X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fprogrambuilder.cpp;h=88183bccf9b6094880b9532f7aa36c6af8d84301;hb=dd6b80599116d6e61f3ea6c7a917586def15e3a3;hp=46f7c153b5fbb9132910875a48a13353a2941e68;hpb=9034e81679eeeaa3d1d5d643d3f924d9edb45a68;p=libs%2Fgl.git diff --git a/source/programbuilder.cpp b/source/programbuilder.cpp index 46f7c153..88183bcc 100644 --- a/source/programbuilder.cpp +++ b/source/programbuilder.cpp @@ -1,8 +1,10 @@ #include +#include #include #include "program.h" #include "programbuilder.h" #include "shader.h" +#include "vertexformat.h" using namespace std; @@ -18,6 +20,7 @@ Naming conventions: eye_* Eye space tbn_* Tangent-Binormal-Normal space shd_* Shadow space + env_* Environment space *_dir Direction vector zzz_* Wildcard space, resolved by the builder @@ -37,57 +40,90 @@ Naming conventions: anything that might need them. */ const ProgramBuilder::StandardVariable ProgramBuilder::standard_variables[] = { - { FRAGMENT, "gl_FragColor", 0, "color_base", "!t" }, - { FRAGMENT, "gl_FragColor", 0, "tex_sample*color_base", "t" }, - { FRAGMENT, "color_base", "vec4", "color_unlit", "!l!s" }, - { FRAGMENT, "color_base", "vec4", "color_unlit*vec4(vec3(l_shadow), 1.0)", "!ls" }, - { 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, "color_unlit", "vec4", "vec4(1.0)", "!m" }, - { FRAGMENT, "color_unlit", "vec4", "color", "m" }, - { FRAGMENT, "rgb_light_full", "vec3", "rgb_light_shadow+gl_FrontLightModelProduct.sceneColor.rgb", "m" }, + { 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, 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+ambient_product_diffuse.rgb", "m" }, + { FRAGMENT, "ambient_product_diffuse", "vec4", "gl_FrontLightModelProduct.sceneColor", "g" }, + { FRAGMENT, "ambient_product_diffuse", "vec4", "ambient_color*material.diffuse", "!g" }, { 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*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", "shadow2D(shadow, shd_vertex).r", 0 }, + { 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, "zzz_reflect_dir", "vec3", "reflect(zzz_incident_dir, n_zzz_normal)", 0 }, + { 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, "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", 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", "!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, "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_vertex", "vec4", "eye_obj_matrix*vertex", "!r" }, + { VERTEX, "eye_vertex", "vec4", "transform_vertex(vertex)", "r" }, + { VERTEX, "eye_normal", "vec3", "eye_obj_normal_matrix*normal", "!r" }, + { VERTEX, "eye_normal", "vec3", "transform_normal(normal)", "r" }, + { VERTEX, "eye_tangent", "vec3", "eye_obj_normal_matrix*tangent", "!r" }, { VERTEX, "eye_tangent", "vec3", "transform_normal(tangent)", "r" }, - { VERTEX, "eye_binormal", "vec3", "gl_NormalMatrix*binormal", "!r" }, + { VERTEX, "eye_binormal", "vec3", "eye_obj_normal_matrix*binormal", "!r" }, { VERTEX, "eye_binormal", "vec3", "transform_normal(binormal)", "r" }, - { VERTEX, "color", "vec4", "gl_Color", 0 }, - { VERTEX, "texture_coord", "vec2", "gl_MultiTexCoord0", 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, "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 }, + { 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, "!g" }, + { 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 } @@ -95,9 +131,15 @@ const ProgramBuilder::StandardVariable ProgramBuilder::standard_variables[] = ProgramBuilder::ProgramBuilder(const StandardFeatures &f): features(f), - feature_flags(features.create_flags()) + feature_flags(features.create_flags()), + optimize(true) { } +void ProgramBuilder::set_optimize(bool o) +{ + optimize = o; +} + Program *ProgramBuilder::create_program() const { Program *prog = new Program; @@ -111,7 +153,7 @@ 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) { @@ -165,46 +207,93 @@ 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(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(get_component_type(VERTEX4), "vertex"); + if(features.lighting) + prog.bind_attribute(get_component_type(NORMAL3), "normal"); + else if(features.material) + prog.bind_attribute(get_component_type(COLOR4_FLOAT), "color"); + if(features.texture || features.normalmap) + prog.bind_attribute(get_component_type(TEXCOORD4), "texcoord"); + } + 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 &variables, VariableScope scope) const { 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==FRAGMENT && !features.legacy) + source += "out vec4 frag_color;\n"; + 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"; + } source += "void main()\n{\n"; for(list::const_iterator i=variables.begin(); i!=variables.end(); ++i) - if((*i)->variable->scope==scope) + if((*i)->variable->scope==scope && !(*i)->inlined) { source += '\t'; if((*i)->variable->type) @@ -218,7 +307,12 @@ string ProgramBuilder::create_source(const list &variables, Va if(scope==VERTEX) { for(list::const_iterator i=varyings.begin(); i!=varyings.end(); ++i) - source += format("\tv_%s = %s;\n", (*i)->resolved_name, (*i)->resolved_name); + { + 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 += '}'; @@ -328,7 +422,8 @@ 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)); @@ -341,7 +436,8 @@ string ProgramBuilder::replace_identifiers(const char *expression, const map=Version(1, 30))) { } string ProgramBuilder::StandardFeatures::create_flags() const @@ -390,6 +488,10 @@ string ProgramBuilder::StandardFeatures::create_flags() const flags += 'e'; if(transform) flags += 'r'; + if(colorify) + flags += 'c'; + if(legacy) + flags += 'g'; return flags; } @@ -399,7 +501,9 @@ ProgramBuilder::ShaderVariable::ShaderVariable(const std::string &n): name(n), variable(0), resolved_name(n), - fuzzy_space(name.find("zzz")!=string::npos) + fuzzy_space(name.find("zzz")!=string::npos), + inlined(false), + inline_parens(false) { } void ProgramBuilder::ShaderVariable::resolve(const StandardVariable &var) @@ -414,6 +518,7 @@ void ProgramBuilder::ShaderVariable::resolve(ShaderVariable &var) { for(list::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) @@ -452,6 +557,35 @@ void ProgramBuilder::ShaderVariable::update_reference(ShaderVariable &from, Shad resolve_space(to.resolved_space); } +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) + 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::const_iterator i=referenced_by.begin(); i!=referenced_by.end(); ++i) @@ -466,11 +600,17 @@ string ProgramBuilder::ShaderVariable::get_expression() const for(list::const_iterator i=referenced_vars.begin(); i!=referenced_vars.end(); ++i) if((*i)->variable) { - string var_name = (*i)->resolved_name; - if(variable->scope==FRAGMENT && (*i)->variable->scope==VERTEX) - var_name = "v_"+var_name; - if(var_name!=(*i)->name) - replace_map[(*i)->name] = var_name; + string replacement = (*i)->resolved_name; + if(variable->scope==FRAGMENT && ((*i)->variable->scope==VERTEX || (*i)->variable->scope==ATTRIBUTE)) + 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()) @@ -483,6 +623,7 @@ string ProgramBuilder::ShaderVariable::get_expression() const ProgramBuilder::StandardFeatures::Loader::Loader(StandardFeatures &f): DataFile::ObjectLoader(f) { + add("colorify", &StandardFeatures::colorify); add("lighting", &StandardFeatures::lighting); add("material", &StandardFeatures::material); add("normalmap", &StandardFeatures::normalmap);