#include <algorithm>
+#include <cstring>
#include <msp/strings/format.h>
+#include "extension.h"
#include "program.h"
#include "programbuilder.h"
#include "shader.h"
/* The array are stored in reverse order, so that variables always come after
anything that might need them. */
-const ProgramBuilder::StandardVariable ProgramBuilder::standard_variables[] =
+const ProgramBuilder::VariableDefinition 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, "gl_FragColor", 0, "frag_color", "g" },
+ { FRAGMENT, "frag_color", 0, "color_base", "!t" },
+ { FRAGMENT, "frag_color", 0, "tex_sample", "!l!s!mt" },
+ { FRAGMENT, "frag_color", 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_env, 1.0)", "l!m" },
- { FRAGMENT, "color_base", "vec4", "vec4(rgb_light_env, gl_FrontMaterial.diffuse.a)", "lm" },
+ { FRAGMENT, "color_base", "vec4", "vec4(rgb_light_env, material.diffuse.a)", "lm" },
{ FRAGMENT, "rgb_light_env", "vec3", "rgb_light_full+reflect_sample.rgb*reflectivity", "e" },
{ FRAGMENT, "rgb_light_env", "vec3", "rgb_light_full", "!e" },
- { FRAGMENT, "rgb_light_full", "vec3", "rgb_light_shadow+gl_FrontLightModelProduct.sceneColor.rgb", "m" },
+ { FRAGMENT, "rgb_light_full", "vec3", "rgb_light_shadow+ambient_product_diffuse.rgb", "m" },
{ FRAGMENT, "rgb_light_full", "vec3", "rgb_light_shadow", "!m" },
+ { FRAGMENT, "ambient_product_diffuse", "vec4", "gl_FrontLightModelProduct.sceneColor", "g" },
+ { FRAGMENT, "ambient_product_diffuse", "vec4", "ambient_color*material.diffuse", "!g" },
{ 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, "rgb_light", "vec3", "l_diffuse*light_product_diffuse.rgb", "m!p" },
+ { FRAGMENT, "rgb_light", "vec3", "l_diffuse*light_product_diffuse.rgb+l_specular*light_product_specular.rgb", "mp" },
+ { FRAGMENT, "light_product_diffuse", "vec4", "gl_FrontLightProduct[0].diffuse", "g" },
+ { FRAGMENT, "light_product_diffuse", "vec4", "light_sources[0].diffuse*material.diffuse", "!g" },
+ { FRAGMENT, "light_product_specular", "vec4", "gl_FrontLightProduct[0].specular", "g" },
+ { FRAGMENT, "light_product_specular", "vec4", "light_sources[0].specular*material.specular", "!g" },
{ FRAGMENT, "reflect_sample", "vec4", "textureCube(environment, env_reflect_dir)", 0 },
{ FRAGMENT, "env_reflect_dir", "vec3", "env_eye_matrix*eye_reflect_dir", 0 },
{ FRAGMENT, "eye_reflect_dir", "vec3", "eye_tbn_matrix*tbn_reflect_dir", "n" },
{ 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, "l_specular", "float", "pow(max(dot(n_zzz_half_vec, n_zzz_normal), 0.0), material.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_tbn_normal", "vec3", "normal_sample*2.0-1.0", "n" },
{ FRAGMENT, "n_eye_normal", "vec3", "normalize(eye_normal)", "!n" },
+ { FRAGMENT, "normal_sample", "vec3", "texture2D(normalmap, texture_coord).xyz", 0 },
{ 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, "gl_Position", 0, "projection_matrix*eye_vertex", 0 },
+ { 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" },
+ { VERTEX, "shd_vertex", "vec3", "(shd_eye_matrix*eye_vertex).xyz", "!g" },
{ 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, "eye_light_dir", "vec3", "normalize(eye_light_position.xyz-eye_vertex.xyz*eye_light_position.w)", 0 },
+ { VERTEX, "eye_light_position", "vec4", "light_sources[0].position", 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 },
-
+ { VERTEX, "eye_vertex", "vec4", "eye_obj_matrix*vertex", 0 },
+ { VERTEX, "eye_normal", "vec3", "eye_obj_normal_matrix*normal", 0 },
+ { VERTEX, "eye_tangent", "vec3", "eye_obj_normal_matrix*tangent", 0 },
+ { VERTEX, "eye_binormal", "vec3", "eye_obj_normal_matrix*binormal", 0 },
+ { VERTEX, "texture_coord", "vec2", "texcoord.xy", 0 },
+
+ { ATTRIBUTE, "vertex", "vec4", "gl_Vertex", 0 },
+ { ATTRIBUTE, "texcoord", "vec4", "gl_MultiTexCoord0", 0 },
+ { ATTRIBUTE, "color", "vec4", "gl_Color", 0 },
+ { ATTRIBUTE, "normal", "vec3", "gl_Normal", 0 },
{ ATTRIBUTE, "tangent", "vec3", 0, 0 },
{ ATTRIBUTE, "binormal", "vec3", 0, 0 },
{ UNIFORM, "environment", "samplerCube", 0, 0 },
{ UNIFORM, "env_eye_matrix", "mat3", 0, 0 },
{ UNIFORM, "reflectivity", "float", 0, 0 },
+ { UNIFORM, "eye_obj_matrix", "mat4", "gl_ModelViewMatrix", 0 },
+ { UNIFORM, "eye_obj_normal_matrix", "mat3", "gl_NormalMatrix", 0 },
+ { UNIFORM, "projection_matrix", "mat4", "gl_ProjectionMatrix", 0 },
+ { UNIFORM, "shd_eye_matrix", "mat4", 0, 0 },
+ { UNIFORM, "light_sources", "struct { vec4 position; vec4 diffuse; vec4 specular; } %s[2]", "gl_LightSource", 0 },
+ { UNIFORM, "ambient_color", "vec4", 0, 0 },
+ { UNIFORM, "material", "struct { vec4 ambient; vec4 diffuse; vec4 specular; float shininess; }", "gl_FrontMaterial", 0 },
// Terminator entry
- { NO_SCOPE, 0, 0, 0, 0 }
+ { NO_SCOPE, 0, 0, 0, 0 }
};
ProgramBuilder::ProgramBuilder(const StandardFeatures &f):
features(f),
feature_flags(features.create_flags()),
optimize(true)
-{ }
+{
+ if(!features.custom.empty())
+ {
+ const char *whitespace = " \t\n";
+ string::size_type start = 0;
+ while(1)
+ {
+ start = features.custom.find_first_not_of(whitespace, start);
+ if(start==string::npos)
+ break;
+
+ string::size_type semicolon = features.custom.find(';', start);
+ if(semicolon==start)
+ {
+ ++start;
+ continue;
+ }
+ else if(semicolon==string::npos)
+ throw invalid_variable_definition(features.custom.substr(start));
+
+ string::size_type equals = features.custom.find('=', start);
+ if(equals>semicolon)
+ equals = string::npos;
+
+ VariableDefinition var;
+ string::size_type decl_end = min(equals, semicolon);
+ for(unsigned i=0;; ++i)
+ {
+ string::size_type word_end = features.custom.find_first_of(whitespace, start);
+ word_end = min(word_end, decl_end);
+ features.custom[word_end] = 0;
+
+ const char *word = &features.custom[start];
+ if(i==0)
+ {
+ if(!strcmp(word, "uniform"))
+ var.scope = UNIFORM;
+ else if(!strcmp(word, "attribute"))
+ var.scope = ATTRIBUTE;
+ else if(!strcmp(word, "vertex"))
+ var.scope = VERTEX;
+ else if(!strcmp(word, "fragment"))
+ var.scope = FRAGMENT;
+ else
+ throw invalid_variable_definition(word);
+ }
+ else if(i==1)
+ var.type = word;
+ else if(i==2)
+ var.name = word;
+
+ start = features.custom.find_first_not_of(whitespace, word_end+1);
+ if(start>=decl_end)
+ break;
+ }
+
+ if(equals!=string::npos)
+ {
+ start = features.custom.find_first_not_of(whitespace, equals+1);
+ if(start>=semicolon)
+ throw invalid_variable_definition("no expression");
+ features.custom[semicolon] = 0;
+ var.expression = &features.custom[start];
+ }
+ else
+ var.expression = 0;
+
+ var.flags = 0;
+ for(const VariableDefinition *j=standard_variables; j->name; ++j)
+ if(!strcmp(var.name, j->name))
+ var.flags = "o";
+
+ custom_variables.push_front(var);
+
+ start = semicolon+1;
+ }
+ }
+}
void ProgramBuilder::set_optimize(bool o)
{
list<ShaderVariable *> resolved_vars;
variables.push_front(ShaderVariable("gl_Position"));
- variables.push_front(ShaderVariable("gl_FragColor"));
+ variables.push_front(ShaderVariable(features.legacy ? "gl_FragColor" : "frag_color"));
- for(const StandardVariable *i=standard_variables; i->name; ++i)
+ list<VariableDefinition>::const_iterator next_custom = custom_variables.begin();
+ for(const VariableDefinition *i=standard_variables; i->name; )
{
- // Skip over anything that isn't used with the supplied flags
- if(i->flags && !evaluate_flags(i->flags))
- continue;
+ const VariableDefinition *def = 0;
+ if(next_custom!=custom_variables.end() && (!strcmp(next_custom->name, i->name) || !next_custom->flags))
+ {
+ def = &*next_custom;
+ ++next_custom;
+ }
+ else
+ {
+ def = i;
+ ++i;
+
+ // Skip over anything that isn't used with the supplied flags
+ if(def->flags && !evaluate_flags(def->flags))
+ continue;
+ }
// See if this variable can satisfy any unresolved variables
ShaderVariable *last_resolved = 0;
if(j->variable)
continue;
- if(!name_match(i->name, j->resolved_name.c_str()))
+ if(!name_match(def->name, j->resolved_name.c_str()))
continue;
if(last_resolved)
continue;
}
- j->resolve(*i);
+ j->resolve(*def);
resolved_vars.push_front(&*j);
if(!j->fuzzy_space)
last_resolved = &*j;
- if(!i->expression)
+ if(!def->expression)
continue;
- vector<string> identifiers = extract_identifiers(i->expression);
+ vector<string> identifiers = extract_identifiers(def->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
if(optimize)
{
for(list<ShaderVariable *>::const_iterator i=resolved_vars.begin(); i!=resolved_vars.end(); ++i)
- (*i)->check_inline();
+ (*i)->check_inline(features.legacy);
}
prog.attach_shader_owned(new VertexShader(create_source(resolved_vars, VERTEX)));
prog.attach_shader_owned(new FragmentShader(create_source(resolved_vars, FRAGMENT)));
+ if(!features.legacy)
+ {
+ prog.bind_fragment_data(0, "frag_color");
+ prog.bind_attribute(VERTEX4, "vertex");
+ if(features.lighting)
+ prog.bind_attribute(NORMAL3, "normal");
+ else if(features.material)
+ prog.bind_attribute(COLOR4_FLOAT, "color");
+ if(features.texture || features.normalmap)
+ prog.bind_attribute(TEXCOORD4, "texcoord");
+ }
if(features.normalmap)
{
prog.bind_attribute(get_component_type(TANGENT3), "tangent");
{
string source;
+ if(!features.legacy)
+ source += "#version 130\n";
+
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((*i)->variable->scope==UNIFORM && (*i)->is_referenced_from(scope) && !(*i)->inlined)
+ {
+ if(strchr((*i)->variable->type, '%'))
+ source += format("uniform %s;\n", format((*i)->variable->type, (*i)->resolved_name));
+ else
+ source += format("uniform %s %s;\n", (*i)->variable->type, (*i)->resolved_name);
+ }
if(scope==VERTEX)
{
+ const char *qualifier = (features.legacy ? "attribute" : "in");
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);
+ if((*i)->variable->scope==ATTRIBUTE && !(*i)->inlined)
+ source += format("%s %s %s;\n", qualifier, (*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))
+ if(((*i)->variable->scope==VERTEX || (*i)->variable->scope==ATTRIBUTE) && (*i)->is_referenced_from(FRAGMENT))
{
varyings.push_back(*i);
- source += format("varying %s v_%s;\n", (*i)->variable->type, (*i)->resolved_name);
+ const char *qualifier;
+ if(!features.legacy)
+ qualifier = (scope==VERTEX ? "out" : "in");
+ else
+ qualifier = "varying";
+ source += format("%s %s v_%s;\n", qualifier, (*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";
- }
+ if(scope==FRAGMENT && !features.legacy)
+ source += "out vec4 frag_color;\n";
source += "void main()\n{\n";
{
vector<string> result;
const char *ptr = expression;
- unsigned start, length;
+ unsigned start = 0;
+ unsigned length = 0;
while(parse_identifier(ptr, start, length))
{
result.push_back(string(ptr+start, length));
{
string result;
const char *ptr = expression;
- unsigned start, length;
+ unsigned start = 0;
+ unsigned length = 0;
while(parse_identifier(ptr, start, length))
{
result.append(ptr, start);
normalmap(false),
shadow(false),
reflection(false),
- transform(false)
+ legacy(!(get_glsl_version()>=Version(1, 30)))
{ }
string ProgramBuilder::StandardFeatures::create_flags() const
flags += 's';
if(reflection)
flags += 'e';
- if(transform)
- flags += 'r';
+ if(legacy)
+ flags += 'g';
return flags;
}
inline_parens(false)
{ }
-void ProgramBuilder::ShaderVariable::resolve(const StandardVariable &var)
+void ProgramBuilder::ShaderVariable::resolve(const VariableDefinition &var)
{
variable = &var;
const char *space = 0;
resolve_space(to.resolved_space);
}
-void ProgramBuilder::ShaderVariable::check_inline()
+void ProgramBuilder::ShaderVariable::check_inline(bool allow_legacy)
{
if(variable->expression)
{
+ if(!allow_legacy && !strncmp(variable->expression, "gl_", 3))
+ return;
+
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)
{
string replacement = (*i)->resolved_name;
- if(variable->scope==FRAGMENT && (*i)->variable->scope==VERTEX)
+ if(variable->scope==FRAGMENT && ((*i)->variable->scope==VERTEX || (*i)->variable->scope==ATTRIBUTE))
replacement = "v_"+replacement;
else if((*i)->inlined)
{
ProgramBuilder::StandardFeatures::Loader::Loader(StandardFeatures &f):
DataFile::ObjectLoader<StandardFeatures>(f)
{
+ add("custom", &StandardFeatures::custom);
add("lighting", &StandardFeatures::lighting);
add("material", &StandardFeatures::material);
add("normalmap", &StandardFeatures::normalmap);
add("shadow", &StandardFeatures::shadow);
add("specular", &StandardFeatures::specular);
add("texture", &StandardFeatures::texture);
- add("transform", &StandardFeatures::transform);
}
} // namespace GL