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//******************************************************************************
//
// Copyright (c) 2015 Microsoft Corporation. All rights reserved.
//
// This code is licensed under the MIT License (MIT).
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//
//******************************************************************************
#import <Starboard.h>
#import <GLKit/GLKit.h>
#import <GLKit/GLKShader.h>
#import <GLKit/GLKShaderDefs.h>
#include "ShaderInfo.h"
#include "ShaderGen.h"
#import "NSLogging.h"
static const wchar_t* TAG = L"ShaderGen";
using namespace std;
using namespace GLKitShader;
// TODO: clean up lowp references.
// This is really crude. Determine if this (unparsed) expression depends on a set of variables
// by string searching the body for variables. Beats parsing the entire thing though.
bool TempInfo::dependsOn(const std::set<std::string>& variables) const {
for (const auto& var : variables) {
if (body.find(var) != string::npos)
return true;
}
return false;
}
// Write out a series of vars such that calculations needed later are done first.
string ShaderContext::orderedTempVals(const TempMap& tempDefs, bool usePrecision) {
string res;
std::set<std::string> tempNames;
string precision = usePrecision ? "lowp " : "";
for (const auto& def : tempDefs)
tempNames.insert(def.first);
TempMap remainingTemps = tempDefs;
while (!remainingTemps.empty()) {
bool foundOne = false;
for (const auto& tempDef : remainingTemps) {
if (!tempDef.second.dependsOn(tempNames)) {
string name = tempDef.first;
res = res + "\t" + precision + getTypeStr(tempDef.second.type) + " " + name + " = " + tempDef.second.body + ";\n";
remainingTemps.erase(name);
tempNames.erase(name);
foundOne = true;
break;
}
}
if (!foundOne) {
NSTraceCritical(TAG, @"Unable to generate temporary calculations for shader!");
assert(0);
break;
}
}
return res;
}
string ShaderContext::generate(
ShaderLayout& outputs, ShaderLayout& inputs, const ShaderDef& shader, const string& desc, ShaderLayout* usedOutputs) {
string final;
for (const auto& it : shader.getDef()) {
string res;
if (usedOutputs) {
auto used = usedOutputs->vars.find(it.first);
if (it.first != "gl_Position") {
if (used != usedOutputs->vars.end() && !used->second.used) {
final += "\t// " + desc + ": Output for " + it.first + " skipped, unused later in program.\n";
continue;
}
}
}
if (it.second->generate(res, *this, inputs)) {
outputs.vars[it.first] = VarInfo(it.second->getType());
final += "\t" + it.first + " = " + res + ";\n";
} else {
final += "\t// " + desc + ": Inputs not found for " + it.first + ", skipping output calculation...\n";
}
}
return final;
}
void ShaderContext::addTempFunc(GLKShaderVarType type, const string& name, const string& body) {
if (vertexStage) {
vsTempFuncs[name] = TempInfo(type, body);
} else {
psTempFuncs[name] = TempInfo(type, body);
}
}
void ShaderContext::addTempVal(GLKShaderVarType type, const string& name, const string& body) {
if (vertexStage) {
vsTempVals[name] = TempInfo(type, body);
} else {
psTempVals[name] = TempInfo(type, body);
}
}
int ShaderContext::getInputVar(const string& name, int defaultVal) {
if (name.empty())
return defaultVal;
auto i = inputMaterial->inputVars.find(name);
if (i == inputMaterial->inputVars.end())
return defaultVal;
return i->second;
}
// Main shader program generation. Returns a full vertex/pixel shader pair corresponding
// to the shader definition for the given material.
void ShaderContext::generate(ShaderMaterial& inputs, GLKShaderPair* shaderOutput) {
ShaderLayout intermediates;
ShaderLayout outputs;
// Make sure the output variable is there, and don't allow reuse.
assert(shaderOutput != nil);
assert(shaderOutput.vertexShader == nil);
assert(shaderOutput.pixelShader == nil);
inputMaterial = &inputs;
vertexStage = true;
// These should not persist between generations.
vsTempFuncs.clear();
vsTempVals.clear();
psTempFuncs.clear();
psTempVals.clear();
// Perform vertex shader generation.
string outvert = generate(intermediates, inputs, vs, "VS");
string vertinvars;
for (auto vp : inputs.vars) {
VarInfo& vd = vp.second;
if (vd.used) {
string res = (vd.vertexAttr) ? "attribute " : "uniform ";
res += vd.getTypeStr() + " " + vp.first + ";\n";
vertinvars += res;
}
}
if (!vertinvars.empty())
vertinvars += '\n';
// Generate vars for VS outputs, tag them as intermediates.
string vertoutvars;
for (auto& vp : intermediates.vars) {
if (vp.first != "gl_Position") {
VarInfo& vd = vp.second;
vd.intermediate = true;
vd.used = false;
string res = "varying " + vd.getTypeStr() + " " + vp.first + ";\n";
vertoutvars += res;
}
}
if (!vertoutvars.empty())
vertoutvars += '\n';
// Add constants available to the vertex shader program.
for (auto vp : inputs.vars) {
if (vp.second.vertexAttr) {
continue;
}
VarInfo vd = vp.second;
vd.intermediate = false;
vd.used = false;
intermediates.vars[vp.first] = vd;
}
vertexStage = false;
// Perform pixel shader generation.
string outpix = generate(outputs, intermediates, ps, "PS");
string pixvars;
for (auto vp : intermediates.vars) {
if (vp.first != "gl_Position") {
VarInfo& vd = vp.second;
if (vd.used) {
string res = vd.intermediate ? "varying " : "uniform ";
if (!vd.isTexture())
res += "highp ";
res += vd.getTypeStr() + " " + vp.first + ";\n";
pixvars += res;
}
}
}
if (!pixvars.empty())
pixvars += '\n';
// Regenerate the vertex shader based on the intermediates used in the pixel shader.
// TODO: BK: This is a little messy. I should just store the results in a dict and then
// calculate them only once.
ShaderLayout unusedIntermediates;
vertexStage = true;
vsTempFuncs.clear();
vsTempVals.clear();
outvert = generate(unusedIntermediates, inputs, vs, "VS", &intermediates);
string vsTempFuncsOut;
for (const auto& p : vsTempFuncs)
vsTempFuncsOut += p.second.body + '\n';
string vsTempValsOut = orderedTempVals(vsTempVals, false);
string psTempFuncsOut;
for (const auto& p : psTempFuncs)
psTempFuncsOut += p.second.body + '\n';
string psTempValsOut = orderedTempVals(psTempVals, true);
// Perform final generation.
outvert = vertinvars + vertoutvars + vsTempFuncsOut + "void main() {\n" + vsTempValsOut + outvert + "}\n";
outpix = "precision lowp float;\n\n" + pixvars + psTempFuncsOut + "void main() {\n" + psTempValsOut + outpix + "}\n";
shaderOutput.vertexShader = [NSString stringWithCString:outvert.c_str()];
shaderOutput.pixelShader = [NSString stringWithCString:outpix.c_str()];
inputMaterial = nullptr;
}
bool ShaderInputVarCheck::generate(string& out, ShaderContext& c, ShaderLayout& v) {
if (!c.getInputVar(name))
return false;
return node->generate(out, c, v);
}
bool ShaderVarRef::generate(string& out, ShaderContext& c, ShaderLayout& v) {
type = v.findVariable(name, c.isPixelStage());
if (type) {
out = name;
return true;
}
out = constantResult;
return !out.empty();
}
bool ShaderFallbackRef::generate(string& out, ShaderContext& c, ShaderLayout& v) {
for (const auto& var : variables) {
type = v.findVariable(var, c.isPixelStage());
if (type) {
out = var;
return true;
}
}
out = constantResult;
return !out.empty();
}
bool ShaderFallbackNode::generate(string& out, ShaderContext& c, ShaderLayout& v) {
for (auto n : nodes) {
if (n->generate(out, c, v))
return true;
}
return false;
}
bool ShaderTransformedPosRef::generate(string& out, ShaderContext& c, ShaderLayout& v) {
if (!v.findVariable(GLKSH_POS_NAME) || !v.findVariable(GLKSH_MVP_NAME)) {
return false;
}
out = GLKSH_MVP_NAME " * " GLKSH_POS_NAME;
return true;
}
string ShaderTexRef::genTexLookup(string texVar, string uv, ShaderContext& c, ShaderLayout& v) {
return "texture2D(" + texVar + ", vec2(" + uv + "))";
}
bool ShaderTexRef::generate(string& out, ShaderContext& c, ShaderLayout& v) {
GLKTextureEnvMode mode = c.getInputVar(modeVar, GLKTextureEnvModeDecal);
// Get what we need for the texture, just passthrough next if not there, or if this
// is a vertex stage.
string uv;
if (c.isVertexStage() || !v.findVariable(texVar) || !uvRef->generate(uv, c, v)) {
if (nextRef) {
nextRef->generate(out, c, v);
}
return !out.empty();
}
// Do our texture lookup.
out = genTexLookup(texVar, uv, c, v);
if (mode == GLKTextureEnvModeReplace)
return true;
// Build result with next string.
string next, tmpname;
if (nextRef)
nextRef->generate(next, c, v);
if (!next.empty()) {
switch (mode) {
case GLKTextureEnvModeModulate:
out = "(" + out + " * " + next + ")";
break;
case GLKTextureEnvModeAdditive:
out = "(" + out + " + " + next + ")";
break;
case GLKTextureEnvModeSubtractive:
out = "(" + next + " - " + out + ")";
break;
case GLKTextureEnvModeDecal:
tmpname = texVar + "_val";
c.addTempVal(type, tmpname, out);
out = "mix(" + next + ", " + tmpname + ", " + tmpname + ".a)";
break;
}
}
return true;
}
string ShaderCubeRef::genTexLookup(string texVar, string uv, ShaderContext& c, ShaderLayout& v) {
std::string transform;
if (transformNode) {
transformNode->generate(transform, c, v);
}
std::string texLookup;
if (!transform.empty()) {
texLookup = "textureCube(" + texVar + ", vec3(" + transform + " * vec4(vec3(" + uv + ") * vec3(1.0, -1.0, 1.0), 0.0)))";
} else {
texLookup = "textureCube(" + texVar + ", vec3(" + uv + ") * vec3(1.0, -1.0, 1.0))";
}
std::string modulus;
if (!reflAlphaNode || !reflAlphaNode->generate(modulus, c, v))
return texLookup;
if (reflAlphaNode->getType() == GLKS_FLOAT) {
return "(" + modulus + " * " + texLookup + ")";
}
return "(" + modulus + ".a * " + texLookup + ")";
}
bool ShaderSpecularTex::generate(string& out, ShaderContext& c, ShaderLayout& v) {
if (nextRef) {
nextRef->generate(out, c, v);
}
// No texture? just do passthrough.
string uv;
if (c.isVertexStage() || !v.findVariable(texVar) || !uvRef->generate(uv, c, v)) {
return !out.empty();
}
// Do our texture lookup.
string texVarTmp = texVar + "_specTmp";
string texMod = "texture2D(" + texVar + ", vec2(" + uv + ")).a"; // TODO: parameterize this & refl tex for alpha vs rgb.
c.addTempVal(GLKS_FLOAT, texVarTmp, texMod);
// shininess stored in .a of input.
out = "vec4(" + texVarTmp + " * " + out + ".rgb, max(1.0, " + texVarTmp + " * " + out + ".a))";
return true;
}
bool ShaderAdditiveCombiner::generate(string& out, ShaderContext& c, ShaderLayout& v) {
int numGenerated = 0;
for (auto n : subNodes) {
string res;
if (n->generate(res, c, v) && !res.empty()) {
if (numGenerated == 0) {
out = res;
type = n->getType();
} else if (numGenerated == 1) {
out = '(' + out + " + " + res;
} else {
out += " + " + res;
}
numGenerated++;
}
}
if (numGenerated > 1) {
out += ')';
}
return numGenerated >= 1;
}
bool ShaderOp::generate(string& out, ShaderContext& c, ShaderLayout& v) {
string res1, res2;
bool a = n1->generate(res1, c, v);
bool b = n2->generate(res2, c, v);
if (needsAll) {
// Too bad.
if (!a || !b)
return false;
} else {
// Recover nicely if something is missing.
if (!a) {
if (b) {
out = res2;
type = n2->getType();
return true;
}
return false;
}
if (!b) {
out = res1;
type = n1->getType();
return true;
}
}
// cast second result if need be. assume this rule will always magically work out. (hint: it won't).
if (n2->getType() != n1->getType()) {
res2 = getTypeStr(n1->getType()) + '(' + res2 + ')';
}
if (isOperator) {
out = '(' + res1 + ' ' + op + ' ' + res2 + ')';
} else {
out = op + '(' + res1 + ", " + res2 + ')';
}
type = n1->getType();
return true;
}
bool ShaderTempRef::generate(string& out, ShaderContext& c, ShaderLayout& v) {
string res;
if (!body->generate(res, c, v))
return false;
c.addTempVal(type, name, res);
out = name;
return true;
}
bool ShaderAttenuator::generate(string& out, ShaderContext& c, ShaderLayout& v) {
string lightStr, attenStr;
if (!toLight->generate(lightStr, c, v) || !atten->generate(attenStr, c, v))
return false;
c.addTempFunc(GLKS_FLOAT,
"performAttenuation",
"float performAttenuation(vec3 toLight, vec3 atten) {\n"
" float dist = length(toLight);\n"
" return min(1.0, 1.0 / (atten.x + atten.y * dist + atten.z * dist * dist));\n"
"}\n");
out = "performAttenuation(" + lightStr + ", " + attenStr + ")";
return true;
}
bool ShaderReflNode::generate(string& out, ShaderContext& c, ShaderLayout& v) {
string normStr, srcStr;
if (!norm->generate(normStr, c, v) || !src->generate(srcStr, c, v))
return false;
out = "normalize(reflect(" + srcStr + ", " + normStr + "))";
return true;
}
bool ShaderCustom::generate(string& out, ShaderContext& c, ShaderLayout& v) {
if (!inner || !useInner) {
out = before + after;
} else {
string innerStr;
if (!inner->generate(innerStr, c, v))
return false;
out = before + innerStr + after;
}
return true;
}
bool ShaderLighter::generate(string& out, ShaderContext& c, ShaderLayout& v) {
string ldStr, normStr, clrStr, attenStr;
if (!lightDir->generate(ldStr, c, v) || !normal->generate(normStr, c, v) || !color->generate(clrStr, c, v) ||
!atten->generate(attenStr, c, v))
return false;
c.addTempFunc(GLKS_FLOAT4,
"performLighting",
"vec4 performLighting(vec3 toLight, vec3 normal, vec4 color, float distAtten) {\n"
" vec3 lightNorm = normalize(toLight);\n"
" float intensity = max(0.0, dot(lightNorm, normal)) * distAtten;\n"
" return vec4(color.xyz * intensity, 1.0);\n"
"}\n");
out = "performLighting(" + ldStr + ", " + normStr + ", " + clrStr + ", " + attenStr + ")";
return true;
}
bool ShaderSpecLighter::generate(string& out, ShaderContext& c, ShaderLayout& v) {
string ldStr, cdStr, normStr, clrStr, attenStr;
if (!lightDir->generate(ldStr, c, v) || !cameraDir->generate(cdStr, c, v) || !normal->generate(normStr, c, v) ||
!color->generate(clrStr, c, v) || !atten->generate(attenStr, c, v))
return false;
c.addTempFunc(GLKS_FLOAT4,
"performSpecular",
"vec4 performSpecular(vec3 toLight, vec3 toCam, vec3 normal, vec4 color, float distAtten) {\n"
" vec3 lightRefl = normalize(reflect(toLight, normal));\n"
" vec3 camNorm = normalize(vec3(toCam));\n"
" float specular = distAtten * pow(max(0.0, -dot(camNorm, lightRefl)), color.w);\n"
" return vec4(color.xyz * specular, 1.0);\n"
"}\n");
out = "performSpecular(" + ldStr + ", " + cdStr + ", " + normStr + ", " + clrStr + ", " + attenStr + ")";
return true;
}
bool ShaderSpotlightAtten::generate(string& out, ShaderContext& c, ShaderLayout& v) {
string ldStr;
string paramRef;
string dirRef;
if (!lightDir->generate(ldStr, c, v) || !params->generate(paramRef, c, v) || !dir->generate(dirRef, c, v))
return false;
c.addTempFunc(GLKS_FLOAT,
"spotlightAtten",
"float spotlightAtten(vec3 toLight, vec3 spotDir, vec3 spotAtten) {"
" float dp = -dot(normalize(toLight), spotDir);\n"
" float intens = max(0.0, min(dp, spotAtten.y) - spotAtten.x) * spotAtten.z;\n"
" return intens;\n"
"}\n");
out = "spotlightAtten(" + ldStr + ", " + dirRef + ", " + paramRef + ")";
return true;
}
bool ShaderAffineBlend::generate(string& out, ShaderContext& c, ShaderLayout& v) {
string blend;
string n1src;
string n2src;
// Can we even blend?
if (!blendNode->generate(blend, c, v) || !n1->generate(n1src, c, v)) {
return n2->generate(out, c, v);
}
if (!n2->generate(n2src, c, v)) {
out = n1src;
return true;
}
// Blend!
out = "(((1.0 - " + blend + ") * (" + n1src + ")) + " + blend + " * (" + n2src + "))";
return true;
}
// fogParams.x = end distance, fogParams.y = 1 / (end - start).
bool ShaderLinearFog::generate(string& out, ShaderContext& c, ShaderLayout& v) {
string params, depth;
if (!fogParams->generate(params, c, v))
return false;
if (!depthRef->generate(depth, c, v))
return false;
out = "clamp((" + params + ".x - " + depth + ") * " + params + ".y, 0.0, 1.0)";
return true;
}
bool ShaderExpFog::generate(string& out, ShaderContext& c, ShaderLayout& v) {
string dens, depth;
if (!densityRef->generate(dens, c, v))
return false;
if (!depthRef->generate(depth, c, v))
return false;
if (squared) {
out = "clamp(exp(" + depth + " * " + depth + " * " + dens + "), 0.0, 1.0)";
} else {
out = "clamp(exp(" + depth + " * " + dens + "), 0.0, 1.0)";
}
return true;
}
bool ShaderVertexOnly::generate(std::string& out, ShaderContext& c, ShaderLayout& v) {
if (c.isVertexStage()) {
return inner->generate(out, c, v);
}
return false;
}
bool ShaderPixelOnly::generate(std::string& out, ShaderContext& c, ShaderLayout& v) {
if (c.isPixelStage()) {
return inner->generate(out, c, v);
}
return false;
}
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