Bladeren bron

+ Support for shader parameters with default values (TODO: read values from the constantvalues list in the json files)

Signed-off-by: Alexis Maiquez <almamu@almamu.com>
Alexis Maiquez 7 jaren geleden
bovenliggende
commit
374f53be6a

+ 1 - 1
CMakeLists.txt

@@ -15,6 +15,6 @@ find_package(LZ4 REQUIRED)
 
 include_directories(${X11_INCLUDE_DIR} ${IRRLICHT_INCLUDE_DIR} ${LZ4_INCLUDE_DIR} .)
 
-add_executable(wallengine main.cpp wallpaperengine/shaders/compiler.h wallpaperengine/shaders/compiler.cpp wallpaperengine/project.cpp wallpaperengine/project.h wallpaperengine/scene.cpp wallpaperengine/scene.h wallpaperengine/object.cpp wallpaperengine/object.h wallpaperengine/camera.cpp wallpaperengine/camera.h wallpaperengine/core.cpp wallpaperengine/core.h wallpaperengine/image.cpp wallpaperengine/image.h wallpaperengine/object3d.cpp wallpaperengine/object3d.h wallpaperengine/effect.cpp wallpaperengine/effect.h wallpaperengine/fs/utils.cpp wallpaperengine/fs/utils.h wallpaperengine/irrlicht.cpp wallpaperengine/irrlicht.h wallpaperengine/video/renderer.cpp wallpaperengine/video/renderer.h wallpaperengine/video/node.cpp wallpaperengine/video/node.h wallpaperengine/video/material.cpp wallpaperengine/video/material.h wallpaperengine/texture.cpp wallpaperengine/texture.h wallpaperengine/irr/CImageLoaderTEX.h wallpaperengine/irr/CImageLoaderTEX.cpp wallpaperengine/irr/CPkgReader.h wallpaperengine/irr/CPkgReader.cpp wallpaperengine/irr/CFileList.h wallpaperengine/irr/CFileList.cpp)
+add_executable(wallengine main.cpp wallpaperengine/shaders/compiler.h wallpaperengine/shaders/compiler.cpp wallpaperengine/project.cpp wallpaperengine/project.h wallpaperengine/scene.cpp wallpaperengine/scene.h wallpaperengine/object.cpp wallpaperengine/object.h wallpaperengine/camera.cpp wallpaperengine/camera.h wallpaperengine/core.cpp wallpaperengine/core.h wallpaperengine/image.cpp wallpaperengine/image.h wallpaperengine/object3d.cpp wallpaperengine/object3d.h wallpaperengine/effect.cpp wallpaperengine/effect.h wallpaperengine/fs/utils.cpp wallpaperengine/fs/utils.h wallpaperengine/irrlicht.cpp wallpaperengine/irrlicht.h wallpaperengine/video/renderer.cpp wallpaperengine/video/renderer.h wallpaperengine/video/node.cpp wallpaperengine/video/node.h wallpaperengine/video/material.cpp wallpaperengine/video/material.h wallpaperengine/texture.cpp wallpaperengine/texture.h wallpaperengine/irr/CImageLoaderTEX.h wallpaperengine/irr/CImageLoaderTEX.cpp wallpaperengine/irr/CPkgReader.h wallpaperengine/irr/CPkgReader.cpp wallpaperengine/irr/CFileList.h wallpaperengine/irr/CFileList.cpp wallpaperengine/irr/vector4d.h)
 
 target_link_libraries(wallengine ${X11_LIBRARIES} ${X11_Xxf86vm_LIB} ${OPENGL_LIBRARIES} ${GLUT_LIBRARIES} ${ZLIB_LIBRARIES} ${IRRLICHT_LIBRARY} ${LZ4_LIBRARY})

+ 1 - 0
wallpaperengine/core.h

@@ -4,6 +4,7 @@
 #include <iostream>
 #include <irrlicht/vector3d.h>
 #include <irrlicht/vector2d.h>
+#include <irrlicht/matrix4.h>
 
 namespace wp
 {

+ 334 - 11
wallpaperengine/effect.cpp

@@ -3,6 +3,7 @@
 #include "shaders/compiler.h"
 #include "effect.h"
 #include "irrlicht.h"
+#include "core.h"
 
 extern irr::f32 g_Time;
 
@@ -87,18 +88,211 @@ namespace wp
             irr::io::path fragpath = shaderpath + ".frag";
             irr::io::path vertpath = shaderpath + ".vert";
 
-            wp::shaders::compiler* fragcompiler = new wp::shaders::compiler (fragpath, wp::shaders::compiler::Type::Type_Pixel, false);
-            wp::shaders::compiler* vertcompiler = new wp::shaders::compiler (vertpath, wp::shaders::compiler::Type::Type_Vertex, false);
+            this->m_fragShader = new wp::shaders::compiler (fragpath, wp::shaders::compiler::Type::Type_Pixel, false);
+            this->m_vertShader = new wp::shaders::compiler (vertpath, wp::shaders::compiler::Type::Type_Vertex, false);
 
             this->m_materialType = wp::irrlicht::driver->getGPUProgrammingServices ()
                 ->addHighLevelShaderMaterial (
-                    vertcompiler->precompile ().c_str (), "main", irr::video::EVST_VS_2_0,
-                    fragcompiler->precompile ().c_str (), "main", irr::video::EPST_PS_2_0,
+                    this->m_vertShader->precompile ().c_str (), "main", irr::video::EVST_VS_2_0,
+                    this->m_fragShader->precompile ().c_str (), "main", irr::video::EPST_PS_2_0,
                     this, irr::video::EMT_TRANSPARENT_ALPHA_CHANNEL, 0, irr::video::EGSL_DEFAULT
                 );
+        }
+
+        json::const_iterator constantvalues = (*curpass).find ("constantshadervalues");
+
+        if (constantvalues != (*curpass).end () && (*constantvalues).is_object () == true)
+            this->parseConstantValues ((*constantvalues));
+
+        // last step is creating the actual variables for the shaders
+        std::vector <shaders::compiler::ShaderParameter*>::const_iterator cur;
+        std::vector <shaders::compiler::ShaderParameter*>::const_iterator end;
+
+        cur = this->m_fragShader->getParameters ().begin ();
+        end = this->m_fragShader->getParameters ().end ();
+
+        // first do fragment shaders
+        for (; cur != end; cur ++)
+        {
+            wp::shaders::compiler::ShaderParameter* param = (*cur);
+            ShaderParameter* parameter = new ShaderParameter;
+
+            parameter->value = nullptr;
+
+            if (param->type == "vec4")
+            {
+                irr::core::vector3df* vec = (irr::core::vector3df*) param->defaultValue;
+                irr::f32* val = new irr::f32 [4];
+
+                val [0] = vec->X;
+                val [1] = vec->Y;
+                val [2] = vec->Z;
+                val [3] = 0.0f;
+
+                parameter->value = val;
+                parameter->type = ParameterType::TYPE_VEC4;
+            }
+            else if (param->type == "vec3")
+            {
+                irr::core::vector3df* vec = (irr::core::vector3df*) param->defaultValue;
+                irr::f32* val = new irr::f32 [3];
+
+                val [0] = vec->X;
+                val [1] = vec->Y;
+                val [2] = vec->Z;
+
+                parameter->value = val;
+                parameter->type = ParameterType::TYPE_VEC3;
+            }
+            else if (param->type == "vec2")
+            {
+                irr::core::vector2df* vec = (irr::core::vector2df*) param->defaultValue;
+                irr::f32* val = new irr::f32 [2];
+
+                val [0] = vec->X;
+                val [1] = vec->Y;
+
+                parameter->value = val;
+                parameter->type = ParameterType::TYPE_VEC2;
+            }
+            else if (param->type == "float")
+            {
+                irr::f32* org = (irr::f32*) param->defaultValue;
+                irr::f32* val = new irr::f32;
+
+                *val = *org;
+
+                parameter->value = val;
+                parameter->type = ParameterType::TYPE_FLOAT;
+            }
+            else if (param->type == "int")
+            {
+                irr::s32* org = (irr::s32*) param->defaultValue;
+                irr::s32* val = new irr::s32;
+
+                *val = *org;
+
+                parameter->value = val;
+                parameter->type = ParameterType::TYPE_INT;
+            }
+            else if (param->type == "sampler2D")
+            {
+                // sampler2D are textures from wallpaper engine
+                // so these can be ignored as they are later on defined
+                continue;
+            }
 
-            delete fragcompiler;
-            delete vertcompiler;
+            this->m_pixelVariables.insert (std::pair <std::string, ShaderParameter*> (param->variableName, parameter));
+        }
+
+        cur = this->m_vertShader->getParameters ().begin ();
+        end = this->m_vertShader->getParameters ().end ();
+
+        // second do vertex shaders
+        for (;cur != end; cur ++)
+        {
+            wp::shaders::compiler::ShaderParameter* param = (*cur);
+
+            if (param == nullptr)
+                continue;
+
+            ShaderParameter* parameter = new ShaderParameter;
+
+            parameter->value = nullptr;
+
+            if (param->type == "vec4")
+            {
+                irr::core::vector3df* vec = (irr::core::vector3df*) param->defaultValue;
+
+                parameter->value = new irr::f32 [4];
+
+                (*(irr::f32**) parameter->value) [0] = vec->X;
+                (*(irr::f32**) parameter->value) [1] = vec->Y;
+                (*(irr::f32**) parameter->value) [2] = vec->Z;
+                (*(irr::f32**) parameter->value) [3] = 0.0f;
+
+                parameter->type = ParameterType::TYPE_VEC4;
+            }
+            else if (param->type == "vec3")
+            {
+                irr::core::vector3df* vec = (irr::core::vector3df*) param->defaultValue;
+
+                parameter->value = new irr::f32 [3];
+
+                (*(irr::f32**) parameter->value) [0] = vec->X;
+                (*(irr::f32**) parameter->value) [1] = vec->Y;
+                (*(irr::f32**) parameter->value) [2] = vec->Z;
+
+                parameter->type = ParameterType::TYPE_VEC3;
+            }
+            else if (param->type == "vec2")
+            {
+                irr::core::vector2df* vec = (irr::core::vector2df*) param->defaultValue;
+
+                parameter->value = new irr::f32 [2];
+
+                (*(irr::f32**) parameter->value) [0] = vec->X;
+                (*(irr::f32**) parameter->value) [1] = vec->Y;
+
+                parameter->type = ParameterType::TYPE_VEC2;
+            }
+            else if (param->type == "float")
+            {
+                parameter->value = new irr::f32;
+                *(irr::f32*) parameter->value = *(irr::f32*) param->defaultValue;
+
+                parameter->type = ParameterType::TYPE_FLOAT;
+            }
+            else if (param->type == "int")
+            {
+                parameter->value = new irr::s32;
+                *(irr::s32*) parameter->value = *(irr::s32*) param->defaultValue;
+
+                parameter->type = ParameterType::TYPE_INT;
+            }
+            else if (param->type == "sampler2D")
+            {
+                // sampler2D are textures from wallpaper engine
+                // so these can be ignored as they are later on defined
+                continue;
+            }
+
+            this->m_vertexVariables.insert (std::pair <std::string, ShaderParameter*> (param->variableName, parameter));
+        }
+    }
+
+    void effect::parseConstantValues (json data)
+    {
+/*
+								"ui_editor_properties_animation_speed" : 0.10000000149011612,
+								"ui_editor_properties_ripple_scale" : 2.5,
+								"ui_editor_properties_ripple_strength" : 0.070000000298023224
+*/
+        json::const_iterator cur = data.begin ();
+        json::const_iterator end = data.end ();
+
+        for (; cur != end; cur ++)
+        {
+            std::string name = cur.key ();
+            void* value = nullptr;
+
+            if ((*cur).is_number_float () == true)
+            {
+                value = new irr::f32;
+                *(irr::f32*) value = (*cur).get <irr::f32> ();
+            }
+            else if ((*cur).is_number_integer () == true)
+            {
+                value = new irr::s32;
+                *(irr::s32*) value = (*cur).get <irr::s32> ();
+            }
+            else if ((*cur).is_string () == true)
+            {
+                value = new irr::core::vector3df;
+                *(irr::core::vector3df*) value = core::ato3vf ((*cur).get <std::string> ().c_str ());
+            }
+
+            this->m_constants.insert (std::pair <std::string, void*> (name, value));
         }
     }
 
@@ -135,21 +329,150 @@ namespace wp
         worldViewProj *= driver->getTransform(irr::video::ETS_VIEW);
         worldViewProj *= driver->getTransform(irr::video::ETS_WORLD);
 
-        services->setVertexShaderConstant ("g_AnimationSpeed", &g_AnimationSpeed, 1);
+        /*
+            THESE ARE THE VARIABLES AVAILABLE ON SHADERS
+
+            uniform float g_Alpha;
+
+            uniform vec3 g_Color;
+
+            // Application time, starts with 0
+            uniform float g_Time;
+
+            // Maps 24 hrs to [0, 1]
+            uniform float g_Daytime;
+
+            uniform vec2 g_TexelSize;
+            uniform vec2 g_TexelSizeHalf;
+
+            uniform mat4 g_ModelMatrix;
+            uniform mat4 g_ViewProjectionMatrix;
+            uniform mat4 g_ModelViewProjectionMatrix;
+            uniform mat4 g_ModelViewProjectionMatrixInverse;
+
+            uniform vec3 g_EyePosition;
+            uniform vec3 g_ViewUp;
+            uniform vec3 g_ViewRight;
+
+            // Samplers that map to the textures[] array in the material
+            uniform sampler2D g_Texture0;
+            uniform sampler2D g_Texture1;
+            uniform sampler2D g_Texture2;
+            uniform sampler2D g_Texture3;
+            uniform sampler2D g_Texture4;
+            uniform sampler2D g_Texture5;
+            uniform sampler2D g_Texture6;
+            uniform sampler2D g_Texture7;
+
+            // For sprite sheets (GIFs)
+            uniform vec4 g_Texture0Rotation;
+            uniform vec4 g_Texture1Rotation;
+            uniform vec4 g_Texture2Rotation;
+            uniform vec4 g_Texture3Rotation;
+            uniform vec4 g_Texture4Rotation;
+            uniform vec4 g_Texture5Rotation;
+            uniform vec4 g_Texture6Rotation;
+            uniform vec4 g_Texture7Rotation;
+
+            uniform vec2 g_Texture0Translation;
+            uniform vec2 g_Texture1Translation;
+            uniform vec2 g_Texture2Translation;
+            uniform vec2 g_Texture3Translation;
+            uniform vec2 g_Texture4Translation;
+            uniform vec2 g_Texture5Translation;
+            uniform vec2 g_Texture6Translation;
+            uniform vec2 g_Texture7Translation;
+
+            uniform vec4 g_LightsColorRadius[4]; // color in XYZ, radius in W
+            uniform vec3 g_LightsPosition[4];
+
+            uniform vec3 g_LightAmbientColor;
+            uniform vec3 g_LightSkylightColor;
+
+            // lower frequencies at lower indices
+            uniform float g_AudioSpectrum16Left[16];
+            uniform float g_AudioSpectrum16Right[16];
+            uniform float g_AudioSpectrum32Left[32];
+            uniform float g_AudioSpectrum32Right[32];
+            uniform float g_AudioSpectrum64Left[64];
+            uniform float g_AudioSpectrum64Right[64];
+
+            // Normalized in UV space [0, 1]
+            uniform vec2 g_PointerPosition;
+
+        */
+
+        services->setVertexShaderConstant ("g_Time", &g_Time, 1);
+        services->setPixelShaderConstant  ("g_Time", &g_Time, 1);
+
+        std::map<std::string, ShaderParameter*>::const_iterator vertcur = this->m_vertexVariables.begin ();
+        std::map<std::string, ShaderParameter*>::const_iterator vertend = this->m_vertexVariables.end ();
+
+        for (; vertcur != vertend; vertcur ++)
+        {
+            switch ((*vertcur).second->type)
+            {
+                case ParameterType::TYPE_FLOAT:
+                    services->setVertexShaderConstant ((*vertcur).first.c_str (), (irr::f32*) (*vertcur).second, 1);
+                    break;
+                case ParameterType::TYPE_VEC2:
+                    services->setVertexShaderConstant ((*vertcur).first.c_str (), (irr::f32*) (*vertcur).second, 2);
+                    break;
+                case ParameterType::TYPE_VEC3:
+                    services->setVertexShaderConstant ((*vertcur).first.c_str (), (irr::f32*) (*vertcur).second, 3);
+                    break;
+                case ParameterType::TYPE_VEC4:
+                    services->setVertexShaderConstant ((*vertcur).first.c_str (), (irr::f32*) (*vertcur).second, 4);
+                    break;
+                case ParameterType::TYPE_INT:
+                    services->setVertexShaderConstant ((*vertcur).first.c_str (), (irr::s32*) (*vertcur).second, 1);
+                    break;
+
+            }
+        }
+
+        std::map<std::string, ShaderParameter*>::const_iterator pixelcur = this->m_pixelVariables.begin ();
+        std::map<std::string, ShaderParameter*>::const_iterator pixelend = this->m_pixelVariables.end ();
+
+        for (; pixelcur != pixelend; pixelcur ++)
+        {
+            switch ((*pixelcur).second->type)
+            {
+                case ParameterType::TYPE_FLOAT:
+                    services->setPixelShaderConstant ((*pixelcur).first.c_str (), (irr::f32*) (*pixelcur).second, 1);
+                    break;
+                case ParameterType::TYPE_VEC2:
+                    services->setPixelShaderConstant ((*pixelcur).first.c_str (), (irr::f32*) (*pixelcur).second, 2);
+                    break;
+                case ParameterType::TYPE_VEC3:
+                    services->setPixelShaderConstant ((*pixelcur).first.c_str (), (irr::f32*) (*pixelcur).second, 3);
+                    break;
+                case ParameterType::TYPE_VEC4:
+                    services->setPixelShaderConstant ((*pixelcur).first.c_str (), (irr::f32*) (*pixelcur).second, 4);
+                    break;
+                case ParameterType::TYPE_INT:
+                    services->setPixelShaderConstant ((*pixelcur).first.c_str (), (irr::s32*) (*pixelcur).second, 1);
+                    break;
+
+            }
+        }
+
+        /*services->setVertexShaderConstant ("g_AnimationSpeed", &g_AnimationSpeed, 1);
         services->setVertexShaderConstant ("g_Scale", &g_Scale, 1);
         services->setVertexShaderConstant ("g_ScrollSpeed", &g_ScrollSpeed, 1);
-        services->setVertexShaderConstant ("g_Direction", &g_Direction, 1);
-        services->setVertexShaderConstant ("g_Time", &g_Time, 1);
+        services->setVertexShaderConstant ("g_Direction", &g_Direction, 1);*/
         services->setVertexShaderConstant ("g_ModelViewProjectionMatrix", worldViewProj.pointer(), 16);
+
+
         services->setVertexShaderConstant ("g_Texture0Resolution", g_Texture1Resolution, 4);
         services->setVertexShaderConstant ("g_Texture1Resolution", g_Texture1Resolution, 4);
         services->setVertexShaderConstant ("g_Texture2Resolution", g_Texture1Resolution, 4);
 
         // TODO: Support up to 7 materials (as wallpaper engine)
-        services->setPixelShaderConstant ("g_Strength", &g_Strength, 1);
+        /*services->setPixelShaderConstant ("g_Strength", &g_Strength, 1);
         services->setPixelShaderConstant ("g_SpecularPower", &g_SpecularPower, 1);
         services->setPixelShaderConstant ("g_SpecularStrength", &g_SpecularStrength, 1);
-        services->setPixelShaderConstant ("g_SpecularColor", g_SpecularColor, 3);
+        services->setPixelShaderConstant ("g_SpecularColor", g_SpecularColor, 3);*/
         services->setPixelShaderConstant ("g_Texture0", &g_Texture0, 1);
         services->setPixelShaderConstant ("g_Texture1", &g_Texture1, 1);
         services->setPixelShaderConstant ("g_Texture2", &g_Texture2, 1);

+ 25 - 0
wallpaperengine/effect.h

@@ -5,6 +5,7 @@
 #include <irrlicht/irrlicht.h>
 
 #include "texture.h"
+#include "shaders/compiler.h"
 
 namespace wp
 {
@@ -20,6 +21,30 @@ namespace wp
         std::vector <wp::texture*>& getTextureList ();
         irr::s32 getMaterialType ();
     private:
+        enum ParameterType
+        {
+            TYPE_VEC4,
+            TYPE_VEC3,
+            TYPE_VEC2,
+            TYPE_FLOAT,
+            TYPE_INT
+        };
+
+        struct ShaderParameter
+        {
+            void* value;
+            ParameterType type;
+        };
+
+        void parseConstantValues (json data);
+
+        wp::shaders::compiler* m_fragShader;
+        wp::shaders::compiler* m_vertShader;
+
+        std::map <std::string, ShaderParameter*> m_vertexVariables;
+        std::map <std::string, ShaderParameter*> m_pixelVariables;
+
+        std::map <std::string, void*> m_constants;
         std::vector <wp::texture*> m_textures;
         std::string m_content;
         json m_json;

+ 154 - 1
wallpaperengine/shaders/compiler.cpp

@@ -11,6 +11,7 @@
 
 // shader compiler
 #include <wallpaperengine/shaders/compiler.h>
+#include <wallpaperengine/core.h>
 
 namespace wp
 {
@@ -270,6 +271,38 @@ namespace wp
                         it ++;
                     }
                 }
+                else if (*it == 'u')
+                {
+                    // uniforms might have extra information for their values
+                    if (this->peekString ("uniform", it) == true)
+                    {
+                        this->ignoreSpaces (it);
+                        std::string type = this->extractType (it); BREAK_IF_ERROR
+                        this->ignoreSpaces (it);
+                        std::string name = this->extractName (it); BREAK_IF_ERROR
+                        this->ignoreSpaces (it);
+                        this->expectSemicolon (it); BREAK_IF_ERROR
+                        this->ignoreSpaces (it);
+
+                        // check if there is any actual extra information and parse it
+                        if (this->peekString ("//", it) == true)
+                        {
+                            this->ignoreSpaces (it);
+                            std::string::const_iterator begin = it;
+                            this->ignoreUpToNextLineFeed (it);
+
+                            std::string configuration; configuration.append (begin, it);
+
+                            // parse the parameter information
+                            this->parseParameterConfiguration (type, name, configuration); BREAK_IF_ERROR
+                            this->m_compiledContent += "uniform " + type + " " + name + "; // " + configuration;
+                        }
+                        else
+                        {
+                            this->m_compiledContent += "uniform " + type + " " + name + ";";
+                        }
+                    }
+                }
                 else if (*it == 'a')
                 {
                     // find attribute definitions
@@ -373,6 +406,126 @@ namespace wp
         #undef BREAK_IF_ERROR
         }
 
+        void compiler::parseParameterConfiguration (const std::string& type, const std::string& name, const std::string& content)
+        {
+            json data = json::parse (content);
+            json::const_iterator material = data.find ("material");
+            json::const_iterator defvalue = data.find ("default");
+            json::const_iterator range = data.find ("range");
+
+            // this is not a real parameter
+            if (material == data.end () || defvalue == data.end ())
+            {
+                return;
+            }
+
+            ShaderParameter* param = new ShaderParameter;
+
+            param->identifierName = (*material).get <std::string> ();
+            param->variableName = name;
+            param->type = type;
+
+            if (type == "vec4" || type == "vec3")
+            {
+                if ((*defvalue).is_string () == false)
+                {
+                    irr::core::vector3df* vector = new irr::core::vector3df;
+
+                    vector->X = 0.0f;
+                    vector->Y = 0.0f;
+                    vector->Z = 0.0f;
+
+                    param->defaultValue = vector;
+                }
+                else
+                {
+                    irr::core::vector3df tmp = wp::core::ato3vf ((*defvalue).get <std::string> ().c_str ());
+                    irr::core::vector3df* vector = new irr::core::vector3df;
+
+                    vector->X = tmp.X;
+                    vector->Y = tmp.Y;
+                    vector->Z = tmp.Z;
+
+                    param->defaultValue = vector;
+                }
+            }
+            else if (type == "vec2")
+            {
+                if ((*defvalue).is_string () == false)
+                {
+                    irr::core::vector2df* vector = new irr::core::vector2df;
+
+                    vector->X = 0.0f;
+                    vector->Y = 0.0f;
+
+                    param->defaultValue = vector;
+                }
+                else
+                {
+                    irr::core::vector2df* vector = new irr::core::vector2df;
+                    irr::core::vector2df tmp = wp::core::ato2vf ((*defvalue).get <std::string> ().c_str ());
+
+                    vector->X = tmp.X;
+                    vector->Y = tmp.Y;
+
+                    param->defaultValue = vector;
+                }
+            }
+            else if (type == "float")
+            {
+                if ((*defvalue).is_number () == false)
+                {
+                    irr::f32* val = new irr::f32;
+
+                    *val = 0.0f;
+
+                    param->defaultValue = val;
+
+                }
+                else
+                {
+                    irr::f32* val = new irr::f32;
+
+                    *val = (*defvalue).get <irr::f32> ();
+
+                    param->defaultValue = val;
+                }
+            }
+            else if (type == "sampler2D")
+            {
+                param->defaultValue = nullptr;
+            }
+            else
+            {
+                this->m_error = true;
+                this->m_errorInfo = "Unknown parameter type: " + type + " for " + param->identifierName + " (" + param->variableName + ")";
+                return;
+            }
+
+            this->m_parameters.push_back (param);
+        }
+
+        compiler::ShaderParameter* compiler::findParameter (std::string identifier)
+        {
+            std::vector<ShaderParameter*>::const_iterator cur = this->m_parameters.begin ();
+            std::vector<ShaderParameter*>::const_iterator end = this->m_parameters.end ();
+
+            for (; cur != end; cur ++)
+            {
+                if ((*cur)->identifierName == identifier)
+                {
+                    return (*cur);
+                }
+            }
+
+            return nullptr;
+        }
+
+        std::vector <compiler::ShaderParameter*>& compiler::getParameters ()
+        {
+            return this->m_parameters;
+        }
+
         std::map<std::string, std::string>  compiler::sVariableReplacement =
         {
             // attribute vec3 a_position
@@ -385,7 +538,7 @@ namespace wp
 
         std::vector<std::string> compiler::sTypes =
         {
-            "vec4", "vec3", "vec2", "float"
+            "vec4", "vec3", "vec2", "float", "sampler2D", "mat4"
         };
     }
 }

+ 26 - 6
wallpaperengine/shaders/compiler.h

@@ -35,12 +35,13 @@ namespace wp
                 int size;
             };
 
-            struct ShaderParameters
+            struct ShaderParameter
             {
-                char* variableName;
+                std::string type;
+                std::string variableName;
+                std::string identifierName;
                 void* defaultValue;
                 void* range [2];
-                char* type;
             };
 
             /**
@@ -79,7 +80,19 @@ namespace wp
              *
              * @return The shader contents ready to be used by OpenGL
              */
-            std::string precompile();
+            std::string precompile ();
+            /**
+             * Searches the list of parameters available for the parameter with the given value
+             *
+             * @param identifier The identifier to search for
+             * @return The shader information
+             */
+            ShaderParameter* findParameter (std::string identifier);
+
+            /**
+             * @return The list of parameters available for this shader with their default values
+             */
+            std::vector <ShaderParameter*>& getParameters ();
 
         private:
             /**
@@ -173,7 +186,14 @@ namespace wp
              * @return Whether the character in the current position is a number or not
              */
             bool isNumeric (std::string::const_iterator& it);
-
+            /**
+             * Parses a parameter extra metadata created by wallpaper engine
+             *
+             * @param type The type of variable to parse
+             * @param name The name of the variable in the shader (for actual variable declaration)
+             * @param content The parameter configuration
+             */
+            void parseParameterConfiguration (const std::string& type, const std::string& name, const std::string& content);
             /**
              * The shader file this instance is loading
              */
@@ -201,7 +221,7 @@ namespace wp
             /**
              * Tha parameters the shader needs
              */
-            std::vector <ShaderParameters*> m_parameters;
+            std::vector <ShaderParameter*> m_parameters;
         };
     }
 }