From: Mikko Rasa Date: Sun, 15 Dec 2013 23:22:54 +0000 (+0200) Subject: Support generating modern, GLSL 1.30+ shaders with ProgramBuilder X-Git-Url: http://git.tdb.fi/?a=commitdiff_plain;h=dd6b80599116d6e61f3ea6c7a917586def15e3a3;p=libs%2Fgl.git Support generating modern, GLSL 1.30+ shaders with ProgramBuilder --- diff --git a/source/programbuilder.cpp b/source/programbuilder.cpp index 30457838..88183bcc 100644 --- a/source/programbuilder.cpp +++ b/source/programbuilder.cpp @@ -1,4 +1,5 @@ #include +#include #include #include "program.h" #include "programbuilder.h" @@ -39,25 +40,32 @@ 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", "!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" }, @@ -65,7 +73,7 @@ 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" }, @@ -75,25 +83,29 @@ const ProgramBuilder::StandardVariable ProgramBuilder::standard_variables[] = { 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 }, @@ -105,6 +117,13 @@ 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, "!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 } @@ -134,7 +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) { @@ -191,12 +210,23 @@ 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(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"); @@ -208,27 +238,44 @@ 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==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 @@ -416,7 +463,8 @@ ProgramBuilder::StandardFeatures::StandardFeatures(): shadow(false), reflection(false), transform(false), - colorify(false) + colorify(false), + legacy(!(get_glsl_version()>=Version(1, 30))) { } string ProgramBuilder::StandardFeatures::create_flags() const @@ -442,6 +490,8 @@ string ProgramBuilder::StandardFeatures::create_flags() const flags += 'r'; if(colorify) flags += 'c'; + if(legacy) + flags += 'g'; return flags; } @@ -507,10 +557,13 @@ 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) @@ -548,7 +601,7 @@ 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) { diff --git a/source/programbuilder.h b/source/programbuilder.h index a6eb3fde..6845f4a9 100644 --- a/source/programbuilder.h +++ b/source/programbuilder.h @@ -31,6 +31,7 @@ public: bool reflection; bool transform; bool colorify; + bool legacy; StandardFeatures(); @@ -75,7 +76,7 @@ private: void resolve_space(const std::string &); void add_reference(ShaderVariable &); void update_reference(ShaderVariable &, ShaderVariable &); - void check_inline(); + void check_inline(bool); bool is_referenced_from(VariableScope) const; std::string get_expression() const; };