X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fprogrambuilder.cpp;h=247c249b380901623e1dfc02ac573966e445a89f;hp=c97ec1cb490b1943e38f58544a522a6a22349b99;hb=HEAD;hpb=1cd9239578c0073cd33de9ec96bf94ac1eafcc36 diff --git a/source/programbuilder.cpp b/source/programbuilder.cpp deleted file mode 100644 index c97ec1cb..00000000 --- a/source/programbuilder.cpp +++ /dev/null @@ -1,583 +0,0 @@ -#include -#include -#include "program.h" -#include "programbuilder.h" -#include "shader.h" -#include "vertexformat.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 - env_* Environment 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", "!l!s!mt" }, - { FRAGMENT, "gl_FragColor", 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, gl_FrontMaterial.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+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, "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, "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", "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" }, - - { VERTEX, "gl_Position", 0, "gl_ProjectionMatrix*eye_vertex", 0 }, - { VERTEX, "shd_vertex", "vec3", "(eye_vertex*eye_shd_rmatrix).xyz", 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.xy", 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 }, - - // Terminator entry - { NO_SCOPE, 0, 0, 0, 0 } -}; - -ProgramBuilder::ProgramBuilder(const StandardFeatures &f): - features(f), - feature_flags(features.create_flags()), - optimize(true) -{ } - -void ProgramBuilder::set_optimize(bool o) -{ - optimize = o; -} - -Program *ProgramBuilder::create_program() const -{ - Program *prog = new Program; - add_shaders(*prog); - return prog; -} - -void ProgramBuilder::add_shaders(Program &prog) const -{ - list variables; - list 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::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 identifiers = extract_identifiers(i->expression); - for(vector::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::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); - } - } - } - - if(optimize) - { - for(list::const_iterator i=resolved_vars.begin(); i!=resolved_vars.end(); ++i) - (*i)->check_inline(); - } - - prog.attach_shader_owned(new VertexShader(create_source(resolved_vars, VERTEX))); - prog.attach_shader_owned(new FragmentShader(create_source(resolved_vars, FRAGMENT))); - - 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 &variables, VariableScope scope) const -{ - string source; - - for(list::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::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 varyings; - for(list::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"; - } - 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::const_iterator i=variables.begin(); i!=variables.end(); ++i) - 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(scope==VERTEX) - { - for(list::const_iterator i=varyings.begin(); i!=varyings.end(); ++i) - { - 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 += '}'; - - 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 ProgramBuilder::extract_identifiers(const char *expression) -{ - vector 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 &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::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), - colorify(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'; - if(colorify) - flags += 'c'; - - return flags; -} - - -ProgramBuilder::ShaderVariable::ShaderVariable(const std::string &n): - name(n), - variable(0), - resolved_name(n), - fuzzy_space(name.find("zzz")!=string::npos), - inlined(false), - inline_parens(false) -{ } - -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::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) -{ - 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::iterator i=referenced_by.begin(); i!=referenced_by.end(); ++i) - (*i)->resolve_space(space); - } - - for(list::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); -} - -void ProgramBuilder::ShaderVariable::check_inline() -{ - if(variable->expression) - { - unsigned total_refs = referenced_by.size(); - unsigned in_scope_refs = 0; - for(list::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::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 replace_map; - for(list::const_iterator i=referenced_vars.begin(); i!=referenced_vars.end(); ++i) - if((*i)->variable) - { - string replacement = (*i)->resolved_name; - if(variable->scope==FRAGMENT && (*i)->variable->scope==VERTEX) - 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()) - return variable->expression; - else - return replace_identifiers(variable->expression, replace_map); -} - - -ProgramBuilder::StandardFeatures::Loader::Loader(StandardFeatures &f): - DataFile::ObjectLoader(f) -{ - add("colorify", &StandardFeatures::colorify); - 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