+ 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:
Alexis Maiquez 2019-05-14 22:16:37 +02:00
parent e62ea3e2be
commit 374f53be6a
6 changed files with 541 additions and 19 deletions

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@ -15,6 +15,6 @@ find_package(LZ4 REQUIRED)
include_directories(${X11_INCLUDE_DIR} ${IRRLICHT_INCLUDE_DIR} ${LZ4_INCLUDE_DIR} .)
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)
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)
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 @@
#include <iostream>
#include <irrlicht/vector3d.h>
#include <irrlicht/vector2d.h>
#include <irrlicht/matrix4.h>
namespace wp
{

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@ -3,6 +3,7 @@
#include "shaders/compiler.h"
#include "effect.h"
#include "irrlicht.h"
#include "core.h"
extern irr::f32 g_Time;
@ -87,18 +88,211 @@ namespace wp
irr::io::path fragpath = shaderpath + ".frag";
irr::io::path vertpath = shaderpath + ".vert";
wp::shaders::compiler* fragcompiler = new wp::shaders::compiler (fragpath, wp::shaders::compiler::Type::Type_Pixel, false);
wp::shaders::compiler* vertcompiler = new wp::shaders::compiler (vertpath, wp::shaders::compiler::Type::Type_Vertex, false);
this->m_fragShader = new wp::shaders::compiler (fragpath, wp::shaders::compiler::Type::Type_Pixel, false);
this->m_vertShader = new wp::shaders::compiler (vertpath, wp::shaders::compiler::Type::Type_Vertex, false);
this->m_materialType = wp::irrlicht::driver->getGPUProgrammingServices ()
->addHighLevelShaderMaterial (
vertcompiler->precompile ().c_str (), "main", irr::video::EVST_VS_2_0,
fragcompiler->precompile ().c_str (), "main", irr::video::EPST_PS_2_0,
this->m_vertShader->precompile ().c_str (), "main", irr::video::EVST_VS_2_0,
this->m_fragShader->precompile ().c_str (), "main", irr::video::EPST_PS_2_0,
this, irr::video::EMT_TRANSPARENT_ALPHA_CHANNEL, 0, irr::video::EGSL_DEFAULT
);
}
delete fragcompiler;
delete vertcompiler;
json::const_iterator constantvalues = (*curpass).find ("constantshadervalues");
if (constantvalues != (*curpass).end () && (*constantvalues).is_object () == true)
this->parseConstantValues ((*constantvalues));
// last step is creating the actual variables for the shaders
std::vector <shaders::compiler::ShaderParameter*>::const_iterator cur;
std::vector <shaders::compiler::ShaderParameter*>::const_iterator end;
cur = this->m_fragShader->getParameters ().begin ();
end = this->m_fragShader->getParameters ().end ();
// first do fragment shaders
for (; cur != end; cur ++)
{
wp::shaders::compiler::ShaderParameter* param = (*cur);
ShaderParameter* parameter = new ShaderParameter;
parameter->value = nullptr;
if (param->type == "vec4")
{
irr::core::vector3df* vec = (irr::core::vector3df*) param->defaultValue;
irr::f32* val = new irr::f32 [4];
val [0] = vec->X;
val [1] = vec->Y;
val [2] = vec->Z;
val [3] = 0.0f;
parameter->value = val;
parameter->type = ParameterType::TYPE_VEC4;
}
else if (param->type == "vec3")
{
irr::core::vector3df* vec = (irr::core::vector3df*) param->defaultValue;
irr::f32* val = new irr::f32 [3];
val [0] = vec->X;
val [1] = vec->Y;
val [2] = vec->Z;
parameter->value = val;
parameter->type = ParameterType::TYPE_VEC3;
}
else if (param->type == "vec2")
{
irr::core::vector2df* vec = (irr::core::vector2df*) param->defaultValue;
irr::f32* val = new irr::f32 [2];
val [0] = vec->X;
val [1] = vec->Y;
parameter->value = val;
parameter->type = ParameterType::TYPE_VEC2;
}
else if (param->type == "float")
{
irr::f32* org = (irr::f32*) param->defaultValue;
irr::f32* val = new irr::f32;
*val = *org;
parameter->value = val;
parameter->type = ParameterType::TYPE_FLOAT;
}
else if (param->type == "int")
{
irr::s32* org = (irr::s32*) param->defaultValue;
irr::s32* val = new irr::s32;
*val = *org;
parameter->value = val;
parameter->type = ParameterType::TYPE_INT;
}
else if (param->type == "sampler2D")
{
// sampler2D are textures from wallpaper engine
// so these can be ignored as they are later on defined
continue;
}
this->m_pixelVariables.insert (std::pair <std::string, ShaderParameter*> (param->variableName, parameter));
}
cur = this->m_vertShader->getParameters ().begin ();
end = this->m_vertShader->getParameters ().end ();
// second do vertex shaders
for (;cur != end; cur ++)
{
wp::shaders::compiler::ShaderParameter* param = (*cur);
if (param == nullptr)
continue;
ShaderParameter* parameter = new ShaderParameter;
parameter->value = nullptr;
if (param->type == "vec4")
{
irr::core::vector3df* vec = (irr::core::vector3df*) param->defaultValue;
parameter->value = new irr::f32 [4];
(*(irr::f32**) parameter->value) [0] = vec->X;
(*(irr::f32**) parameter->value) [1] = vec->Y;
(*(irr::f32**) parameter->value) [2] = vec->Z;
(*(irr::f32**) parameter->value) [3] = 0.0f;
parameter->type = ParameterType::TYPE_VEC4;
}
else if (param->type == "vec3")
{
irr::core::vector3df* vec = (irr::core::vector3df*) param->defaultValue;
parameter->value = new irr::f32 [3];
(*(irr::f32**) parameter->value) [0] = vec->X;
(*(irr::f32**) parameter->value) [1] = vec->Y;
(*(irr::f32**) parameter->value) [2] = vec->Z;
parameter->type = ParameterType::TYPE_VEC3;
}
else if (param->type == "vec2")
{
irr::core::vector2df* vec = (irr::core::vector2df*) param->defaultValue;
parameter->value = new irr::f32 [2];
(*(irr::f32**) parameter->value) [0] = vec->X;
(*(irr::f32**) parameter->value) [1] = vec->Y;
parameter->type = ParameterType::TYPE_VEC2;
}
else if (param->type == "float")
{
parameter->value = new irr::f32;
*(irr::f32*) parameter->value = *(irr::f32*) param->defaultValue;
parameter->type = ParameterType::TYPE_FLOAT;
}
else if (param->type == "int")
{
parameter->value = new irr::s32;
*(irr::s32*) parameter->value = *(irr::s32*) param->defaultValue;
parameter->type = ParameterType::TYPE_INT;
}
else if (param->type == "sampler2D")
{
// sampler2D are textures from wallpaper engine
// so these can be ignored as they are later on defined
continue;
}
this->m_vertexVariables.insert (std::pair <std::string, ShaderParameter*> (param->variableName, parameter));
}
}
void effect::parseConstantValues (json data)
{
/*
"ui_editor_properties_animation_speed" : 0.10000000149011612,
"ui_editor_properties_ripple_scale" : 2.5,
"ui_editor_properties_ripple_strength" : 0.070000000298023224
*/
json::const_iterator cur = data.begin ();
json::const_iterator end = data.end ();
for (; cur != end; cur ++)
{
std::string name = cur.key ();
void* value = nullptr;
if ((*cur).is_number_float () == true)
{
value = new irr::f32;
*(irr::f32*) value = (*cur).get <irr::f32> ();
}
else if ((*cur).is_number_integer () == true)
{
value = new irr::s32;
*(irr::s32*) value = (*cur).get <irr::s32> ();
}
else if ((*cur).is_string () == true)
{
value = new irr::core::vector3df;
*(irr::core::vector3df*) value = core::ato3vf ((*cur).get <std::string> ().c_str ());
}
this->m_constants.insert (std::pair <std::string, void*> (name, value));
}
}
@ -135,21 +329,150 @@ namespace wp
worldViewProj *= driver->getTransform(irr::video::ETS_VIEW);
worldViewProj *= driver->getTransform(irr::video::ETS_WORLD);
services->setVertexShaderConstant ("g_AnimationSpeed", &g_AnimationSpeed, 1);
/*
THESE ARE THE VARIABLES AVAILABLE ON SHADERS
uniform float g_Alpha;
uniform vec3 g_Color;
// Application time, starts with 0
uniform float g_Time;
// Maps 24 hrs to [0, 1]
uniform float g_Daytime;
uniform vec2 g_TexelSize;
uniform vec2 g_TexelSizeHalf;
uniform mat4 g_ModelMatrix;
uniform mat4 g_ViewProjectionMatrix;
uniform mat4 g_ModelViewProjectionMatrix;
uniform mat4 g_ModelViewProjectionMatrixInverse;
uniform vec3 g_EyePosition;
uniform vec3 g_ViewUp;
uniform vec3 g_ViewRight;
// Samplers that map to the textures[] array in the material
uniform sampler2D g_Texture0;
uniform sampler2D g_Texture1;
uniform sampler2D g_Texture2;
uniform sampler2D g_Texture3;
uniform sampler2D g_Texture4;
uniform sampler2D g_Texture5;
uniform sampler2D g_Texture6;
uniform sampler2D g_Texture7;
// For sprite sheets (GIFs)
uniform vec4 g_Texture0Rotation;
uniform vec4 g_Texture1Rotation;
uniform vec4 g_Texture2Rotation;
uniform vec4 g_Texture3Rotation;
uniform vec4 g_Texture4Rotation;
uniform vec4 g_Texture5Rotation;
uniform vec4 g_Texture6Rotation;
uniform vec4 g_Texture7Rotation;
uniform vec2 g_Texture0Translation;
uniform vec2 g_Texture1Translation;
uniform vec2 g_Texture2Translation;
uniform vec2 g_Texture3Translation;
uniform vec2 g_Texture4Translation;
uniform vec2 g_Texture5Translation;
uniform vec2 g_Texture6Translation;
uniform vec2 g_Texture7Translation;
uniform vec4 g_LightsColorRadius[4]; // color in XYZ, radius in W
uniform vec3 g_LightsPosition[4];
uniform vec3 g_LightAmbientColor;
uniform vec3 g_LightSkylightColor;
// lower frequencies at lower indices
uniform float g_AudioSpectrum16Left[16];
uniform float g_AudioSpectrum16Right[16];
uniform float g_AudioSpectrum32Left[32];
uniform float g_AudioSpectrum32Right[32];
uniform float g_AudioSpectrum64Left[64];
uniform float g_AudioSpectrum64Right[64];
// Normalized in UV space [0, 1]
uniform vec2 g_PointerPosition;
*/
services->setVertexShaderConstant ("g_Time", &g_Time, 1);
services->setPixelShaderConstant ("g_Time", &g_Time, 1);
std::map<std::string, ShaderParameter*>::const_iterator vertcur = this->m_vertexVariables.begin ();
std::map<std::string, ShaderParameter*>::const_iterator vertend = this->m_vertexVariables.end ();
for (; vertcur != vertend; vertcur ++)
{
switch ((*vertcur).second->type)
{
case ParameterType::TYPE_FLOAT:
services->setVertexShaderConstant ((*vertcur).first.c_str (), (irr::f32*) (*vertcur).second, 1);
break;
case ParameterType::TYPE_VEC2:
services->setVertexShaderConstant ((*vertcur).first.c_str (), (irr::f32*) (*vertcur).second, 2);
break;
case ParameterType::TYPE_VEC3:
services->setVertexShaderConstant ((*vertcur).first.c_str (), (irr::f32*) (*vertcur).second, 3);
break;
case ParameterType::TYPE_VEC4:
services->setVertexShaderConstant ((*vertcur).first.c_str (), (irr::f32*) (*vertcur).second, 4);
break;
case ParameterType::TYPE_INT:
services->setVertexShaderConstant ((*vertcur).first.c_str (), (irr::s32*) (*vertcur).second, 1);
break;
}
}
std::map<std::string, ShaderParameter*>::const_iterator pixelcur = this->m_pixelVariables.begin ();
std::map<std::string, ShaderParameter*>::const_iterator pixelend = this->m_pixelVariables.end ();
for (; pixelcur != pixelend; pixelcur ++)
{
switch ((*pixelcur).second->type)
{
case ParameterType::TYPE_FLOAT:
services->setPixelShaderConstant ((*pixelcur).first.c_str (), (irr::f32*) (*pixelcur).second, 1);
break;
case ParameterType::TYPE_VEC2:
services->setPixelShaderConstant ((*pixelcur).first.c_str (), (irr::f32*) (*pixelcur).second, 2);
break;
case ParameterType::TYPE_VEC3:
services->setPixelShaderConstant ((*pixelcur).first.c_str (), (irr::f32*) (*pixelcur).second, 3);
break;
case ParameterType::TYPE_VEC4:
services->setPixelShaderConstant ((*pixelcur).first.c_str (), (irr::f32*) (*pixelcur).second, 4);
break;
case ParameterType::TYPE_INT:
services->setPixelShaderConstant ((*pixelcur).first.c_str (), (irr::s32*) (*pixelcur).second, 1);
break;
}
}
/*services->setVertexShaderConstant ("g_AnimationSpeed", &g_AnimationSpeed, 1);
services->setVertexShaderConstant ("g_Scale", &g_Scale, 1);
services->setVertexShaderConstant ("g_ScrollSpeed", &g_ScrollSpeed, 1);
services->setVertexShaderConstant ("g_Direction", &g_Direction, 1);
services->setVertexShaderConstant ("g_Time", &g_Time, 1);
services->setVertexShaderConstant ("g_Direction", &g_Direction, 1);*/
services->setVertexShaderConstant ("g_ModelViewProjectionMatrix", worldViewProj.pointer(), 16);
services->setVertexShaderConstant ("g_Texture0Resolution", g_Texture1Resolution, 4);
services->setVertexShaderConstant ("g_Texture1Resolution", g_Texture1Resolution, 4);
services->setVertexShaderConstant ("g_Texture2Resolution", g_Texture1Resolution, 4);
// TODO: Support up to 7 materials (as wallpaper engine)
services->setPixelShaderConstant ("g_Strength", &g_Strength, 1);
/*services->setPixelShaderConstant ("g_Strength", &g_Strength, 1);
services->setPixelShaderConstant ("g_SpecularPower", &g_SpecularPower, 1);
services->setPixelShaderConstant ("g_SpecularStrength", &g_SpecularStrength, 1);
services->setPixelShaderConstant ("g_SpecularColor", g_SpecularColor, 3);
services->setPixelShaderConstant ("g_SpecularColor", g_SpecularColor, 3);*/
services->setPixelShaderConstant ("g_Texture0", &g_Texture0, 1);
services->setPixelShaderConstant ("g_Texture1", &g_Texture1, 1);
services->setPixelShaderConstant ("g_Texture2", &g_Texture2, 1);

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@ -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;

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@ -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"
};
}
}

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@ -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;
};
}
}