]> git.tdb.fi Git - libs/gl.git/blobdiff - source/programbuilder.cpp
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[libs/gl.git] / source / programbuilder.cpp
diff --git a/source/programbuilder.cpp b/source/programbuilder.cpp
deleted file mode 100644 (file)
index 1e07c1e..0000000
+++ /dev/null
@@ -1,499 +0,0 @@
-#include <algorithm>
-#include <msp/strings/format.h>
-#include "program.h"
-#include "programbuilder.h"
-#include "shader.h"
-
-using namespace std;
-
-namespace Msp {
-namespace GL {
-
-/*
-Naming conventions:
-  n_*        Normalized vector
-  l_*        Lighting component
-
-  obj_*      Object space
-  eye_*      Eye space
-  tbn_*      Tangent-Binormal-Normal space
-  shd_*      Shadow space
-  *_dir      Direction vector
-
-  zzz_*      Wildcard space, resolved by the builder
-             All wildcard spaces within an expression must match
-
-  xxx_yyy_*  Matrix that transforms between yyy to xxx
-             The vector is on the side of its designated space, result will be
-             in the other space
-  *_matrix   A matrix (duh)
-  *_rmatrix  A mat4 that works with a row vector
-
-  rgb_*      Color with rgb components only
-  color_*    Color with rgba components
-*/
-
-/* The array are stored in reverse order, so that variables always come after
-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, "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, "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, "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_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 },
-       { 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, "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_tangent", "vec3", "transform_normal(tangent)", "r" },
-       { VERTEX, "eye_binormal", "vec3", "gl_NormalMatrix*binormal", "!r" },
-       { VERTEX, "eye_binormal", "vec3", "transform_normal(binormal)", "r" },
-       { VERTEX, "color", "vec4", "gl_Color", 0 },
-       { VERTEX, "texture_coord", "vec2", "gl_MultiTexCoord0", 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 },
-
-       // Terminator entry
-       { NO_SCOPE,  0, 0, 0, 0 }
-};
-
-ProgramBuilder::ProgramBuilder(const StandardFeatures &f):
-       features(f),
-       feature_flags(features.create_flags())
-{ }
-
-Program *ProgramBuilder::create_program() const
-{
-       Program *prog = new Program;
-       add_shaders(*prog);
-       return prog;
-}
-
-void ProgramBuilder::add_shaders(Program &prog) const
-{
-       list<ShaderVariable> variables;
-       list<ShaderVariable *> resolved_vars;
-
-       variables.push_front(ShaderVariable("gl_Position"));
-       variables.push_front(ShaderVariable("gl_FragColor"));
-
-       for(const StandardVariable *i=standard_variables; i->name; ++i)
-       {
-               // Skip over anything that isn't used with the supplied flags
-               if(i->flags && !evaluate_flags(i->flags))
-                       continue;
-
-               // See if this variable can satisfy any unresolved variables
-               ShaderVariable *last_resolved = 0;
-               for(list<ShaderVariable>::iterator j=variables.begin(); j!=variables.end(); ++j)
-               {
-                       if(j->variable)
-                               continue;
-
-                       if(!name_match(i->name, j->resolved_name.c_str()))
-                               continue;
-
-                       if(last_resolved)
-                       {
-                               /* We've already resolved a non-fuzzy variable in this iteration.
-                               If there are multiple variables that can be resolved, they refer
-                               to the same variable. */
-                               j->resolve(*last_resolved);
-                               continue;
-                       }
-
-                       j->resolve(*i);
-                       resolved_vars.push_front(&*j);
-                       if(!j->fuzzy_space)
-                               last_resolved = &*j;
-
-                       if(!i->expression)
-                               continue;
-
-                       vector<string> identifiers = extract_identifiers(i->expression);
-                       for(vector<string>::const_iterator k=identifiers.begin(); k!=identifiers.end(); ++k)
-                       {
-                               // Use an existing variable if possible, but only if it's not fuzzy
-                               ShaderVariable *var = 0;
-                               for(list<ShaderVariable>::iterator l=variables.begin(); (!var && l!=variables.end()); ++l)
-                                       if(!l->fuzzy_space && l->resolved_name==*k)
-                                               var = &*l;
-
-                               if(!var)
-                               {
-                                       variables.push_back(ShaderVariable(*k));
-                                       var = &variables.back();
-                               }
-                               j->add_reference(*var);
-                       }
-               }
-       }
-
-       prog.attach_shader_owned(new VertexShader(create_source(resolved_vars, VERTEX)));
-       prog.attach_shader_owned(new FragmentShader(create_source(resolved_vars, FRAGMENT)));
-}
-
-string ProgramBuilder::create_source(const list<ShaderVariable *> &variables, VariableScope scope) const
-{
-       string source;
-
-       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(scope==VERTEX)
-       {
-               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);
-       }
-
-       /* 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))
-               {
-                       varyings.push_back(*i);
-                       source += format("varying %s v_%s;\n", (*i)->variable->type, (*i)->resolved_name);
-               }
-
-       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";
-       }
-
-       source += "void main()\n{\n";
-
-       for(list<ShaderVariable *>::const_iterator i=variables.begin(); i!=variables.end(); ++i)
-               if((*i)->variable->scope==scope)
-               {
-                       source += '\t';
-                       if((*i)->variable->type)
-                       {
-                               source += (*i)->variable->type;
-                               source += ' ';
-                       }
-                       source += format("%s = %s;\n", (*i)->resolved_name, (*i)->get_expression());
-               }
-
-       if(scope==VERTEX)
-       {
-               for(list<ShaderVariable *>::const_iterator i=varyings.begin(); i!=varyings.end(); ++i)
-                       source += format("\tv_%s = %s;\n", (*i)->resolved_name, (*i)->resolved_name);
-       }
-
-       source += '}';
-
-       return source;
-}
-
-bool ProgramBuilder::evaluate_flags(const char *flags) const
-{
-       if(!flags)
-               return true;
-
-       bool cond = true;
-       char oper = '&';
-       for(const char *i=flags; *i; ++i)
-       {
-               if(*i>='a' && *i<='z')
-               {
-                       bool found = (feature_flags.find(*i)!=string::npos);
-                       if(oper=='|')
-                               cond = (cond || found);
-                       else if(oper=='!')
-                               cond = (cond && !found);
-                       else if(oper=='&')
-                               cond = (cond && found);
-                       oper = '&';
-               }
-               else
-                       oper = *i;
-       }
-
-       return cond;
-}
-
-ProgramBuilder::MatchLevel ProgramBuilder::name_match(const char *n1, const char *n2, const char **space)
-{
-       int i = 0;
-       int zzz = -1;
-       int zside = 0;
-       while(*n1 && *n2)
-       {
-               if(*n1==*n2 || *n1=='z' || *n2=='z')
-               {
-                       if(*n1!=*n2)
-                       {
-                               int side = (*n1=='z' ? 1 : 2);
-                               if(zzz<0)
-                               {
-                                       zzz = i;
-                                       zside = side;
-                                       if(space)
-                                       {
-                                               if(*n1=='z')
-                                                       *space = n2;
-                                               else
-                                                       *space = n1;
-                                       }
-                               }
-                               else if(i>=zzz+3 || side!=zside)
-                                       return NO_MATCH;
-                       }
-               }
-               else
-                       return NO_MATCH;
-               ++n1;
-               ++n2;
-               ++i;
-       }
-       return (!*n1 && !*n2) ? zzz>=0 ? FUZZY : EXACT : NO_MATCH;
-}
-
-bool ProgramBuilder::parse_identifier(const char *ptr, unsigned &start, unsigned &length)
-{
-       bool found = false;
-       bool member = false;
-       for(const char *i=ptr;; ++i)
-       {
-               if(!found)
-               {
-                       if(!*i)
-                               return false;
-                       if(isalpha(*i) || *i=='_')
-                       {
-                               if(!member)
-                               {
-                                       start = i-ptr;
-                                       found = true;
-                               }
-                       }
-                       else if(*i=='.')
-                               member = true;
-                       else
-                               member = false;
-               }
-               else
-               {
-                       if(!isalnum(*i) && *i!='_')
-                       {
-                               length = i-(ptr+start);
-                               return true;
-                       }
-               }
-       }
-}
-
-vector<string> ProgramBuilder::extract_identifiers(const char *expression)
-{
-       vector<string> result;
-       const char *ptr = expression;
-       unsigned start, length;
-       while(parse_identifier(ptr, start, length))
-       {
-               result.push_back(string(ptr+start, length));
-               ptr += start+length;
-       }
-       return result;
-}
-
-string ProgramBuilder::replace_identifiers(const char *expression, const map<string, string> &replace_map)
-{
-       string result;
-       const char *ptr = expression;
-       unsigned start, length;
-       while(parse_identifier(ptr, start, length))
-       {
-               result.append(ptr, start);
-               string identifier(ptr+start, length);
-               map<string, string>::const_iterator i = replace_map.find(identifier);
-               if(i!=replace_map.end())
-                       result += i->second;
-               else
-                       result += identifier;
-               ptr += start+length;
-       }
-       result += ptr;
-       return result;
-}
-
-
-ProgramBuilder::StandardFeatures::StandardFeatures():
-       texture(false),
-       material(false),
-       lighting(false),
-       specular(false),
-       normalmap(false),
-       shadow(false),
-       reflection(false),
-       transform(false)
-{ }
-
-string ProgramBuilder::StandardFeatures::create_flags() const
-{
-       string flags;
-       if(texture)
-               flags += 't';
-       if(material)
-               flags += 'm';
-       if(lighting)
-       {
-               flags += 'l';
-               if(specular)
-                       flags += 'p';
-               if(normalmap)
-                       flags += 'n';
-       }
-       if(shadow)
-               flags += 's';
-       if(reflection)
-               flags += 'e';
-       if(transform)
-               flags += 'r';
-
-       return flags;
-}
-
-
-ProgramBuilder::ShaderVariable::ShaderVariable(const std::string &n):
-       name(n),
-       variable(0),
-       resolved_name(n),
-       fuzzy_space(name.find("zzz")!=string::npos)
-{ }
-
-void ProgramBuilder::ShaderVariable::resolve(const StandardVariable &var)
-{
-       variable = &var;
-       const char *space = 0;
-       if(name_match(var.name, resolved_name.c_str(), &space)==FUZZY)
-               resolve_space(string(space, 3));
-}
-
-void ProgramBuilder::ShaderVariable::resolve(ShaderVariable &var)
-{
-       for(list<ShaderVariable *>::iterator i=referenced_by.begin(); i!=referenced_by.end(); ++i)
-               (*i)->update_reference(*this, var);
-}
-
-void ProgramBuilder::ShaderVariable::resolve_space(const string &space)
-{
-       if(fuzzy_space)
-       {
-               resolved_space = space;
-
-               string::size_type zzz = resolved_name.find("zzz");
-               resolved_name.replace(zzz, 3, resolved_space);
-               fuzzy_space = false;
-
-               // Resolving the space could have affected other variables that use this one
-               for(list<ShaderVariable *>::iterator i=referenced_by.begin(); i!=referenced_by.end(); ++i)
-                       (*i)->resolve_space(space);
-       }
-
-       for(list<ShaderVariable *>::iterator i=referenced_vars.begin(); i!=referenced_vars.end(); ++i)
-               if((*i)->fuzzy_space)
-                       (*i)->resolve_space(space);
-}
-
-void ProgramBuilder::ShaderVariable::add_reference(ShaderVariable &var)
-{
-       referenced_vars.push_back(&var);
-       var.referenced_by.push_back(this);
-       if(var.fuzzy_space && !resolved_space.empty())
-               var.resolve_space(resolved_space);
-}
-
-void ProgramBuilder::ShaderVariable::update_reference(ShaderVariable &from, ShaderVariable &to)
-{
-       replace(referenced_vars.begin(), referenced_vars.end(), &from, &to);
-       replace(referenced_by.begin(), referenced_by.end(), &from, &to);
-       if(from.fuzzy_space && !to.fuzzy_space && !to.resolved_space.empty())
-               resolve_space(to.resolved_space);
-}
-
-bool ProgramBuilder::ShaderVariable::is_referenced_from(VariableScope scope) const
-{
-       for(list<ShaderVariable *>::const_iterator i=referenced_by.begin(); i!=referenced_by.end(); ++i)
-               if((*i)->variable->scope==scope)
-                       return true;
-       return false;
-}
-
-string ProgramBuilder::ShaderVariable::get_expression() const
-{
-       map<string, string> replace_map;
-       for(list<ShaderVariable *>::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;
-               }
-
-       if(replace_map.empty())
-               return variable->expression;
-       else
-               return replace_identifiers(variable->expression, replace_map);
-}
-
-
-ProgramBuilder::StandardFeatures::Loader::Loader(StandardFeatures &f):
-       DataFile::ObjectLoader<StandardFeatures>(f)
-{
-       add("lighting",  &StandardFeatures::lighting);
-       add("material",  &StandardFeatures::material);
-       add("normalmap", &StandardFeatures::normalmap);
-       add("reflection", &StandardFeatures::reflection);
-       add("shadow",    &StandardFeatures::shadow);
-       add("specular",  &StandardFeatures::specular);
-       add("texture",   &StandardFeatures::texture);
-       add("transform", &StandardFeatures::transform);
-}
-
-} // namespace GL
-} // namespace Msp