#include <algorithm>
+#include <cstring>
#include <msp/strings/format.h>
#include "program.h"
#include "programbuilder.h"
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, "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, "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", "!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", "normal_sample*2.0-1.0", "n" },
{ 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 },
+ { 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.xy", 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, "!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 }
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)
{
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(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");
{
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==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
shadow(false),
reflection(false),
transform(false),
- colorify(false)
+ colorify(false),
+ legacy(!(get_glsl_version()>=Version(1, 30)))
{ }
string ProgramBuilder::StandardFeatures::create_flags() const
flags += 'r';
if(colorify)
flags += 'c';
+ if(legacy)
+ flags += 'g';
return flags;
}
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)
{