1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212
|
/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "LuaShaderContainer.h"
#include "Lua/LuaParser.h"
#include "Lua/LuaUtils.h"
#include "Lua/LuaUnsyncedCtrl.h"
#include "Lua/LuaUnsyncedRead.h"
#include "Rendering/GlobalRendering.h"
#include "Rendering/Shaders/ShaderHandler.h"
#include "Rendering/Shaders/Shader.h"
#include "System/Util.h"
#include "System/Log/ILog.h"
#include <sstream>
enum {
UNIFORM_TYPE_INT = 0, // includes arrays
UNIFORM_TYPE_FLOAT = 1, // includes arrays
UNIFORM_TYPE_FLOAT_MATRIX = 2,
};
static void ParseUniformsTable(Shader::IProgramObject* program, const LuaTable* root, const std::string& fieldName, int type)
{
const LuaTable subTable = root->SubTable(fieldName);
std::vector<std::string> keys;
subTable.GetKeys(keys);
for (const std::string& key: keys) {
switch (type) {
case UNIFORM_TYPE_INT: {
if (subTable.GetType(key) == LuaTable::TABLE) {
const LuaTable values = subTable.SubTable(key);
int vi[4];
for (int i = 0; i<4; ++i) {
vi[i] = values.GetInt(i+1, 0);
}
program->SetUniform4v(key, vi);
} else {
program->SetUniform(key, subTable.GetInt(key, 0));
}
} break;
case UNIFORM_TYPE_FLOAT: {
if (subTable.GetType(key) == LuaTable::TABLE) {
const LuaTable values = subTable.SubTable(key);
float vf[4];
for (int i = 0; i<4; ++i) {
vf[i] = values.GetFloat(i+1, 0.0f);
}
program->SetUniform4v(key, vf);
} else {
program->SetUniform(key, subTable.GetFloat(key, 0.0f));
}
} break;
case UNIFORM_TYPE_FLOAT_MATRIX: {
if (subTable.GetType(key) == LuaTable::TABLE) {
const LuaTable values = subTable.SubTable(key);
float vf[16];
switch (values.GetLength()) {
case 4: {
for (int i = 0; i<4; ++i) {
vf[i] = values.GetFloat(i+1, 0.0f);
}
program->SetUniformMatrix2x2(key, false, vf);
} break;
case 9: {
for (int i = 0; i<9; ++i) {
vf[i] = values.GetFloat(i+1, 0.0f);
}
program->SetUniformMatrix3x3(key, false, vf);
} break;
case 16: {
for (int i = 0; i<16; ++i) {
vf[i] = values.GetFloat(i+1, 0.0f);
}
program->SetUniformMatrix4x4(key, false, vf);
} break;
default:
LOG_L(L_ERROR, "%s-shader uniformMatrix error: only square matrices supported right now: %s", program->GetName().c_str(), program->GetLog().c_str());
}
}
} break;
};
}
}
static void ParseUniformSetupTables(Shader::IProgramObject* program, const LuaTable* root)
{
ParseUniformsTable(program, root, "uniform", UNIFORM_TYPE_FLOAT );
ParseUniformsTable(program, root, "uniformFloat", UNIFORM_TYPE_FLOAT );
ParseUniformsTable(program, root, "uniformInt", UNIFORM_TYPE_INT );
ParseUniformsTable(program, root, "uniformMatrix", UNIFORM_TYPE_FLOAT_MATRIX);
}
static void CreateShaderObject(
Shader::IProgramObject* program,
const std::string& definitions,
const std::string& sources,
const GLenum type
) {
if (sources.empty())
return;
program->AttachShaderObject(shaderHandler->CreateShaderObject(sources, definitions, type));
}
static void ParseShaderTable(
const LuaTable* root,
const std::string key,
std::stringstream& data
) {
const auto keyType = root->GetType(key);
switch (keyType) {
case LuaTable::STRING: {
data << root->GetString(key, "");
} break;
case LuaTable::TABLE: {
const LuaTable shaderCode = root->SubTable(key);
for (int i = 1; shaderCode.KeyExists(i); ++i) {
data << shaderCode.GetString(i, "");
}
} break;
default:
if (root->KeyExists(key)) {
//FIXME shaders.errorLog = "\"" + string(key) + "\" must be a string or a table value!";
}
};
}
static void LoadTextures(Shader::IProgramObject* program, const LuaTable* root)
{
const LuaTable textures = root->SubTable("textures");
std::map<int, std::string> data;
textures.GetMap(data);
for (const auto& p: data) {
program->AddTextureBinding(p.first, p.second);
}
}
namespace Shader {
bool LoadFromLua(Shader::IProgramObject* program, const std::string& filename)
{
// lua only supports glsl shaders
assert(dynamic_cast<Shader::GLSLProgramObject*>(program) != nullptr);
if (!globalRendering->haveGLSL) {
return false;
}
LuaParser p(filename, SPRING_VFS_RAW_FIRST, SPRING_VFS_BASE);
p.SetLowerKeys(false);
p.SetLowerCppKeys(false);
p.GetTable("Spring");
p.AddFunc("GetConfigInt", LuaUnsyncedCtrl::GetConfigInt);
p.AddFunc("GetConfigString", LuaUnsyncedCtrl::GetConfigString);
p.AddFunc("GetLosViewColors", LuaUnsyncedRead::GetLosViewColors);
p.EndTable();
if (!p.Execute()) {
LOG_L(L_ERROR, "Failed to parse lua shader \"%s\": %s", filename.c_str(), p.GetErrorLog().c_str());
return false;
}
const LuaTable root = p.GetRoot();
LoadTextures(program, &root);
std::stringstream shdrDefs;
std::stringstream vertSrcs;
std::stringstream geomSrcs;
std::stringstream fragSrcs;
ParseShaderTable(&root, "definitions", shdrDefs);
ParseShaderTable(&root, "vertex", vertSrcs);
ParseShaderTable(&root, "geometry", geomSrcs);
ParseShaderTable(&root, "fragment", fragSrcs);
if (vertSrcs.str().empty() && fragSrcs.str().empty() && geomSrcs.str().empty())
return false;
CreateShaderObject(program, shdrDefs.str(), vertSrcs.str(), GL_VERTEX_SHADER);
CreateShaderObject(program, shdrDefs.str(), geomSrcs.str(), GL_GEOMETRY_SHADER_EXT);
CreateShaderObject(program, shdrDefs.str(), fragSrcs.str(), GL_FRAGMENT_SHADER);
//FIXME ApplyGeometryParameters(L, 1, prog); // done before linking
program->Link();
if (!program->IsValid()) {
const char* fmt = "%s-shader compilation error: %s";
LOG_L(L_ERROR, fmt, program->GetName().c_str(), program->GetLog().c_str());
return false;
} else {
program->Enable();
ParseUniformSetupTables(program, &root);
program->Disable();
program->Validate();
if (!program->IsValid()) {
const char* fmt = "%s-shader validation error: %s";
LOG_L(L_ERROR, fmt, program->GetName().c_str(), program->GetLog().c_str());
return false;
}
}
return true;
}
};
|