X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fprogrambuilder.cpp;h=0f29675f19dd3e45e4a63633747c6d31093f5680;hb=739769e449eac552813b01f8dbec89a579443715;hp=c97ec1cb490b1943e38f58544a522a6a22349b99;hpb=1cd9239578c0073cd33de9ec96bf94ac1eafcc36;p=libs%2Fgl.git diff --git a/source/programbuilder.cpp b/source/programbuilder.cpp index c97ec1cb..0f29675f 100644 --- a/source/programbuilder.cpp +++ b/source/programbuilder.cpp @@ -1,5 +1,7 @@ #include +#include #include +#include "extension.h" #include "program.h" #include "programbuilder.h" #include "shader.h" @@ -37,27 +39,34 @@ Naming conventions: /* 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", "vec4", "frag_color", "g" }, + { FRAGMENT, "frag_color", "vec4", "color_base", "!t" }, + { FRAGMENT, "frag_color", "vec4", "tex_sample", "!l!s!mt" }, + { FRAGMENT, "frag_color", "vec4", "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" }, @@ -65,35 +74,33 @@ const ProgramBuilder::StandardVariable ProgramBuilder::standard_variables[] = { 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", "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", "!c" }, - { FRAGMENT, "normal_sample", "vec3", "sample_normalmap(texture_coord)", "c" }, - { FRAGMENT, "tex_sample", "vec4", "texture2D(texture, texture_coord)", "!c" }, - { FRAGMENT, "tex_sample", "vec4", "sample_texture(texture_coord)", "c" }, - - { 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 }, + { FRAGMENT, "normal_sample", "vec3", "texture2D(normalmap, texture_coord).xyz", 0 }, + { FRAGMENT, "tex_sample", "vec4", "texture2D(texture, texture_coord)", 0 }, + + { VERTEX, "gl_Position", "vec4", "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 }, @@ -105,16 +112,100 @@ const ProgramBuilder::StandardVariable ProgramBuilder::standard_variables[] = { 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) { @@ -134,13 +225,26 @@ void ProgramBuilder::add_shaders(Program &prog) const list 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::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; @@ -149,7 +253,7 @@ void ProgramBuilder::add_shaders(Program &prog) const 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) @@ -161,15 +265,15 @@ void ProgramBuilder::add_shaders(Program &prog) const 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 identifiers = extract_identifiers(i->expression); + vector identifiers = extract_identifiers(def->expression); for(vector::const_iterator k=identifiers.begin(); k!=identifiers.end(); ++k) { // Use an existing variable if possible, but only if it's not fuzzy @@ -191,12 +295,23 @@ void ProgramBuilder::add_shaders(Program &prog) const if(optimize) { for(list::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"); @@ -208,40 +323,44 @@ string ProgramBuilder::create_source(const list &variables, Va { string source; + if(!features.legacy) + source += "#version 130\n"; + for(list::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::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 varyings; for(list::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"; - } - else if(scope==FRAGMENT && features.colorify) - { - if(features.texture) - source += "vec4 sample_texture(vec2);\n"; - if(features.normalmap) - source += "vec3 sample_normalmap(vec2);\n"; - } + for(list::const_iterator i=variables.begin(); i!=variables.end(); ++i) + if((*i)->referenced_by.empty() && (*i)->resolved_name.compare(0, 3, "gl_")) + source += format("out %s %s;\n", (*i)->variable->type, (*i)->resolved_name); source += "void main()\n{\n"; @@ -249,7 +368,7 @@ string ProgramBuilder::create_source(const list &variables, Va if((*i)->variable->scope==scope && !(*i)->inlined) { source += '\t'; - if((*i)->variable->type) + if(!(*i)->referenced_by.empty()) { source += (*i)->variable->type; source += ' '; @@ -375,7 +494,8 @@ vector ProgramBuilder::extract_identifiers(const char *expression) { vector 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)); @@ -388,7 +508,8 @@ string ProgramBuilder::replace_identifiers(const char *expression, const map=Version(1, 30))) { } string ProgramBuilder::StandardFeatures::create_flags() const @@ -436,10 +556,8 @@ string ProgramBuilder::StandardFeatures::create_flags() const flags += 's'; if(reflection) flags += 'e'; - if(transform) - flags += 'r'; - if(colorify) - flags += 'c'; + if(legacy) + flags += 'g'; return flags; } @@ -454,12 +572,13 @@ ProgramBuilder::ShaderVariable::ShaderVariable(const std::string &n): inline_parens(false) { } -void ProgramBuilder::ShaderVariable::resolve(const StandardVariable &var) +void ProgramBuilder::ShaderVariable::resolve(const VariableDefinition &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) @@ -505,10 +624,13 @@ void ProgramBuilder::ShaderVariable::update_reference(ShaderVariable &from, Shad 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::const_iterator i=referenced_by.begin(); i!=referenced_by.end(); ++i) @@ -546,7 +668,7 @@ string ProgramBuilder::ShaderVariable::get_expression() const 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) { @@ -568,7 +690,7 @@ string ProgramBuilder::ShaderVariable::get_expression() const ProgramBuilder::StandardFeatures::Loader::Loader(StandardFeatures &f): DataFile::ObjectLoader(f) { - add("colorify", &StandardFeatures::colorify); + add("custom", &StandardFeatures::custom); add("lighting", &StandardFeatures::lighting); add("material", &StandardFeatures::material); add("normalmap", &StandardFeatures::normalmap); @@ -576,7 +698,6 @@ ProgramBuilder::StandardFeatures::Loader::Loader(StandardFeatures &f): add("shadow", &StandardFeatures::shadow); add("specular", &StandardFeatures::specular); add("texture", &StandardFeatures::texture); - add("transform", &StandardFeatures::transform); } } // namespace GL