test_shader_lang.cpp 10 KB

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  1. /*************************************************************************/
  2. /* test_shader_lang.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* http://www.godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2015 Juan Linietsky, Ariel Manzur. */
  9. /* */
  10. /* Permission is hereby granted, free of charge, to any person obtaining */
  11. /* a copy of this software and associated documentation files (the */
  12. /* "Software"), to deal in the Software without restriction, including */
  13. /* without limitation the rights to use, copy, modify, merge, publish, */
  14. /* distribute, sublicense, and/or sell copies of the Software, and to */
  15. /* permit persons to whom the Software is furnished to do so, subject to */
  16. /* the following conditions: */
  17. /* */
  18. /* The above copyright notice and this permission notice shall be */
  19. /* included in all copies or substantial portions of the Software. */
  20. /* */
  21. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  22. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  23. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  24. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  25. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  26. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  27. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  28. /*************************************************************************/
  29. #include "test_shader_lang.h"
  30. #include "os/main_loop.h"
  31. #include "os/os.h"
  32. #include "os/file_access.h"
  33. #include "scene/gui/control.h"
  34. #include "scene/gui/text_edit.h"
  35. #include "print_string.h"
  36. #include "servers/visual/shader_language.h"
  37. #include "drivers/gles2/shader_compiler_gles2.h"
  38. typedef ShaderLanguage SL;
  39. namespace TestShaderLang {
  40. static String _mktab(int p_level) {
  41. String tb;
  42. for(int i=0;i<p_level;i++) {
  43. tb+="\t";
  44. }
  45. return tb;
  46. }
  47. static String _typestr(SL::DataType p_type) {
  48. switch(p_type) {
  49. case SL::TYPE_VOID: return "void";
  50. case SL::TYPE_BOOL: return "bool";
  51. case SL::TYPE_FLOAT: return "float";
  52. case SL::TYPE_VEC2: return "vec2";
  53. case SL::TYPE_VEC3: return "vec3";
  54. case SL::TYPE_VEC4: return "vec4";
  55. case SL::TYPE_MAT3: return "mat3";
  56. case SL::TYPE_MAT4: return "mat4";
  57. case SL::TYPE_TEXTURE: return "texture";
  58. case SL::TYPE_CUBEMAP: return "cubemap";
  59. default: {}
  60. }
  61. return "";
  62. }
  63. static String _opstr(SL::Operator p_op) {
  64. switch(p_op) {
  65. case SL::OP_ASSIGN: return "=";
  66. case SL::OP_ADD: return "+";
  67. case SL::OP_SUB: return "-";
  68. case SL::OP_MUL: return "*";
  69. case SL::OP_DIV: return "/";
  70. case SL::OP_ASSIGN_ADD: return "+=";
  71. case SL::OP_ASSIGN_SUB: return "-=";
  72. case SL::OP_ASSIGN_MUL: return "*=";
  73. case SL::OP_ASSIGN_DIV: return "/=";
  74. case SL::OP_NEG: return "-";
  75. case SL::OP_NOT: return "!";
  76. case SL::OP_CMP_EQ: return "==";
  77. case SL::OP_CMP_NEQ: return "!=";
  78. case SL::OP_CMP_LEQ: return "<=";
  79. case SL::OP_CMP_GEQ: return ">=";
  80. case SL::OP_CMP_LESS: return "<";
  81. case SL::OP_CMP_GREATER: return ">";
  82. case SL::OP_CMP_OR: return "||";
  83. case SL::OP_CMP_AND: return "&&";
  84. default: return "";
  85. }
  86. return "";
  87. }
  88. static String dump_node_code(SL::Node *p_node,int p_level) {
  89. String code;
  90. switch(p_node->type) {
  91. case SL::Node::TYPE_PROGRAM: {
  92. SL::ProgramNode *pnode=(SL::ProgramNode*)p_node;
  93. for(Map<StringName,SL::Uniform>::Element *E=pnode->uniforms.front();E;E=E->next()) {
  94. String ucode="uniform ";
  95. ucode+=_typestr(E->get().type)+"="+String(E->get().default_value)+"\n";
  96. code+=ucode;
  97. }
  98. for(int i=0;i<pnode->functions.size();i++) {
  99. SL::FunctionNode *fnode=pnode->functions[i].function;
  100. String header;
  101. header=_typestr(fnode->return_type)+" "+fnode->name+"(";
  102. for(int i=0;i<fnode->arguments.size();i++) {
  103. if (i>0)
  104. header+=", ";
  105. header+=_typestr(fnode->arguments[i].type)+" "+fnode->arguments[i].name;
  106. }
  107. header+=") {\n";
  108. code+=header;
  109. code+=dump_node_code(fnode->body,p_level+1);
  110. code+="}\n";
  111. }
  112. code+=dump_node_code(pnode->body,p_level);
  113. } break;
  114. case SL::Node::TYPE_FUNCTION: {
  115. } break;
  116. case SL::Node::TYPE_BLOCK: {
  117. SL::BlockNode *bnode=(SL::BlockNode*)p_node;
  118. //variables
  119. for(Map<StringName,SL::DataType>::Element *E=bnode->variables.front();E;E=E->next()) {
  120. code+=_mktab(p_level)+_typestr(E->value())+" "+E->key()+";\n";
  121. }
  122. for(int i=0;i<bnode->statements.size();i++) {
  123. code+=_mktab(p_level)+dump_node_code(bnode->statements[i],p_level)+";\n";
  124. }
  125. } break;
  126. case SL::Node::TYPE_VARIABLE: {
  127. SL::VariableNode *vnode=(SL::VariableNode*)p_node;
  128. code=vnode->name;
  129. } break;
  130. case SL::Node::TYPE_CONSTANT: {
  131. SL::ConstantNode *cnode=(SL::ConstantNode*)p_node;
  132. switch(cnode->datatype) {
  133. case SL::TYPE_BOOL: code=cnode->value.operator bool()?"true":"false"; break;
  134. case SL::TYPE_FLOAT: code=cnode->value; break;
  135. case SL::TYPE_VEC2: { Vector2 v = cnode->value; code="vec2("+rtos(v.x)+", "+rtos(v.y)+")"; } break;
  136. case SL::TYPE_VEC3: { Vector3 v = cnode->value; code="vec3("+rtos(v.x)+", "+rtos(v.y)+", "+rtos(v.z)+")"; } break;
  137. case SL::TYPE_VEC4: { Plane v = cnode->value; code="vec4("+rtos(v.normal.x)+", "+rtos(v.normal.y)+", "+rtos(v.normal.z)+", "+rtos(v.d)+")"; } break;
  138. case SL::TYPE_MAT3: { Matrix3 x = cnode->value; code="mat3( vec3("+rtos(x.get_axis(0).x)+", "+rtos(x.get_axis(0).y)+", "+rtos(x.get_axis(0).z)+"), vec3("+rtos(x.get_axis(1).x)+", "+rtos(x.get_axis(1).y)+", "+rtos(x.get_axis(1).z)+"), vec3("+rtos(x.get_axis(2).x)+", "+rtos(x.get_axis(2).y)+", "+rtos(x.get_axis(2).z)+"))"; } break;
  139. case SL::TYPE_MAT4: { Transform x = cnode->value; code="mat4( vec3("+rtos(x.basis.get_axis(0).x)+", "+rtos(x.basis.get_axis(0).y)+", "+rtos(x.basis.get_axis(0).z)+"), vec3("+rtos(x.basis.get_axis(1).x)+", "+rtos(x.basis.get_axis(1).y)+", "+rtos(x.basis.get_axis(1).z)+"), vec3("+rtos(x.basis.get_axis(2).x)+", "+rtos(x.basis.get_axis(2).y)+", "+rtos(x.basis.get_axis(2).z)+"), vec3("+rtos(x.origin.x)+", "+rtos(x.origin.y)+", "+rtos(x.origin.z)+"))"; } break;
  140. default: code="<error: "+Variant::get_type_name(cnode->value.get_type())+" ("+itos(cnode->datatype)+">";
  141. }
  142. } break;
  143. case SL::Node::TYPE_OPERATOR: {
  144. SL::OperatorNode *onode=(SL::OperatorNode*)p_node;
  145. switch(onode->op) {
  146. case SL::OP_ASSIGN:
  147. case SL::OP_ASSIGN_ADD:
  148. case SL::OP_ASSIGN_SUB:
  149. case SL::OP_ASSIGN_MUL:
  150. case SL::OP_ASSIGN_DIV:
  151. code=dump_node_code(onode->arguments[0],p_level)+_opstr(onode->op)+dump_node_code(onode->arguments[1],p_level);
  152. break;
  153. case SL::OP_ADD:
  154. case SL::OP_SUB:
  155. case SL::OP_MUL:
  156. case SL::OP_DIV:
  157. case SL::OP_CMP_EQ:
  158. case SL::OP_CMP_NEQ:
  159. case SL::OP_CMP_LEQ:
  160. case SL::OP_CMP_GEQ:
  161. case SL::OP_CMP_LESS:
  162. case SL::OP_CMP_GREATER:
  163. case SL::OP_CMP_OR:
  164. case SL::OP_CMP_AND:
  165. code="("+dump_node_code(onode->arguments[0],p_level)+_opstr(onode->op)+dump_node_code(onode->arguments[1],p_level)+")";
  166. break;
  167. case SL::OP_NEG:
  168. case SL::OP_NOT:
  169. code=_opstr(onode->op)+dump_node_code(onode->arguments[0],p_level);
  170. break;
  171. case SL::OP_CALL:
  172. case SL::OP_CONSTRUCT:
  173. code=dump_node_code(onode->arguments[0],p_level)+"(";
  174. for(int i=1;i<onode->arguments.size();i++) {
  175. if (i>1)
  176. code+=", ";
  177. code+=dump_node_code(onode->arguments[i],p_level);
  178. }
  179. code+=")";
  180. break;
  181. default: {}
  182. }
  183. } break;
  184. case SL::Node::TYPE_CONTROL_FLOW: {
  185. SL::ControlFlowNode *cfnode=(SL::ControlFlowNode*)p_node;
  186. if (cfnode->flow_op==SL::FLOW_OP_IF) {
  187. code+="if ("+dump_node_code(cfnode->statements[0],p_level)+") {\n";
  188. code+=dump_node_code(cfnode->statements[1],p_level+1);
  189. if (cfnode->statements.size()==3) {
  190. code+="} else {\n";
  191. code+=dump_node_code(cfnode->statements[2],p_level+1);
  192. }
  193. code+="}\n";
  194. } else if (cfnode->flow_op==SL::FLOW_OP_RETURN) {
  195. if (cfnode->statements.size()) {
  196. code="return "+dump_node_code(cfnode->statements[0],p_level);
  197. } else {
  198. code="return";
  199. }
  200. }
  201. } break;
  202. case SL::Node::TYPE_MEMBER: {
  203. SL::MemberNode *mnode=(SL::MemberNode*)p_node;
  204. code=dump_node_code(mnode->owner,p_level)+"."+mnode->name;
  205. } break;
  206. }
  207. return code;
  208. }
  209. static Error recreate_code(void *p_str,SL::ProgramNode *p_program) {
  210. print_line("recr");
  211. String *str=(String*)p_str;
  212. *str=dump_node_code(p_program,0);
  213. return OK;
  214. }
  215. MainLoop* test() {
  216. List<String> cmdlargs = OS::get_singleton()->get_cmdline_args();
  217. if (cmdlargs.empty()) {
  218. //try editor!
  219. return NULL;
  220. }
  221. String test = cmdlargs.back()->get();
  222. FileAccess *fa = FileAccess::open(test,FileAccess::READ);
  223. if (!fa) {
  224. ERR_FAIL_V(NULL);
  225. }
  226. String code;
  227. while(true) {
  228. CharType c = fa->get_8();
  229. if (fa->eof_reached())
  230. break;
  231. code+=c;
  232. }
  233. int errline;
  234. int errcol;
  235. String error;
  236. print_line(SL::lex_debug(code));
  237. Error err = SL::compile(code,ShaderLanguage::SHADER_MATERIAL_FRAGMENT,NULL,NULL,&error,&errline,&errcol);
  238. if (err) {
  239. print_line("Error: "+itos(errline)+":"+itos(errcol)+" "+error);
  240. return NULL;
  241. }
  242. print_line("Compile OK! - pretty printing");
  243. String rcode;
  244. err = SL::compile(code,ShaderLanguage::SHADER_MATERIAL_FRAGMENT,recreate_code,&rcode,&error,&errline,&errcol);
  245. if (!err) {
  246. print_line(rcode);
  247. }
  248. ShaderCompilerGLES2 comp;
  249. String codeline,globalsline;
  250. SL::VarInfo vi;
  251. vi.name="mongs";
  252. vi.type=SL::TYPE_VEC3;
  253. ShaderCompilerGLES2::Flags fl;
  254. comp.compile(code,ShaderLanguage::SHADER_MATERIAL_FRAGMENT,codeline,globalsline,fl);
  255. return NULL;
  256. }
  257. }