A simple script to convert o3d cg shaders to glsl.
Review URL: http://codereview.chromium.org/1595017 git-svn-id: svn://svn.chromium.org/chrome/trunk/src@44831 0039d316-1c4b-4281-b951-d872f2087c98
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172
o3d/cg_to_glsl/convert.py
Executable file
172
o3d/cg_to_glsl/convert.py
Executable file
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#!/usr/bin/python
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import optparse
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import os
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import re
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import subprocess
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import sys
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# This script takes an o3d cg shader from standard input and does the following:
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#
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# * it extracts entry points to vertex and fragment shaders as specified by
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# VertexShaderEntryPoint and PixelShaderEntryPoint instructions;
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#
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# * renames NORMAL, TANGENT{,1} and BINORMAL{,1} attributes to ATTR8-12;
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#
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# * runs cgc with glslv and glslf profiles with those entry points;
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#
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# * renames attributes and uniforms back to their orignal names;
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#
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# * changes 'uniform vecN var[N]' to 'uniform matN var';
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#
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# * renames gl_Vertex and gl_MultiTexCoordN to position and texcoordsN
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# respectively and adds attribute declarations;
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#
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# * prints the results to standard output, separating them with SplitMarker
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# instruction and keeping the MatrixLoadOrder instruction as is.
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CGC = '/usr/bin/cgc'
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# cgc complains about TANGENT1 and BINORMAL1 semantics, so we hack it by
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# replacing standard semantics with ATTR8-ATTR12 and then renaming them back to
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# their original names.
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ATTRIBUTES_TO_SEMANTICS = dict(
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attr8 = 'normal',
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attr9 = 'tangent',
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attr10 = 'binormal',
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attr11 = 'tangent1',
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attr12 = 'binormal1')
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def get_input_mapping(header):
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ret = dict()
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for l in header.splitlines():
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if not l.startswith('//var'):
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continue
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old_name_and_type, semantic, new_name, _, _ = l.split(' : ')
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if '[' in new_name:
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new_name = new_name[:new_name.index('[')]
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if new_name.startswith('$'):
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new_name = new_name[1:]
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ret[new_name] = (semantic.lower() if semantic
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else old_name_and_type.split(' ')[2])
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return ret
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def fix_glsl_body(body, input_mapping):
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# Change uniform names back to original.
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for match in re.findall(r'(?m)^uniform (?:\w+) (\w+)', body):
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body = re.sub(r'\b%s\b' % match, input_mapping[match], body)
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# Change attribute names back to original.
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for match in re.findall(r'(?m)^attribute (?:\w+) (\w+)', body):
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attr_name = input_mapping[match]
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assert attr_name.startswith('$vin.')
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orig_name = ATTRIBUTES_TO_SEMANTICS[attr_name[len('$vin.'):]]
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body = re.sub(r'\b%s\b' % match, orig_name, body)
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# Change vecN blah[N]; to matN blah;
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body = re.sub(r'(?m)^uniform vec(\d) (\w+)\[\1\];', r'uniform mat\1 \2;',
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body)
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attributes = []
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if 'gl_Vertex' in body:
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# Change gl_Vertex to position and add attribute declaration.
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body = re.sub(r'\bgl_Vertex\b', 'position', body)
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attributes.append('attribute vec4 position;')
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for n in xrange(8):
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if 'gl_MultiTexCoord%d' % n in body:
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# Change gl_MultiTexCoordN (0<=N<=7) to texcoordsN and add attribute
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# declaration.
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body = re.sub(r'\bgl_MultiTexCoord%d\b' % n, 'texcoords%d' % n, body)
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attributes.append('attribute vec4 texcoords%d;' % n)
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# ATTRIBUTES_TO_SEMANTICS should have taken care of normals.
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assert 'gl_Normal' not in body
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return '\n'.join(attributes) + '\n\n' + body
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def fix_glsl(glsl_shader):
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header, body = re.split(r'\n\n', glsl_shader, 1)
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assert all(l.startswith('//') for l in header.splitlines())
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input_mapping = get_input_mapping(header)
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return header + '\n\n' + fix_glsl_body(body, input_mapping)
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def cg_rename_attributes(cg_shader):
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for new, old in ATTRIBUTES_TO_SEMANTICS.iteritems():
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cg_shader = re.sub(r'\b%s\b' % old.upper(), new.upper(), cg_shader)
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return cg_shader
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def cg_to_glsl(cg_shader):
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cg_shader = cg_rename_attributes(cg_shader)
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vertex_entry = re.search(r'#o3d\s+VertexShaderEntryPoint\s+(\w+)',
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cg_shader).group(1)
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p = subprocess.Popen(CGC+' -profile glslv -entry %s' % vertex_entry,
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shell=True,
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stdin=subprocess.PIPE, stdout=subprocess.PIPE, stderr=subprocess.PIPE)
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glsl_vertex, err_v = p.communicate(cg_shader)
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fragment_entry = re.search(r'#o3d\s+PixelShaderEntryPoint\s+(\w+)',
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cg_shader).group(1)
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p = subprocess.Popen(CGC+' -profile glslf -entry %s' % fragment_entry,
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shell=True,
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stdin=subprocess.PIPE, stdout=subprocess.PIPE, stderr=subprocess.PIPE)
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glsl_fragment, err_f = p.communicate(cg_shader)
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log = (
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'// glslv profile log:\n' +
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'\n'.join('// ' + l for l in err_v.splitlines()) + '\n\n'
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'// glslf profile log:\n' +
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'\n'.join('// ' + l for l in err_f.splitlines())) + '\n'
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return glsl_vertex, glsl_fragment, log
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def get_matrixloadorder(cg_shader):
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return re.search(r'(?m)^.*#o3d\s+MatrixLoadOrder\b.*$', cg_shader).group(0)
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def check_cg():
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if not os.path.exists(CGC):
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print >>sys.stderr, CGC+' is not found, use --cgc option to specify its'
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print >>sys.stderr, 'location. You may need to install nvidia cg toolkit.'
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print >>sys.stderr, 'In Ubuntu distribution it can be done by running:'
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print >>sys.stderr, ' "apt-get install nvidia-cg-toolkit"'
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sys.exit(1)
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def main(cg_shader):
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matrixloadorder = get_matrixloadorder(cg_shader)
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glsl_vertex, glsl_fragment, log = cg_to_glsl(cg_shader)
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print log
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print fix_glsl(glsl_vertex)
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print
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print '// #o3d SplitMarker'
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print get_matrixloadorder(cg_shader).strip()
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print
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print fix_glsl(glsl_fragment)
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if __name__ == '__main__':
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cmdline_parser = optparse.OptionParser()
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cmdline_parser.add_option('--cgc', dest='CGC', default='/usr/bin/cgc',
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help='path to cgc [default: %default]')
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options, args = cmdline_parser.parse_args()
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CGC = options.CGC
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check_cg()
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try:
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input = sys.stdin.read()
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except KeyboardInterrupt:
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input = None
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if not input:
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cmdline_parser.print_help()
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else:
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main(input)
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