list<ShaderVariable *>::const_iterator i=referenced_by.begin(); i!=referenced_by.end(); ++i)
- if((*i)->variable->scope==variable->scope)
- ++in_scope_refs;
- if(total_refs==1 || (total_refs>0 && in_scope_refs==0))
- {
- inlined = true;
- unsigned level = 0;
- for(const char *c=variable->expression; (!inline_parens && *c); ++c)
- {
- if(*c=='(')
- ++level;
- else if(*c==')')
- --level;
- else if(level==0 && !isalnum(*c) && *c!='_' && *c!='.')
- inline_parens = true;
- }
- }
- }
-}
-
-bool ProgramBuilder::ShaderVariable::is_referenced_from(VariableScope scope) const
-{
- for(list<ShaderVariable *>::const_iterator i=referenced_by.begin(); i!=referenced_by.end(); ++i)
- if((*i)->variable->scope==scope)
- return true;
- return false;
-}
-
-string ProgramBuilder::ShaderVariable::get_expression() const
-{
- map<string, string> replace_map;
- for(list<ShaderVariable *>::const_iterator i=referenced_vars.begin(); i!=referenced_vars.end(); ++i)
- if((*i)->variable)
- {
- string replacement = (*i)->resolved_name;
- if(variable->scope==FRAGMENT && (*i)->variable->scope==VERTEX)
- replacement = "v_"+replacement;
- else if((*i)->inlined)
- {
- replacement = (*i)->get_expression();
- if((*i)->inline_parens)
- replacement = "("+replacement+")";
- }
- if(replacement!=(*i)->name)
- replace_map[(*i)->name] = replacement;
- }
-
- if(replace_map.empty())
- return variable->expression;
- else
- return replace_identifiers(variable->expression, replace_map);
-}
-
-
-ProgramBuilder::StandardFeatures::Loader::Loader(StandardFeatures &f):
- DataFile::ObjectLoader<StandardFeatures>(f)
-{
- add("lighting", &StandardFeatures::lighting);
- add("material", &StandardFeatures::material);
- add("normalmap", &StandardFeatures::normalmap);
- add("reflection", &StandardFeatures::reflection);
- add("shadow", &StandardFeatures::shadow);
- add("specular", &StandardFeatures::specular);
- add("texture", &StandardFeatures::texture);
- add("transform", &StandardFeatures::transform);
-}
-
-} // namespace GL
-} // namespace Msp