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methods.py
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methods.py
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import os
def add_source_files(self, sources, filetype, lib_env=None, shared=False):
import glob
import string
# if not lib_objects:
if not lib_env:
lib_env = self
if type(filetype) == type(""):
dir = self.Dir('.').abspath
list = glob.glob(dir + "/" + filetype)
for f in list:
sources.append(self.Object(f))
else:
for f in filetype:
sources.append(self.Object(f))
def build_shader_header(target, source, env):
for x in source:
print x
name = str(x)
name = name[name.rfind("/") + 1:]
name = name[name.rfind("\\") + 1:]
name = name.replace(".", "_")
fs = open(str(x), "r")
fd = open(str(x) + ".h", "w")
fd.write("/* this file has been generated by SCons, do not edit! */\n")
fd.write("static const char *" + name + "=\n")
line = fs.readline()
while(line):
line = line.replace("\r", "")
line = line.replace("\n", "")
line = line.replace("\\", "\\\\")
line = line.replace("\"", "\\\"")
fd.write("\"" + line + "\\n\"\n")
line = fs.readline()
fd.write(";\n")
return 0
def build_glsl_header(filename):
fs = open(filename, "r")
line = fs.readline()
vertex_lines = []
fragment_lines = []
uniforms = []
attributes = []
fbos = []
conditionals = []
texunits = []
texunit_names = []
ubos = []
ubo_names = []
reading = ""
line_offset = 0
vertex_offset = 0
fragment_offset = 0
while(line):
if (line.find("[vertex]") != -1):
reading = "vertex"
line = fs.readline()
line_offset += 1
vertex_offset = line_offset
continue
if (line.find("[fragment]") != -1):
reading = "fragment"
line = fs.readline()
line_offset += 1
fragment_offset = line_offset
continue
if (line.find("#ifdef ") != -1):
ifdefline = line.replace("#ifdef ", "").strip()
if (not ifdefline in conditionals):
conditionals += [ifdefline]
if (line.find("#elif defined(") != -1):
ifdefline = line.replace("#elif defined(", "").strip()
ifdefline = ifdefline.replace(")", "").strip()
if (not ifdefline in conditionals):
conditionals += [ifdefline]
import re
if re.search(r"^\s*uniform", line):
if (line.lower().find("texunit:") != -1):
# texture unit
texunit = str(int(line[line.find(":") + 1:].strip()))
uline = line[:line.lower().find("//")]
uline = uline.replace("uniform", "")
uline = uline.replace(";", "")
lines = uline.split(",")
for x in lines:
x = x.strip()
x = x[x.rfind(" ") + 1:]
if (x.find("[") != -1):
# unfiorm array
x = x[:x.find("[")]
if (not x in texunit_names):
texunits += [(x, texunit)]
texunit_names += [x]
elif (line.lower().find("ubo:") != -1):
# ubo
uboidx = str(int(line[line.find(":") + 1:].strip()))
uline = line[:line.lower().find("//")]
uline = uline[uline.find("uniform") + len("uniform"):]
uline = uline.replace(";", "")
uline = uline.replace("{", "").strip()
lines = uline.split(",")
for x in lines:
x = x.strip()
x = x[x.rfind(" ") + 1:]
if (x.find("[") != -1):
# unfiorm array
x = x[:x.find("[")]
if (not x in ubo_names):
ubos += [(x, uboidx)]
ubo_names += [x]
else:
uline = line.replace("uniform", "")
uline = uline.replace(";", "")
lines = uline.split(",")
for x in lines:
x = x.strip()
x = x[x.rfind(" ") + 1:]
if (x.find("[") != -1):
# unfiorm array
x = x[:x.find("[")]
if (not x in uniforms):
uniforms += [x]
if ((line.strip().find("in ") == 0 or line.strip().find("attribute ") == 0) and line.find("attrib:") != -1):
uline = line.replace("in ", "")
uline = uline.replace("attribute ", "")
uline = uline.replace(";", "")
uline = uline[uline.find(" "):].strip()
if (uline.find("//") != -1):
name, bind = uline.split("//")
if (bind.find("attrib:") != -1):
name = name.strip()
bind = bind.replace("attrib:", "").strip()
attributes += [(name, bind)]
if (line.strip().find("out ") == 0):
uline = line.replace("out", "").strip()
uline = uline.replace(";", "")
uline = uline[uline.find(" "):].strip()
if (uline.find("//") != -1):
name, bind = uline.split("//")
if (bind.find("drawbuffer:") != -1):
name = name.strip()
bind = bind.replace("drawbuffer:", "").strip()
fbos += [(name, bind)]
line = line.replace("\r", "")
line = line.replace("\n", "")
line = line.replace("\\", "\\\\")
line = line.replace("\"", "\\\"")
# line=line+"\\n\\" no need to anymore
if (reading == "vertex"):
vertex_lines += [line]
if (reading == "fragment"):
fragment_lines += [line]
line = fs.readline()
line_offset += 1
fs.close()
out_file = filename + ".h"
fd = open(out_file, "w")
fd.write("/* WARNING, THIS FILE WAS GENERATED, DO NOT EDIT */\n")
out_file_base = out_file
out_file_base = out_file_base[out_file_base.rfind("/") + 1:]
out_file_base = out_file_base[out_file_base.rfind("\\") + 1:]
# print("out file "+out_file+" base " +out_file_base)
out_file_ifdef = out_file_base.replace(".", "_").upper()
fd.write("#ifndef " + out_file_ifdef + "\n")
fd.write("#define " + out_file_ifdef + "\n")
out_file_class = out_file_base.replace(".glsl.h", "").title().replace("_", "").replace(".", "") + "ShaderGL"
fd.write("\n\n")
fd.write("#include \"drivers/opengl/shader_gl.h\"\n\n\n")
fd.write("class " + out_file_class + " : public ShaderGL {\n\n")
fd.write("\t virtual String get_shader_name() const { return \"" + out_file_class + "\"; }\n")
fd.write("public:\n\n")
if (len(conditionals)):
fd.write("\tenum Conditionals {\n")
for x in conditionals:
fd.write("\t\t" + x + ",\n")
fd.write("\t};\n\n")
if (len(uniforms)):
fd.write("\tenum Uniforms {\n")
for x in uniforms:
fd.write("\t\t" + x.upper() + ",\n")
fd.write("\t};\n\n")
fd.write("\t_FORCE_INLINE_ int get_uniform(Uniforms p_uniform) const { return _get_uniform(p_uniform); }\n\n")
if (len(conditionals)):
fd.write("\t_FORCE_INLINE_ void set_conditional(Conditionals p_conditional,bool p_enable) { _set_conditional(p_conditional,p_enable); }\n\n")
fd.write("\t#define _FU if (get_uniform(p_uniform)<0) return; ERR_FAIL_COND( get_active()!=this );\n\n ")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, bool p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value?1:0); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, float p_value) { _FU glUniform1f(get_uniform(p_uniform),p_value); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, double p_value) { _FU glUniform1f(get_uniform(p_uniform),p_value); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, uint8_t p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, int8_t p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, uint16_t p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, int16_t p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, uint32_t p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, int32_t p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }\n\n")
#fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, uint64_t p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }\n\n");
#fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, int64_t p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }\n\n");
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, unsigned long p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, long p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const Color& p_color) { _FU GLfloat col[4]={p_color.r,p_color.g,p_color.b,p_color.a}; glUniform4fv(get_uniform(p_uniform),1,col); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const Vector2& p_vec2) { _FU GLfloat vec2[2]={p_vec2.x,p_vec2.y}; glUniform2fv(get_uniform(p_uniform),1,vec2); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const Vector3& p_vec3) { _FU GLfloat vec3[3]={p_vec3.x,p_vec3.y,p_vec3.z}; glUniform3fv(get_uniform(p_uniform),1,vec3); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, float p_a, float p_b) { _FU glUniform2f(get_uniform(p_uniform),p_a,p_b); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, float p_a, float p_b, float p_c) { _FU glUniform3f(get_uniform(p_uniform),p_a,p_b,p_c); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, float p_a, float p_b, float p_c, float p_d) { _FU glUniform4f(get_uniform(p_uniform),p_a,p_b,p_c,p_d); }\n\n")
fd.write("""\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const Transform& p_transform) { _FU
const Transform &tr = p_transform;
GLfloat matrix[16]={ /* build a 16x16 matrix */
tr.basis.elements[0][0],
tr.basis.elements[1][0],
tr.basis.elements[2][0],
0,
tr.basis.elements[0][1],
tr.basis.elements[1][1],
tr.basis.elements[2][1],
0,
tr.basis.elements[0][2],
tr.basis.elements[1][2],
tr.basis.elements[2][2],
0,
tr.origin.x,
tr.origin.y,
tr.origin.z,
1
};
glUniformMatrix4fv(get_uniform(p_uniform),1,false,matrix);
}
""")
fd.write("""\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const Transform2D& p_transform) { _FU
const Transform2D &tr = p_transform;
GLfloat matrix[16]={ /* build a 16x16 matrix */
tr.elements[0][0],
tr.elements[0][1],
0,
0,
tr.elements[1][0],
tr.elements[1][1],
0,
0,
0,
0,
1,
0,
tr.elements[2][0],
tr.elements[2][1],
0,
1
};
glUniformMatrix4fv(get_uniform(p_uniform),1,false,matrix);
}
""")
fd.write("""\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const CameraMatrix& p_matrix) { _FU
GLfloat matrix[16];
for (int i=0;i<4;i++) {
for (int j=0;j<4;j++) {
matrix[i*4+j]=p_matrix.matrix[i][j];
}
}
glUniformMatrix4fv(get_uniform(p_uniform),1,false,matrix);
}; """)
fd.write("\n\n#undef _FU\n\n\n")
fd.write("\tvirtual void init() {\n\n")
if (len(conditionals)):
fd.write("\t\tstatic const char* _conditional_strings[]={\n")
if (len(conditionals)):
for x in conditionals:
fd.write("\t\t\t\"#define " + x + "\\n\",\n")
fd.write("\t\t};\n\n")
else:
fd.write("\t\tstatic const char **_conditional_strings=NULL;\n")
if (len(uniforms)):
fd.write("\t\tstatic const char* _uniform_strings[]={\n")
if (len(uniforms)):
for x in uniforms:
fd.write("\t\t\t\"" + x + "\",\n")
fd.write("\t\t};\n\n")
else:
fd.write("\t\tstatic const char **_uniform_strings=NULL;\n")
if (len(attributes)):
fd.write("\t\tstatic AttributePair _attribute_pairs[]={\n")
for x in attributes:
fd.write("\t\t\t{\"" + x[0] + "\"," + x[1] + "},\n")
fd.write("\t\t};\n\n")
else:
fd.write("\t\tstatic AttributePair *_attribute_pairs=NULL;\n")
if (len(fbos)):
fd.write("\t\tstatic FBOPair _fbo_pairs[]={\n")
for x in fbos:
fd.write("\t\t\t{\"" + x[0] + "\"," + x[1] + "},\n")
fd.write("\t\t};\n\n")
else:
fd.write("\t\tstatic FBOPair *_fbo_pairs=NULL;\n")
if (len(ubos)):
fd.write("\t\tstatic UBOPair _ubo_pairs[]={\n")
for x in ubos:
fd.write("\t\t\t{\"" + x[0] + "\"," + x[1] + "},\n")
fd.write("\t\t};\n\n")
else:
fd.write("\t\tstatic UBOPair *_ubo_pairs=NULL;\n")
if (len(texunits)):
fd.write("\t\tstatic TexUnitPair _texunit_pairs[]={\n")
for x in texunits:
fd.write("\t\t\t{\"" + x[0] + "\"," + x[1] + "},\n")
fd.write("\t\t};\n\n")
else:
fd.write("\t\tstatic TexUnitPair *_texunit_pairs=NULL;\n")
fd.write("\t\tstatic const char* _vertex_code=\"\\\n")
for x in vertex_lines:
fd.write("\t\t\t" + x + "\n")
fd.write("\t\t\";\n\n")
fd.write("\t\tstatic const int _vertex_code_start=" + str(vertex_offset) + ";\n")
fd.write("\t\tstatic const char* _fragment_code=\"\\\n")
for x in fragment_lines:
fd.write("\t\t\t" + x + "\n")
fd.write("\t\t\";\n\n")
fd.write("\t\tstatic const int _fragment_code_start=" + str(fragment_offset) + ";\n")
fd.write("\t\tsetup(_conditional_strings," + str(len(conditionals)) + ",_uniform_strings," + str(len(uniforms)) + ",_attribute_pairs," + str(len(attributes)) + ",_fbo_pairs," + str(len(fbos)) + ",_ubo_pairs," + str(len(ubos)) + ",_texunit_pairs," + str(len(texunits)) + ",_vertex_code,_fragment_code,_vertex_code_start,_fragment_code_start);\n")
fd.write("\t};\n\n")
fd.write("};\n\n")
fd.write("#endif\n\n")
fd.close()
def build_glsl_headers(target, source, env):
for x in source:
build_glsl_header(str(x))
return 0
def build_hlsl_dx9_header(filename):
fs = open(filename, "r")
line = fs.readline()
vertex_lines = []
fragment_lines = []
uniforms = []
fragment_uniforms = []
attributes = []
fbos = []
conditionals = []
reading = ""
line_offset = 0
vertex_offset = 0
fragment_offset = 0
while(line):
if (line.find("[vertex]") != -1):
reading = "vertex"
line = fs.readline()
line_offset += 1
vertex_offset = line_offset
continue
if (line.find("[fragment]") != -1):
reading = "fragment"
line = fs.readline()
line_offset += 1
fragment_offset = line_offset
continue
if (line.find("#ifdef ") != -1):
ifdefline = line.replace("#ifdef ", "").strip()
if (not ifdefline in conditionals):
conditionals += [ifdefline]
if (line.find("#elif defined(") != -1):
ifdefline = line.replace("#elif defined(", "").strip()
ifdefline = ifdefline.replace(")", "").strip()
if (not ifdefline in conditionals):
conditionals += [ifdefline]
if (line.find("uniform") != -1):
uline = line.replace("uniform", "")
uline = uline.replace(";", "")
lines = uline.split(",")
for x in lines:
x = x.strip()
x = x[x.rfind(" ") + 1:]
if (x.find("[") != -1):
# unfiorm array
x = x[:x.find("[")]
if (not x in uniforms):
uniforms += [x]
fragment_uniforms += [reading == "fragment"]
line = line.replace("\r", "")
line = line.replace("\n", "")
line = line.replace("\\", "\\\\")
line = line.replace("\"", "\\\"")
line = line + "\\n\\"
if (reading == "vertex"):
vertex_lines += [line]
if (reading == "fragment"):
fragment_lines += [line]
line = fs.readline()
line_offset += 1
fs.close()
out_file = filename + ".h"
fd = open(out_file, "w")
fd.write("/* WARNING, THIS FILE WAS GENERATED, DO NOT EDIT */\n")
out_file_base = out_file
out_file_base = out_file_base[out_file_base.rfind("/") + 1:]
out_file_base = out_file_base[out_file_base.rfind("\\") + 1:]
# print("out file "+out_file+" base " +out_file_base)
out_file_ifdef = out_file_base.replace(".", "_").upper()
fd.write("#ifndef " + out_file_ifdef + "\n")
fd.write("#define " + out_file_ifdef + "\n")
out_file_class = out_file_base.replace(".hlsl.h", "").title().replace("_", "").replace(".", "") + "ShaderDX9"
fd.write("\n\n")
fd.write("#include \"drivers/directx9/shader_dx9.h\"\n\n\n")
fd.write("class " + out_file_class + " : public ShaderDX9 {\n\n")
fd.write("\t virtual String get_shader_name() const { return \"" + out_file_class + "\"; }\n")
fd.write("public:\n\n")
if (len(conditionals)):
fd.write("\tenum Conditionals {\n")
for x in conditionals:
fd.write("\t\t" + x + ",\n")
fd.write("\t};\n\n")
if (len(uniforms)):
fd.write("\tenum Uniforms {\n")
for x in uniforms:
fd.write("\t\t" + x.upper() + ",\n")
fd.write("\t};\n\n")
if (len(conditionals)):
fd.write("\t_FORCE_INLINE_ void set_conditional(Conditionals p_conditional,bool p_enable) { _set_conditional(p_conditional,p_enable); }\n\n")
fd.write("\t#define _FU if (!_uniform_valid(p_uniform)) return; ERR_FAIL_COND( get_active()!=this );\n\n ")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, bool p_value) { _FU set_uniformb(p_uniform,p_value); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, float p_value) { _FU set_uniformf(p_uniform,p_value); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, double p_value) { _FU set_uniformf(p_uniform,p_value); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, uint8_t p_value) { _FU set_uniformi(p_uniform,p_value); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, int8_t p_value) { _FU set_uniformi(p_uniform,p_value); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, uint16_t p_value) { _FU set_uniformi(p_uniform,p_value); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, int16_t p_value) { _FU set_uniformi(p_uniform,p_value); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, uint32_t p_value) { _FU set_uniformi(p_uniform,p_value); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, int32_t p_value) { _FU set_uniformi(p_uniform,p_value); }\n\n")
#fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, uint64_t p_value) { _FU set_uniformi(p_uniform,p_value); }\n\n");
#fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, int64_t p_value) { _FU set_uniformi(p_uniform,p_value); }\n\n");
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, unsigned long p_value) { _FU set_uniformi(p_uniform,p_value); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, long p_value) { _FU set_uniformi(p_uniform,p_value); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const Color& p_color) { _FU float col[4]={p_color.r,p_color.g,p_color.b,p_color.a}; set_uniformfv(p_uniform,col); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const Vector2& p_vec2) { _FU float vec2[4]={p_vec2.x,p_vec2.y,0,0}; set_uniformfv(p_uniform,vec2); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const Vector3& p_vec3) { _FU float vec3[4]={p_vec3.x,p_vec3.y,p_vec3.z,0}; set_uniformfv(p_uniform,vec3); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, float p_a, float p_b) { _FU float vec2[4]={p_a,p_b,0,0}; set_uniformfv(p_uniform,vec2); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, float p_a, float p_b, float p_c) { _FU float vec3[4]={p_a,p_b,p_c,0}; set_uniformfv(p_uniform,vec3); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, float p_a, float p_b, float p_c, float p_d) { _FU float vec4[4]={p_a,p_b,p_c,p_d}; set_uniformfv(p_uniform,vec4); }\n\n")
fd.write("""\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const Transform& p_transform) { _FU
const Transform &tr = p_transform;
float matrix[16]={ /* build a 16x16 matrix */
tr.basis.elements[0][0],
tr.basis.elements[0][1],
tr.basis.elements[0][2],
tr.origin.x,
tr.basis.elements[1][0],
tr.basis.elements[1][1],
tr.basis.elements[1][2],
tr.origin.y,
tr.basis.elements[2][0],
tr.basis.elements[2][1],
tr.basis.elements[2][2],
tr.origin.z,
0,
0,
0,
1
};
set_uniformfv(p_uniform,&matrix[0],4);
}
""")
fd.write("""\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const CameraMatrix& p_matrix) { _FU
float matrix[16];
for (int i=0;i<4;i++) {
for (int j=0;j<4;j++) {
matrix[i*4+j]=p_matrix.matrix[j][i];
}
}
set_uniformfv(p_uniform,&matrix[0],4);
}; """)
fd.write("\n\n#undef _FU\n\n\n")
fd.write("\tvirtual void init(IDirect3DDevice9 *p_device,ShaderSupport p_version) {\n\n")
if (len(conditionals)):
fd.write("\t\tstatic const char* _conditional_strings[]={\n")
if (len(conditionals)):
for x in conditionals:
fd.write("\t\t\t\"" + x + "\",\n")
fd.write("\t\t};\n\n")
else:
fd.write("\t\tstatic const char **_conditional_strings=NULL;\n")
if (len(uniforms)):
fd.write("\t\tstatic const char* _uniform_strings[]={\n")
if (len(uniforms)):
for x in uniforms:
fd.write("\t\t\t\"" + x + "\",\n")
fd.write("\t\t};\n\n")
fd.write("\t\tstatic const bool _fragment_uniforms[]={\n")
if (len(uniforms)):
for x in fragment_uniforms:
if (x):
fd.write("\t\t\ttrue,\n")
else:
fd.write("\t\t\tfalse,\n")
fd.write("\t\t};\n\n")
else:
fd.write("\t\tstatic const char **_uniform_strings=NULL;\n")
fd.write("\t\tstatic const bool *_fragment_uniforms=NULL;\n")
fd.write("\t\tstatic const char* _vertex_code=\"\\\n")
for x in vertex_lines:
fd.write("\t\t\t" + x + "\n")
fd.write("\t\t\";\n\n")
fd.write("\t\tstatic const int _vertex_code_start=" + str(vertex_offset) + ";\n")
fd.write("\t\tstatic const char* _fragment_code=\"\\\n")
for x in fragment_lines:
fd.write("\t\t\t" + x + "\n")
fd.write("\t\t\";\n\n")
fd.write("\t\tstatic const int _fragment_code_start=" + str(fragment_offset) + ";\n")
fd.write("\t\tsetup(p_device,p_version,_conditional_strings," + str(len(conditionals)) + ",_uniform_strings," + str(len(uniforms)) + ",_fragment_uniforms,_vertex_code,_fragment_code,_vertex_code_start,_fragment_code_start);\n")
fd.write("\t};\n\n")
fd.write("};\n\n")
fd.write("#endif\n\n")
fd.close()
def build_hlsl_dx9_headers(target, source, env):
for x in source:
build_hlsl_dx9_header(str(x))
return 0
class LegacyGLHeaderStruct:
def __init__(self):
self.vertex_lines = []
self.fragment_lines = []
self.uniforms = []
self.attributes = []
self.feedbacks = []
self.fbos = []
self.conditionals = []
self.enums = {}
self.texunits = []
self.texunit_names = []
self.ubos = []
self.ubo_names = []
self.vertex_included_files = []
self.fragment_included_files = []
self.reading = ""
self.line_offset = 0
self.vertex_offset = 0
self.fragment_offset = 0
def include_file_in_legacygl_header(filename, header_data, depth):
fs = open(filename, "r")
line = fs.readline()
while(line):
if (line.find("[vertex]") != -1):
header_data.reading = "vertex"
line = fs.readline()
header_data.line_offset += 1
header_data.vertex_offset = header_data.line_offset
continue
if (line.find("[fragment]") != -1):
header_data.reading = "fragment"
line = fs.readline()
header_data.line_offset += 1
header_data.fragment_offset = header_data.line_offset
continue
while(line.find("#include ") != -1):
includeline = line.replace("#include ", "").strip()[1:-1]
import os.path
included_file = os.path.relpath(os.path.dirname(filename) + "/" + includeline)
if (not included_file in header_data.vertex_included_files and header_data.reading == "vertex"):
header_data.vertex_included_files += [included_file]
if(include_file_in_legacygl_header(included_file, header_data, depth + 1) == None):
print "Error in file '" + filename + "': #include " + includeline + "could not be found!"
elif (not included_file in header_data.fragment_included_files and header_data.reading == "fragment"):
header_data.fragment_included_files += [included_file]
if(include_file_in_legacygl_header(included_file, header_data, depth + 1) == None):
print "Error in file '" + filename + "': #include " + includeline + "could not be found!"
line = fs.readline()
if (line.find("#ifdef ") != -1 or line.find("#elif defined(") != -1):
if (line.find("#ifdef ") != -1):
ifdefline = line.replace("#ifdef ", "").strip()
else:
ifdefline = line.replace("#elif defined(", "").strip()
ifdefline = ifdefline.replace(")", "").strip()
if (line.find("_EN_") != -1):
enumbase = ifdefline[:ifdefline.find("_EN_")]
ifdefline = ifdefline.replace("_EN_", "_")
line = line.replace("_EN_", "_")
# print(enumbase+":"+ifdefline);
if (enumbase not in header_data.enums):
header_data.enums[enumbase] = []
if (ifdefline not in header_data.enums[enumbase]):
header_data.enums[enumbase].append(ifdefline)
elif (not ifdefline in header_data.conditionals):
header_data.conditionals += [ifdefline]
if (line.find("uniform") != -1 and line.lower().find("texunit:") != -1):
# texture unit
texunitstr = line[line.find(":") + 1:].strip()
if (texunitstr == "auto"):
texunit = "-1"
else:
texunit = str(int(texunitstr))
uline = line[:line.lower().find("//")]
uline = uline.replace("uniform", "")
uline = uline.replace("highp", "")
uline = uline.replace(";", "")
lines = uline.split(",")
for x in lines:
x = x.strip()
x = x[x.rfind(" ") + 1:]
if (x.find("[") != -1):
# unfiorm array
x = x[:x.find("[")]
if (not x in header_data.texunit_names):
header_data.texunits += [(x, texunit)]
header_data.texunit_names += [x]
elif (line.find("uniform") != -1 and line.lower().find("ubo:") != -1):
# uniform buffer object
ubostr = line[line.find(":") + 1:].strip()
ubo = str(int(ubostr))
uline = line[:line.lower().find("//")]
uline = uline[uline.find("uniform") + len("uniform"):]
uline = uline.replace("highp", "")
uline = uline.replace(";", "")
uline = uline.replace("{", "").strip()
lines = uline.split(",")
for x in lines:
x = x.strip()
x = x[x.rfind(" ") + 1:]
if (x.find("[") != -1):
# unfiorm array
x = x[:x.find("[")]
if (not x in header_data.ubo_names):
header_data.ubos += [(x, ubo)]
header_data.ubo_names += [x]
elif (line.find("uniform") != -1 and line.find("{") == -1 and line.find(";") != -1):
uline = line.replace("uniform", "")
uline = uline.replace(";", "")
lines = uline.split(",")
for x in lines:
x = x.strip()
x = x[x.rfind(" ") + 1:]
if (x.find("[") != -1):
# unfiorm array
x = x[:x.find("[")]
if (not x in header_data.uniforms):
header_data.uniforms += [x]
if (line.strip().find("attribute ") == 0 and line.find("attrib:") != -1):
uline = line.replace("in ", "")
uline = uline.replace("attribute ", "")
uline = uline.replace("highp ", "")
uline = uline.replace(";", "")
uline = uline[uline.find(" "):].strip()
if (uline.find("//") != -1):
name, bind = uline.split("//")
if (bind.find("attrib:") != -1):
name = name.strip()
bind = bind.replace("attrib:", "").strip()
header_data.attributes += [(name, bind)]
if (line.strip().find("out ") == 0 and line.find("tfb:") != -1):
uline = line.replace("out ", "")
uline = uline.replace("highp ", "")
uline = uline.replace(";", "")
uline = uline[uline.find(" "):].strip()
if (uline.find("//") != -1):
name, bind = uline.split("//")
if (bind.find("tfb:") != -1):
name = name.strip()
bind = bind.replace("tfb:", "").strip()
header_data.feedbacks += [(name, bind)]
line = line.replace("\r", "")
line = line.replace("\n", "")
# line=line.replace("\\","\\\\")
# line=line.replace("\"","\\\"")
# line=line+"\\n\\"
if (header_data.reading == "vertex"):
header_data.vertex_lines += [line]
if (header_data.reading == "fragment"):
header_data.fragment_lines += [line]
line = fs.readline()
header_data.line_offset += 1
fs.close()
return header_data
def build_legacygl_header(filename, include, class_suffix, output_attribs):
header_data = LegacyGLHeaderStruct()
include_file_in_legacygl_header(filename, header_data, 0)
out_file = filename + ".h"
fd = open(out_file, "w")
enum_constants = []
fd.write("/* WARNING, THIS FILE WAS GENERATED, DO NOT EDIT */\n")
out_file_base = out_file
out_file_base = out_file_base[out_file_base.rfind("/") + 1:]
out_file_base = out_file_base[out_file_base.rfind("\\") + 1:]
# print("out file "+out_file+" base " +out_file_base)
out_file_ifdef = out_file_base.replace(".", "_").upper()
fd.write("#ifndef " + out_file_ifdef + class_suffix + "_120\n")
fd.write("#define " + out_file_ifdef + class_suffix + "_120\n")
out_file_class = out_file_base.replace(".glsl.h", "").title().replace("_", "").replace(".", "") + "Shader" + class_suffix
fd.write("\n\n")
fd.write("#include \"" + include + "\"\n\n\n")
fd.write("class " + out_file_class + " : public Shader" + class_suffix + " {\n\n")
fd.write("\t virtual String get_shader_name() const { return \"" + out_file_class + "\"; }\n")
fd.write("public:\n\n")
if (len(header_data.conditionals)):
fd.write("\tenum Conditionals {\n")
for x in header_data.conditionals:
fd.write("\t\t" + x.upper() + ",\n")
fd.write("\t};\n\n")
if (len(header_data.uniforms)):
fd.write("\tenum Uniforms {\n")
for x in header_data.uniforms:
fd.write("\t\t" + x.upper() + ",\n")
fd.write("\t};\n\n")
fd.write("\t_FORCE_INLINE_ int get_uniform(Uniforms p_uniform) const { return _get_uniform(p_uniform); }\n\n")
if (len(header_data.conditionals)):
fd.write("\t_FORCE_INLINE_ void set_conditional(Conditionals p_conditional,bool p_enable) { _set_conditional(p_conditional,p_enable); }\n\n")
fd.write("\t#define _FU if (get_uniform(p_uniform)<0) return; ERR_FAIL_COND( get_active()!=this );\n\n ")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, float p_value) { _FU glUniform1f(get_uniform(p_uniform),p_value); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, double p_value) { _FU glUniform1f(get_uniform(p_uniform),p_value); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, uint8_t p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, int8_t p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, uint16_t p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, int16_t p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, uint32_t p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, int32_t p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }\n\n")
#fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, uint64_t p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }\n\n");
#fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, int64_t p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }\n\n");
#fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, unsigned long p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }\n\n");
#fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, long p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }\n\n");
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const Color& p_color) { _FU GLfloat col[4]={p_color.r,p_color.g,p_color.b,p_color.a}; glUniform4fv(get_uniform(p_uniform),1,col); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const Vector2& p_vec2) { _FU GLfloat vec2[2]={p_vec2.x,p_vec2.y}; glUniform2fv(get_uniform(p_uniform),1,vec2); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const Vector3& p_vec3) { _FU GLfloat vec3[3]={p_vec3.x,p_vec3.y,p_vec3.z}; glUniform3fv(get_uniform(p_uniform),1,vec3); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, float p_a, float p_b) { _FU glUniform2f(get_uniform(p_uniform),p_a,p_b); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, float p_a, float p_b, float p_c) { _FU glUniform3f(get_uniform(p_uniform),p_a,p_b,p_c); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, float p_a, float p_b, float p_c, float p_d) { _FU glUniform4f(get_uniform(p_uniform),p_a,p_b,p_c,p_d); }\n\n")
fd.write("""\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const Transform& p_transform) { _FU
const Transform &tr = p_transform;
GLfloat matrix[16]={ /* build a 16x16 matrix */
tr.basis.elements[0][0],
tr.basis.elements[1][0],
tr.basis.elements[2][0],
0,
tr.basis.elements[0][1],
tr.basis.elements[1][1],
tr.basis.elements[2][1],
0,
tr.basis.elements[0][2],
tr.basis.elements[1][2],
tr.basis.elements[2][2],
0,
tr.origin.x,
tr.origin.y,
tr.origin.z,
1
};
glUniformMatrix4fv(get_uniform(p_uniform),1,false,matrix);
}
""")
fd.write("""\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const Transform2D& p_transform) { _FU
const Transform2D &tr = p_transform;
GLfloat matrix[16]={ /* build a 16x16 matrix */
tr.elements[0][0],
tr.elements[0][1],
0,
0,
tr.elements[1][0],
tr.elements[1][1],
0,
0,
0,
0,
1,
0,
tr.elements[2][0],
tr.elements[2][1],
0,
1
};
glUniformMatrix4fv(get_uniform(p_uniform),1,false,matrix);
}
""")
fd.write("""\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const CameraMatrix& p_matrix) { _FU
GLfloat matrix[16];
for (int i=0;i<4;i++) {
for (int j=0;j<4;j++) {
matrix[i*4+j]=p_matrix.matrix[i][j];
}
}
glUniformMatrix4fv(get_uniform(p_uniform),1,false,matrix);
}; """)
fd.write("\n\n#undef _FU\n\n\n")
fd.write("\tvirtual void init() {\n\n")
enum_value_count = 0
if (len(header_data.enums)):
fd.write("\t\t//Written using math, given nonstandarity of 64 bits integer constants..\n")
fd.write("\t\tstatic const Enum _enums[]={\n")
bitofs = len(header_data.conditionals)
enum_vals = []
for xv in header_data.enums:
x = header_data.enums[xv]
bits = 1
amt = len(x)
# print(x)
while(2**bits < amt):