mirror of
https://github.com/Almamu/linux-wallpaperengine.git
synced 2025-07-14 21:32:23 +08:00
+ Support for shader parameters with default values (TODO: read values from the constantvalues list in the json files)
Signed-off-by: Alexis Maiquez <almamu@almamu.com>
This commit is contained in:
parent
e62ea3e2be
commit
374f53be6a
@ -15,6 +15,6 @@ find_package(LZ4 REQUIRED)
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include_directories(${X11_INCLUDE_DIR} ${IRRLICHT_INCLUDE_DIR} ${LZ4_INCLUDE_DIR} .)
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add_executable(wallengine main.cpp wallpaperengine/shaders/compiler.h wallpaperengine/shaders/compiler.cpp wallpaperengine/project.cpp wallpaperengine/project.h wallpaperengine/scene.cpp wallpaperengine/scene.h wallpaperengine/object.cpp wallpaperengine/object.h wallpaperengine/camera.cpp wallpaperengine/camera.h wallpaperengine/core.cpp wallpaperengine/core.h wallpaperengine/image.cpp wallpaperengine/image.h wallpaperengine/object3d.cpp wallpaperengine/object3d.h wallpaperengine/effect.cpp wallpaperengine/effect.h wallpaperengine/fs/utils.cpp wallpaperengine/fs/utils.h wallpaperengine/irrlicht.cpp wallpaperengine/irrlicht.h wallpaperengine/video/renderer.cpp wallpaperengine/video/renderer.h wallpaperengine/video/node.cpp wallpaperengine/video/node.h wallpaperengine/video/material.cpp wallpaperengine/video/material.h wallpaperengine/texture.cpp wallpaperengine/texture.h wallpaperengine/irr/CImageLoaderTEX.h wallpaperengine/irr/CImageLoaderTEX.cpp wallpaperengine/irr/CPkgReader.h wallpaperengine/irr/CPkgReader.cpp wallpaperengine/irr/CFileList.h wallpaperengine/irr/CFileList.cpp)
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add_executable(wallengine main.cpp wallpaperengine/shaders/compiler.h wallpaperengine/shaders/compiler.cpp wallpaperengine/project.cpp wallpaperengine/project.h wallpaperengine/scene.cpp wallpaperengine/scene.h wallpaperengine/object.cpp wallpaperengine/object.h wallpaperengine/camera.cpp wallpaperengine/camera.h wallpaperengine/core.cpp wallpaperengine/core.h wallpaperengine/image.cpp wallpaperengine/image.h wallpaperengine/object3d.cpp wallpaperengine/object3d.h wallpaperengine/effect.cpp wallpaperengine/effect.h wallpaperengine/fs/utils.cpp wallpaperengine/fs/utils.h wallpaperengine/irrlicht.cpp wallpaperengine/irrlicht.h wallpaperengine/video/renderer.cpp wallpaperengine/video/renderer.h wallpaperengine/video/node.cpp wallpaperengine/video/node.h wallpaperengine/video/material.cpp wallpaperengine/video/material.h wallpaperengine/texture.cpp wallpaperengine/texture.h wallpaperengine/irr/CImageLoaderTEX.h wallpaperengine/irr/CImageLoaderTEX.cpp wallpaperengine/irr/CPkgReader.h wallpaperengine/irr/CPkgReader.cpp wallpaperengine/irr/CFileList.h wallpaperengine/irr/CFileList.cpp wallpaperengine/irr/vector4d.h)
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target_link_libraries(wallengine ${X11_LIBRARIES} ${X11_Xxf86vm_LIB} ${OPENGL_LIBRARIES} ${GLUT_LIBRARIES} ${ZLIB_LIBRARIES} ${IRRLICHT_LIBRARY} ${LZ4_LIBRARY})
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@ -4,6 +4,7 @@
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#include <iostream>
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#include <irrlicht/vector3d.h>
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#include <irrlicht/vector2d.h>
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#include <irrlicht/matrix4.h>
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namespace wp
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{
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@ -3,6 +3,7 @@
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#include "shaders/compiler.h"
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#include "effect.h"
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#include "irrlicht.h"
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#include "core.h"
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extern irr::f32 g_Time;
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@ -87,18 +88,211 @@ namespace wp
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irr::io::path fragpath = shaderpath + ".frag";
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irr::io::path vertpath = shaderpath + ".vert";
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wp::shaders::compiler* fragcompiler = new wp::shaders::compiler (fragpath, wp::shaders::compiler::Type::Type_Pixel, false);
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wp::shaders::compiler* vertcompiler = new wp::shaders::compiler (vertpath, wp::shaders::compiler::Type::Type_Vertex, false);
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this->m_fragShader = new wp::shaders::compiler (fragpath, wp::shaders::compiler::Type::Type_Pixel, false);
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this->m_vertShader = new wp::shaders::compiler (vertpath, wp::shaders::compiler::Type::Type_Vertex, false);
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this->m_materialType = wp::irrlicht::driver->getGPUProgrammingServices ()
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->addHighLevelShaderMaterial (
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vertcompiler->precompile ().c_str (), "main", irr::video::EVST_VS_2_0,
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fragcompiler->precompile ().c_str (), "main", irr::video::EPST_PS_2_0,
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this->m_vertShader->precompile ().c_str (), "main", irr::video::EVST_VS_2_0,
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this->m_fragShader->precompile ().c_str (), "main", irr::video::EPST_PS_2_0,
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this, irr::video::EMT_TRANSPARENT_ALPHA_CHANNEL, 0, irr::video::EGSL_DEFAULT
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);
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}
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delete fragcompiler;
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delete vertcompiler;
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json::const_iterator constantvalues = (*curpass).find ("constantshadervalues");
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if (constantvalues != (*curpass).end () && (*constantvalues).is_object () == true)
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this->parseConstantValues ((*constantvalues));
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// last step is creating the actual variables for the shaders
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std::vector <shaders::compiler::ShaderParameter*>::const_iterator cur;
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std::vector <shaders::compiler::ShaderParameter*>::const_iterator end;
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cur = this->m_fragShader->getParameters ().begin ();
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end = this->m_fragShader->getParameters ().end ();
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// first do fragment shaders
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for (; cur != end; cur ++)
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{
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wp::shaders::compiler::ShaderParameter* param = (*cur);
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ShaderParameter* parameter = new ShaderParameter;
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parameter->value = nullptr;
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if (param->type == "vec4")
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{
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irr::core::vector3df* vec = (irr::core::vector3df*) param->defaultValue;
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irr::f32* val = new irr::f32 [4];
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val [0] = vec->X;
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val [1] = vec->Y;
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val [2] = vec->Z;
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val [3] = 0.0f;
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parameter->value = val;
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parameter->type = ParameterType::TYPE_VEC4;
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}
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else if (param->type == "vec3")
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{
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irr::core::vector3df* vec = (irr::core::vector3df*) param->defaultValue;
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irr::f32* val = new irr::f32 [3];
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val [0] = vec->X;
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val [1] = vec->Y;
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val [2] = vec->Z;
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parameter->value = val;
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parameter->type = ParameterType::TYPE_VEC3;
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}
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else if (param->type == "vec2")
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{
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irr::core::vector2df* vec = (irr::core::vector2df*) param->defaultValue;
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irr::f32* val = new irr::f32 [2];
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val [0] = vec->X;
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val [1] = vec->Y;
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parameter->value = val;
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parameter->type = ParameterType::TYPE_VEC2;
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}
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else if (param->type == "float")
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{
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irr::f32* org = (irr::f32*) param->defaultValue;
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irr::f32* val = new irr::f32;
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*val = *org;
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parameter->value = val;
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parameter->type = ParameterType::TYPE_FLOAT;
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}
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else if (param->type == "int")
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{
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irr::s32* org = (irr::s32*) param->defaultValue;
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irr::s32* val = new irr::s32;
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*val = *org;
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parameter->value = val;
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parameter->type = ParameterType::TYPE_INT;
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}
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else if (param->type == "sampler2D")
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{
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// sampler2D are textures from wallpaper engine
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// so these can be ignored as they are later on defined
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continue;
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}
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this->m_pixelVariables.insert (std::pair <std::string, ShaderParameter*> (param->variableName, parameter));
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}
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cur = this->m_vertShader->getParameters ().begin ();
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end = this->m_vertShader->getParameters ().end ();
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// second do vertex shaders
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for (;cur != end; cur ++)
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{
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wp::shaders::compiler::ShaderParameter* param = (*cur);
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if (param == nullptr)
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continue;
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ShaderParameter* parameter = new ShaderParameter;
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parameter->value = nullptr;
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if (param->type == "vec4")
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{
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irr::core::vector3df* vec = (irr::core::vector3df*) param->defaultValue;
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parameter->value = new irr::f32 [4];
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(*(irr::f32**) parameter->value) [0] = vec->X;
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(*(irr::f32**) parameter->value) [1] = vec->Y;
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(*(irr::f32**) parameter->value) [2] = vec->Z;
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(*(irr::f32**) parameter->value) [3] = 0.0f;
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parameter->type = ParameterType::TYPE_VEC4;
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}
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else if (param->type == "vec3")
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{
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irr::core::vector3df* vec = (irr::core::vector3df*) param->defaultValue;
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parameter->value = new irr::f32 [3];
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(*(irr::f32**) parameter->value) [0] = vec->X;
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(*(irr::f32**) parameter->value) [1] = vec->Y;
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(*(irr::f32**) parameter->value) [2] = vec->Z;
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parameter->type = ParameterType::TYPE_VEC3;
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}
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else if (param->type == "vec2")
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{
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irr::core::vector2df* vec = (irr::core::vector2df*) param->defaultValue;
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parameter->value = new irr::f32 [2];
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(*(irr::f32**) parameter->value) [0] = vec->X;
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(*(irr::f32**) parameter->value) [1] = vec->Y;
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parameter->type = ParameterType::TYPE_VEC2;
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}
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else if (param->type == "float")
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{
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parameter->value = new irr::f32;
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*(irr::f32*) parameter->value = *(irr::f32*) param->defaultValue;
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parameter->type = ParameterType::TYPE_FLOAT;
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}
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else if (param->type == "int")
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{
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parameter->value = new irr::s32;
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*(irr::s32*) parameter->value = *(irr::s32*) param->defaultValue;
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parameter->type = ParameterType::TYPE_INT;
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}
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else if (param->type == "sampler2D")
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{
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// sampler2D are textures from wallpaper engine
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// so these can be ignored as they are later on defined
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continue;
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}
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this->m_vertexVariables.insert (std::pair <std::string, ShaderParameter*> (param->variableName, parameter));
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}
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}
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void effect::parseConstantValues (json data)
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{
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/*
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"ui_editor_properties_animation_speed" : 0.10000000149011612,
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"ui_editor_properties_ripple_scale" : 2.5,
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"ui_editor_properties_ripple_strength" : 0.070000000298023224
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*/
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json::const_iterator cur = data.begin ();
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json::const_iterator end = data.end ();
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for (; cur != end; cur ++)
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{
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std::string name = cur.key ();
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void* value = nullptr;
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if ((*cur).is_number_float () == true)
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{
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value = new irr::f32;
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*(irr::f32*) value = (*cur).get <irr::f32> ();
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}
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else if ((*cur).is_number_integer () == true)
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{
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value = new irr::s32;
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*(irr::s32*) value = (*cur).get <irr::s32> ();
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}
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else if ((*cur).is_string () == true)
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{
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value = new irr::core::vector3df;
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*(irr::core::vector3df*) value = core::ato3vf ((*cur).get <std::string> ().c_str ());
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}
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this->m_constants.insert (std::pair <std::string, void*> (name, value));
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}
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}
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@ -135,21 +329,150 @@ namespace wp
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worldViewProj *= driver->getTransform(irr::video::ETS_VIEW);
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worldViewProj *= driver->getTransform(irr::video::ETS_WORLD);
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services->setVertexShaderConstant ("g_AnimationSpeed", &g_AnimationSpeed, 1);
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/*
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THESE ARE THE VARIABLES AVAILABLE ON SHADERS
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uniform float g_Alpha;
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uniform vec3 g_Color;
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// Application time, starts with 0
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uniform float g_Time;
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// Maps 24 hrs to [0, 1]
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uniform float g_Daytime;
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uniform vec2 g_TexelSize;
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uniform vec2 g_TexelSizeHalf;
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uniform mat4 g_ModelMatrix;
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uniform mat4 g_ViewProjectionMatrix;
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uniform mat4 g_ModelViewProjectionMatrix;
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uniform mat4 g_ModelViewProjectionMatrixInverse;
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uniform vec3 g_EyePosition;
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uniform vec3 g_ViewUp;
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uniform vec3 g_ViewRight;
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// Samplers that map to the textures[] array in the material
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uniform sampler2D g_Texture0;
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uniform sampler2D g_Texture1;
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uniform sampler2D g_Texture2;
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uniform sampler2D g_Texture3;
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uniform sampler2D g_Texture4;
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uniform sampler2D g_Texture5;
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uniform sampler2D g_Texture6;
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uniform sampler2D g_Texture7;
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// For sprite sheets (GIFs)
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uniform vec4 g_Texture0Rotation;
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uniform vec4 g_Texture1Rotation;
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uniform vec4 g_Texture2Rotation;
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uniform vec4 g_Texture3Rotation;
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uniform vec4 g_Texture4Rotation;
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uniform vec4 g_Texture5Rotation;
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uniform vec4 g_Texture6Rotation;
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uniform vec4 g_Texture7Rotation;
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uniform vec2 g_Texture0Translation;
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uniform vec2 g_Texture1Translation;
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uniform vec2 g_Texture2Translation;
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uniform vec2 g_Texture3Translation;
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uniform vec2 g_Texture4Translation;
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uniform vec2 g_Texture5Translation;
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uniform vec2 g_Texture6Translation;
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uniform vec2 g_Texture7Translation;
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uniform vec4 g_LightsColorRadius[4]; // color in XYZ, radius in W
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uniform vec3 g_LightsPosition[4];
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uniform vec3 g_LightAmbientColor;
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uniform vec3 g_LightSkylightColor;
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// lower frequencies at lower indices
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uniform float g_AudioSpectrum16Left[16];
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uniform float g_AudioSpectrum16Right[16];
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uniform float g_AudioSpectrum32Left[32];
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uniform float g_AudioSpectrum32Right[32];
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uniform float g_AudioSpectrum64Left[64];
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uniform float g_AudioSpectrum64Right[64];
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// Normalized in UV space [0, 1]
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uniform vec2 g_PointerPosition;
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*/
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services->setVertexShaderConstant ("g_Time", &g_Time, 1);
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services->setPixelShaderConstant ("g_Time", &g_Time, 1);
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std::map<std::string, ShaderParameter*>::const_iterator vertcur = this->m_vertexVariables.begin ();
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std::map<std::string, ShaderParameter*>::const_iterator vertend = this->m_vertexVariables.end ();
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for (; vertcur != vertend; vertcur ++)
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{
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switch ((*vertcur).second->type)
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{
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case ParameterType::TYPE_FLOAT:
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services->setVertexShaderConstant ((*vertcur).first.c_str (), (irr::f32*) (*vertcur).second, 1);
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break;
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case ParameterType::TYPE_VEC2:
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services->setVertexShaderConstant ((*vertcur).first.c_str (), (irr::f32*) (*vertcur).second, 2);
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break;
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case ParameterType::TYPE_VEC3:
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services->setVertexShaderConstant ((*vertcur).first.c_str (), (irr::f32*) (*vertcur).second, 3);
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break;
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case ParameterType::TYPE_VEC4:
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services->setVertexShaderConstant ((*vertcur).first.c_str (), (irr::f32*) (*vertcur).second, 4);
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break;
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case ParameterType::TYPE_INT:
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services->setVertexShaderConstant ((*vertcur).first.c_str (), (irr::s32*) (*vertcur).second, 1);
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break;
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}
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}
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std::map<std::string, ShaderParameter*>::const_iterator pixelcur = this->m_pixelVariables.begin ();
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std::map<std::string, ShaderParameter*>::const_iterator pixelend = this->m_pixelVariables.end ();
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for (; pixelcur != pixelend; pixelcur ++)
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{
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switch ((*pixelcur).second->type)
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{
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case ParameterType::TYPE_FLOAT:
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services->setPixelShaderConstant ((*pixelcur).first.c_str (), (irr::f32*) (*pixelcur).second, 1);
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break;
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case ParameterType::TYPE_VEC2:
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services->setPixelShaderConstant ((*pixelcur).first.c_str (), (irr::f32*) (*pixelcur).second, 2);
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break;
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case ParameterType::TYPE_VEC3:
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services->setPixelShaderConstant ((*pixelcur).first.c_str (), (irr::f32*) (*pixelcur).second, 3);
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break;
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case ParameterType::TYPE_VEC4:
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services->setPixelShaderConstant ((*pixelcur).first.c_str (), (irr::f32*) (*pixelcur).second, 4);
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break;
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case ParameterType::TYPE_INT:
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services->setPixelShaderConstant ((*pixelcur).first.c_str (), (irr::s32*) (*pixelcur).second, 1);
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break;
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}
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}
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/*services->setVertexShaderConstant ("g_AnimationSpeed", &g_AnimationSpeed, 1);
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services->setVertexShaderConstant ("g_Scale", &g_Scale, 1);
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services->setVertexShaderConstant ("g_ScrollSpeed", &g_ScrollSpeed, 1);
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services->setVertexShaderConstant ("g_Direction", &g_Direction, 1);
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services->setVertexShaderConstant ("g_Time", &g_Time, 1);
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services->setVertexShaderConstant ("g_Direction", &g_Direction, 1);*/
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services->setVertexShaderConstant ("g_ModelViewProjectionMatrix", worldViewProj.pointer(), 16);
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services->setVertexShaderConstant ("g_Texture0Resolution", g_Texture1Resolution, 4);
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services->setVertexShaderConstant ("g_Texture1Resolution", g_Texture1Resolution, 4);
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services->setVertexShaderConstant ("g_Texture2Resolution", g_Texture1Resolution, 4);
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// TODO: Support up to 7 materials (as wallpaper engine)
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services->setPixelShaderConstant ("g_Strength", &g_Strength, 1);
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/*services->setPixelShaderConstant ("g_Strength", &g_Strength, 1);
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services->setPixelShaderConstant ("g_SpecularPower", &g_SpecularPower, 1);
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services->setPixelShaderConstant ("g_SpecularStrength", &g_SpecularStrength, 1);
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services->setPixelShaderConstant ("g_SpecularColor", g_SpecularColor, 3);
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services->setPixelShaderConstant ("g_SpecularColor", g_SpecularColor, 3);*/
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services->setPixelShaderConstant ("g_Texture0", &g_Texture0, 1);
|
||||
services->setPixelShaderConstant ("g_Texture1", &g_Texture1, 1);
|
||||
services->setPixelShaderConstant ("g_Texture2", &g_Texture2, 1);
|
||||
|
@ -5,6 +5,7 @@
|
||||
#include <irrlicht/irrlicht.h>
|
||||
|
||||
#include "texture.h"
|
||||
#include "shaders/compiler.h"
|
||||
|
||||
namespace wp
|
||||
{
|
||||
@ -20,6 +21,30 @@ namespace wp
|
||||
std::vector <wp::texture*>& getTextureList ();
|
||||
irr::s32 getMaterialType ();
|
||||
private:
|
||||
enum ParameterType
|
||||
{
|
||||
TYPE_VEC4,
|
||||
TYPE_VEC3,
|
||||
TYPE_VEC2,
|
||||
TYPE_FLOAT,
|
||||
TYPE_INT
|
||||
};
|
||||
|
||||
struct ShaderParameter
|
||||
{
|
||||
void* value;
|
||||
ParameterType type;
|
||||
};
|
||||
|
||||
void parseConstantValues (json data);
|
||||
|
||||
wp::shaders::compiler* m_fragShader;
|
||||
wp::shaders::compiler* m_vertShader;
|
||||
|
||||
std::map <std::string, ShaderParameter*> m_vertexVariables;
|
||||
std::map <std::string, ShaderParameter*> m_pixelVariables;
|
||||
|
||||
std::map <std::string, void*> m_constants;
|
||||
std::vector <wp::texture*> m_textures;
|
||||
std::string m_content;
|
||||
json m_json;
|
||||
|
@ -11,6 +11,7 @@
|
||||
|
||||
// shader compiler
|
||||
#include <wallpaperengine/shaders/compiler.h>
|
||||
#include <wallpaperengine/core.h>
|
||||
|
||||
namespace wp
|
||||
{
|
||||
@ -270,6 +271,38 @@ namespace wp
|
||||
it ++;
|
||||
}
|
||||
}
|
||||
else if (*it == 'u')
|
||||
{
|
||||
// uniforms might have extra information for their values
|
||||
if (this->peekString ("uniform", it) == true)
|
||||
{
|
||||
this->ignoreSpaces (it);
|
||||
std::string type = this->extractType (it); BREAK_IF_ERROR
|
||||
this->ignoreSpaces (it);
|
||||
std::string name = this->extractName (it); BREAK_IF_ERROR
|
||||
this->ignoreSpaces (it);
|
||||
this->expectSemicolon (it); BREAK_IF_ERROR
|
||||
this->ignoreSpaces (it);
|
||||
|
||||
// check if there is any actual extra information and parse it
|
||||
if (this->peekString ("//", it) == true)
|
||||
{
|
||||
this->ignoreSpaces (it);
|
||||
std::string::const_iterator begin = it;
|
||||
this->ignoreUpToNextLineFeed (it);
|
||||
|
||||
std::string configuration; configuration.append (begin, it);
|
||||
|
||||
// parse the parameter information
|
||||
this->parseParameterConfiguration (type, name, configuration); BREAK_IF_ERROR
|
||||
this->m_compiledContent += "uniform " + type + " " + name + "; // " + configuration;
|
||||
}
|
||||
else
|
||||
{
|
||||
this->m_compiledContent += "uniform " + type + " " + name + ";";
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (*it == 'a')
|
||||
{
|
||||
// find attribute definitions
|
||||
@ -373,6 +406,126 @@ namespace wp
|
||||
#undef BREAK_IF_ERROR
|
||||
}
|
||||
|
||||
void compiler::parseParameterConfiguration (const std::string& type, const std::string& name, const std::string& content)
|
||||
{
|
||||
json data = json::parse (content);
|
||||
json::const_iterator material = data.find ("material");
|
||||
json::const_iterator defvalue = data.find ("default");
|
||||
json::const_iterator range = data.find ("range");
|
||||
|
||||
// this is not a real parameter
|
||||
if (material == data.end () || defvalue == data.end ())
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
ShaderParameter* param = new ShaderParameter;
|
||||
|
||||
param->identifierName = (*material).get <std::string> ();
|
||||
param->variableName = name;
|
||||
param->type = type;
|
||||
|
||||
if (type == "vec4" || type == "vec3")
|
||||
{
|
||||
if ((*defvalue).is_string () == false)
|
||||
{
|
||||
irr::core::vector3df* vector = new irr::core::vector3df;
|
||||
|
||||
vector->X = 0.0f;
|
||||
vector->Y = 0.0f;
|
||||
vector->Z = 0.0f;
|
||||
|
||||
param->defaultValue = vector;
|
||||
}
|
||||
else
|
||||
{
|
||||
irr::core::vector3df tmp = wp::core::ato3vf ((*defvalue).get <std::string> ().c_str ());
|
||||
irr::core::vector3df* vector = new irr::core::vector3df;
|
||||
|
||||
vector->X = tmp.X;
|
||||
vector->Y = tmp.Y;
|
||||
vector->Z = tmp.Z;
|
||||
|
||||
param->defaultValue = vector;
|
||||
}
|
||||
}
|
||||
else if (type == "vec2")
|
||||
{
|
||||
if ((*defvalue).is_string () == false)
|
||||
{
|
||||
irr::core::vector2df* vector = new irr::core::vector2df;
|
||||
|
||||
vector->X = 0.0f;
|
||||
vector->Y = 0.0f;
|
||||
|
||||
param->defaultValue = vector;
|
||||
}
|
||||
else
|
||||
{
|
||||
irr::core::vector2df* vector = new irr::core::vector2df;
|
||||
irr::core::vector2df tmp = wp::core::ato2vf ((*defvalue).get <std::string> ().c_str ());
|
||||
|
||||
vector->X = tmp.X;
|
||||
vector->Y = tmp.Y;
|
||||
|
||||
param->defaultValue = vector;
|
||||
}
|
||||
}
|
||||
else if (type == "float")
|
||||
{
|
||||
if ((*defvalue).is_number () == false)
|
||||
{
|
||||
irr::f32* val = new irr::f32;
|
||||
|
||||
*val = 0.0f;
|
||||
|
||||
param->defaultValue = val;
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
irr::f32* val = new irr::f32;
|
||||
|
||||
*val = (*defvalue).get <irr::f32> ();
|
||||
|
||||
param->defaultValue = val;
|
||||
}
|
||||
}
|
||||
else if (type == "sampler2D")
|
||||
{
|
||||
param->defaultValue = nullptr;
|
||||
}
|
||||
else
|
||||
{
|
||||
this->m_error = true;
|
||||
this->m_errorInfo = "Unknown parameter type: " + type + " for " + param->identifierName + " (" + param->variableName + ")";
|
||||
return;
|
||||
}
|
||||
|
||||
this->m_parameters.push_back (param);
|
||||
}
|
||||
|
||||
compiler::ShaderParameter* compiler::findParameter (std::string identifier)
|
||||
{
|
||||
std::vector<ShaderParameter*>::const_iterator cur = this->m_parameters.begin ();
|
||||
std::vector<ShaderParameter*>::const_iterator end = this->m_parameters.end ();
|
||||
|
||||
for (; cur != end; cur ++)
|
||||
{
|
||||
if ((*cur)->identifierName == identifier)
|
||||
{
|
||||
return (*cur);
|
||||
}
|
||||
}
|
||||
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
std::vector <compiler::ShaderParameter*>& compiler::getParameters ()
|
||||
{
|
||||
return this->m_parameters;
|
||||
}
|
||||
|
||||
std::map<std::string, std::string> compiler::sVariableReplacement =
|
||||
{
|
||||
// attribute vec3 a_position
|
||||
@ -385,7 +538,7 @@ namespace wp
|
||||
|
||||
std::vector<std::string> compiler::sTypes =
|
||||
{
|
||||
"vec4", "vec3", "vec2", "float"
|
||||
"vec4", "vec3", "vec2", "float", "sampler2D", "mat4"
|
||||
};
|
||||
}
|
||||
}
|
||||
|
@ -35,12 +35,13 @@ namespace wp
|
||||
int size;
|
||||
};
|
||||
|
||||
struct ShaderParameters
|
||||
struct ShaderParameter
|
||||
{
|
||||
char* variableName;
|
||||
std::string type;
|
||||
std::string variableName;
|
||||
std::string identifierName;
|
||||
void* defaultValue;
|
||||
void* range [2];
|
||||
char* type;
|
||||
};
|
||||
|
||||
/**
|
||||
@ -80,6 +81,18 @@ namespace wp
|
||||
* @return The shader contents ready to be used by OpenGL
|
||||
*/
|
||||
std::string precompile ();
|
||||
/**
|
||||
* Searches the list of parameters available for the parameter with the given value
|
||||
*
|
||||
* @param identifier The identifier to search for
|
||||
* @return The shader information
|
||||
*/
|
||||
ShaderParameter* findParameter (std::string identifier);
|
||||
|
||||
/**
|
||||
* @return The list of parameters available for this shader with their default values
|
||||
*/
|
||||
std::vector <ShaderParameter*>& getParameters ();
|
||||
|
||||
private:
|
||||
/**
|
||||
@ -173,7 +186,14 @@ namespace wp
|
||||
* @return Whether the character in the current position is a number or not
|
||||
*/
|
||||
bool isNumeric (std::string::const_iterator& it);
|
||||
|
||||
/**
|
||||
* Parses a parameter extra metadata created by wallpaper engine
|
||||
*
|
||||
* @param type The type of variable to parse
|
||||
* @param name The name of the variable in the shader (for actual variable declaration)
|
||||
* @param content The parameter configuration
|
||||
*/
|
||||
void parseParameterConfiguration (const std::string& type, const std::string& name, const std::string& content);
|
||||
/**
|
||||
* The shader file this instance is loading
|
||||
*/
|
||||
@ -201,7 +221,7 @@ namespace wp
|
||||
/**
|
||||
* Tha parameters the shader needs
|
||||
*/
|
||||
std::vector <ShaderParameters*> m_parameters;
|
||||
std::vector <ShaderParameter*> m_parameters;
|
||||
};
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user