189 lines
7.8 KiB
C++
189 lines
7.8 KiB
C++
/* -----------------------------------------------------------------------------
|
|
GSFramework
|
|
Copyright 2001-2013 Emmanuel Julien. All Rights Reserved.
|
|
----------------------------------------------------------------------------- */
|
|
|
|
|
|
#include "core/shader_tree_compiler.h"
|
|
#include "core/geometry.h"
|
|
#include "log/log.h"
|
|
|
|
using namespace GS;
|
|
using namespace GS::Core;
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
bool ShaderTreeCompiler::GetNewVariable(String &variable, const char *prefix)
|
|
{
|
|
variable = String::Format("n_%s%d", prefix ? prefix : "n_var", variable_count++);
|
|
return true;
|
|
}
|
|
CShaderBlock *ShaderTreeCompiler::GetNewCompiledBlock(const ShaderBlock *block)
|
|
{
|
|
List <CShaderBlock *> ::Item *item = compiled_tree_block.Add(new CShaderBlock(block));
|
|
return item ? item->Object() : NULL;
|
|
}
|
|
//------------------------------------------------------------------------------
|
|
|
|
//-------------------------------------------------------------------
|
|
void ShaderTreeCompiler::AddPrefix(const char *prefix)
|
|
//-------------------------------------------------------------------
|
|
{
|
|
if (prefix)
|
|
id += prefix;
|
|
}
|
|
|
|
//-------------------------------------------------------------------------------------------------------------------------
|
|
CShaderBlock *ShaderTreeCompiler::CompileTemporary(ShaderBlock *block, const char *prefix, ShaderInput::Scope scope)
|
|
//-------------------------------------------------------------------------------------------------------------------------
|
|
{
|
|
temporary_block_list.Add(block);
|
|
return CompileShaderBlock(block, prefix, scope);
|
|
}
|
|
|
|
//---------------------------------------------------------------------------------------------------------------------------------
|
|
CShaderBlock *ShaderTreeCompiler::CompileShaderBlock(const ShaderBlock *block, const char *prefix, ShaderInput::Scope scope)
|
|
//---------------------------------------------------------------------------------------------------------------------------------
|
|
{
|
|
if (!block)
|
|
return NULL;
|
|
|
|
// Id should describe the full tree structure.
|
|
AddPrefix(prefix);
|
|
id += block->GetId();
|
|
|
|
/*
|
|
Avoid compiling twice a block referenced multiple times.
|
|
Also geometry input blocks only need to be evaluated once.
|
|
*/
|
|
ListForeachPtr(CShaderBlock *, compiled_block, compiled_tree_block)
|
|
if (compiled_block->block->IsEquivalent(block))
|
|
return compiled_block;
|
|
|
|
// Compile as new block.
|
|
switch (block->type)
|
|
{
|
|
case ShaderBlock::TypeConstant:
|
|
return CompileConstantShaderBlock((const ConstantShaderBlock *)block, scope);
|
|
case ShaderBlock::TypeColor:
|
|
return CompileColorShaderBlock((const ColorShaderBlock *)block, scope);
|
|
case ShaderBlock::TypeMaterialParam:
|
|
return CompileMaterialParamShaderBlock((const MaterialParamShaderBlock *)block, scope);
|
|
case ShaderBlock::TypeMaterialTexture:
|
|
return CompileMaterialTextureShaderBlock((const MaterialTextureShaderBlock *)block, scope);
|
|
|
|
case ShaderBlock::TypeGeometryVertex:
|
|
return CompileGeometryVertexShaderBlock((const GeometryVertexShaderBlock *)block, scope);
|
|
case ShaderBlock::TypeGeometryNormal:
|
|
return CompileGeometryNormalShaderBlock((const GeometryNormalShaderBlock *)block, scope);
|
|
case ShaderBlock::TypeGeometrySkinning:
|
|
return CompileGeometrySkinningShaderBlock((const GeometrySkinningShaderBlock *)block, scope);
|
|
case ShaderBlock::TypeGeometryVertexColor:
|
|
return CompileGeometryVertexColorShaderBlock((const GeometryVertexColorShaderBlock *)block, scope);
|
|
case ShaderBlock::TypeGeometryTangentFrame:
|
|
return CompileGeometryTangentFrameShaderBlock((const GeometryTangentFrameShaderBlock *)block, scope);
|
|
case ShaderBlock::TypeGeometryUV:
|
|
return CompileGeometryUVShaderBlock((const GeometryUVShaderBlock *)block, scope);
|
|
case ShaderBlock::TypeRenderBuffer:
|
|
return CompileRenderBufferShaderBlock((const RenderBufferShaderBlock *)block, scope);
|
|
case ShaderBlock::TypeTexture:
|
|
return CompileTextureShaderBlock((const TextureShaderBlock *)block, scope);
|
|
case ShaderBlock::TypeTextureSampler:
|
|
return CompileTextureSamplerShaderBlock((const TextureSamplerShaderBlock *)block, scope);
|
|
|
|
case ShaderBlock::TypeMix:
|
|
return CompileMixShaderBlock((const MixOperatorShaderBlock *)block, scope);
|
|
case ShaderBlock::TypeAdd:
|
|
return CompileAddShaderBlock((const AddOperatorShaderBlock *)block, scope);
|
|
case ShaderBlock::TypeSub:
|
|
return CompileSubShaderBlock((const SubOperatorShaderBlock *)block, scope);
|
|
case ShaderBlock::TypeMul:
|
|
return CompileMulShaderBlock((const MulOperatorShaderBlock *)block, scope);
|
|
case ShaderBlock::TypeDiv:
|
|
return CompileDivShaderBlock((const DivOperatorShaderBlock *)block, scope);
|
|
case ShaderBlock::TypeSwizzle:
|
|
return CompileSwizzleShaderBlock((const SwizzleShaderBlock *)block, scope);
|
|
case ShaderBlock::TypeBuild:
|
|
return CompileBuildShaderBlock((const BuildShaderBlock *)block, scope);
|
|
case ShaderBlock::TypeCos:
|
|
return CompileCosinusShaderBlock((const CosinusShaderBlock *)block, scope);
|
|
case ShaderBlock::TypeSin:
|
|
return CompileSinusShaderBlock((const SinusShaderBlock *)block, scope);
|
|
case ShaderBlock::TypePow:
|
|
return CompilePowShaderBlock((const PowShaderBlock *)block, scope);
|
|
case ShaderBlock::TypeAbs:
|
|
return CompileAbsShaderBlock((const AbsShaderBlock *)block, scope);
|
|
|
|
case ShaderBlock::TypeNormalize:
|
|
return CompileNormalizeBlock((const NormalizeOperatorShaderBlock *)block, scope);
|
|
case ShaderBlock::TypeDot:
|
|
return CompileDotShaderBlock((const DotOperatorShaderBlock *)block, scope);
|
|
case ShaderBlock::TypeCross:
|
|
return CompileCrossShaderBlock((const CrossOperatorShaderBlock *)block, scope);
|
|
case ShaderBlock::TypeClamp:
|
|
return CompileClampShaderBlock((const ClampShaderBlock *)block, scope);
|
|
|
|
case ShaderBlock::TypePackVectorToColor:
|
|
return CompilePackVectorToColor((const PackVectorToColorShaderBlock *)block, scope);
|
|
case ShaderBlock::TypeUnpackColorToVector:
|
|
return CompileUnpackColorToVector((const UnpackColorToVectorShaderBlock *)block, scope);
|
|
|
|
case ShaderBlock::TypeClock:
|
|
return CompileClockShaderBlock((const ClockShaderBlock *)block, scope);
|
|
case ShaderBlock::TypeScreenUV:
|
|
return CompileScreenUVShaderBlock((const ScreenUVShaderBlock *)block, scope);
|
|
case ShaderBlock::TypeViewVector:
|
|
return CompileViewVectorShaderBlock((const ViewVectorShaderBlock *)block, scope);
|
|
case ShaderBlock::TypeViewport:
|
|
return CompileViewportShaderBlock((const ViewportShaderBlock *)block, scope);
|
|
|
|
case ShaderBlock::TypeNormalViewMatrix:
|
|
return CompileNormalViewMatrixShaderBlock((const NormalViewMatrixShaderBlock *)block, scope);
|
|
case ShaderBlock::TypeNormalMatrix:
|
|
return CompileNormalMatrixShaderBlock((const NormalMatrixShaderBlock *)block, scope);
|
|
case ShaderBlock::TypeModelViewMatrix:
|
|
return CompileModelViewMatrixShaderBlock((const ModelViewMatrixShaderBlock *)block, scope);
|
|
case ShaderBlock::TypeModelMatrix:
|
|
return CompileModelMatrixShaderBlock((const ModelMatrixShaderBlock *)block, scope);
|
|
|
|
default:
|
|
__LOG_E__ << "Unsupported render block type (" << block->type << "), does not known how to compile.\n";
|
|
break;
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
void ShaderTreeCompiler::Free()
|
|
{
|
|
id.Clear();
|
|
|
|
compiled_tree_block.Clear();
|
|
temporary_block_list.Clear();
|
|
|
|
vertex_declaration.Clear();
|
|
vertex_source.Clear();
|
|
pixel_declaration.Clear();
|
|
pixel_source.Clear();
|
|
|
|
texture_count = 0;
|
|
variable_count = 0;
|
|
shader = NULL;
|
|
}
|
|
void ShaderTreeCompiler::RestartCompiler(Shader *s)
|
|
{
|
|
Free();
|
|
shader = s;
|
|
}
|
|
//------------------------------------------------------------------------------
|
|
|
|
//------------------------------------------------------------------------------
|
|
ShaderTreeCompiler::ShaderTreeCompiler()
|
|
{
|
|
texture_count = 0;
|
|
variable_count = 0;
|
|
}
|
|
ShaderTreeCompiler::~ShaderTreeCompiler()
|
|
{ Free(); }
|
|
//------------------------------------------------------------------------------
|