X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fprogrambuilder.h;h=97a706e077d93d3729c65eba5290c5a6a5b285e2;hb=06817138c8f234e299a137fab94fb956169d21c5;hp=1f9bb846aa0b5729a0ffb3583d5d3e939861b2c1;hpb=0687d51f638169ffe55ad27e71ae99508ef3c38c;p=libs%2Fgl.git diff --git a/source/programbuilder.h b/source/programbuilder.h index 1f9bb846..97a706e0 100644 --- a/source/programbuilder.h +++ b/source/programbuilder.h @@ -20,12 +20,43 @@ public: /** Generates shaders with common features. + +The shader generation model is based on variable substitutions. Initially, a +goal variable is given for each shader stage. The expression for computing +each variable is examined for further variable definitions. When there are no +more known variables available for substitution, the process terminates. Any +unknown variables at this point are assumed to be provided by OpenGL. + +Variables can be defined in a number of scopes. The scope of a variable +determines where its value is computed. If a variable is referenced from a +scope that comes after the declaration scope, an interface variable is +automatically emitted. + +Generated shaders are normally optimized by inlining variables with a single +reference into the expression referencing them. This can result in expressions +of several hundreds of characters in length, so optimizations can be disabled +with the set_optimize() method for debugging purposes. + +Custom variables can be injected to the generated shaders with the custom +member of the StandardFeatures struct. The syntax is: + + := [ ...] + := [= ] ; + := uniform | attribute | vertex | fragment + := (any GLSL type) + := (valid identifier) + := (GLSL expression) + +The custom variables should always include at least one override for a built-in +variable; otherwise they will be ignored as no built-in expression references +them. */ class ProgramBuilder { public: /** - Describes the features of a standard shader program. + Describes the features of a standard shader program. All boolean features + default to false unless stated otherwise. */ struct StandardFeatures { @@ -35,16 +66,49 @@ public: Loader(StandardFeatures &); }; + /** Use a diffuse map texture. */ bool texture; + + /** Use material properties if lighting is true, or vertex colors if + lighting is false. */ bool material; + + /** Use lighting to compute the brightness of surfaces. */ bool lighting; + + /** Number of lights to use in lighting calculations. Defaults to 1. */ unsigned max_lights; + + /** Use a skylight component for ambient lighting. */ bool skylight; + + bool fog; + + /** Use a specular lighting component. */ bool specular; + + /** Use a normal map texture. Only used if lighting is true. */ bool normalmap; + + /** Use a shadow map. Requires a ShadowMap effect or equivalent in the + pipeline. */ bool shadow; + + /** Use a reflection cube map. Requires an EnvironmentMap effect or + equivalend in the pipeline. */ bool reflection; + + /** Clip primitives against user defined clip planes. */ + bool clipping; + + /** Number of clipping planes to process. */ + unsigned max_clip_planes; + + /** Force the use of legacy shaders conforming to GLSL 1.10. Defaults + to true if the version of GLSL is less than 1.30, false otherwise. */ bool legacy; + + /** Custom variables to use in the shader. */ std::string custom; StandardFeatures(); @@ -68,7 +132,6 @@ private: NO_INTERFACE = 0, INPUT = 1, OUTPUT = 2, - PASSTHROUGH = INPUT|OUTPUT, GOAL = 4 }; @@ -87,6 +150,7 @@ private: const VariableDefinition *variable; const VariableDefinition *type; std::string resolved_name; + std::string resolved_block; bool fuzzy_space; std::string resolved_space; bool array_sum; @@ -127,6 +191,7 @@ private: StandardFeatures features; std::list custom_variables; std::string feature_flags; + std::map aliases; bool optimize; static const VariableDefinition standard_variables[]; @@ -135,16 +200,24 @@ private: public: ProgramBuilder(const StandardFeatures &); + /// Enable or disable optimization. Defaults to enabled. void set_optimize(bool); + + /// Create a new Program with the features associated with the builder. Program *create_program() const; + + /// Generate shaders and add them to an existing program. void add_shaders(Program &) const; + private: std::string create_source(const std::list &, VariableScope) const; bool evaluate_flags(const char *) const; + static const char *unqualified_name(const char *); static MatchType name_match(const char *, const char *, const char ** = 0); static bool parse_identifier(const char *, unsigned &, unsigned &); static std::vector extract_identifiers(const char *); - static std::string replace_identifiers(const char *, const std::map &); + static std::string replace_identifiers(const char *, const std::map &, bool = false); + std::string create_expression(const ShaderVariable &, const char * = 0) const; }; } // namespace GL