/*************************************************************************/ /* test_shader_lang.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* 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, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "test_shader_lang.h" #include "os/file_access.h" #include "os/main_loop.h" #include "os/os.h" #include "print_string.h" #include "scene/gui/control.h" #include "scene/gui/text_edit.h" #include "servers/visual/shader_language.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); } 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"); Set<String> types; types.insert("spatial"); Error err = sl.compile(code, dt, rm, types); 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; } }