/* The array are stored in reverse order, so that variables always come after
anything that might need them. */
-const ProgramBuilder::StandardVariable ProgramBuilder::standard_variables[] =
+const ProgramBuilder::VariableDefinition ProgramBuilder::standard_variables[] =
{
- { 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, "gl_FragColor", "vec4", "frag_color", "g" },
+ { FRAGMENT, "frag_color", "vec4", "color_base", "!t" },
+ { FRAGMENT, "frag_color", "vec4", "tex_sample", "!l!s!mt" },
+ { FRAGMENT, "frag_color", "vec4", "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, "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+ambient_product_diffuse.rgb", "m" },
+ { FRAGMENT, "rgb_light_full", "vec3", "rgb_light_shadow", "!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, "n_zzz_light_dir", "vec3", "normalize(zzz_light_dir)", 0 },
{ FRAGMENT, "n_tbn_normal", "vec3", "normal_sample*2.0-1.0", "n" },
{ FRAGMENT, "n_eye_normal", "vec3", "normalize(eye_normal)", "!n" },
- { FRAGMENT, "normal_sample", "vec3", "texture2D(normalmap, texture_coord).xyz", "!c" },
- { FRAGMENT, "normal_sample", "vec3", "sample_normalmap(texture_coord)", "c" },
- { FRAGMENT, "tex_sample", "vec4", "texture2D(texture, texture_coord)", "!c" },
- { FRAGMENT, "tex_sample", "vec4", "sample_texture(texture_coord)", "c" },
+ { FRAGMENT, "normal_sample", "vec3", "texture2D(normalmap, texture_coord).xyz", 0 },
+ { FRAGMENT, "tex_sample", "vec4", "texture2D(texture, texture_coord)", 0 },
- { VERTEX, "gl_Position", 0, "projection_matrix*eye_vertex", 0 },
+ { VERTEX, "gl_Position", "vec4", "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, "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", "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", "eye_obj_normal_matrix*binormal", "!r" },
- { VERTEX, "eye_binormal", "vec3", "transform_normal(binormal)", "r" },
+ { VERTEX, "eye_vertex", "vec4", "eye_obj_matrix*vertex", 0 },
+ { VERTEX, "eye_normal", "vec3", "eye_obj_normal_matrix*normal", 0 },
+ { VERTEX, "eye_tangent", "vec3", "eye_obj_normal_matrix*tangent", 0 },
+ { VERTEX, "eye_binormal", "vec3", "eye_obj_normal_matrix*binormal", 0 },
{ VERTEX, "texture_coord", "vec2", "texcoord.xy", 0 },
{ ATTRIBUTE, "vertex", "vec4", "gl_Vertex", 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, "shd_eye_matrix", "mat4", 0, 0 },
+ { UNIFORM, "light_sources", "struct { vec4 position; vec4 diffuse; vec4 specular; }[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 }
+ { NO_SCOPE, 0, 0, 0, 0 }
};
ProgramBuilder::ProgramBuilder(const StandardFeatures &f):
features(f),
feature_flags(features.create_flags()),
optimize(true)
-{ }
+{
+ if(!features.custom.empty())
+ {
+ const char *whitespace = " \t\n";
+ string::size_type start = 0;
+ while(1)
+ {
+ start = features.custom.find_first_not_of(whitespace, start);
+ if(start==string::npos)
+ break;
+
+ string::size_type semicolon = features.custom.find(';', start);
+ if(semicolon==start)
+ {
+ ++start;
+ continue;
+ }
+ else if(semicolon==string::npos)
+ throw invalid_variable_definition(features.custom.substr(start));
+
+ string::size_type equals = features.custom.find('=', start);
+ if(equals>semicolon)
+ equals = string::npos;
+
+ VariableDefinition var;
+ string::size_type decl_end = min(equals, semicolon);
+ for(unsigned i=0;; ++i)
+ {
+ string::size_type word_end = features.custom.find_first_of(whitespace, start);
+ word_end = min(word_end, decl_end);
+ features.custom[word_end] = 0;
+
+ const char *word = &features.custom[start];
+ if(i==0)
+ {
+ if(!strcmp(word, "uniform"))
+ var.scope = UNIFORM;
+ else if(!strcmp(word, "attribute"))
+ var.scope = ATTRIBUTE;
+ else if(!strcmp(word, "vertex"))
+ var.scope = VERTEX;
+ else if(!strcmp(word, "fragment"))
+ var.scope = FRAGMENT;
+ else
+ throw invalid_variable_definition(word);
+ }
+ else if(i==1)
+ var.type = word;
+ else if(i==2)
+ var.name = word;
+
+ start = features.custom.find_first_not_of(whitespace, word_end+1);
+ if(start>=decl_end)
+ break;
+ }
+
+ if(equals!=string::npos)
+ {
+ start = features.custom.find_first_not_of(whitespace, equals+1);
+ if(start>=semicolon)
+ throw invalid_variable_definition("no expression");
+ features.custom[semicolon] = 0;
+ var.expression = &features.custom[start];
+ }
+ else
+ var.expression = 0;
+
+ var.flags = 0;
+ for(const VariableDefinition *j=standard_variables; j->name; ++j)
+ if(!strcmp(var.name, j->name))
+ var.flags = "o";
+
+ custom_variables.push_front(var);
+
+ start = semicolon+1;
+ }
+ }
+}
void ProgramBuilder::set_optimize(bool o)
{
variables.push_front(ShaderVariable("gl_Position"));
variables.push_front(ShaderVariable(features.legacy ? "gl_FragColor" : "frag_color"));
- for(const StandardVariable *i=standard_variables; i->name; ++i)
+ list<VariableDefinition>::const_iterator next_custom = custom_variables.begin();
+ for(const VariableDefinition *i=standard_variables; i->name; )
{
- // Skip over anything that isn't used with the supplied flags
- if(i->flags && !evaluate_flags(i->flags))
- continue;
+ const VariableDefinition *def = 0;
+ if(next_custom!=custom_variables.end() && (!strcmp(next_custom->name, i->name) || !next_custom->flags))
+ {
+ def = &*next_custom;
+ ++next_custom;
+ }
+ else
+ {
+ def = i;
+ ++i;
+
+ // Skip over anything that isn't used with the supplied flags
+ if(def->flags && !evaluate_flags(def->flags))
+ continue;
+ }
// See if this variable can satisfy any unresolved variables
ShaderVariable *last_resolved = 0;
if(j->variable)
continue;
- if(!name_match(i->name, j->resolved_name.c_str()))
+ if(!name_match(def->name, j->resolved_name.c_str()))
continue;
if(last_resolved)
continue;
}
- j->resolve(*i);
+ j->resolve(*def);
resolved_vars.push_front(&*j);
if(!j->fuzzy_space)
last_resolved = &*j;
- if(!i->expression)
+ if(!def->expression)
continue;
- vector<string> identifiers = extract_identifiers(i->expression);
+ vector<string> identifiers = extract_identifiers(def->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
}
}
- if(optimize)
- {
- for(list<ShaderVariable *>::const_iterator i=resolved_vars.begin(); i!=resolved_vars.end(); ++i)
- (*i)->check_inline(features.legacy);
- }
+ for(list<ShaderVariable *>::const_iterator i=resolved_vars.begin(); i!=resolved_vars.end(); ++i)
+ (*i)->check_inline(features.legacy, !optimize);
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");
+ prog.bind_attribute(VERTEX4, "vertex");
if(features.lighting)
- prog.bind_attribute(get_component_type(NORMAL3), "normal");
+ prog.bind_attribute(NORMAL3, "normal");
else if(features.material)
- prog.bind_attribute(get_component_type(COLOR4_FLOAT), "color");
+ prog.bind_attribute(COLOR4_FLOAT, "color");
if(features.texture || features.normalmap)
- prog.bind_attribute(get_component_type(TEXCOORD4), "texcoord");
+ prog.bind_attribute(TEXCOORD4, "texcoord");
}
if(features.normalmap)
{
for(list<ShaderVariable *>::const_iterator i=variables.begin(); i!=variables.end(); ++i)
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);
- }
+ source += format("uniform %s;\n", (*i)->create_declaration());
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 && !(*i)->inlined)
- source += format("%s %s %s;\n", qualifier, (*i)->variable->type, (*i)->resolved_name);
+ source += format("%s %s;\n", qualifier, (*i)->create_declaration());
}
/* Any variables defined in vertex scope but referenced from fragment scope
qualifier = (scope==VERTEX ? "out" : "in");
else
qualifier = "varying";
- source += format("%s %s v_%s;\n", qualifier, (*i)->variable->type, (*i)->resolved_name);
+ source += format("%s %s;\n", qualifier, (*i)->create_declaration('v'));
}
- 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
- source += "vec4 transform_vertex(vec4);\n";
- source += "vec3 transform_normal(vec3);\n";
- }
- else if(scope==FRAGMENT && features.colorify)
- {
- if(features.texture)
- source += "vec4 sample_texture(vec2);\n";
- if(features.normalmap)
- source += "vec3 sample_normalmap(vec2);\n";
- }
+ for(list<ShaderVariable *>::const_iterator i=variables.begin(); i!=variables.end(); ++i)
+ if((*i)->referenced_by.empty() && (*i)->resolved_name.compare(0, 3, "gl_"))
+ source += format("out %s;\n", (*i)->create_declaration());
source += "void main()\n{\n";
if((*i)->variable->scope==scope && !(*i)->inlined)
{
source += '\t';
- if((*i)->variable->type)
- {
- source += (*i)->variable->type;
- source += ' ';
- }
- source += format("%s = %s;\n", (*i)->resolved_name, (*i)->get_expression());
+ if((*i)->referenced_by.empty())
+ source += (*i)->resolved_name;
+ else
+ source += (*i)->create_declaration();
+ source += format(" = %s;\n", (*i)->create_expression());
}
if(scope==VERTEX)
for(list<ShaderVariable *>::const_iterator i=varyings.begin(); i!=varyings.end(); ++i)
{
if((*i)->inlined)
- source += format("\tv_%s = %s;\n", (*i)->resolved_name, (*i)->get_expression());
+ source += format("\tv_%s = %s;\n", (*i)->resolved_name, (*i)->create_expression());
else
source += format("\tv_%s = %s;\n", (*i)->resolved_name, (*i)->resolved_name);
}
normalmap(false),
shadow(false),
reflection(false),
- transform(false),
- colorify(false),
legacy(!(get_glsl_version()>=Version(1, 30)))
{ }
flags += 's';
if(reflection)
flags += 'e';
- if(transform)
- flags += 'r';
- if(colorify)
- flags += 'c';
if(legacy)
flags += 'g';
inline_parens(false)
{ }
-void ProgramBuilder::ShaderVariable::resolve(const StandardVariable &var)
+void ProgramBuilder::ShaderVariable::resolve(const VariableDefinition &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)
resolve_space(to.resolved_space);
}
-void ProgramBuilder::ShaderVariable::check_inline(bool allow_legacy)
+void ProgramBuilder::ShaderVariable::check_inline(bool allow_legacy, bool trivial_only)
{
if(variable->expression)
{
if(!allow_legacy && !strncmp(variable->expression, "gl_", 3))
return;
+ // Never inline goal variables
unsigned total_refs = referenced_by.size();
+ if(!total_refs)
+ return;
+
+ // Inline an expression consisting of a single identifier
+ unsigned start, length;
+ if(parse_identifier(variable->expression, start, length))
+ if(start==0 && variable->expression[length]==0)
+ {
+ inlined = true;
+ return;
+ }
+
+ if(trivial_only)
+ return;
+
unsigned in_scope_refs = 0;
for(list<ShaderVariable *>::const_iterator i=referenced_by.begin(); i!=referenced_by.end(); ++i)
if((*i)->variable->scope==variable->scope)
++in_scope_refs;
- if(total_refs==1 || (total_refs>0 && in_scope_refs==0))
+
+ /* Inline if there's only one ref, or if all refs are in other scopes.
+ In the latter case, the actual inlining will happen in the interface
+ variable assignment. */
+ if(total_refs==1 || in_scope_refs==0)
{
inlined = true;
unsigned level = 0;
return false;
}
-string ProgramBuilder::ShaderVariable::get_expression() const
+string ProgramBuilder::ShaderVariable::create_declaration(char interface) const
{
- map<string, string> replace_map;
- for(list<ShaderVariable *>::const_iterator i=referenced_vars.begin(); i!=referenced_vars.end(); ++i)
- if((*i)->variable)
+ if(variable->scope==UNIFORM)
+ {
+ const char *bracket = strrchr(variable->type, '[');
+ if(bracket)
+ return format("%s %s%s", string(variable->type, bracket), resolved_name, bracket);
+ }
+
+ if(interface)
+ return format("%s %c_%s", variable->type, interface, resolved_name);
+ else
+ return format("%s %s", variable->type, resolved_name);
+}
+
+string ProgramBuilder::ShaderVariable::create_replacement(VariableScope from_scope) const
+{
+ string replacement = resolved_name;
+ if(variable)
+ {
+ if(from_scope==FRAGMENT && (variable->scope==VERTEX || variable->scope==ATTRIBUTE))
+ replacement = "v_"+replacement;
+ else if(inlined)
{
- string replacement = (*i)->resolved_name;
- if(variable->scope==FRAGMENT && ((*i)->variable->scope==VERTEX || (*i)->variable->scope==ATTRIBUTE))
- replacement = "v_"+replacement;
- else if((*i)->inlined)
- {
- replacement = (*i)->get_expression();
- if((*i)->inline_parens)
- replacement = "("+replacement+")";
- }
- if(replacement!=(*i)->name)
- replace_map[(*i)->name] = replacement;
+ replacement = create_expression();
+ if(inline_parens)
+ replacement = "("+replacement+")";
}
+ }
+
+ return replacement;
+}
+
+string ProgramBuilder::ShaderVariable::create_expression() const
+{
+ map<string, string> replace_map;
+ for(list<ShaderVariable *>::const_iterator i=referenced_vars.begin(); i!=referenced_vars.end(); ++i)
+ {
+ string replacement = (*i)->create_replacement(variable->scope);
+ if(replacement!=(*i)->name)
+ replace_map[(*i)->name] = replacement;
+ }
if(replace_map.empty())
return variable->expression;
ProgramBuilder::StandardFeatures::Loader::Loader(StandardFeatures &f):
DataFile::ObjectLoader<StandardFeatures>(f)
{
- add("colorify", &StandardFeatures::colorify);
+ add("custom", &StandardFeatures::custom);
add("lighting", &StandardFeatures::lighting);
add("material", &StandardFeatures::material);
add("normalmap", &StandardFeatures::normalmap);
add("shadow", &StandardFeatures::shadow);
add("specular", &StandardFeatures::specular);
add("texture", &StandardFeatures::texture);
- add("transform", &StandardFeatures::transform);
}
} // namespace GL