// // Lol Engine // // Copyright: (c) 2010-2013 Sam Hocevar // This program is free software; you can redistribute it and/or // modify it under the terms of the Do What The Fuck You Want To // Public License, Version 2, as published by Sam Hocevar. See // http://www.wtfpl.net/ for more details. // #if defined HAVE_CONFIG_H # include "config.h" #endif #include #include #ifdef WIN32 # define WIN32_LEAN_AND_MEAN # include # if defined USE_D3D9 # include using std::min; using std::max; # include # include # endif #endif #include "core.h" #include "lolgl.h" using namespace std; #if defined USE_D3D9 extern IDirect3DDevice9 *g_d3ddevice; #elif defined _XBOX extern D3DDevice *g_d3ddevice; #endif namespace lol { /* * Shader implementation class */ class ShaderData { friend class Shader; private: #if defined USE_D3D9 IDirect3DVertexShader9 *vert_shader; IDirect3DPixelShader9 *frag_shader; ID3DXConstantTable *vert_table, *frag_table; #elif defined _XBOX D3DVertexShader *vert_shader; D3DPixelShader *frag_shader; ID3DXConstantTable *vert_table, *frag_table; #elif !defined __CELLOS_LV2__ GLuint prog_id, vert_id, frag_id; #else CGprogram vert_id, frag_id; #endif uint32_t vert_crc, frag_crc; /* Shader patcher */ static int GetVersion(); static void Patch(char *dst, char const *vert, char const *frag); /* Global shader cache */ static Shader *shaders[]; static Hash hash; static int nshaders; }; Shader *ShaderData::shaders[256]; Hash ShaderData::hash; int ShaderData::nshaders = 0; /* * Public Shader class */ Shader *Shader::Create(char const *lolfx) { char *src = new char[strlen(lolfx) + 2]; memcpy(src + 1, lolfx, strlen(lolfx) + 1); src[0] = '\n'; /* Parse the crap */ Array sections; char *key = NULL; for (char *parser = src; *parser; ) { if (key == NULL && (parser[0] == '\n' || parser[0] == '\r') && parser[1] == '[') { *parser = '\0'; parser += 2; key = parser; } else if (key && parser[0] == ']') { *parser++ = '\0'; } else if (key && (parser[0] == '\n' || parser[0] == '\r')) { sections.Push(key, parser); parser++; key = NULL; } else { parser++; } } char const *vert = NULL, *frag = NULL; for (int i = 0; i < sections.Count(); i++) { #if !defined __CELLOS_LV2__ && !defined _XBOX && !defined USE_D3D9 if (!strcmp(sections[i].m1, "vert.glsl")) vert = sections[i].m2; if (!strcmp(sections[i].m1, "frag.glsl")) frag = sections[i].m2; #else if (!strcmp(sections[i].m1, "vert.hlsl")) vert = sections[i].m2; if (!strcmp(sections[i].m1, "frag.hlsl")) frag = sections[i].m2; #endif } /* FIXME: we don’t know how to handle these yet. */ if (!vert) Log::Error("no vertex shader found… sorry, I’m gonna crash now.\n"); if (!frag) Log::Error("no fragment shader found… sorry, I’m gonna crash now.\n"); uint32_t new_vert_crc = ShaderData::hash(vert); uint32_t new_frag_crc = ShaderData::hash(frag); for (int n = 0; n < ShaderData::nshaders; n++) { if (ShaderData::shaders[n]->data->vert_crc == new_vert_crc && ShaderData::shaders[n]->data->frag_crc == new_frag_crc) { delete[] src; return ShaderData::shaders[n]; } } Shader *ret = new Shader(vert, frag); ShaderData::shaders[ShaderData::nshaders] = ret; ShaderData::nshaders++; delete[] src; return ret; } void Shader::Destroy(Shader *shader) { /* XXX: do nothing! the shader should remain in cache */ (void)shader; } Shader::Shader(char const *vert, char const *frag) : data(new ShaderData()) { #if defined USE_D3D9 || defined _XBOX ID3DXBuffer *shader_code, *error_msg; HRESULT hr; D3DXMACRO macros[] = { #if defined _XBOX { "_XBOX", "1" }, #endif { NULL, NULL } }; #elif !defined __CELLOS_LV2__ char buf[4096], errbuf[4096]; char const *shader = buf; GLint status; GLsizei len; #else /* Initialise the runtime shader compiler. FIXME: this needs only * to be done once. */ cgRTCgcInit(); #endif /* Compile vertex shader */ data->vert_crc = ShaderData::hash(vert); #if defined USE_D3D9 || defined _XBOX hr = D3DXCompileShader(vert, (UINT)strlen(vert), macros, NULL, "main", "vs_3_0", 0, &shader_code, &error_msg, &data->vert_table); if (FAILED(hr)) { Log::Error("failed to compile vertex shader: %s", error_msg ? error_msg->GetBufferPointer() : "error"); Log::Error("shader source:\n%s\n", vert); } g_d3ddevice->CreateVertexShader((DWORD *)shader_code->GetBufferPointer(), &data->vert_shader); shader_code->Release(); #elif !defined __CELLOS_LV2__ ShaderData::Patch(buf, vert, NULL); data->vert_id = glCreateShader(GL_VERTEX_SHADER); glShaderSource(data->vert_id, 1, &shader, NULL); glCompileShader(data->vert_id); glGetShaderInfoLog(data->vert_id, sizeof(errbuf), &len, errbuf); glGetShaderiv(data->vert_id, GL_COMPILE_STATUS, &status); if (status != GL_TRUE) { Log::Error("failed to compile vertex shader: %s", errbuf); Log::Error("shader source:\n%s\n", buf); } else if (len > 16) { Log::Debug("compile log for vertex shader: %s", errbuf); Log::Debug("shader source:\n%s\n", buf); } #else data->vert_id = cgCreateProgram(cgCreateContext(), CG_SOURCE, vert, cgGLGetLatestProfile(CG_GL_VERTEX), NULL, NULL); if (data->vert_id == NULL) { Log::Error("failed to compile vertex shader"); Log::Error("shader source:\n%s\n", vert); } #endif /* Compile fragment shader */ data->frag_crc = ShaderData::hash(frag); #if defined USE_D3D9 || defined _XBOX hr = D3DXCompileShader(frag, (UINT)strlen(frag), macros, NULL, "main", "ps_3_0", 0, &shader_code, &error_msg, &data->frag_table); if (FAILED(hr)) { Log::Error("failed to compile fragment shader: %s", error_msg ? error_msg->GetBufferPointer() : "error"); Log::Error("shader source:\n%s\n", frag); } g_d3ddevice->CreatePixelShader((DWORD *)shader_code->GetBufferPointer(), &data->frag_shader); shader_code->Release(); #elif !defined __CELLOS_LV2__ ShaderData::Patch(buf, NULL, frag); data->frag_id = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(data->frag_id, 1, &shader, NULL); glCompileShader(data->frag_id); glGetShaderInfoLog(data->frag_id, sizeof(errbuf), &len, errbuf); glGetShaderiv(data->frag_id, GL_COMPILE_STATUS, &status); if (status != GL_TRUE) { Log::Error("failed to compile fragment shader: %s", errbuf); Log::Error("shader source:\n%s\n", buf); } else if (len > 16) { Log::Debug("compile log for fragment shader: %s", errbuf); Log::Debug("shader source:\n%s\n", buf); } #else data->frag_id = cgCreateProgram(cgCreateContext(), CG_SOURCE, frag, cgGLGetLatestProfile(CG_GL_FRAGMENT), NULL, NULL); if (data->frag_id == NULL) { Log::Error("failed to compile fragment shader"); Log::Error("shader source:\n%s\n", frag); } #endif #if defined USE_D3D9 || defined _XBOX /* FIXME: this is only debug code, we don't need it. */ D3DXCONSTANTTABLE_DESC desc; data->frag_table->GetDesc(&desc); for (int i = 0; i < desc.Constants; i++) { D3DXCONSTANT_DESC cdesc; UINT count = 1; D3DXHANDLE h = data->frag_table->GetConstant(NULL, i); data->frag_table->GetConstantDesc(h, &cdesc, &count); } data->vert_table->GetDesc(&desc); for (int i = 0; i < desc.Constants; i++) { D3DXCONSTANT_DESC cdesc; UINT count = 1; D3DXHANDLE h = data->vert_table->GetConstant(NULL, i); data->frag_table->GetConstantDesc(h, &cdesc, &count); } #elif !defined __CELLOS_LV2__ /* Create program */ data->prog_id = glCreateProgram(); glAttachShader(data->prog_id, data->vert_id); glAttachShader(data->prog_id, data->frag_id); glLinkProgram(data->prog_id); glGetProgramInfoLog(data->prog_id, sizeof(errbuf), &len, errbuf); glGetProgramiv(data->prog_id, GL_LINK_STATUS, &status); if (status != GL_TRUE) { Log::Error("failed to link program: %s", errbuf); } else if (len > 16) { Log::Debug("link log for program: %s", errbuf); } glValidateProgram(data->prog_id); #endif } ShaderAttrib Shader::GetAttribLocation(char const *attr, VertexUsage usage, int index) const { ShaderAttrib ret; ret.m_flags = (uint64_t)(uint16_t)usage << 16; ret.m_flags |= (uint64_t)(uint16_t)index; #if defined USE_D3D9 || defined _XBOX #elif !defined __CELLOS_LV2__ GLint l = glGetAttribLocation(data->prog_id, attr); if (l < 0) { Log::Warn("tried to query invalid attribute: %s\n", attr); l = 0; } ret.m_flags |= (uint64_t)(uint32_t)l << 32; #else /* FIXME: can we do this at all on the PS3? */ #endif return ret; } ShaderUniform Shader::GetUniformLocation(char const *uni) const { ShaderUniform ret; #if defined USE_D3D9 || defined _XBOX /* Global variables are prefixed with "$" */ char tmpname[128]; sprintf(tmpname, "$%s", uni); D3DXCONSTANT_DESC cdesc; D3DXHANDLE hr; UINT count; count = 0; hr = data->frag_table->GetConstantByName(NULL, tmpname); if (hr) data->frag_table->GetConstantDesc(hr, &cdesc, &count); if (count) { ret.frag = cdesc.RegisterIndex; ret.flags |= 1; } count = 0; hr = data->vert_table->GetConstantByName(NULL, tmpname); if (hr) data->vert_table->GetConstantDesc(hr, &cdesc, &count); if (count) { ret.vert = cdesc.RegisterIndex; ret.flags |= 2; } #elif !defined __CELLOS_LV2__ ret.frag = (uintptr_t)glGetUniformLocation(data->prog_id, uni); ret.vert = 0; #else ret.frag = (uintptr_t)cgGetNamedParameter(data->frag_id, uni); ret.vert = (uintptr_t)cgGetNamedParameter(data->vert_id, uni); #endif return ret; } /* * Uniform setters for scalars */ void Shader::SetUniform(ShaderUniform const &uni, int i) { #if defined USE_D3D9 || defined _XBOX SetUniform(uni, ivec4(i, 0, 0, 0)); #elif !defined __CELLOS_LV2__ glUniform1i(uni.frag, i); #else /* FIXME: does this exist at all? cgGLSetParameter1i doesn't. */ #endif } void Shader::SetUniform(ShaderUniform const &uni, ivec2 const &v) { #if defined USE_D3D9 || defined _XBOX SetUniform(uni, ivec4(v, 0, 0)); #elif !defined __CELLOS_LV2__ glUniform2i(uni.frag, v.x, v.y); #else /* FIXME: does this exist at all? */ #endif } void Shader::SetUniform(ShaderUniform const &uni, ivec3 const &v) { #if defined USE_D3D9 || defined _XBOX SetUniform(uni, ivec4(v, 0)); #elif !defined __CELLOS_LV2__ glUniform3i(uni.frag, v.x, v.y, v.z); #else /* FIXME: does this exist at all? */ #endif } void Shader::SetUniform(ShaderUniform const &uni, ivec4 const &v) { #if defined USE_D3D9 || defined _XBOX if (uni.flags & 1) g_d3ddevice->SetPixelShaderConstantI((UINT)uni.frag, &v[0], 1); if (uni.flags & 2) g_d3ddevice->SetVertexShaderConstantI((UINT)uni.vert, &v[0], 1); #elif !defined __CELLOS_LV2__ glUniform4i(uni.frag, v.x, v.y, v.z, v.w); #else /* FIXME: does this exist at all? */ #endif } void Shader::SetUniform(ShaderUniform const &uni, float f) { #if defined USE_D3D9 || defined _XBOX SetUniform(uni, vec4(f, 0, 0, 0)); #elif !defined __CELLOS_LV2__ glUniform1f(uni.frag, f); #else if (uni.frag) cgGLSetParameter1f((CGparameter)uni.frag, f); if (uni.vert) cgGLSetParameter1f((CGparameter)uni.vert, f); #endif } void Shader::SetUniform(ShaderUniform const &uni, vec2 const &v) { #if defined USE_D3D9 || defined _XBOX SetUniform(uni, vec4(v, 0, 0)); #elif !defined __CELLOS_LV2__ glUniform2fv(uni.frag, 1, &v[0]); #else if (uni.frag) cgGLSetParameter2fv((CGparameter)uni.frag, &v[0]); if (uni.vert) cgGLSetParameter2fv((CGparameter)uni.vert, &v[0]); #endif } void Shader::SetUniform(ShaderUniform const &uni, vec3 const &v) { #if defined USE_D3D9 || defined _XBOX SetUniform(uni, vec4(v, 0)); #elif !defined __CELLOS_LV2__ glUniform3fv(uni.frag, 1, &v[0]); #else if (uni.frag) cgGLSetParameter3fv((CGparameter)uni.frag, &v[0]); if (uni.vert) cgGLSetParameter3fv((CGparameter)uni.vert, &v[0]); #endif } void Shader::SetUniform(ShaderUniform const &uni, vec4 const &v) { #if defined USE_D3D9 || defined _XBOX if (uni.flags & 1) g_d3ddevice->SetPixelShaderConstantF((UINT)uni.frag, &v[0], 1); if (uni.flags & 2) g_d3ddevice->SetVertexShaderConstantF((UINT)uni.vert, &v[0], 1); #elif !defined __CELLOS_LV2__ glUniform4fv(uni.frag, 1, &v[0]); #else if (uni.frag) cgGLSetParameter4fv((CGparameter)uni.frag, &v[0]); if (uni.vert) cgGLSetParameter4fv((CGparameter)uni.vert, &v[0]); #endif } void Shader::SetUniform(ShaderUniform const &uni, mat2 const &m) { #if defined USE_D3D9 || defined _XBOX /* FIXME: do we need padding here like for the mat3 version? */ if (uni.flags & 1) g_d3ddevice->SetPixelShaderConstantF((UINT)uni.frag, &m[0][0], 1); if (uni.flags & 2) g_d3ddevice->SetVertexShaderConstantF((UINT)uni.vert, &m[0][0], 1); #elif !defined __CELLOS_LV2__ glUniformMatrix2fv(uni.frag, 1, GL_FALSE, &m[0][0]); #else mat4 tmp(m, 1.0f, 1.0f); if (uni.frag) cgGLSetMatrixParameterfc((CGparameter)uni.frag, &m[0][0]); if (uni.vert) cgGLSetMatrixParameterfc((CGparameter)uni.vert, &m[0][0]); #endif } void Shader::SetUniform(ShaderUniform const &uni, mat3 const &m) { #if defined USE_D3D9 || defined _XBOX /* Padding matrix columns is necessary on DirectX. We need to create * a new data structure; a 4×4 matrix will do. */ mat4 tmp(m, 1.0f); if (uni.flags & 1) g_d3ddevice->SetPixelShaderConstantF((UINT)uni.frag, &tmp[0][0], 3); if (uni.flags & 2) g_d3ddevice->SetVertexShaderConstantF((UINT)uni.vert, &tmp[0][0], 3); #elif !defined __CELLOS_LV2__ glUniformMatrix3fv(uni.frag, 1, GL_FALSE, &m[0][0]); #else /* FIXME: check it's the proper way to do this */ mat4 tmp(m, 1.0f); if (uni.frag) cgGLSetMatrixParameterfc((CGparameter)uni.frag, &m[0][0]); if (uni.vert) cgGLSetMatrixParameterfc((CGparameter)uni.vert, &m[0][0]); #endif } void Shader::SetUniform(ShaderUniform const &uni, mat4 const &m) { #if defined USE_D3D9 || defined _XBOX if (uni.flags & 1) g_d3ddevice->SetPixelShaderConstantF((UINT)uni.frag, &m[0][0], 4); if (uni.flags & 2) g_d3ddevice->SetVertexShaderConstantF((UINT)uni.vert, &m[0][0], 4); #elif !defined __CELLOS_LV2__ glUniformMatrix4fv(uni.frag, 1, GL_FALSE, &m[0][0]); #else if (uni.frag) cgGLSetMatrixParameterfc((CGparameter)uni.frag, &m[0][0]); if (uni.vert) cgGLSetMatrixParameterfc((CGparameter)uni.vert, &m[0][0]); #endif } void Shader::SetUniform(ShaderUniform const &uni, ShaderTexture tex, int index) { #if defined USE_D3D9 || defined _XBOX g_d3ddevice->SetTexture(index, (LPDIRECT3DTEXTURE9)tex.m_flags); #elif !defined __CELLOS_LV2__ glActiveTexture(GL_TEXTURE0 + index); //glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, (int)tex.m_flags); SetUniform(uni, index); #else /* FIXME: unimplemented */ #endif } /* * Uniform setters for arrays */ void Shader::SetUniform(ShaderUniform const &uni, Array const &v) { #if defined USE_D3D9 || defined _XBOX /* FIXME: this will not work properly because we don't know how tell DX9 * it's a bunch of floats instead of vec4. */ if (uni.flags & 1) g_d3ddevice->SetPixelShaderConstantF((UINT)uni.frag, &v[0], v.Count() / 4); if (uni.flags & 2) g_d3ddevice->SetVertexShaderConstantF((UINT)uni.vert, &v[0], v.Count() / 4); #elif !defined __CELLOS_LV2__ glUniform1fv(uni.frag, v.Count(), &v[0]); #else if (uni.frag) cgGLSetParameterArray1fv((CGparameter)uni.frag, 0, v.Count(), &v[0]); if (uni.vert) cgGLSetParameterArray1fv((CGparameter)uni.vert, 0, v.Count(), &v[0]); #endif } void Shader::SetUniform(ShaderUniform const &uni, Array const &v) { #if defined USE_D3D9 || defined _XBOX /* FIXME: this will not work properly because we don't know how tell DX9 * it's a bunch of vec2 instead of vec4. */ if (uni.flags & 1) g_d3ddevice->SetPixelShaderConstantF((UINT)uni.frag, &v[0][0], v.Count() / 2); if (uni.flags & 2) g_d3ddevice->SetVertexShaderConstantF((UINT)uni.vert, &v[0][0], v.Count() / 2); #elif !defined __CELLOS_LV2__ glUniform2fv(uni.frag, v.Count(), &v[0][0]); #else if (uni.frag) cgGLSetParameterArray2fv((CGparameter)uni.frag, 0, v.Count(), &v[0][0]); if (uni.vert) cgGLSetParameterArray2fv((CGparameter)uni.vert, 0, v.Count(), &v[0][0]); #endif } void Shader::SetUniform(ShaderUniform const &uni, Array const &v) { #if defined USE_D3D9 || defined _XBOX /* FIXME: this will not work properly because we don't know how tell DX9 * it's a bunch of vec3 instead of vec4. */ if (uni.flags & 1) g_d3ddevice->SetPixelShaderConstantF((UINT)uni.frag, &v[0][0], v.Count()); if (uni.flags & 2) g_d3ddevice->SetVertexShaderConstantF((UINT)uni.vert, &v[0][0], v.Count()); #elif !defined __CELLOS_LV2__ glUniform3fv(uni.frag, v.Count(), &v[0][0]); #else if (uni.frag) cgGLSetParameterArray3fv((CGparameter)uni.frag, 0, v.Count(), &v[0][0]); if (uni.vert) cgGLSetParameterArray3fv((CGparameter)uni.vert, 0, v.Count(), &v[0][0]); #endif } void Shader::SetUniform(ShaderUniform const &uni, Array const &v) { #if defined USE_D3D9 || defined _XBOX if (uni.flags & 1) g_d3ddevice->SetPixelShaderConstantF((UINT)uni.frag, &v[0][0], v.Count()); if (uni.flags & 2) g_d3ddevice->SetVertexShaderConstantF((UINT)uni.vert, &v[0][0], v.Count()); #elif !defined __CELLOS_LV2__ glUniform4fv(uni.frag, v.Count(), &v[0][0]); #else if (uni.frag) cgGLSetParameterArray4fv((CGparameter)uni.frag, 0, v.Count(), &v[0][0]); if (uni.vert) cgGLSetParameterArray4fv((CGparameter)uni.vert, 0, v.Count(), &v[0][0]); #endif } void Shader::Bind() const { #if defined USE_D3D9 || defined _XBOX HRESULT hr; hr = g_d3ddevice->SetVertexShader(data->vert_shader); hr = g_d3ddevice->SetPixelShader(data->frag_shader); #elif !defined __CELLOS_LV2__ glUseProgram(data->prog_id); #else cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX)); cgGLBindProgram(data->vert_id); cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT)); cgGLBindProgram(data->frag_id); #endif } void Shader::Unbind() const { #if defined USE_D3D9 || defined _XBOX HRESULT hr; hr = g_d3ddevice->SetVertexShader(NULL); hr = g_d3ddevice->SetPixelShader(NULL); #elif !defined __CELLOS_LV2__ /* FIXME: untested */ glUseProgram(0); #else /* FIXME: untested */ cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX)); cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT)); #endif } Shader::~Shader() { #if defined USE_D3D9 || defined _XBOX data->vert_shader->Release(); data->vert_table->Release(); data->frag_shader->Release(); data->frag_table->Release(); #elif !defined __CELLOS_LV2__ glDetachShader(data->prog_id, data->vert_id); glDetachShader(data->prog_id, data->frag_id); glDeleteShader(data->vert_id); glDeleteShader(data->frag_id); glDeleteProgram(data->prog_id); #else cgDestroyProgram(data->vert_id); cgDestroyProgram(data->frag_id); #endif delete data; } /* Try to detect shader compiler features */ int ShaderData::GetVersion() { static int version = 0; #if !defined USE_D3D9 && !defined _XBOX && !defined __CELLOS_LV2__ if (!version) { #if defined HAVE_GLES_2X /* GLES 2.x supports #version 100, that's all. */ return 100; #else char buf[4096]; GLsizei len; int id = glCreateShader(GL_VERTEX_SHADER); /* Can we compile 1.30 shaders? */ char const *test130 = "#version 130\n" "void main() { gl_Position = vec4(0.0, 0.0, 0.0, 0.0); }"; glShaderSource(id, 1, &test130, NULL); glCompileShader(id); glGetShaderInfoLog(id, sizeof(buf), &len, buf); if (len <= 0) version = 130; /* If not, can we compile 1.20 shaders? */ if (!version) { char const *test120 = "#version 120\n" "void main() { gl_Position = vec4(0.0, 0.0, 0.0, 0.0); }"; glShaderSource(id, 1, &test120, NULL); glCompileShader(id); glGetShaderInfoLog(id, sizeof(buf), &len, buf); if (len <= 0) version = 120; } /* Otherwise, assume we can compile 1.10 shaders. */ if (!version) version = 110; glDeleteShader(id); #endif } #endif return version; } /* Simple shader source patching for old GLSL versions. */ void ShaderData::Patch(char *dst, char const *vert, char const *frag) { int ver_driver = GetVersion(); strcpy(dst, vert ? vert : frag); if (ver_driver >= 130) return; int ver_shader = 110; char *parser = strstr(dst, "#version"); if (parser) ver_shader = atoi(parser + strlen("#version")); /* This is GL ES, we only know version 100. */ if (ver_shader > 100 && ver_driver == 100) { /* FIXME: this isn't elegant but honestly, we don't care, this * whole file is going to die soon. */ char *p = strstr(dst, "#version"); if (p) { p += 8; while (*p == ' ') p++; if (p[0] == '1' && p[1] && p[2]) p[1] = p[2] = '0'; } } if (ver_shader > 120 && ver_driver <= 120) { char const *end = dst + strlen(dst) + 1; /* Find main() */ parser = strstr(dst, "main"); if (!parser) return; parser = strstr(parser, "("); if (!parser) return; parser = strstr(parser, ")"); if (!parser) return; parser = strstr(parser, "{"); if (!parser) return; char *main = parser + 1; /* Perform main() replaces */ char const * const main_replaces[] = { #if 0 "in vec2 in_Vertex;", "vec2 in_Vertex = gl_Vertex.xy;", "in vec3 in_Vertex;", "vec3 in_Vertex = gl_Vertex.xyz;", "in vec4 in_Vertex;", "vec4 in_Vertex = gl_Vertex.xyzw;", "in vec2 in_Color;", "vec2 in_Color = gl_Color.xy;", "in vec3 in_Color;", "vec3 in_Color = gl_Color.xyz;", "in vec4 in_Color;", "vec4 in_Color = gl_Color.xyzw;", "in vec2 in_MultiTexCoord0;", "vec2 in_MultiTexCoord0 = gl_MultiTexCoord0.xy;", "in vec2 in_MultiTexCoord1;", "vec2 in_MultiTexCoord1 = gl_MultiTexCoord1.xy;", "in vec2 in_MultiTexCoord2;", "vec2 in_MultiTexCoord2 = gl_MultiTexCoord2.xy;", "in vec2 in_MultiTexCoord3;", "vec2 in_MultiTexCoord3 = gl_MultiTexCoord3.xy;", "in vec2 in_MultiTexCoord4;", "vec2 in_MultiTexCoord4 = gl_MultiTexCoord4.xy;", "in vec2 in_MultiTexCoord5;", "vec2 in_MultiTexCoord5 = gl_MultiTexCoord5.xy;", "in vec2 in_MultiTexCoord6;", "vec2 in_MultiTexCoord6 = gl_MultiTexCoord6.xy;", "in vec2 in_MultiTexCoord7;", "vec2 in_MultiTexCoord7 = gl_MultiTexCoord7.xy;", #endif NULL }; for (char const * const *rep = main_replaces; rep[0]; rep += 2) { char *match = strstr(dst, rep[0]); if (match && match < main) { size_t l0 = strlen(rep[0]); size_t l1 = strlen(rep[1]); memmove(main + l1, main, end - main); memcpy(main, rep[1], l1); memset(match, ' ', l0); main += l1; end += l1; } } /* Perform small replaces */ char const * const fast_replaces[] = { "#version 130", "#version 120", "in vec2", vert ? "attribute vec2" : "varying vec2", "in vec3", vert ? "attribute vec3" : "varying vec3", "in vec4", vert ? "attribute vec4" : "varying vec4", "in mat4", vert ? "attribute mat4" : "varying mat4", "out vec2", "varying vec2", "out vec3", "varying vec3", "out vec4", "varying vec4", "out mat4", "varying mat4", NULL }; for (char const * const *rep = fast_replaces; rep[0]; rep += 2) { char *match; while ((match = strstr(dst, rep[0]))) { size_t l0 = strlen(rep[0]); size_t l1 = strlen(rep[1]); if (l1 > l0) memmove(match + l1, match + l0, (end - match) - l0); memcpy(match, rep[1], l1); if (l1 < l0) memset(match + l0, ' ', l1 - l0); end += l1 - l0; } } } } } /* namespace lol */