2 #include <msp/strings/format.h>
4 #include "programbuilder.h"
6 #include "vertexformat.h"
16 l_* Lighting component
20 tbn_* Tangent-Binormal-Normal space
22 env_* Environment space
23 *_dir Direction vector
25 zzz_* Wildcard space, resolved by the builder
26 All wildcard spaces within an expression must match
28 xxx_yyy_* Matrix that transforms between yyy to xxx
29 The vector is on the side of its designated space, result will be
31 *_matrix A matrix (duh)
32 *_rmatrix A mat4 that works with a row vector
34 rgb_* Color with rgb components only
35 color_* Color with rgba components
38 /* The array are stored in reverse order, so that variables always come after
39 anything that might need them. */
40 const ProgramBuilder::StandardVariable ProgramBuilder::standard_variables[] =
42 { FRAGMENT, "gl_FragColor", 0, "color_base", "!t" },
43 { FRAGMENT, "gl_FragColor", 0, "tex_sample", "!l!s!mt" },
44 { FRAGMENT, "gl_FragColor", 0, "tex_sample*color_base", "l|s|mt" },
45 { FRAGMENT, "color_base", "vec4", "vec4(1.0)", "!l!s!m" },
46 { FRAGMENT, "color_base", "vec4", "color", "!l!sm" },
47 { FRAGMENT, "color_base", "vec4", "vec4(vec3(l_shadow), 1.0)", "!ls!m" },
48 { FRAGMENT, "color_base", "vec4", "color*vec4(vec3(l_shadow), 1.0)", "!lsm" },
49 { FRAGMENT, "color_base", "vec4", "vec4(rgb_light_env, 1.0)", "l!m" },
50 { FRAGMENT, "color_base", "vec4", "vec4(rgb_light_env, gl_FrontMaterial.diffuse.a)", "lm" },
51 { FRAGMENT, "rgb_light_env", "vec3", "rgb_light_full+reflect_sample.rgb*reflectivity", "e" },
52 { FRAGMENT, "rgb_light_env", "vec3", "rgb_light_full", "!e" },
53 { FRAGMENT, "rgb_light_full", "vec3", "rgb_light_shadow+gl_FrontLightModelProduct.sceneColor.rgb", "m" },
54 { FRAGMENT, "rgb_light_full", "vec3", "rgb_light_shadow", "!m" },
55 { FRAGMENT, "rgb_light_shadow", "vec3", "rgb_light*l_shadow", "s" },
56 { FRAGMENT, "rgb_light_shadow", "vec3", "rgb_light", "!s" },
57 { FRAGMENT, "rgb_light", "vec3", "vec3(l_diffuse)", "!m!p" },
58 { FRAGMENT, "rgb_light", "vec3", "vec3(l_diffuse+l_specular)", "!mp" },
59 { FRAGMENT, "rgb_light", "vec3", "l_diffuse*gl_FrontLightProduct[0].diffuse.rgb", "m!p" },
60 { FRAGMENT, "rgb_light", "vec3", "l_diffuse*gl_FrontLightProduct[0].diffuse.rgb+l_specular*gl_FrontLightProduct[0].specular.rgb", "mp" },
61 { FRAGMENT, "reflect_sample", "vec4", "textureCube(environment, env_reflect_dir)", 0 },
62 { FRAGMENT, "env_reflect_dir", "vec3", "env_eye_matrix*eye_reflect_dir", 0 },
63 { FRAGMENT, "eye_reflect_dir", "vec3", "eye_tbn_matrix*tbn_reflect_dir", "n" },
64 { FRAGMENT, "zzz_reflect_dir", "vec3", "reflect(zzz_incident_dir, n_zzz_normal)", 0 },
65 { FRAGMENT, "l_shadow", "float", "mix(1.0, shadow_sample, shadow_darkness)", 0 },
66 { FRAGMENT, "shadow_sample", "float", "shadow2D(shadow, shd_vertex).r", 0 },
67 { FRAGMENT, "l_diffuse", "float", "max(dot(n_zzz_normal, n_zzz_light_dir), 0.0)", 0 },
68 { FRAGMENT, "l_specular", "float", "pow(max(dot(n_zzz_half_vec, n_zzz_normal), 0.0), gl_FrontMaterial.shininess)", 0 },
69 { FRAGMENT, "n_zzz_half_vec", "vec3", "normalize(zzz_light_dir-zzz_incident_dir)", 0 },
70 { FRAGMENT, "n_zzz_light_dir", "vec3", "normalize(zzz_light_dir)", 0 },
71 { FRAGMENT, "n_tbn_normal", "vec3", "texture2D(normalmap, texture_coord).xyz*2.0-1.0", "n" },
72 { FRAGMENT, "n_eye_normal", "vec3", "normalize(eye_normal)", "!n" },
73 { FRAGMENT, "tex_sample", "vec4", "texture2D(texture, texture_coord)", 0 },
75 { VERTEX, "gl_Position", 0, "gl_ProjectionMatrix*eye_vertex", 0 },
76 { VERTEX, "shd_vertex", "vec3", "(eye_vertex*eye_shd_rmatrix).xyz", 0 },
77 { 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 },
78 { VERTEX, "tbn_light_dir", "vec3", "eye_light_dir*eye_tbn_matrix", 0 },
79 { VERTEX, "eye_light_dir", "vec3", "normalize(gl_LightSource[0].position.xyz-eye_vertex.xyz*gl_LightSource[0].position.w)", 0 },
80 { VERTEX, "tbn_incident_dir", "vec3", "eye_incident_dir*eye_tbn_matrix", 0 },
81 { VERTEX, "eye_incident_dir", "vec3", "normalize(eye_vertex.xyz)", 0 },
82 { VERTEX, "eye_tbn_matrix", "mat3", "mat3(eye_tangent, eye_binormal, eye_normal)", 0 },
83 { VERTEX, "eye_vertex", "vec4", "gl_ModelViewMatrix*gl_Vertex", "!r" },
84 { VERTEX, "eye_vertex", "vec4", "transform_vertex(gl_Vertex)", "r" },
85 { VERTEX, "eye_normal", "vec3", "gl_NormalMatrix*gl_Normal", "!r" },
86 { VERTEX, "eye_normal", "vec3", "transform_normal(gl_Normal)", "r" },
87 { VERTEX, "eye_tangent", "vec3", "gl_NormalMatrix*tangent", "!r" },
88 { VERTEX, "eye_tangent", "vec3", "transform_normal(tangent)", "r" },
89 { VERTEX, "eye_binormal", "vec3", "gl_NormalMatrix*binormal", "!r" },
90 { VERTEX, "eye_binormal", "vec3", "transform_normal(binormal)", "r" },
91 { VERTEX, "color", "vec4", "gl_Color", 0 },
92 { VERTEX, "texture_coord", "vec2", "gl_MultiTexCoord0.xy", 0 },
94 { ATTRIBUTE, "tangent", "vec3", 0, 0 },
95 { ATTRIBUTE, "binormal", "vec3", 0, 0 },
97 { UNIFORM, "shadow_unit", "int", 0, 0 },
98 { UNIFORM, "texture", "sampler2D", 0, 0 },
99 { UNIFORM, "shadow", "sampler2DShadow", 0, 0 },
100 { UNIFORM, "shadow_darkness", "float", 0, 0 },
101 { UNIFORM, "normalmap", "sampler2D", 0, 0 },
102 { UNIFORM, "environment", "samplerCube", 0, 0 },
103 { UNIFORM, "env_eye_matrix", "mat3", 0, 0 },
104 { UNIFORM, "reflectivity", "float", 0, 0 },
107 { NO_SCOPE, 0, 0, 0, 0 }
110 ProgramBuilder::ProgramBuilder(const StandardFeatures &f):
112 feature_flags(features.create_flags()),
116 void ProgramBuilder::set_optimize(bool o)
121 Program *ProgramBuilder::create_program() const
123 Program *prog = new Program;
128 void ProgramBuilder::add_shaders(Program &prog) const
130 list<ShaderVariable> variables;
131 list<ShaderVariable *> resolved_vars;
133 variables.push_front(ShaderVariable("gl_Position"));
134 variables.push_front(ShaderVariable("gl_FragColor"));
136 for(const StandardVariable *i=standard_variables; i->name; ++i)
138 // Skip over anything that isn't used with the supplied flags
139 if(i->flags && !evaluate_flags(i->flags))
142 // See if this variable can satisfy any unresolved variables
143 ShaderVariable *last_resolved = 0;
144 for(list<ShaderVariable>::iterator j=variables.begin(); j!=variables.end(); ++j)
149 if(!name_match(i->name, j->resolved_name.c_str()))
154 /* We've already resolved a non-fuzzy variable in this iteration.
155 If there are multiple variables that can be resolved, they refer
156 to the same variable. */
157 j->resolve(*last_resolved);
162 resolved_vars.push_front(&*j);
169 vector<string> identifiers = extract_identifiers(i->expression);
170 for(vector<string>::const_iterator k=identifiers.begin(); k!=identifiers.end(); ++k)
172 // Use an existing variable if possible, but only if it's not fuzzy
173 ShaderVariable *var = 0;
174 for(list<ShaderVariable>::iterator l=variables.begin(); (!var && l!=variables.end()); ++l)
175 if(!l->fuzzy_space && l->resolved_name==*k)
180 variables.push_back(ShaderVariable(*k));
181 var = &variables.back();
183 j->add_reference(*var);
190 for(list<ShaderVariable *>::const_iterator i=resolved_vars.begin(); i!=resolved_vars.end(); ++i)
191 (*i)->check_inline();
194 prog.attach_shader_owned(new VertexShader(create_source(resolved_vars, VERTEX)));
195 prog.attach_shader_owned(new FragmentShader(create_source(resolved_vars, FRAGMENT)));
197 if(features.normalmap)
199 prog.bind_attribute(get_component_type(TANGENT3), "tangent");
200 prog.bind_attribute(get_component_type(BINORMAL3), "binormal");
204 string ProgramBuilder::create_source(const list<ShaderVariable *> &variables, VariableScope scope) const
208 for(list<ShaderVariable *>::const_iterator i=variables.begin(); i!=variables.end(); ++i)
209 if((*i)->variable->scope==UNIFORM && (*i)->is_referenced_from(scope))
210 source += format("uniform %s %s;\n", (*i)->variable->type, (*i)->resolved_name);
214 for(list<ShaderVariable *>::const_iterator i=variables.begin(); i!=variables.end(); ++i)
215 if((*i)->variable->scope==ATTRIBUTE)
216 source += format("attribute %s %s;\n", (*i)->variable->type, (*i)->resolved_name);
219 /* Any variables defined in vertex scope but referenced from fragment scope
220 should be exported as varyings over the interface. */
221 list<ShaderVariable *> varyings;
222 for(list<ShaderVariable *>::const_iterator i=variables.begin(); i!=variables.end(); ++i)
223 if((*i)->variable->scope==VERTEX && (*i)->is_referenced_from(FRAGMENT))
225 varyings.push_back(*i);
226 source += format("varying %s v_%s;\n", (*i)->variable->type, (*i)->resolved_name);
229 if(scope==VERTEX && features.transform)
231 // Add the prototypes here, until I come up with something better
232 source += "vec4 transform_vertex(vec4);\n";
233 source += "vec3 transform_normal(vec3);\n";
236 source += "void main()\n{\n";
238 for(list<ShaderVariable *>::const_iterator i=variables.begin(); i!=variables.end(); ++i)
239 if((*i)->variable->scope==scope && !(*i)->inlined)
242 if((*i)->variable->type)
244 source += (*i)->variable->type;
247 source += format("%s = %s;\n", (*i)->resolved_name, (*i)->get_expression());
252 for(list<ShaderVariable *>::const_iterator i=varyings.begin(); i!=varyings.end(); ++i)
255 source += format("\tv_%s = %s;\n", (*i)->resolved_name, (*i)->get_expression());
257 source += format("\tv_%s = %s;\n", (*i)->resolved_name, (*i)->resolved_name);
266 bool ProgramBuilder::evaluate_flags(const char *flags) const
273 for(const char *i=flags; *i; ++i)
275 if(*i>='a' && *i<='z')
277 bool found = (feature_flags.find(*i)!=string::npos);
279 cond = (cond || found);
281 cond = (cond && !found);
283 cond = (cond && found);
293 ProgramBuilder::MatchLevel ProgramBuilder::name_match(const char *n1, const char *n2, const char **space)
300 if(*n1==*n2 || *n1=='z' || *n2=='z')
304 int side = (*n1=='z' ? 1 : 2);
317 else if(i>=zzz+3 || side!=zside)
327 return (!*n1 && !*n2) ? zzz>=0 ? FUZZY : EXACT : NO_MATCH;
330 bool ProgramBuilder::parse_identifier(const char *ptr, unsigned &start, unsigned &length)
334 for(const char *i=ptr;; ++i)
340 if(isalpha(*i) || *i=='_')
355 if(!isalnum(*i) && *i!='_')
357 length = i-(ptr+start);
364 vector<string> ProgramBuilder::extract_identifiers(const char *expression)
366 vector<string> result;
367 const char *ptr = expression;
368 unsigned start, length;
369 while(parse_identifier(ptr, start, length))
371 result.push_back(string(ptr+start, length));
377 string ProgramBuilder::replace_identifiers(const char *expression, const map<string, string> &replace_map)
380 const char *ptr = expression;
381 unsigned start, length;
382 while(parse_identifier(ptr, start, length))
384 result.append(ptr, start);
385 string identifier(ptr+start, length);
386 map<string, string>::const_iterator i = replace_map.find(identifier);
387 if(i!=replace_map.end())
390 result += identifier;
398 ProgramBuilder::StandardFeatures::StandardFeatures():
409 string ProgramBuilder::StandardFeatures::create_flags() const
435 ProgramBuilder::ShaderVariable::ShaderVariable(const std::string &n):
439 fuzzy_space(name.find("zzz")!=string::npos),
444 void ProgramBuilder::ShaderVariable::resolve(const StandardVariable &var)
447 const char *space = 0;
448 if(name_match(var.name, resolved_name.c_str(), &space)==FUZZY)
449 resolve_space(string(space, 3));
452 void ProgramBuilder::ShaderVariable::resolve(ShaderVariable &var)
454 for(list<ShaderVariable *>::iterator i=referenced_by.begin(); i!=referenced_by.end(); ++i)
455 (*i)->update_reference(*this, var);
456 var.referenced_by.insert(var.referenced_by.end(), referenced_by.begin(), referenced_by.end());
459 void ProgramBuilder::ShaderVariable::resolve_space(const string &space)
463 resolved_space = space;
465 string::size_type zzz = resolved_name.find("zzz");
466 resolved_name.replace(zzz, 3, resolved_space);
469 // Resolving the space could have affected other variables that use this one
470 for(list<ShaderVariable *>::iterator i=referenced_by.begin(); i!=referenced_by.end(); ++i)
471 (*i)->resolve_space(space);
474 for(list<ShaderVariable *>::iterator i=referenced_vars.begin(); i!=referenced_vars.end(); ++i)
475 if((*i)->fuzzy_space)
476 (*i)->resolve_space(space);
479 void ProgramBuilder::ShaderVariable::add_reference(ShaderVariable &var)
481 referenced_vars.push_back(&var);
482 var.referenced_by.push_back(this);
483 if(var.fuzzy_space && !resolved_space.empty())
484 var.resolve_space(resolved_space);
487 void ProgramBuilder::ShaderVariable::update_reference(ShaderVariable &from, ShaderVariable &to)
489 replace(referenced_vars.begin(), referenced_vars.end(), &from, &to);
490 replace(referenced_by.begin(), referenced_by.end(), &from, &to);
491 if(from.fuzzy_space && !to.fuzzy_space && !to.resolved_space.empty())
492 resolve_space(to.resolved_space);
495 void ProgramBuilder::ShaderVariable::check_inline()
497 if(variable->expression)
499 unsigned total_refs = referenced_by.size();
500 unsigned in_scope_refs = 0;
501 for(list<ShaderVariable *>::const_iterator i=referenced_by.begin(); i!=referenced_by.end(); ++i)
502 if((*i)->variable->scope==variable->scope)
504 if(total_refs==1 || (total_refs>0 && in_scope_refs==0))
508 for(const char *c=variable->expression; (!inline_parens && *c); ++c)
514 else if(level==0 && !isalnum(*c) && *c!='_' && *c!='.')
515 inline_parens = true;
521 bool ProgramBuilder::ShaderVariable::is_referenced_from(VariableScope scope) const
523 for(list<ShaderVariable *>::const_iterator i=referenced_by.begin(); i!=referenced_by.end(); ++i)
524 if((*i)->variable->scope==scope)
529 string ProgramBuilder::ShaderVariable::get_expression() const
531 map<string, string> replace_map;
532 for(list<ShaderVariable *>::const_iterator i=referenced_vars.begin(); i!=referenced_vars.end(); ++i)
535 string replacement = (*i)->resolved_name;
536 if(variable->scope==FRAGMENT && (*i)->variable->scope==VERTEX)
537 replacement = "v_"+replacement;
538 else if((*i)->inlined)
540 replacement = (*i)->get_expression();
541 if((*i)->inline_parens)
542 replacement = "("+replacement+")";
544 if(replacement!=(*i)->name)
545 replace_map[(*i)->name] = replacement;
548 if(replace_map.empty())
549 return variable->expression;
551 return replace_identifiers(variable->expression, replace_map);
555 ProgramBuilder::StandardFeatures::Loader::Loader(StandardFeatures &f):
556 DataFile::ObjectLoader<StandardFeatures>(f)
558 add("lighting", &StandardFeatures::lighting);
559 add("material", &StandardFeatures::material);
560 add("normalmap", &StandardFeatures::normalmap);
561 add("reflection", &StandardFeatures::reflection);
562 add("shadow", &StandardFeatures::shadow);
563 add("specular", &StandardFeatures::specular);
564 add("texture", &StandardFeatures::texture);
565 add("transform", &StandardFeatures::transform);