Started working on the shader generator.
--HG-- branch : gsoc2013-dfighterhg/feature/gsoc2013-dfighter
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// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "sstream"
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#include "driver_glsl_shader_generator.h"
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#include "nel/3d/vertex_buffer.h"
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namespace
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{
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inline bool hasFlag( uint32 data, uint32 flag )
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{
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if( ( data & flag ) != 0 )
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return true;
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else
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return false;
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}
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}
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namespace NL3D
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{
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uint16 vertexFlags[ CVertexBuffer::NumValue ] =
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{
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CVertexBuffer::PositionFlag,
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CVertexBuffer::WeightFlag,
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CVertexBuffer::NormalFlag,
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CVertexBuffer::PrimaryColorFlag,
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CVertexBuffer::SecondaryColorFlag,
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CVertexBuffer::FogFlag,
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CVertexBuffer::PaletteSkinFlag,
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0,
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CVertexBuffer::TexCoord0Flag,
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CVertexBuffer::TexCoord1Flag,
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CVertexBuffer::TexCoord2Flag,
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CVertexBuffer::TexCoord3Flag,
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CVertexBuffer::TexCoord4Flag,
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CVertexBuffer::TexCoord5Flag,
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CVertexBuffer::TexCoord6Flag,
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CVertexBuffer::TexCoord7Flag
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};
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const char *attribNames[ CVertexBuffer::NumValue ] =
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{
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"position",
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"weight",
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"normal",
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"color",
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"color2",
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"fog",
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"paletteSkin",
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"none",
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"texCoord0",
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"texCoord1",
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"texCoord2",
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"texCoord3",
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"texCoord4",
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"texCoord5",
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"texCoord6",
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"texCoord7"
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};
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CGLSLShaderGenerator::CGLSLShaderGenerator()
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{
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reset();
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}
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CGLSLShaderGenerator::~CGLSLShaderGenerator()
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{
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}
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void CGLSLShaderGenerator::reset()
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{
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material = NULL;
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vbFormat = 0;
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}
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void CGLSLShaderGenerator::generateVS( std::string &vs )
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{
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std::stringstream ss;
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ss << "#version 330" << std::endl;
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ss << "uniform mat4 mvpMatrix;" << std::endl;
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ss << std::endl;
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for( int i = 0; i < CVertexBuffer::NumValue; i++ )
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{
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if( hasFlag( vbFormat, vertexFlags[ i ] ) )
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{
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ss << "layout ( location = ";
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ss << i;
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ss << " ) ";
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ss << "in vec4 ";
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ss << attribNames[ i ];
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ss << ";";
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ss << std::endl;
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}
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}
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ss << std::endl;
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ss << "void main( void )" << std::endl;
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ss << "{" << std::endl;
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ss << "gl_Position = mvp * " << attribNames[ 0 ] << ";" << std::endl;
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ss << "}" << std::endl;
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vs.append( ss.str() );
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}
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void CGLSLShaderGenerator::generatePS( std::string &ps )
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{
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}
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}
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@ -0,0 +1,48 @@
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// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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|
// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef GLSL_SHADER_GENERATOR
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#define GLSL_SHADER_GENERATOR
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#include <string>
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namespace NL3D
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{
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class CMaterial;
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class CGLSLShaderGenerator
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{
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public:
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CGLSLShaderGenerator();
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~CGLSLShaderGenerator();
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void reset();
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void generateVS( std::string &vs );
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void generatePS( std::string &ps );
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void setMaterial( CMaterial *mat ){ material = mat; }
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void setVBFormat( uint16 format ){ vbFormat = format; }
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private:
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uint16 vbFormat;
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CMaterial const *material;
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};
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}
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#endif
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