3 #include <msp/core/hash.h>
4 #include <msp/core/maputils.h>
5 #include <msp/strings/format.h>
6 #include "arb_shader_objects.h"
7 #include "arb_uniform_buffer_object.h"
8 #include "arb_vertex_shader.h"
18 const char *standard_vertex_src[] =
20 "n", "attribute vec3 tangent;\n",
21 "n", "attribute vec3 binormal;\n",
22 "t|n", "varying vec2 v_texcoord;\n",
23 "s", "varying vec3 v_shadowcoord;\n",
24 "!lm", "varying vec4 v_color;\n",
25 "l!n", "varying vec3 v_normal;\n",
26 "l", "varying vec3 v_light_dir;\n",
27 "p|e", "varying vec3 v_eye_dir;\n",
28 "r", "vec4 transform_vertex(vec4);\n",
29 "lr", "vec3 transform_normal(vec3);\n",
32 "r", "\tvec4 eye_pos = transform_vertex(gl_Vertex);\n",
33 "!r", "\tvec4 eye_pos = gl_ModelViewMatrix*gl_Vertex;\n",
34 0, "\tgl_Position = gl_ProjectionMatrix*eye_pos;\n",
35 "lr", "\tvec3 eye_normal = transform_normal(gl_Normal);\n",
36 "l!r", "\tvec3 eye_normal = gl_NormalMatrix*gl_Normal;\n",
37 "l!n", "\tv_normal = eye_normal;\n",
38 "nr", "\tvec3 eye_tangent = transform_normal(tangent);\n",
39 "n!r", "\tvec3 eye_tangent = gl_NormalMatrix*tangent;\n",
40 "nr", "\tvec3 eye_binormal = transform_normal(binormal);\n",
41 "n!r", "\tvec3 eye_binormal = gl_NormalMatrix*binormal;\n",
42 "l", "\tvec3 eye_light_dir = normalize(gl_LightSource[0].position.xyz-eye_pos.xyz*gl_LightSource[0].position.w);\n",
43 "n", "\tv_light_dir = vec3(dot(eye_tangent, eye_light_dir), dot(eye_binormal, eye_light_dir), dot(eye_normal, eye_light_dir));\n",
44 "l!n", "\tv_light_dir = eye_light_dir;\n",
45 "p|e", "\tvec3 eye_dir = -normalize(eye_pos.xyz);\n",
46 "p|en", "\tv_eye_dir = vec3(dot(eye_tangent, eye_dir), dot(eye_binormal, eye_dir), dot(eye_normal, eye_dir));\n",
47 "p|e!n", "\tv_eye_dir = eye_dir;\n",
48 "t|n", "\tv_texcoord = gl_MultiTexCoord0.xy;\n",
49 "s", "\tv_shadowcoord = vec3(dot(gl_EyePlaneS[3], eye_pos), dot(gl_EyePlaneT[3], eye_pos), dot(gl_EyePlaneR[3], eye_pos));\n",
50 "!lm", "\tv_color = gl_Color;\n",
55 const char *standard_fragment_src[] =
57 "t", "uniform sampler2D texture;\n",
58 "n", "uniform sampler2D normalmap;\n",
59 "s", "uniform sampler2DShadow shadow;\n",
60 "e", "uniform samplerCube environment;\n",
61 "e", "uniform float reflectivity;\n",
62 "t|n", "varying vec2 v_texcoord;\n",
63 "s", "varying vec3 v_shadowcoord;\n",
64 "!lm", "varying vec4 v_color;\n",
65 "l!n", "varying vec3 v_normal;\n",
66 "l", "varying vec3 v_light_dir;\n",
67 "p|e", "varying vec3 v_eye_dir;\n",
70 "n", "\tvec3 n_normal = texture2D(normalmap, v_texcoord).xyz*2.0-1.0;\n",
71 "l!n", "\tvec3 n_normal = normalize(v_normal);\n",
72 "l", "\tfloat l_diffuse = max(dot(n_normal, normalize(v_light_dir)), 0.0);\n",
73 "p", "\tvec3 half_dir = normalize(v_eye_dir+v_light_dir);\n",
74 "p", "\tfloat l_specular = pow(max(dot(half_dir, n_normal), 0.0), gl_FrontMaterial.shininess);\n",
75 "s", "\tfloat l_shadow = shadow2D(shadow, v_shadowcoord).r;\n",
76 /* XXX This is incorrect with normal mapping, since the vectors are in TBN
77 space but environment map is expected to be in eye space */
78 "e", "\tvec4 reflection = textureCube(environment, n_normal*(dot(n_normal, v_eye_dir)*2.0)-v_eye_dir);\n",
79 "t", "\tvec4 tex_sample = texture2D(texture, v_texcoord);\n",
80 0, "\tgl_FragColor.rgb = ",
81 "!t!l!m", "vec3(1.0)",
82 "t", "tex_sample.rgb",
86 "lm", "*gl_FrontLightProduct[0].diffuse.rgb",
88 "pm", "*gl_FrontLightProduct[0].specular.rgb",
91 "lm", "+gl_FrontLightModelProduct.sceneColor.rgb",
93 "e", "+reflection.rgb*reflectivity",
95 0, "\tgl_FragColor.a = ",
98 "lm", "gl_FrontMaterial.diffuse.a",
115 Program::Program(const StandardFeatures &features)
119 add_standard_shaders(features);
120 if(!features.transform)
124 Program::Program(const string &vert, const string &frag)
128 attach_shader_owned(new Shader(VERTEX_SHADER, vert));
129 attach_shader_owned(new Shader(FRAGMENT_SHADER, frag));
135 static Require _req(ARB_shader_objects);
138 id = glCreateProgram();
143 for(ShaderList::iterator i=owned_data.begin(); i!=owned_data.end(); ++i)
148 void Program::attach_shader(Shader &shader)
150 if(find(shaders.begin(), shaders.end(), &shader)==shaders.end())
152 glAttachShader(id, shader.get_id());
153 shaders.push_back(&shader);
157 void Program::attach_shader_owned(Shader *shader)
159 attach_shader(*shader);
160 if(find(owned_data.begin(), owned_data.end(), shader)==owned_data.end())
161 owned_data.push_back(shader);
164 void Program::detach_shader(Shader &shader)
166 ShaderList::iterator i = remove(shaders.begin(), shaders.end(), &shader);
169 shaders.erase(i, shaders.end());
170 glDetachShader(id, shader.get_id());
174 void Program::add_standard_shaders(const StandardFeatures &features)
176 string flags = features.create_flags();
177 string vertex_src = process_standard_source(standard_vertex_src, flags);
178 string fragment_src = process_standard_source(standard_fragment_src, flags);
179 attach_shader_owned(new Shader(VERTEX_SHADER, vertex_src));
180 attach_shader_owned(new Shader(FRAGMENT_SHADER, fragment_src));
183 string Program::process_standard_source(const char **source, const string &flags)
187 for(unsigned i=0; source[i+1]; i+=2)
193 for(const char *c=source[i]; *c; ++c)
195 if(*c>='a' && *c<='z')
197 bool found = (flags.find(*c)!=string::npos);
199 cond = (cond || found);
201 cond = (cond && !found);
203 cond = (cond && found);
214 result += source[i+1];
220 void Program::bind_attribute(unsigned index, const string &name)
222 static Require _req(ARB_vertex_shader);
223 glBindAttribLocation(id, index, name.c_str());
228 for(ShaderList::iterator i=shaders.begin(); i!=shaders.end(); ++i)
229 if(!(*i)->is_compiled())
236 glGetProgramiv(id, GL_LINK_STATUS, &value);
237 if(!(linked = value))
238 throw compile_error(get_info_log());
240 glGetProgramiv(id, GL_ACTIVE_UNIFORMS, &value);
241 unsigned count = value;
242 vector<UniformInfo *> uniforms_by_index(count);
243 for(unsigned i=0; i<count; ++i)
249 glGetActiveUniform(id, i, 128, &len, &size, &type, name);
250 if(len && strncmp(name, "gl_", 3))
252 UniformInfo &info = uniforms[name];
256 info.array_stride = 0;
257 info.matrix_stride = 0;
259 uniforms_by_index[i] = &info;
263 if(ARB_uniform_buffer_object)
265 glGetProgramiv(id, GL_ACTIVE_UNIFORM_BLOCKS, &value);
267 for(unsigned i=0; i<count; ++i)
271 glGetActiveUniformBlockName(id, i, 128, &len, name);
272 UniformBlockInfo &info = uniform_blocks[name];
275 glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_DATA_SIZE, &value);
276 info.data_size = value;
278 glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS, &value);
279 vector<int> indices(value);
280 glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES, &indices[0]);
281 for(vector<int>::iterator j=indices.begin(); j!=indices.end(); ++j)
283 if(!uniforms_by_index[*j])
284 throw logic_error("Program::link");
285 info.uniforms.push_back(uniforms_by_index[*j]);
286 uniforms_by_index[*j]->block = &info;
289 vector<unsigned> indices2(indices.begin(), indices.end());
290 vector<int> values(indices.size());
291 glGetActiveUniformsiv(id, indices.size(), &indices2[0], GL_UNIFORM_OFFSET, &values[0]);
292 for(unsigned j=0; j<indices.size(); ++j)
293 uniforms_by_index[indices[j]]->location = values[j];
296 for(vector<int>::iterator j=indices.begin(); j!=indices.end(); ++j)
297 if(uniforms_by_index[*j]->size>1)
298 indices2.push_back(*j);
299 if(!indices2.empty())
301 glGetActiveUniformsiv(id, indices2.size(), &indices2[0], GL_UNIFORM_ARRAY_STRIDE, &values[0]);
302 for(unsigned j=0; j<indices2.size(); ++j)
303 uniforms_by_index[indices[j]]->array_stride = values[j];
307 for(vector<int>::iterator j=indices.begin(); j!=indices.end(); ++j)
309 GLenum t = uniforms_by_index[*j]->type;
310 if(t==GL_FLOAT_MAT4 || t==GL_FLOAT_MAT3 || t==GL_FLOAT_MAT2 ||
311 t==GL_FLOAT_MAT2x3 || t==GL_FLOAT_MAT2x4 || t==GL_FLOAT_MAT3x2 ||
312 t==GL_FLOAT_MAT3x4 || t==GL_FLOAT_MAT4x2 || t==GL_FLOAT_MAT4x3)
313 indices2.push_back(*j);
315 if(!indices2.empty())
317 glGetActiveUniformsiv(id, indices2.size(), &indices2[0], GL_UNIFORM_MATRIX_STRIDE, &values[0]);
318 for(unsigned j=0; j<indices2.size(); ++j)
319 uniforms_by_index[indices[j]]->matrix_stride = values[j];
322 sort(info.uniforms.begin(), info.uniforms.end(), uniform_location_compare);
323 info.layout_hash = compute_layout_hash(info.uniforms);
324 info.bind_point = info.layout_hash%BufferRange::get_n_uniform_buffer_bindings();
325 glUniformBlockBinding(id, i, info.bind_point);
329 vector<const UniformInfo *> blockless_uniforms;
330 for(UniformMap::iterator i=uniforms.begin(); i!=uniforms.end(); ++i)
333 i->second.location = glGetUniformLocation(id, i->second.name.c_str());
334 blockless_uniforms.push_back(&i->second);
337 uniform_layout_hash = compute_layout_hash(blockless_uniforms);
340 unsigned Program::compute_layout_hash(const vector<const UniformInfo *> &uniforms)
342 string layout_descriptor;
343 for(vector<const UniformInfo *>::const_iterator i = uniforms.begin(); i!=uniforms.end(); ++i)
344 layout_descriptor += format("%d:%s:%x:%d\n", (*i)->location, (*i)->name, (*i)->type, (*i)->size);
345 return hash32(layout_descriptor);
348 bool Program::uniform_location_compare(const UniformInfo *uni1, const UniformInfo *uni2)
350 return uni1->location<uni2->location;
353 string Program::get_info_log() const
356 glGetProgramiv(id, GL_INFO_LOG_LENGTH, &len);
357 char *buf = new char[len+1];
358 glGetProgramInfoLog(id, len+1, &len, buf);
359 string log(buf, len);
364 const Program::UniformBlockInfo &Program::get_uniform_block_info(const string &name) const
366 return get_item(uniform_blocks, name);
369 const Program::UniformInfo &Program::get_uniform_info(const string &name) const
371 return get_item(uniforms, name);
374 int Program::get_uniform_location(const string &n) const
376 UniformMap::const_iterator i = uniforms.find(n);
377 if(i==uniforms.end())
379 if(n[n.size()-1]==']')
381 string::size_type open_bracket = n.rfind('[');
382 if(open_bracket!=string::npos)
384 /* The requested name looks like an array. glGetActiveUniform only
385 gives us the first element of the array, so try to look that up and
387 unsigned offset = lexical_cast<unsigned>(n.substr(open_bracket+1, n.size()-2-open_bracket));
388 i = uniforms.find(n.substr(0, open_bracket)+"[0]");
389 if(i!=uniforms.end() && !i->second.block && offset<i->second.size)
390 return i->second.location+offset;
396 return i->second.block ? -1 : i->second.location;
399 void Program::bind() const
402 throw invalid_operation("Program::bind");
404 if(!set_current(this))
410 void Program::unbind()
419 Program::StandardFeatures::StandardFeatures():
430 string Program::StandardFeatures::create_flags() const
456 Program::Loader::Loader(Program &p):
457 DataFile::ObjectLoader<Program>(p)
459 add("attribute", &Loader::attribute);
460 add("fragment_shader", &Loader::fragment_shader);
461 add("standard", &Loader::standard);
462 add("vertex_shader", &Loader::vertex_shader);
465 void Program::Loader::finish()
470 void Program::Loader::attribute(unsigned i, const string &n)
472 obj.bind_attribute(i, n);
475 void Program::Loader::fragment_shader(const string &src)
477 obj.attach_shader_owned(new Shader(FRAGMENT_SHADER, src));
480 void Program::Loader::standard()
482 StandardFeatures feat;
484 obj.add_standard_shaders(feat);
487 void Program::Loader::vertex_shader(const string &src)
489 obj.attach_shader_owned(new Shader(VERTEX_SHADER, src));
493 Program::StandardFeatures::Loader::Loader(StandardFeatures &f):
494 DataFile::ObjectLoader<StandardFeatures>(f)
496 add("lighting", &StandardFeatures::lighting);
497 add("material", &StandardFeatures::material);
498 add("normalmap", &StandardFeatures::normalmap);
499 add("shadow", &StandardFeatures::shadow);
500 add("specular", &StandardFeatures::specular);
501 add("texture", &StandardFeatures::texture);
502 add("transform", &StandardFeatures::transform);