godot/bin/tests/test_shader_lang.cpp
Juan Linietsky 850eaf7ed7 -the new shader language seems to work
-shader editor plugin can edit shaders
-code completion in shader editor plugin
2016-10-07 11:31:18 -03:00

362 lines
11 KiB
C++

/*************************************************************************/
/* test_shader_lang.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "test_shader_lang.h"
#include "os/main_loop.h"
#include "os/os.h"
#include "os/file_access.h"
#include "scene/gui/control.h"
#include "scene/gui/text_edit.h"
#include "print_string.h"
#include "servers/visual/shader_language.h"
//#include "drivers/gles2/shader_compiler_gles2.h"
typedef ShaderLanguage SL;
namespace TestShaderLang {
static String _mktab(int p_level) {
String tb;
for(int i=0;i<p_level;i++) {
tb+="\t";
}
return tb;
}
static String _typestr(SL::DataType p_type) {
return ShaderLanguage::get_datatype_name(p_type);
return "";
}
static String _prestr(SL::DataPrecision p_pres) {
switch(p_pres) {
case SL::PRECISION_LOWP: return "lowp ";
case SL::PRECISION_MEDIUMP: return "mediump ";
case SL::PRECISION_HIGHP: return "highp ";
case SL::PRECISION_DEFAULT: return "";
}
return "";
}
static String _opstr(SL::Operator p_op) {
return ShaderLanguage::get_operator_text(p_op);
}
static String get_constant_text(SL::DataType p_type, const Vector<SL::ConstantNode::Value>& p_values) {
switch(p_type) {
case SL::TYPE_BOOL: return p_values[0].boolean?"true":"false";
case SL::TYPE_BVEC2: return String()+"bvec2("+(p_values[0].boolean?"true":"false")+(p_values[1].boolean?"true":"false")+")";
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")+")";
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")+")";
case SL::TYPE_INT: return rtos(p_values[0].sint);
case SL::TYPE_IVEC2: return String()+"ivec2("+rtos(p_values[0].sint)+","+rtos(p_values[1].sint)+")";
case SL::TYPE_IVEC3: return String()+"ivec3("+rtos(p_values[0].sint)+","+rtos(p_values[1].sint)+","+rtos(p_values[2].sint)+")";
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)+")";
case SL::TYPE_UINT: return rtos(p_values[0].real);
case SL::TYPE_UVEC2: return String()+"uvec2("+rtos(p_values[0].real)+","+rtos(p_values[1].real)+")";
case SL::TYPE_UVEC3: return String()+"uvec3("+rtos(p_values[0].real)+","+rtos(p_values[1].real)+","+rtos(p_values[2].real)+")";
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)+")";
case SL::TYPE_FLOAT: return rtos(p_values[0].real);
case SL::TYPE_VEC2: return String()+"vec2("+rtos(p_values[0].real)+","+rtos(p_values[1].real)+")";
case SL::TYPE_VEC3: return String()+"vec3("+rtos(p_values[0].real)+","+rtos(p_values[1].real)+","+rtos(p_values[2].real)+")";
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)+")";
default: ERR_FAIL_V(String());
}
}
static String dump_node_code(SL::Node *p_node,int p_level) {
String code;
switch(p_node->type) {
case SL::Node::TYPE_SHADER: {
SL::ShaderNode *pnode=(SL::ShaderNode*)p_node;
for(Map<StringName,SL::ShaderNode::Uniform>::Element *E=pnode->uniforms.front();E;E=E->next()) {
String ucode="uniform ";
ucode+=_prestr(E->get().precission);
ucode+=_typestr(E->get().type);
ucode+=" "+String(E->key());
if (E->get().default_value.size()) {
ucode+=" = "+get_constant_text(E->get().type,E->get().default_value);
}
static const char*hint_name[SL::ShaderNode::Uniform::HINT_MAX]={
"",
"color",
"range",
"albedo",
"normal",
"black",
"white"
};
if (E->get().hint)
ucode+=" : "+String(hint_name[E->get().hint]);
code+=ucode+"\n";
}
for(Map<StringName,SL::ShaderNode::Varying>::Element *E=pnode->varyings.front();E;E=E->next()) {
String vcode="varying ";
vcode+=_prestr(E->get().precission);
vcode+=_typestr(E->get().type);
vcode+=" "+String(E->key());
code+=vcode+"\n";
}
for(int i=0;i<pnode->functions.size();i++) {
SL::FunctionNode *fnode=pnode->functions[i].function;
String header;
header=_typestr(fnode->return_type)+" "+fnode->name+"(";
for(int i=0;i<fnode->arguments.size();i++) {
if (i>0)
header+=", ";
header+=_prestr(fnode->arguments[i].precision)+_typestr(fnode->arguments[i].type)+" "+fnode->arguments[i].name;
}
header+=")\n";
code+=header;
code+=dump_node_code(fnode->body,p_level+1);
}
//code+=dump_node_code(pnode->body,p_level);
} break;
case SL::Node::TYPE_FUNCTION: {
} break;
case SL::Node::TYPE_BLOCK: {
SL::BlockNode *bnode=(SL::BlockNode*)p_node;
//variables
code+=_mktab(p_level-1)+"{\n";
for(Map<StringName,SL::BlockNode::Variable>::Element *E=bnode->variables.front();E;E=E->next()) {
code+=_mktab(p_level)+_prestr(E->get().precision)+_typestr(E->get().type)+" "+E->key()+";\n";
}
for(int i=0;i<bnode->statements.size();i++) {
String scode = dump_node_code(bnode->statements[i],p_level);
if (bnode->statements[i]->type==SL::Node::TYPE_CONTROL_FLOW || bnode->statements[i]->type==SL::Node::TYPE_CONTROL_FLOW) {
code+=scode; //use directly
} else {
code+=_mktab(p_level)+scode+";\n";
}
}
code+=_mktab(p_level-1)+"}\n";
} break;
case SL::Node::TYPE_VARIABLE: {
SL::VariableNode *vnode=(SL::VariableNode*)p_node;
code=vnode->name;
} break;
case SL::Node::TYPE_CONSTANT: {
SL::ConstantNode *cnode=(SL::ConstantNode*)p_node;
return get_constant_text(cnode->datatype,cnode->values);
} break;
case SL::Node::TYPE_OPERATOR: {
SL::OperatorNode *onode=(SL::OperatorNode*)p_node;
switch(onode->op) {
case SL::OP_ASSIGN:
case SL::OP_ASSIGN_ADD:
case SL::OP_ASSIGN_SUB:
case SL::OP_ASSIGN_MUL:
case SL::OP_ASSIGN_DIV:
case SL::OP_ASSIGN_SHIFT_LEFT:
case SL::OP_ASSIGN_SHIFT_RIGHT:
case SL::OP_ASSIGN_MOD:
case SL::OP_ASSIGN_BIT_AND:
case SL::OP_ASSIGN_BIT_OR:
case SL::OP_ASSIGN_BIT_XOR:
code=dump_node_code(onode->arguments[0],p_level)+_opstr(onode->op)+dump_node_code(onode->arguments[1],p_level);
break;
case SL::OP_BIT_INVERT:
case SL::OP_NEGATE:
case SL::OP_NOT:
case SL::OP_DECREMENT:
case SL::OP_INCREMENT:
code=_opstr(onode->op)+dump_node_code(onode->arguments[0],p_level);
break;
case SL::OP_POST_DECREMENT:
case SL::OP_POST_INCREMENT:
code=dump_node_code(onode->arguments[0],p_level)+_opstr(onode->op);
break;
case SL::OP_CALL:
case SL::OP_CONSTRUCT:
code=dump_node_code(onode->arguments[0],p_level)+"(";
for(int i=1;i<onode->arguments.size();i++) {
if (i>1)
code+=", ";
code+=dump_node_code(onode->arguments[i],p_level);
}
code+=")";
break;
default: {
code="("+dump_node_code(onode->arguments[0],p_level)+_opstr(onode->op)+dump_node_code(onode->arguments[1],p_level)+")";
break;
}
}
} break;
case SL::Node::TYPE_CONTROL_FLOW: {
SL::ControlFlowNode *cfnode=(SL::ControlFlowNode*)p_node;
if (cfnode->flow_op==SL::FLOW_OP_IF) {
code+=_mktab(p_level)+"if ("+dump_node_code(cfnode->expressions[0],p_level)+")\n";
code+=dump_node_code(cfnode->blocks[0],p_level+1);
if (cfnode->blocks.size()==2) {
code+=_mktab(p_level)+"else\n";
code+=dump_node_code(cfnode->blocks[1],p_level+1);
}
} else if (cfnode->flow_op==SL::FLOW_OP_RETURN) {
if (cfnode->blocks.size()) {
code="return "+dump_node_code(cfnode->blocks[0],p_level);
} else {
code="return";
}
}
} break;
case SL::Node::TYPE_MEMBER: {
SL::MemberNode *mnode=(SL::MemberNode*)p_node;
code=dump_node_code(mnode->owner,p_level)+"."+mnode->name;
} break;
}
return code;
}
static Error recreate_code(void *p_str,SL::ShaderNode *p_program) {
String *str=(String*)p_str;
*str=dump_node_code(p_program,0);
return OK;
}
MainLoop* test() {
List<String> cmdlargs = OS::get_singleton()->get_cmdline_args();
if (cmdlargs.empty()) {
//try editor!
print_line("usage: godot -test shader_lang <shader>");
return NULL;
}
String test = cmdlargs.back()->get();
FileAccess *fa = FileAccess::open(test,FileAccess::READ);
if (!fa) {
ERR_FAIL_V(NULL);
}
String code;
while(true) {
CharType c = fa->get_8();
if (fa->eof_reached())
break;
code+=c;
}
SL sl;
print_line("tokens:\n\n"+sl.token_debug(code));
Map<StringName,Map<StringName,SL::DataType> > dt;
dt["fragment"]["ALBEDO"]=SL::TYPE_VEC3;
Set<String> rm;
rm.insert("popo");
Error err = sl.compile(code,dt,rm);
if (err) {
print_line("Error at line: "+rtos(sl.get_error_line())+": "+sl.get_error_text());
return NULL;
} else {
String code;
recreate_code(&code,sl.get_shader());
print_line("code:\n\n"+code);
}
return NULL;
}
}