3 This file is part of libmspgl
4 Copyright © 2007 Mikko Rasa, Mikkosoft Productions
5 Distributed under the LGPL
9 #include "arb_shader_objects.h"
10 #include "arb_vertex_shader.h"
12 #include "extension.h"
20 const char *standard_vertex_src[] =
22 "n", "attribute vec3 tangent;\n",
23 "n", "attribute vec3 binormal;\n",
24 "t|n", "varying vec2 v_texcoord;\n",
25 "s", "varying vec3 v_shadowcoord;\n",
26 "!lm", "varying vec4 v_color;\n",
27 "l!n", "varying vec3 v_normal;\n",
28 "l", "varying vec3 v_light_dir;\n",
29 "p", "varying vec3 v_eye_dir;\n",
32 0, "\tvec4 eye_pos = gl_ModelViewMatrix*gl_Vertex;\n",
33 0, "\tgl_Position = gl_ProjectionMatrix*eye_pos;\n",
34 "l", "\tvec3 eye_normal = gl_NormalMatrix*gl_Normal;\n",
35 "l!n", "\tv_normal = eye_normal;\n",
36 "n", "\tvec3 eye_tangent = gl_NormalMatrix*tangent;\n",
37 "n", "\tvec3 eye_binormal = gl_NormalMatrix*binormal;\n",
38 "l", "\tvec3 eye_light_dir = normalize(gl_LightSource[0].position.xyz-eye_pos.xyz*gl_LightSource[0].position.w);\n",
39 "n", "\tv_light_dir = vec3(dot(eye_tangent, eye_light_dir), dot(eye_binormal, eye_light_dir), dot(eye_normal, eye_light_dir));\n",
40 "l!n", "\tv_light_dir = eye_light_dir;\n",
41 "p", "\tvec3 eye_dir = -normalize(eye_pos.xyz);\n",
42 "pn", "\tv_eye_dir = vec3(dot(eye_tangent, eye_dir), dot(eye_binormal, eye_dir), dot(eye_normal, eye_dir));\n",
43 "p!n", "\tv_eye_dir = eye_dir;\n",
44 "t|n", "\tv_texcoord = gl_MultiTexCoord0.xy;\n",
45 "s", "\tv_shadowcoord = vec3(dot(gl_EyePlaneS[3], eye_pos), dot(gl_EyePlaneT[3], eye_pos), dot(gl_EyePlaneR[3], eye_pos));\n",
46 "!lm", "\tv_color = gl_Color;\n",
51 const char *standard_fragment_src[] =
53 "t", "uniform sampler2D texture;\n",
54 "n", "uniform sampler2D normalmap;\n",
55 "s", "uniform sampler2DShadow shadow;\n",
56 "t|n", "varying vec2 v_texcoord;\n",
57 "s", "varying vec3 v_shadowcoord;\n",
58 "!lm", "varying vec4 v_color;\n",
59 "l!n", "varying vec3 v_normal;\n",
60 "l", "varying vec3 v_light_dir;\n",
61 "p", "varying vec3 v_eye_dir;\n",
64 "n", "\tvec3 n_normal = texture2D(normalmap, v_texcoord).xyz*2.0-1.0;\n",
65 "l!n", "\tvec3 n_normal = normalize(v_normal);\n",
66 "l", "\tfloat l_diffuse = max(dot(n_normal, normalize(v_light_dir)), 0.0);\n",
67 "p", "\tvec3 half = normalize(v_eye_dir+v_light_dir);\n",
68 "p", "\tfloat l_specular = pow(max(dot(half, n_normal), 0.0), gl_FrontMaterial.shininess);\n",
69 "s", "\tfloat l_shadow = shadow2D(shadow, v_shadowcoord).r;\n",
70 0, "\tgl_FragColor = ",
71 "!t!l!m", "vec4(1.0, 1.0, 1.0, 1.0)",
72 "t", "texture2D(texture, v_texcoord)",
76 "lm", "*gl_FrontLightProduct[0].diffuse",
78 "pm", "*gl_FrontLightProduct[0].specular",
81 "lm", "+gl_FrontLightModelProduct.sceneColor",
99 Program::Program(const StandardFeatures &features):
104 add_standard_shaders(features);
108 Program::Program(const string &vert, const string &frag):
113 attach_shader(*new Shader(VERTEX_SHADER, vert));
114 attach_shader(*new Shader(FRAGMENT_SHADER, frag));
120 static RequireExtension _ext("GL_ARB_shader_objects");
123 id = glCreateProgramObjectARB();
130 for(list<Shader *>::iterator i=shaders.begin(); i!=shaders.end(); ++i)
133 glDeleteObjectARB(id);
136 void Program::attach_shader(Shader &shader)
138 if(find(shaders.begin(), shaders.end(), &shader)==shaders.end())
140 glAttachObjectARB(id, shader.get_id());
141 shaders.push_back(&shader);
145 void Program::detach_shader(Shader &shader)
147 list<Shader *>::iterator i = remove(shaders.begin(), shaders.end(), &shader);
150 shaders.erase(i, shaders.end());
151 glDetachObjectARB(id, shader.get_id());
155 void Program::add_standard_shaders(const StandardFeatures &features)
157 string flags = features.create_flags();
158 string vertex_src = process_standard_source(standard_vertex_src, flags);
159 string fragment_src = process_standard_source(standard_fragment_src, flags);
160 attach_shader(*new Shader(VERTEX_SHADER, vertex_src));
161 attach_shader(*new Shader(FRAGMENT_SHADER, fragment_src));
164 string Program::process_standard_source(const char **source, const string &flags)
168 for(unsigned i=0; source[i+1]; i+=2)
174 for(const char *c=source[i]; *c; ++c)
176 if(*c>='a' && *c<='z')
178 bool found = (flags.find(*c)!=string::npos);
180 cond = (cond || found);
182 cond = (cond && !found);
184 cond = (cond && found);
195 result += source[i+1];
201 void Program::set_del_shaders(bool ds)
206 void Program::bind_attribute(unsigned index, const string &name)
208 static RequireExtension _ext("GL_ARB_vertex_shader");
209 glBindAttribLocationARB(id, index, name.c_str());
214 for(list<Shader *>::iterator i=shaders.begin(); i!=shaders.end(); ++i)
215 if(!(*i)->is_compiled())
220 glLinkProgramARB(id);
222 glGetObjectParameterivARB(id, GL_OBJECT_LINK_STATUS_ARB, &value);
223 if(!(linked = value))
224 throw CompileError(get_info_log());
226 glGetObjectParameterivARB(id, GL_OBJECT_ACTIVE_UNIFORMS_ARB, &value);
227 for(int i=0; i<value; ++i)
232 glGetActiveUniformARB(id, i, 128, &len, &info.size, &info.type, name);
236 info.location = glGetUniformLocationARB(id, name);
237 uniforms[name] = info;
242 string Program::get_info_log() const
245 glGetObjectParameterivARB(id, GL_OBJECT_INFO_LOG_LENGTH_ARB, &len);
247 glGetInfoLogARB(id, len+1, &len, log);
248 return string(log, len);
251 void Program::bind() const
254 throw InvalidState("Program is not linked");
256 if(!set_current(this))
259 glUseProgramObjectARB(id);
262 int Program::get_uniform_location(const string &n) const
264 map<string, UniformInfo>::const_iterator i = uniforms.find(n);
265 if(i==uniforms.end())
268 return i->second.location;
271 void Program::unbind()
276 glUseProgramObjectARB(0);
280 Program::StandardFeatures::StandardFeatures():
289 string Program::StandardFeatures::create_flags() const
311 Program::Loader::Loader(Program &p):
312 DataFile::ObjectLoader<Program>(p)
314 obj.set_del_shaders(true);
316 add("attribute", &Loader::attribute);
317 add("fragment_shader", &Loader::fragment_shader);
318 add("standard", &Loader::standard);
319 add("vertex_shader", &Loader::vertex_shader);
322 void Program::Loader::finish()
327 void Program::Loader::attribute(unsigned i, const string &n)
329 obj.bind_attribute(i, n);
332 void Program::Loader::fragment_shader(const string &src)
334 obj.attach_shader(*new Shader(FRAGMENT_SHADER, src));
337 void Program::Loader::standard()
339 StandardFeatures feat;
341 obj.add_standard_shaders(feat);
344 void Program::Loader::vertex_shader(const string &src)
346 obj.attach_shader(*new Shader(VERTEX_SHADER, src));
350 Program::StandardFeatures::Loader::Loader(StandardFeatures &f):
351 DataFile::ObjectLoader<StandardFeatures>(f)
353 add("lighting", &StandardFeatures::lighting);
354 add("material", &StandardFeatures::material);
355 add("normalmap", &StandardFeatures::normalmap);
356 add("shadow", &StandardFeatures::shadow);
357 add("specular", &StandardFeatures::specular);
358 add("texture", &StandardFeatures::texture);