6e8fbca745
match the genesis editor version 1.3.0.653.
206 lines
6.8 KiB
C++
206 lines
6.8 KiB
C++
/****************************************************************************
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Copyright (c) 2011-2013,WebJet Business Division,CYOU
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http://www.genesis-3d.com.cn
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "stdneb.h"
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#include "../GenesisMaterial.h"
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#include "GenesisShaderParser.h"
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#include "addons/shadercompiler/ShaderFactory.h"
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#include "foundation/io/ioserver.h"
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#include "foundation/io/textreader.h"
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#include "io/memorystream.h"
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#include "io/iointerfaceprotocol.h"
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#include "io/iointerface.h"
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#include "foundation/exception/exceptions.h"
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#include "addons/shadercompiler/Utility/ShaderCompilerUtil.h"
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#include "shadercompiler/ShadercompilerConfig.h"
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#include "profilesystem/ProfileSystem.h"
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void InitLexer (const char *buf, size_t length);
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void EndLexer ();
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int Genesisparse ();
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extern GenesisMaterialMaker::GenesisMaterial* g_GenesisMaterial;
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GPtr<Graphic::Material> Graphic::Material::s_defaultFallBackMat = 0;
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namespace GenesisMaterialMaker
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{
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bool CreateCompiledShaderDirectory(const IO::URI& outputFile)
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{
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return IO::IoServer::Instance()->CreateDirectory(outputFile);
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}
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void CompileShaderCode(const Util::StringAtom& shaderfile, Util::String& outputShader)
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{
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static IO::URI uriISpath("sys:");
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static IO::URI includeSysPath = IO::AssignRegistry::Instance()->ResolveAssigns(uriISpath);
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Util::String outputShaderfile;
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outputShaderfile = shaderfile.AsString();
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IO::URI outputPath("cmpileshd:" + outputShaderfile.ExtractFileName());
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outputShaderfile = outputPath.AsString().ExtractDirName() + "output_" + outputShaderfile.ExtractFileName();
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#if __WIN32__ && _DEBUG
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if (!CreateCompiledShaderDirectory(outputPath.AsString().ExtractDirName()))
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n_warning("CompileShaderCode: can't create directory: %s",outputShaderfile.ExtractDirName().AsCharPtr());
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#endif
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#ifdef __GENESIS_EDITOR__
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ShaderProgramCompiler::ShaderCompilerConfig::usePreCompileShader = false;
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ShaderProgramCompiler::ShaderCompilerConfig::shaderCompileType = ShaderProgramCompiler::ShaderCompilerConfig::D3D9_SHADER_COMPILER;
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#endif
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#if __ANDROID__
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ShaderProgramCompiler::ShaderCompilerConfig::shaderCompileType = ShaderProgramCompiler::ShaderCompilerConfig::GLES_SHADER_COMPILER;
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#endif
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if ( !ShaderProgramCompiler::ShaderCompilerConfig::usePreCompileShader )
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{
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//editor,shaderPrecompileTool, use
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ShaderProgramCompiler::ShaderFactory::Instance()->Add(shaderfile.AsString());
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ShaderProgramCompiler::ShaderFactory::Instance()->Process();
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outputShader = ShaderProgramCompiler::ShaderFactory::Instance()->GetCompiledCode();
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ShaderProgramCompiler::ShaderFactory::Instance()->Finish();
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}
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else
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{
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if ( !ShaderProgramCompiler::ShaderUtil::ReadText(shaderfile.AsString(),outputShader) )
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{
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n_warning("read compiled shader file failed,shader:%s \n",shaderfile.Value());
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}
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}
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}
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GPtr<Graphic::Material> MakeFromShader(const char* text,SizeT size)
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{
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GenesisMaterial* genesismat = new GenesisMaterial();
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g_GenesisMaterial = genesismat;
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InitLexer(text,size);
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Genesisparse();
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EndLexer();
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GPtr<Graphic::Material> mat = genesismat->CreateRealMaterial();
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g_GenesisMaterial = NULL;
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delete genesismat;
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return mat;
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}
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void CreateDefaultFallBackMaterial()
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{
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Util::StringAtom atom("sys:defaultFallBackShader.shader");
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Util::String text;
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CompileShaderCode(atom, text);
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Graphic::Material::s_defaultFallBackMat = GenesisMaterialMaker::MakeFromShader(text.AsCharPtr(),text.Length());
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}
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bool VerifyGenesisShader(GPtr<Graphic::Material>& mat, const Util::StringAtom& shaderfile)
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{
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if (mat->GetTechList().IsEmpty())
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{
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n_warning("MakeFromShader Warning:FileName: %s has technique error!\n rollback to default fallback shader!",shaderfile.AsString().AsCharPtr());
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return false;
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}
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for (SizeT i = 0; i < mat->GetTechList().Size(); ++i)
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{
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if (mat->GetTechList()[i]->GetPassList().IsEmpty())
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{
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n_warning("MakeFromShader Warning:FileName: %sTech: %d has pass error!\n Rollback to default fallback shader!",shaderfile.AsString().AsCharPtr(),i);
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return false;
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}
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}
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return true;
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}
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GPtr<Graphic::Material> MakeFromShader(const Util::StringAtom& shaderfile)
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{
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if (!Graphic::Material::s_defaultFallBackMat.isvalid())
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{
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try
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{
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CreateDefaultFallBackMaterial();
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}
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catch(const Exceptions::Exception& e)
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{
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n_warning( "defaultfallback shader has error!\n", e.what() );
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}
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}
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#ifdef __ANDROID__
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LOGI(shaderfile.Value());
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#else
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n_printf( "shader %s\n", shaderfile.Value() );
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#endif
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// check the empty file
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GPtr<IO::Stream> pStream = IO::MemoryStream::Create();
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n_assert( pStream );
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GPtr<IO::ReadStream> readStreamMsg = IO::ReadStream::Create();
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n_assert( readStreamMsg );
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readStreamMsg->SetFileName( shaderfile );
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readStreamMsg->SetStream( pStream );
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IO::IoInterface::Instance()->SendWait( readStreamMsg.upcast<Messaging::Message>() );
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if ( !readStreamMsg->GetResult() )
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{
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n_warning( "ShaderProcessor::ReadTextStream: can not open file: %s", shaderfile.Value() );
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return Graphic::Material::s_defaultFallBackMat;
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}
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Util::String text;
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try
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{
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#ifdef __PROFILER_IO__
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//begint tick
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PROFILER_IO_TICKBEGIN(tickBegin);
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PROFILER_IO_LOGTIMES("begin,compile shader %s",shaderfile.Value());
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#endif
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CompileShaderCode(shaderfile, text);
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#ifdef __PROFILER_IO__
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//end tick
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PROFILER_IO_TICKEND(tickBegin,delta);
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PROFILER_IO_LOGTIMES2("end,compile shader %s,time consume: %f ms",shaderfile.Value(),__tick_delta_delta/1000.f);
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PROFILER_IO_READ_RES(mIoReadTexture,delta);
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#endif
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}
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catch(const Exceptions::Exception& e)
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{
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n_warning( "Compile %s Error: %s!\n", shaderfile.AsString().AsCharPtr(), e.what() );
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return Graphic::Material::s_defaultFallBackMat;
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}
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GPtr<Graphic::Material> mat = GenesisMaterialMaker::MakeFromShader(text.AsCharPtr(),text.Length());
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return VerifyGenesisShader(mat,shaderfile) ? mat : Graphic::Material::s_defaultFallBackMat;
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}
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} |