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- #include <WallpaperEngine/fs/utils.h>
- #include "shaders/compiler.h"
- #include "effect.h"
- #include "irrlicht.h"
- #include "WallpaperEngine/Core/Core.h"
- extern irr::f32 g_Time;
- namespace WallpaperEngine
- {
- effect::effect (json json_data, WallpaperEngine::object* parent)
- {
- this->m_parent = parent;
- json::const_iterator file = json_data.find ("file");
- json::const_iterator pass = json_data.find ("passes");
- if (file != json_data.end () && (*file).is_string () == true)
- {
- this->m_file = (*file).get <std::string> ().c_str ();
- }
- // passes list is optional
- if (pass == json_data.end () || (*pass).is_array () == false)
- return;
- json::const_iterator curpass = (*pass).begin ();
- json::const_iterator endpass = (*pass).end ();
- if (curpass == endpass)
- return;
- json::const_iterator textures = (*curpass).find ("textures");
- json::const_iterator combos = (*curpass).find ("combos");
- if (textures == (*curpass).end () || (*textures).is_array () == false)
- return;
- if (combos != (*curpass).end ())
- this->parseCombos (*combos);
- json::const_iterator curtex = (*textures).begin ();
- json::const_iterator endtex = (*textures).end ();
- for (; curtex != endtex; curtex ++)
- {
- if ((*curtex).is_null () == true)
- {
- this->m_textures.push_back (nullptr);
- }
- else if ((*curtex).is_string () == true)
- {
- irr::io::path texturepath = ("materials/" + (*curtex).get <std::string> () + ".tex").c_str ();
- this->m_textures.push_back (new WallpaperEngine::texture (texturepath));
- }
- }
- this->m_content = WallpaperEngine::fs::utils::loadFullFile (this->m_file);
- this->m_json = json::parse (this->m_content);
- json::const_iterator passes = this->m_json.find ("passes");
- if (passes == this->m_json.end () || (*passes).is_array () == false)
- return;
- json::const_iterator curpassmaterial = (*passes).begin ();
- json::const_iterator endpassmaterial = (*passes).end ();
- for (; curpassmaterial != endpassmaterial; curpassmaterial ++)
- {
- json::const_iterator material_it = (*curpassmaterial).find ("material");
- if (material_it == (*curpassmaterial).end () || (*material_it).is_string () == false)
- continue;
- irr::io::path material = (*material_it).get <std::string> ().c_str ();
- std::string content = WallpaperEngine::fs::utils::loadFullFile (material);
- json material_json = json::parse (content);
- json::const_iterator shader_passes = material_json.find ("passes");
- if (shader_passes == material_json.end () || (*shader_passes).is_array () == false)
- continue;
- json::const_iterator shaderpasscur = (*shader_passes).begin ();
- json::const_iterator shader = (*shaderpasscur).find ("shader");
- if (shader == (*shaderpasscur).end () || (*shader).is_string () == false)
- continue;
- irr::io::path shaderpath = ("shaders/" + (*shader).get <std::string> ()).c_str ();
- irr::io::path fragpath = shaderpath + ".frag";
- irr::io::path vertpath = shaderpath + ".vert";
- this->m_fragShader = new WallpaperEngine::shaders::compiler (fragpath, WallpaperEngine::shaders::compiler::Type::Type_Pixel, &this->m_combos, false);
- this->m_vertShader = new WallpaperEngine::shaders::compiler (vertpath, WallpaperEngine::shaders::compiler::Type::Type_Vertex, &this->m_combos, false);
- this->m_materialType = WallpaperEngine::irrlicht::driver->getGPUProgrammingServices ()
- ->addHighLevelShaderMaterial (
- 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 ++)
- {
- WallpaperEngine::shaders::compiler::ShaderParameter* param = (*cur);
- ShaderParameter* parameter = new ShaderParameter;
- void* defaultValue = param->defaultValue;
- std::map<std::string,void*>::const_iterator constant = this->m_constants.find (param->identifierName);
- if (constant != this->m_constants.end ())
- defaultValue = (*constant).second;
- parameter->value = nullptr;
- if (param->type == "vec4")
- {
- irr::core::vector3df* vec = (irr::core::vector3df*) 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*) 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*) 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*) 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*) 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;
- }
- 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 ++)
- {
- WallpaperEngine::shaders::compiler::ShaderParameter* param = (*cur);
- if (param == nullptr)
- continue;
- void* defaultValue = param->defaultValue;
- std::map<std::string,void*>::const_iterator constant = this->m_constants.find (param->identifierName);
- if (constant != this->m_constants.end ())
- defaultValue = (*constant).second;
- ShaderParameter* parameter = new ShaderParameter;
- parameter->value = nullptr;
- if (param->type == "vec4")
- {
- irr::core::vector3df* vec = (irr::core::vector3df*) 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*) 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*) 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*) 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*) 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;
- }
- 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));
- }
- }
- void effect::parseCombos (json data)
- {
- json::const_iterator cur = data.begin ();
- json::const_iterator end = data.end ();
- for (; cur != end; cur ++)
- {
- std::string name = cur.key ();
- if ((*cur).is_number_integer () == true)
- {
- this->m_combos.insert (std::pair <std::string, int> (name, (*cur).get <int> ()));
- }
- else
- {
- WallpaperEngine::irrlicht::device->getLogger ()->log ("Unknown type for combo value", name.c_str (), irr::ELL_ERROR);
- }
- }
- }
- std::vector<WallpaperEngine::texture*>& effect::getTextureList ()
- {
- return this->m_textures;
- }
- irr::s32 effect::getMaterialType ()
- {
- return this->m_materialType;
- }
- void effect::OnSetConstants (irr::video::IMaterialRendererServices* services, int32_t userData)
- {
- irr::f32 g_Texture0 = 0;
- irr::f32 g_Texture1 = 1;
- irr::f32 g_Texture2 = 2;
- irr::f32 g_Texture3 = 3;
- irr::f32 g_Texture4 = 4;
- irr::f32 g_Texture5 = 5;
- irr::f32 g_Texture6 = 6;
- irr::f32 g_Texture7 = 7;
- irr::f32 g_Texture0Rotation [4] = { this->m_parent->getAngles ().X, this->m_parent->getAngles ().Y, this->m_parent->getAngles ().Z, this->m_parent->getAngles ().Z};
- irr::f32 g_Texture1Rotation [4] = { this->m_parent->getAngles ().X, this->m_parent->getAngles ().Y, this->m_parent->getAngles ().Z, this->m_parent->getAngles ().Z};
- irr::f32 g_Texture2Rotation [4] = { this->m_parent->getAngles ().X, this->m_parent->getAngles ().Y, this->m_parent->getAngles ().Z, this->m_parent->getAngles ().Z};
- irr::f32 g_Texture3Rotation [4] = { this->m_parent->getAngles ().X, this->m_parent->getAngles ().Y, this->m_parent->getAngles ().Z, this->m_parent->getAngles ().Z};
- irr::f32 g_Texture4Rotation [4] = { this->m_parent->getAngles ().X, this->m_parent->getAngles ().Y, this->m_parent->getAngles ().Z, this->m_parent->getAngles ().Z};
- irr::f32 g_Texture5Rotation [4] = { this->m_parent->getAngles ().X, this->m_parent->getAngles ().Y, this->m_parent->getAngles ().Z, this->m_parent->getAngles ().Z};
- irr::f32 g_Texture6Rotation [4] = { this->m_parent->getAngles ().X, this->m_parent->getAngles ().Y, this->m_parent->getAngles ().Z, this->m_parent->getAngles ().Z};
- irr::f32 g_Texture7Rotation [4] = { this->m_parent->getAngles ().X, this->m_parent->getAngles ().Y, this->m_parent->getAngles ().Z, this->m_parent->getAngles ().Z};
- irr::f32 g_Texture0Resolution [4] = { this->m_parent->getSize ().X, this->m_parent->getSize ().Y, this->m_parent->getSize ().X, this->m_parent->getSize ().Y};
- irr::f32 g_Texture1Resolution [4] = { this->m_parent->getSize ().X, this->m_parent->getSize ().Y, this->m_parent->getSize ().X, this->m_parent->getSize ().Y};
- irr::f32 g_Texture2Resolution [4] = { this->m_parent->getSize ().X, this->m_parent->getSize ().Y, this->m_parent->getSize ().X, this->m_parent->getSize ().Y};
- irr::f32 g_Texture3Resolution [4] = { this->m_parent->getSize ().X, this->m_parent->getSize ().Y, this->m_parent->getSize ().X, this->m_parent->getSize ().Y};
- irr::f32 g_Texture4Resolution [4] = { this->m_parent->getSize ().X, this->m_parent->getSize ().Y, this->m_parent->getSize ().X, this->m_parent->getSize ().Y};
- irr::f32 g_Texture5Resolution [4] = { this->m_parent->getSize ().X, this->m_parent->getSize ().Y, this->m_parent->getSize ().X, this->m_parent->getSize ().Y};
- irr::f32 g_Texture6Resolution [4] = { this->m_parent->getSize ().X, this->m_parent->getSize ().Y, this->m_parent->getSize ().X, this->m_parent->getSize ().Y};
- irr::f32 g_Texture7Resolution [4] = { this->m_parent->getSize ().X, this->m_parent->getSize ().Y, this->m_parent->getSize ().X, this->m_parent->getSize ().Y};
- irr::video::IVideoDriver* driver = services->getVideoDriver ();
- irr::core::matrix4 worldViewProj;
- worldViewProj = driver->getTransform(irr::video::ETS_PROJECTION);
- worldViewProj *= driver->getTransform(irr::video::ETS_VIEW);
- worldViewProj *= driver->getTransform(irr::video::ETS_WORLD);
- /*
- 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->value, 1);
- break;
- case ParameterType::TYPE_VEC2:
- services->setVertexShaderConstant ((*vertcur).first.c_str (), (irr::f32*) (*vertcur).second->value, 2);
- break;
- case ParameterType::TYPE_VEC3:
- services->setVertexShaderConstant ((*vertcur).first.c_str (), (irr::f32*) (*vertcur).second->value, 3);
- break;
- case ParameterType::TYPE_VEC4:
- services->setVertexShaderConstant ((*vertcur).first.c_str (), (irr::f32*) (*vertcur).second->value, 4);
- break;
- case ParameterType::TYPE_INT:
- services->setVertexShaderConstant ((*vertcur).first.c_str (), (irr::s32*) (*vertcur).second->value, 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->value, 1);
- break;
- case ParameterType::TYPE_VEC2:
- services->setPixelShaderConstant ((*pixelcur).first.c_str (), (irr::f32*) (*pixelcur).second->value, 2);
- break;
- case ParameterType::TYPE_VEC3:
- services->setPixelShaderConstant ((*pixelcur).first.c_str (), (irr::f32*) (*pixelcur).second->value, 3);
- break;
- case ParameterType::TYPE_VEC4:
- services->setPixelShaderConstant ((*pixelcur).first.c_str (), (irr::f32*) (*pixelcur).second->value, 4);
- break;
- case ParameterType::TYPE_INT:
- services->setPixelShaderConstant ((*pixelcur).first.c_str (), (irr::s32*) (*pixelcur).second->value, 1);
- break;
- }
- }
- services->setVertexShaderConstant ("g_ModelViewProjectionMatrix", worldViewProj.pointer(), 16);
- services->setVertexShaderConstant ("g_Texture0Resolution", g_Texture0Resolution, 4);
- services->setVertexShaderConstant ("g_Texture1Resolution", g_Texture1Resolution, 4);
- services->setVertexShaderConstant ("g_Texture2Resolution", g_Texture2Resolution, 4);
- services->setVertexShaderConstant ("g_Texture3Resolution", g_Texture3Resolution, 4);
- services->setVertexShaderConstant ("g_Texture4Resolution", g_Texture4Resolution, 4);
- services->setVertexShaderConstant ("g_Texture5Resolution", g_Texture5Resolution, 4);
- services->setVertexShaderConstant ("g_Texture6Resolution", g_Texture6Resolution, 4);
- services->setVertexShaderConstant ("g_Texture7Resolution", g_Texture7Resolution, 4);
- services->setVertexShaderConstant ("g_Texture0Rotation", g_Texture0Rotation, 4);
- services->setVertexShaderConstant ("g_Texture1Rotation", g_Texture1Rotation, 4);
- services->setVertexShaderConstant ("g_Texture2Rotation", g_Texture2Rotation, 4);
- services->setVertexShaderConstant ("g_Texture3Rotation", g_Texture3Rotation, 4);
- services->setVertexShaderConstant ("g_Texture4Rotation", g_Texture4Rotation, 4);
- services->setVertexShaderConstant ("g_Texture5Rotation", g_Texture5Rotation, 4);
- services->setVertexShaderConstant ("g_Texture6Rotation", g_Texture6Rotation, 4);
- services->setVertexShaderConstant ("g_Texture7Rotation", g_Texture7Rotation, 4);
- services->setPixelShaderConstant ("g_Texture0", &g_Texture0, 1);
- services->setPixelShaderConstant ("g_Texture1", &g_Texture1, 1);
- services->setPixelShaderConstant ("g_Texture2", &g_Texture2, 1);
- services->setPixelShaderConstant ("g_Texture3", &g_Texture3, 1);
- services->setPixelShaderConstant ("g_Texture4", &g_Texture4, 1);
- services->setPixelShaderConstant ("g_Texture5", &g_Texture5, 1);
- services->setPixelShaderConstant ("g_Texture6", &g_Texture6, 1);
- services->setPixelShaderConstant ("g_Texture7", &g_Texture7, 1);
- }
- };
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