]> git.tdb.fi Git - libs/gl.git/blobdiff - source/programbuilder.cpp
Support generating modern, GLSL 1.30+ shaders with ProgramBuilder
[libs/gl.git] / source / programbuilder.cpp
index 46f7c153b5fbb9132910875a48a13353a2941e68..88183bccf9b6094880b9532f7aa36c6af8d84301 100644 (file)
@@ -1,8 +1,10 @@
 #include <algorithm>
+#include <cstring>
 #include <msp/strings/format.h>
 #include "program.h"
 #include "programbuilder.h"
 #include "shader.h"
+#include "vertexformat.h"
 
 using namespace std;
 
@@ -18,6 +20,7 @@ Naming conventions:
   eye_*      Eye space
   tbn_*      Tangent-Binormal-Normal space
   shd_*      Shadow space
+  env_*      Environment space
   *_dir      Direction vector
 
   zzz_*      Wildcard space, resolved by the builder
@@ -37,57 +40,90 @@ 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*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, "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, 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+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*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", "shadow2D(shadow, shd_vertex).r", 0 },
+       { 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" },
+       { FRAGMENT, "zzz_reflect_dir", "vec3", "reflect(zzz_incident_dir, n_zzz_normal)", 0 },
+       { 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", "texture2D(normalmap, texture_coord).xyz*2.0-1.0", "n" },
+       { FRAGMENT, "n_tbn_normal", "vec3", "normal_sample*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 },
+       { 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" },
+
+       { 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", 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 },
 
        { 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 },
+       { 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 }
@@ -95,9 +131,15 @@ const ProgramBuilder::StandardVariable ProgramBuilder::standard_variables[] =
 
 ProgramBuilder::ProgramBuilder(const StandardFeatures &f):
        features(f),
-       feature_flags(features.create_flags())
+       feature_flags(features.create_flags()),
+       optimize(true)
 { }
 
+void ProgramBuilder::set_optimize(bool o)
+{
+       optimize = o;
+}
+
 Program *ProgramBuilder::create_program() const
 {
        Program *prog = new Program;
@@ -111,7 +153,7 @@ void ProgramBuilder::add_shaders(Program &prog) const
        list<ShaderVariable *> 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)
        {
@@ -165,46 +207,93 @@ 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);
+       }
+
        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");
+               prog.bind_attribute(get_component_type(BINORMAL3), "binormal");
+       }
 }
 
 string ProgramBuilder::create_source(const list<ShaderVariable *> &variables, VariableScope scope) const
 {
        string source;
 
+       if(!features.legacy)
+               source += "#version 130\n";
+
        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((*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<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);
+                       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<ShaderVariable *> varyings;
        for(list<ShaderVariable *>::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
                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";
+       }
 
        source += "void main()\n{\n";
 
        for(list<ShaderVariable *>::const_iterator i=variables.begin(); i!=variables.end(); ++i)
-               if((*i)->variable->scope==scope)
+               if((*i)->variable->scope==scope && !(*i)->inlined)
                {
                        source += '\t';
                        if((*i)->variable->type)
@@ -218,7 +307,12 @@ string ProgramBuilder::create_source(const list<ShaderVariable *> &variables, Va
        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);
+               {
+                       if((*i)->inlined)
+                               source += format("\tv_%s = %s;\n", (*i)->resolved_name, (*i)->get_expression());
+                       else
+                               source += format("\tv_%s = %s;\n", (*i)->resolved_name, (*i)->resolved_name);
+               }
        }
 
        source += '}';
@@ -328,7 +422,8 @@ vector<string> ProgramBuilder::extract_identifiers(const char *expression)
 {
        vector<string> result;
        const char *ptr = expression;
-       unsigned start, length;
+       unsigned start = 0;
+       unsigned length = 0;
        while(parse_identifier(ptr, start, length))
        {
                result.push_back(string(ptr+start, length));
@@ -341,7 +436,8 @@ string ProgramBuilder::replace_identifiers(const char *expression, const map<str
 {
        string result;
        const char *ptr = expression;
-       unsigned start, length;
+       unsigned start = 0;
+       unsigned length = 0;
        while(parse_identifier(ptr, start, length))
        {
                result.append(ptr, start);
@@ -366,7 +462,9 @@ ProgramBuilder::StandardFeatures::StandardFeatures():
        normalmap(false),
        shadow(false),
        reflection(false),
-       transform(false)
+       transform(false),
+       colorify(false),
+       legacy(!(get_glsl_version()>=Version(1, 30)))
 { }
 
 string ProgramBuilder::StandardFeatures::create_flags() const
@@ -390,6 +488,10 @@ string ProgramBuilder::StandardFeatures::create_flags() const
                flags += 'e';
        if(transform)
                flags += 'r';
+       if(colorify)
+               flags += 'c';
+       if(legacy)
+               flags += 'g';
 
        return flags;
 }
@@ -399,7 +501,9 @@ ProgramBuilder::ShaderVariable::ShaderVariable(const std::string &n):
        name(n),
        variable(0),
        resolved_name(n),
-       fuzzy_space(name.find("zzz")!=string::npos)
+       fuzzy_space(name.find("zzz")!=string::npos),
+       inlined(false),
+       inline_parens(false)
 { }
 
 void ProgramBuilder::ShaderVariable::resolve(const StandardVariable &var)
@@ -414,6 +518,7 @@ void ProgramBuilder::ShaderVariable::resolve(ShaderVariable &var)
 {
        for(list<ShaderVariable *>::iterator i=referenced_by.begin(); i!=referenced_by.end(); ++i)
                (*i)->update_reference(*this, var);
+       var.referenced_by.insert(var.referenced_by.end(), referenced_by.begin(), referenced_by.end());
 }
 
 void ProgramBuilder::ShaderVariable::resolve_space(const string &space)
@@ -452,6 +557,35 @@ void ProgramBuilder::ShaderVariable::update_reference(ShaderVariable &from, Shad
                resolve_space(to.resolved_space);
 }
 
+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<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))
+               {
+                       inlined = true;
+                       unsigned level = 0;
+                       for(const char *c=variable->expression; (!inline_parens && *c); ++c)
+                       {
+                               if(*c=='(')
+                                       ++level;
+                               else if(*c==')')
+                                       --level;
+                               else if(level==0 && !isalnum(*c) && *c!='_' && *c!='.')
+                                       inline_parens = true;
+                       }
+               }
+       }
+}
+
 bool ProgramBuilder::ShaderVariable::is_referenced_from(VariableScope scope) const
 {
        for(list<ShaderVariable *>::const_iterator i=referenced_by.begin(); i!=referenced_by.end(); ++i)
@@ -466,11 +600,17 @@ string ProgramBuilder::ShaderVariable::get_expression() const
        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;
+                       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;
                }
 
        if(replace_map.empty())
@@ -483,6 +623,7 @@ string ProgramBuilder::ShaderVariable::get_expression() const
 ProgramBuilder::StandardFeatures::Loader::Loader(StandardFeatures &f):
        DataFile::ObjectLoader<StandardFeatures>(f)
 {
+       add("colorify",  &StandardFeatures::colorify);
        add("lighting",  &StandardFeatures::lighting);
        add("material",  &StandardFeatures::material);
        add("normalmap", &StandardFeatures::normalmap);