]> git.tdb.fi Git - libs/gl.git/blobdiff - source/programbuilder.cpp
Refactor certain variable operations into functions
[libs/gl.git] / source / programbuilder.cpp
index d231f349ac3593ee73e8ac32797f3719192a8cb3..28acc5d941f2f24405bc1d5302e795ecb348c8b1 100644 (file)
@@ -39,12 +39,12 @@ Naming conventions:
 
 /* 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" },
@@ -54,9 +54,9 @@ const ProgramBuilder::StandardVariable ProgramBuilder::standard_variables[] =
        { 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" },
@@ -79,12 +79,10 @@ const ProgramBuilder::StandardVariable ProgramBuilder::standard_variables[] =
        { 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 },
@@ -93,14 +91,10 @@ const ProgramBuilder::StandardVariable ProgramBuilder::standard_variables[] =
        { 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 },
@@ -121,20 +115,97 @@ const ProgramBuilder::StandardVariable ProgramBuilder::standard_variables[] =
        { 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)
 {
@@ -156,11 +227,24 @@ void ProgramBuilder::add_shaders(Program &prog) const
        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;
@@ -169,7 +253,7 @@ void ProgramBuilder::add_shaders(Program &prog) const
                        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)
@@ -181,15 +265,15 @@ void ProgramBuilder::add_shaders(Program &prog) const
                                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
@@ -208,11 +292,8 @@ void ProgramBuilder::add_shaders(Program &prog) const
                }
        }
 
-       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)));
@@ -220,13 +301,13 @@ void ProgramBuilder::add_shaders(Program &prog) const
        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)
        {
@@ -244,19 +325,14 @@ string ProgramBuilder::create_source(const list<ShaderVariable *> &variables, Va
 
        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
@@ -271,25 +347,12 @@ string ProgramBuilder::create_source(const list<ShaderVariable *> &variables, Va
                                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";
 
@@ -297,12 +360,11 @@ string ProgramBuilder::create_source(const list<ShaderVariable *> &variables, Va
                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)
@@ -310,7 +372,7 @@ string ProgramBuilder::create_source(const list<ShaderVariable *> &variables, Va
                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);
                }
@@ -463,8 +525,6 @@ ProgramBuilder::StandardFeatures::StandardFeatures():
        normalmap(false),
        shadow(false),
        reflection(false),
-       transform(false),
-       colorify(false),
        legacy(!(get_glsl_version()>=Version(1, 30)))
 { }
 
@@ -487,10 +547,6 @@ string ProgramBuilder::StandardFeatures::create_flags() const
                flags += 's';
        if(reflection)
                flags += 'e';
-       if(transform)
-               flags += 'r';
-       if(colorify)
-               flags += 'c';
        if(legacy)
                flags += 'g';
 
@@ -507,12 +563,13 @@ ProgramBuilder::ShaderVariable::ShaderVariable(const std::string &n):
        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)
@@ -558,19 +615,39 @@ void ProgramBuilder::ShaderVariable::update_reference(ShaderVariable &from, Shad
                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;
@@ -595,24 +672,48 @@ bool ProgramBuilder::ShaderVariable::is_referenced_from(VariableScope scope) con
        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;
@@ -624,7 +725,7 @@ string ProgramBuilder::ShaderVariable::get_expression() const
 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);
@@ -632,7 +733,6 @@ ProgramBuilder::StandardFeatures::Loader::Loader(StandardFeatures &f):
        add("shadow",    &StandardFeatures::shadow);
        add("specular",  &StandardFeatures::specular);
        add("texture",   &StandardFeatures::texture);
-       add("transform", &StandardFeatures::transform);
 }
 
 } // namespace GL