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0e1c66d9fc
Adds two keywords to shader language for uniforms: -'global' -'instance' This allows them to reference values outside the material.
360 lines
12 KiB
C++
360 lines
12 KiB
C++
/*************************************************************************/
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/* test_shader_lang.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "test_shader_lang.h"
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#include "core/os/file_access.h"
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#include "core/os/main_loop.h"
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#include "core/os/os.h"
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#include "core/print_string.h"
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#include "scene/gui/control.h"
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#include "scene/gui/text_edit.h"
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#include "servers/rendering/shader_language.h"
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typedef ShaderLanguage SL;
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namespace TestShaderLang {
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static String _mktab(int p_level) {
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String tb;
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for (int i = 0; i < p_level; i++) {
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tb += "\t";
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}
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return tb;
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}
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static String _typestr(SL::DataType p_type) {
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return ShaderLanguage::get_datatype_name(p_type);
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}
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static String _prestr(SL::DataPrecision p_pres) {
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switch (p_pres) {
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case SL::PRECISION_LOWP: return "lowp ";
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case SL::PRECISION_MEDIUMP: return "mediump ";
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case SL::PRECISION_HIGHP: return "highp ";
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case SL::PRECISION_DEFAULT: return "";
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}
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return "";
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}
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static String _opstr(SL::Operator p_op) {
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return ShaderLanguage::get_operator_text(p_op);
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}
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static String get_constant_text(SL::DataType p_type, const Vector<SL::ConstantNode::Value> &p_values) {
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switch (p_type) {
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case SL::TYPE_BOOL: return p_values[0].boolean ? "true" : "false";
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case SL::TYPE_BVEC2: return String() + "bvec2(" + (p_values[0].boolean ? "true" : "false") + (p_values[1].boolean ? "true" : "false") + ")";
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case SL::TYPE_BVEC3: return String() + "bvec3(" + (p_values[0].boolean ? "true" : "false") + "," + (p_values[1].boolean ? "true" : "false") + "," + (p_values[2].boolean ? "true" : "false") + ")";
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case SL::TYPE_BVEC4: return String() + "bvec4(" + (p_values[0].boolean ? "true" : "false") + "," + (p_values[1].boolean ? "true" : "false") + "," + (p_values[2].boolean ? "true" : "false") + "," + (p_values[3].boolean ? "true" : "false") + ")";
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case SL::TYPE_INT: return rtos(p_values[0].sint);
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case SL::TYPE_IVEC2: return String() + "ivec2(" + rtos(p_values[0].sint) + "," + rtos(p_values[1].sint) + ")";
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case SL::TYPE_IVEC3: return String() + "ivec3(" + rtos(p_values[0].sint) + "," + rtos(p_values[1].sint) + "," + rtos(p_values[2].sint) + ")";
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case SL::TYPE_IVEC4: return String() + "ivec4(" + rtos(p_values[0].sint) + "," + rtos(p_values[1].sint) + "," + rtos(p_values[2].sint) + "," + rtos(p_values[3].sint) + ")";
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case SL::TYPE_UINT: return rtos(p_values[0].real);
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case SL::TYPE_UVEC2: return String() + "uvec2(" + rtos(p_values[0].real) + "," + rtos(p_values[1].real) + ")";
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case SL::TYPE_UVEC3: return String() + "uvec3(" + rtos(p_values[0].real) + "," + rtos(p_values[1].real) + "," + rtos(p_values[2].real) + ")";
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case SL::TYPE_UVEC4: return String() + "uvec4(" + rtos(p_values[0].real) + "," + rtos(p_values[1].real) + "," + rtos(p_values[2].real) + "," + rtos(p_values[3].real) + ")";
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case SL::TYPE_FLOAT: return rtos(p_values[0].real);
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case SL::TYPE_VEC2: return String() + "vec2(" + rtos(p_values[0].real) + "," + rtos(p_values[1].real) + ")";
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case SL::TYPE_VEC3: return String() + "vec3(" + rtos(p_values[0].real) + "," + rtos(p_values[1].real) + "," + rtos(p_values[2].real) + ")";
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case SL::TYPE_VEC4: return String() + "vec4(" + rtos(p_values[0].real) + "," + rtos(p_values[1].real) + "," + rtos(p_values[2].real) + "," + rtos(p_values[3].real) + ")";
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default: ERR_FAIL_V(String());
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}
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}
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static String dump_node_code(SL::Node *p_node, int p_level) {
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String code;
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switch (p_node->type) {
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case SL::Node::TYPE_SHADER: {
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SL::ShaderNode *pnode = (SL::ShaderNode *)p_node;
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for (Map<StringName, SL::ShaderNode::Uniform>::Element *E = pnode->uniforms.front(); E; E = E->next()) {
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String ucode = "uniform ";
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ucode += _prestr(E->get().precision);
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ucode += _typestr(E->get().type);
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ucode += " " + String(E->key());
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if (E->get().default_value.size()) {
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ucode += " = " + get_constant_text(E->get().type, E->get().default_value);
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}
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static const char *hint_name[SL::ShaderNode::Uniform::HINT_MAX] = {
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"",
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"color",
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"range",
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"albedo",
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"normal",
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"black",
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"white"
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};
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if (E->get().hint)
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ucode += " : " + String(hint_name[E->get().hint]);
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code += ucode + "\n";
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}
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for (Map<StringName, SL::ShaderNode::Varying>::Element *E = pnode->varyings.front(); E; E = E->next()) {
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String vcode = "varying ";
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vcode += _prestr(E->get().precision);
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vcode += _typestr(E->get().type);
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vcode += " " + String(E->key());
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code += vcode + "\n";
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}
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for (int i = 0; i < pnode->functions.size(); i++) {
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SL::FunctionNode *fnode = pnode->functions[i].function;
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String header;
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header = _typestr(fnode->return_type) + " " + fnode->name + "(";
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for (int j = 0; j < fnode->arguments.size(); j++) {
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if (j > 0)
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header += ", ";
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header += _prestr(fnode->arguments[j].precision) + _typestr(fnode->arguments[j].type) + " " + fnode->arguments[j].name;
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}
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header += ")\n";
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code += header;
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code += dump_node_code(fnode->body, p_level + 1);
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}
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//code+=dump_node_code(pnode->body,p_level);
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} break;
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case SL::Node::TYPE_STRUCT: {
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} break;
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case SL::Node::TYPE_FUNCTION: {
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} break;
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case SL::Node::TYPE_BLOCK: {
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SL::BlockNode *bnode = (SL::BlockNode *)p_node;
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//variables
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code += _mktab(p_level - 1) + "{\n";
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for (Map<StringName, SL::BlockNode::Variable>::Element *E = bnode->variables.front(); E; E = E->next()) {
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code += _mktab(p_level) + _prestr(E->get().precision) + _typestr(E->get().type) + " " + E->key() + ";\n";
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}
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for (int i = 0; i < bnode->statements.size(); i++) {
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String scode = dump_node_code(bnode->statements[i], p_level);
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if (bnode->statements[i]->type == SL::Node::TYPE_CONTROL_FLOW) {
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code += scode; //use directly
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} else {
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code += _mktab(p_level) + scode + ";\n";
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}
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}
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code += _mktab(p_level - 1) + "}\n";
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} break;
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case SL::Node::TYPE_VARIABLE: {
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SL::VariableNode *vnode = (SL::VariableNode *)p_node;
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code = vnode->name;
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} break;
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case SL::Node::TYPE_VARIABLE_DECLARATION: {
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// FIXME: Implement
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} break;
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case SL::Node::TYPE_ARRAY: {
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SL::ArrayNode *vnode = (SL::ArrayNode *)p_node;
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code = vnode->name;
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} break;
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case SL::Node::TYPE_ARRAY_DECLARATION: {
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// FIXME: Implement
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} break;
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case SL::Node::TYPE_ARRAY_CONSTRUCT: {
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// FIXME: Implement
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} break;
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case SL::Node::TYPE_CONSTANT: {
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SL::ConstantNode *cnode = (SL::ConstantNode *)p_node;
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return get_constant_text(cnode->datatype, cnode->values);
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} break;
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case SL::Node::TYPE_OPERATOR: {
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SL::OperatorNode *onode = (SL::OperatorNode *)p_node;
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switch (onode->op) {
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case SL::OP_ASSIGN:
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case SL::OP_ASSIGN_ADD:
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case SL::OP_ASSIGN_SUB:
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case SL::OP_ASSIGN_MUL:
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case SL::OP_ASSIGN_DIV:
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case SL::OP_ASSIGN_SHIFT_LEFT:
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case SL::OP_ASSIGN_SHIFT_RIGHT:
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case SL::OP_ASSIGN_MOD:
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case SL::OP_ASSIGN_BIT_AND:
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case SL::OP_ASSIGN_BIT_OR:
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case SL::OP_ASSIGN_BIT_XOR:
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code = dump_node_code(onode->arguments[0], p_level) + _opstr(onode->op) + dump_node_code(onode->arguments[1], p_level);
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break;
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case SL::OP_BIT_INVERT:
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case SL::OP_NEGATE:
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case SL::OP_NOT:
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case SL::OP_DECREMENT:
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case SL::OP_INCREMENT:
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code = _opstr(onode->op) + dump_node_code(onode->arguments[0], p_level);
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break;
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case SL::OP_POST_DECREMENT:
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case SL::OP_POST_INCREMENT:
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code = dump_node_code(onode->arguments[0], p_level) + _opstr(onode->op);
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break;
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case SL::OP_CALL:
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case SL::OP_CONSTRUCT:
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code = dump_node_code(onode->arguments[0], p_level) + "(";
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for (int i = 1; i < onode->arguments.size(); i++) {
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if (i > 1)
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code += ", ";
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code += dump_node_code(onode->arguments[i], p_level);
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}
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code += ")";
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break;
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default: {
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code = "(" + dump_node_code(onode->arguments[0], p_level) + _opstr(onode->op) + dump_node_code(onode->arguments[1], p_level) + ")";
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break;
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}
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}
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} break;
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case SL::Node::TYPE_CONTROL_FLOW: {
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SL::ControlFlowNode *cfnode = (SL::ControlFlowNode *)p_node;
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if (cfnode->flow_op == SL::FLOW_OP_IF) {
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code += _mktab(p_level) + "if (" + dump_node_code(cfnode->expressions[0], p_level) + ")\n";
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code += dump_node_code(cfnode->blocks[0], p_level + 1);
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if (cfnode->blocks.size() == 2) {
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code += _mktab(p_level) + "else\n";
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code += dump_node_code(cfnode->blocks[1], p_level + 1);
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}
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} else if (cfnode->flow_op == SL::FLOW_OP_RETURN) {
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if (cfnode->blocks.size()) {
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code = "return " + dump_node_code(cfnode->blocks[0], p_level);
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} else {
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code = "return";
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}
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}
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} break;
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case SL::Node::TYPE_MEMBER: {
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SL::MemberNode *mnode = (SL::MemberNode *)p_node;
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code = dump_node_code(mnode->owner, p_level) + "." + mnode->name;
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} break;
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}
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return code;
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}
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static Error recreate_code(void *p_str, SL::ShaderNode *p_program) {
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String *str = (String *)p_str;
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*str = dump_node_code(p_program, 0);
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return OK;
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}
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MainLoop *test() {
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List<String> cmdlargs = OS::get_singleton()->get_cmdline_args();
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if (cmdlargs.empty()) {
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//try editor!
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print_line("usage: godot -test shader_lang <shader>");
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return nullptr;
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}
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String test = cmdlargs.back()->get();
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FileAccess *fa = FileAccess::open(test, FileAccess::READ);
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if (!fa) {
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ERR_FAIL_V(nullptr);
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}
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String code;
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while (true) {
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CharType c = fa->get_8();
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if (fa->eof_reached())
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break;
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code += c;
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}
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SL sl;
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print_line("tokens:\n\n" + sl.token_debug(code));
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Map<StringName, SL::FunctionInfo> dt;
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dt["fragment"].built_ins["ALBEDO"] = SL::TYPE_VEC3;
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dt["fragment"].can_discard = true;
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Vector<StringName> rm;
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rm.push_back("popo");
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Set<String> types;
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types.insert("spatial");
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Error err = sl.compile(code, dt, rm, types, NULL);
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if (err) {
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print_line("Error at line: " + rtos(sl.get_error_line()) + ": " + sl.get_error_text());
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return nullptr;
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} else {
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String code2;
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recreate_code(&code2, sl.get_shader());
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print_line("code:\n\n" + code2);
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}
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return nullptr;
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}
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} // namespace TestShaderLang
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