2 #include "arb_shader_objects.h"
3 #include "arb_vertex_shader.h"
13 const char *standard_vertex_src[] =
15 "n", "attribute vec3 tangent;\n",
16 "n", "attribute vec3 binormal;\n",
17 "t|n", "varying vec2 v_texcoord;\n",
18 "s", "varying vec3 v_shadowcoord;\n",
19 "!lm", "varying vec4 v_color;\n",
20 "l!n", "varying vec3 v_normal;\n",
21 "l", "varying vec3 v_light_dir;\n",
22 "p", "varying vec3 v_eye_dir;\n",
23 "r", "vec4 transform_vertex(vec4);\n",
24 "lr", "vec3 transform_normal(vec3);\n",
27 "r", "\tvec4 eye_pos = transform_vertex(gl_Vertex);\n",
28 "!r", "\tvec4 eye_pos = gl_ModelViewMatrix*gl_Vertex;\n",
29 0, "\tgl_Position = gl_ProjectionMatrix*eye_pos;\n",
30 "lr", "\tvec3 eye_normal = transform_normal(gl_Normal);\n",
31 "l!r", "\tvec3 eye_normal = gl_NormalMatrix*gl_Normal;\n",
32 "l!n", "\tv_normal = eye_normal;\n",
33 "n", "\tvec3 eye_tangent = gl_NormalMatrix*tangent;\n",
34 "n", "\tvec3 eye_binormal = gl_NormalMatrix*binormal;\n",
35 "l", "\tvec3 eye_light_dir = normalize(gl_LightSource[0].position.xyz-eye_pos.xyz*gl_LightSource[0].position.w);\n",
36 "n", "\tv_light_dir = vec3(dot(eye_tangent, eye_light_dir), dot(eye_binormal, eye_light_dir), dot(eye_normal, eye_light_dir));\n",
37 "l!n", "\tv_light_dir = eye_light_dir;\n",
38 "p", "\tvec3 eye_dir = -normalize(eye_pos.xyz);\n",
39 "pn", "\tv_eye_dir = vec3(dot(eye_tangent, eye_dir), dot(eye_binormal, eye_dir), dot(eye_normal, eye_dir));\n",
40 "p!n", "\tv_eye_dir = eye_dir;\n",
41 "t|n", "\tv_texcoord = gl_MultiTexCoord0.xy;\n",
42 "s", "\tv_shadowcoord = vec3(dot(gl_EyePlaneS[3], eye_pos), dot(gl_EyePlaneT[3], eye_pos), dot(gl_EyePlaneR[3], eye_pos));\n",
43 "!lm", "\tv_color = gl_Color;\n",
48 const char *standard_fragment_src[] =
50 "t", "uniform sampler2D texture;\n",
51 "n", "uniform sampler2D normalmap;\n",
52 "s", "uniform sampler2DShadow shadow;\n",
53 "t|n", "varying vec2 v_texcoord;\n",
54 "s", "varying vec3 v_shadowcoord;\n",
55 "!lm", "varying vec4 v_color;\n",
56 "l!n", "varying vec3 v_normal;\n",
57 "l", "varying vec3 v_light_dir;\n",
58 "p", "varying vec3 v_eye_dir;\n",
61 "n", "\tvec3 n_normal = texture2D(normalmap, v_texcoord).xyz*2.0-1.0;\n",
62 "l!n", "\tvec3 n_normal = normalize(v_normal);\n",
63 "l", "\tfloat l_diffuse = max(dot(n_normal, normalize(v_light_dir)), 0.0);\n",
64 "p", "\tvec3 half_dir = normalize(v_eye_dir+v_light_dir);\n",
65 "p", "\tfloat l_specular = pow(max(dot(half_dir, n_normal), 0.0), gl_FrontMaterial.shininess);\n",
66 "s", "\tfloat l_shadow = shadow2D(shadow, v_shadowcoord).r;\n",
67 0, "\tgl_FragColor = ",
68 "!t!l!m", "vec4(1.0, 1.0, 1.0, 1.0)",
69 "t", "texture2D(texture, v_texcoord)",
73 "lm", "*gl_FrontLightProduct[0].diffuse",
75 "pm", "*gl_FrontLightProduct[0].specular",
78 "lm", "+gl_FrontLightModelProduct.sceneColor",
95 Program::Program(const StandardFeatures &features)
99 add_standard_shaders(features);
100 if(!features.transform)
104 Program::Program(const string &vert, const string &frag)
108 attach_shader_owned(new Shader(VERTEX_SHADER, vert));
109 attach_shader_owned(new Shader(FRAGMENT_SHADER, frag));
115 static RequireExtension _ext("GL_ARB_shader_objects");
118 id = glCreateProgramObjectARB();
123 for(list<Shader *>::iterator i=owned_data.begin(); i!=owned_data.end(); ++i)
125 glDeleteObjectARB(id);
128 void Program::attach_shader(Shader &shader)
130 if(find(shaders.begin(), shaders.end(), &shader)==shaders.end())
132 glAttachObjectARB(id, shader.get_id());
133 shaders.push_back(&shader);
137 void Program::attach_shader_owned(Shader *shader)
139 attach_shader(*shader);
140 if(find(owned_data.begin(), owned_data.end(), shader)==owned_data.end())
141 owned_data.push_back(shader);
144 void Program::detach_shader(Shader &shader)
146 list<Shader *>::iterator i = remove(shaders.begin(), shaders.end(), &shader);
149 shaders.erase(i, shaders.end());
150 glDetachObjectARB(id, shader.get_id());
154 void Program::add_standard_shaders(const StandardFeatures &features)
156 string flags = features.create_flags();
157 string vertex_src = process_standard_source(standard_vertex_src, flags);
158 string fragment_src = process_standard_source(standard_fragment_src, flags);
159 attach_shader_owned(new Shader(VERTEX_SHADER, vertex_src));
160 attach_shader_owned(new Shader(FRAGMENT_SHADER, fragment_src));
163 string Program::process_standard_source(const char **source, const string &flags)
167 for(unsigned i=0; source[i+1]; i+=2)
173 for(const char *c=source[i]; *c; ++c)
175 if(*c>='a' && *c<='z')
177 bool found = (flags.find(*c)!=string::npos);
179 cond = (cond || found);
181 cond = (cond && !found);
183 cond = (cond && found);
194 result += source[i+1];
200 void Program::bind_attribute(unsigned index, const string &name)
202 static RequireExtension _ext("GL_ARB_vertex_shader");
203 glBindAttribLocationARB(id, index, name.c_str());
208 for(list<Shader *>::iterator i=shaders.begin(); i!=shaders.end(); ++i)
209 if(!(*i)->is_compiled())
214 glLinkProgramARB(id);
216 glGetObjectParameterivARB(id, GL_OBJECT_LINK_STATUS_ARB, &value);
217 if(!(linked = value))
218 throw compile_error(get_info_log());
220 glGetObjectParameterivARB(id, GL_OBJECT_ACTIVE_UNIFORMS_ARB, &value);
221 for(int i=0; i<value; ++i)
226 glGetActiveUniformARB(id, i, 128, &len, &info.size, &info.type, name);
230 info.location = glGetUniformLocationARB(id, name);
231 uniforms[name] = info;
236 string Program::get_info_log() const
239 glGetObjectParameterivARB(id, GL_OBJECT_INFO_LOG_LENGTH_ARB, &len);
240 char *buf = new char[len+1];
241 glGetInfoLogARB(id, len+1, &len, buf);
242 string log(buf, len);
247 void Program::bind() const
250 throw invalid_operation("Program::bind");
252 if(!set_current(this))
255 glUseProgramObjectARB(id);
258 int Program::get_uniform_location(const string &n) const
260 map<string, UniformInfo>::const_iterator i = uniforms.find(n);
261 if(i==uniforms.end())
263 if(n[n.size()-1]==']')
265 string::size_type open_bracket = n.rfind('[');
266 if(open_bracket!=string::npos)
268 /* The requested name looks like an array. glGetActiveUniform only
269 gives us the first element of the array, so try to look that up and
271 int offset = lexical_cast<unsigned>(n.substr(open_bracket+1, n.size()-2-open_bracket));
272 i = uniforms.find(n.substr(0, open_bracket)+"[0]");
273 if(i!=uniforms.end() && offset<i->second.size)
274 return i->second.location+offset;
280 return i->second.location;
283 void Program::unbind()
288 glUseProgramObjectARB(0);
292 Program::StandardFeatures::StandardFeatures():
302 string Program::StandardFeatures::create_flags() const
326 Program::Loader::Loader(Program &p):
327 DataFile::ObjectLoader<Program>(p)
329 add("attribute", &Loader::attribute);
330 add("fragment_shader", &Loader::fragment_shader);
331 add("standard", &Loader::standard);
332 add("vertex_shader", &Loader::vertex_shader);
335 void Program::Loader::finish()
340 void Program::Loader::attribute(unsigned i, const string &n)
342 obj.bind_attribute(i, n);
345 void Program::Loader::fragment_shader(const string &src)
347 obj.attach_shader_owned(new Shader(FRAGMENT_SHADER, src));
350 void Program::Loader::standard()
352 StandardFeatures feat;
354 obj.add_standard_shaders(feat);
357 void Program::Loader::vertex_shader(const string &src)
359 obj.attach_shader_owned(new Shader(VERTEX_SHADER, src));
363 Program::StandardFeatures::Loader::Loader(StandardFeatures &f):
364 DataFile::ObjectLoader<StandardFeatures>(f)
366 add("lighting", &StandardFeatures::lighting);
367 add("material", &StandardFeatures::material);
368 add("normalmap", &StandardFeatures::normalmap);
369 add("shadow", &StandardFeatures::shadow);
370 add("specular", &StandardFeatures::specular);
371 add("texture", &StandardFeatures::texture);
372 add("transform", &StandardFeatures::transform);