-#include <algorithm>
-#include "arb_shader_objects.h"
-#include "arb_vertex_shader.h"
-#include "error.h"
-#include "extension.h"
-#include "program.h"
-#include "shader.h"
-
-using namespace std;
-
-namespace {
-
-const char *standard_vertex_src[] =
-{
- "n", "attribute vec3 tangent;\n",
- "n", "attribute vec3 binormal;\n",
- "t|n", "varying vec2 v_texcoord;\n",
- "s", "varying vec3 v_shadowcoord;\n",
- "!lm", "varying vec4 v_color;\n",
- "l!n", "varying vec3 v_normal;\n",
- "l", "varying vec3 v_light_dir;\n",
- "p", "varying vec3 v_eye_dir;\n",
- "r", "vec4 transform_vertex(vec4);\n",
- "lr", "vec3 transform_normal(vec3);\n",
- 0, "void main()\n",
- 0, "{\n",
- "r", "\tvec4 eye_pos = transform_vertex(gl_Vertex);\n",
- "!r", "\tvec4 eye_pos = gl_ModelViewMatrix*gl_Vertex;\n",
- 0, "\tgl_Position = gl_ProjectionMatrix*eye_pos;\n",
- "lr", "\tvec3 eye_normal = transform_normal(gl_Normal);\n",
- "l!r", "\tvec3 eye_normal = gl_NormalMatrix*gl_Normal;\n",
- "l!n", "\tv_normal = eye_normal;\n",
- "n", "\tvec3 eye_tangent = gl_NormalMatrix*tangent;\n",
- "n", "\tvec3 eye_binormal = gl_NormalMatrix*binormal;\n",
- "l", "\tvec3 eye_light_dir = normalize(gl_LightSource[0].position.xyz-eye_pos.xyz*gl_LightSource[0].position.w);\n",
- "n", "\tv_light_dir = vec3(dot(eye_tangent, eye_light_dir), dot(eye_binormal, eye_light_dir), dot(eye_normal, eye_light_dir));\n",
- "l!n", "\tv_light_dir = eye_light_dir;\n",
- "p", "\tvec3 eye_dir = -normalize(eye_pos.xyz);\n",
- "pn", "\tv_eye_dir = vec3(dot(eye_tangent, eye_dir), dot(eye_binormal, eye_dir), dot(eye_normal, eye_dir));\n",
- "p!n", "\tv_eye_dir = eye_dir;\n",
- "t|n", "\tv_texcoord = gl_MultiTexCoord0.xy;\n",
- "s", "\tv_shadowcoord = vec3(dot(gl_EyePlaneS[3], eye_pos), dot(gl_EyePlaneT[3], eye_pos), dot(gl_EyePlaneR[3], eye_pos));\n",
- "!lm", "\tv_color = gl_Color;\n",
- 0, "}",
- 0, 0
-};
-
-const char *standard_fragment_src[] =
-{
- "t", "uniform sampler2D texture;\n",
- "n", "uniform sampler2D normalmap;\n",
- "s", "uniform sampler2DShadow shadow;\n",
- "t|n", "varying vec2 v_texcoord;\n",
- "s", "varying vec3 v_shadowcoord;\n",
- "!lm", "varying vec4 v_color;\n",
- "l!n", "varying vec3 v_normal;\n",
- "l", "varying vec3 v_light_dir;\n",
- "p", "varying vec3 v_eye_dir;\n",
- 0, "void main()\n",
- 0, "{\n",
- "n", "\tvec3 n_normal = texture2D(normalmap, v_texcoord).xyz*2.0-1.0;\n",
- "l!n", "\tvec3 n_normal = normalize(v_normal);\n",
- "l", "\tfloat l_diffuse = max(dot(n_normal, normalize(v_light_dir)), 0.0);\n",
- "p", "\tvec3 half_dir = normalize(v_eye_dir+v_light_dir);\n",
- "p", "\tfloat l_specular = pow(max(dot(half_dir, n_normal), 0.0), gl_FrontMaterial.shininess);\n",
- "s", "\tfloat l_shadow = shadow2D(shadow, v_shadowcoord).r;\n",
- 0, "\tgl_FragColor = ",
- "!t!l!m", "vec4(1.0, 1.0, 1.0, 1.0)",
- "t", "texture2D(texture, v_texcoord)",
- "l|mt", "*",
- "!lm", "v_color",
- "l", "((l_diffuse",
- "lm", "*gl_FrontLightProduct[0].diffuse",
- "p", "+l_specular",
- "pm", "*gl_FrontLightProduct[0].specular",
- "l", ")",
- "s", "*l_shadow",
- "lm", "+gl_FrontLightModelProduct.sceneColor",
- "l", ")",
- 0, ";\n",
- 0, "}\n",
- 0, 0
-};
-
-}
-
-namespace Msp {
-namespace GL {
-
-Program::Program()
-{
- init();
-}
-
-Program::Program(const StandardFeatures &features)
-{
- init();
-
- add_standard_shaders(features);
- if(!features.transform)
- link();
-}
-
-Program::Program(const string &vert, const string &frag)
-{
- init();
-
- attach_shader_owned(new Shader(VERTEX_SHADER, vert));
- attach_shader_owned(new Shader(FRAGMENT_SHADER, frag));
- link();
-}
-
-void Program::init()
-{
- static RequireExtension _ext("GL_ARB_shader_objects");
-
- linked = false;
- id = glCreateProgramObjectARB();
-}
-
-Program::~Program()
-{
- for(list<Shader *>::iterator i=owned_data.begin(); i!=owned_data.end(); ++i)
- delete *i;
- glDeleteObjectARB(id);
-}
-
-void Program::attach_shader(Shader &shader)
-{
- if(find(shaders.begin(), shaders.end(), &shader)==shaders.end())
- {
- glAttachObjectARB(id, shader.get_id());
- shaders.push_back(&shader);
- }
-}
-
-void Program::attach_shader_owned(Shader *shader)
-{
- attach_shader(*shader);
- if(find(owned_data.begin(), owned_data.end(), shader)==owned_data.end())
- owned_data.push_back(shader);
-}
-
-void Program::detach_shader(Shader &shader)
-{
- list<Shader *>::iterator i = remove(shaders.begin(), shaders.end(), &shader);
- if(i!=shaders.end())
- {
- shaders.erase(i, shaders.end());
- glDetachObjectARB(id, shader.get_id());
- }
-}
-
-void Program::add_standard_shaders(const StandardFeatures &features)
-{
- string flags = features.create_flags();
- string vertex_src = process_standard_source(standard_vertex_src, flags);
- string fragment_src = process_standard_source(standard_fragment_src, flags);
- attach_shader_owned(new Shader(VERTEX_SHADER, vertex_src));
- attach_shader_owned(new Shader(FRAGMENT_SHADER, fragment_src));
-}
-
-string Program::process_standard_source(const char **source, const string &flags)
-{
- string result;
-
- for(unsigned i=0; source[i+1]; i+=2)
- {
- if(source[i])
- {
- bool cond = true;
- char oper = '&';
- for(const char *c=source[i]; *c; ++c)
- {
- if(*c>='a' && *c<='z')
- {
- bool found = (flags.find(*c)!=string::npos);
- if(oper=='|')
- cond = (cond || found);
- else if(oper=='!')
- cond = (cond && !found);
- else if(oper=='&')
- cond = (cond && found);
- oper = '&';
- }
- else
- oper = *c;
- }
-
- if(!cond)
- continue;
- }
-
- result += source[i+1];
- }
-
- return result;
-}
-
-void Program::bind_attribute(unsigned index, const string &name)
-{
- static RequireExtension _ext("GL_ARB_vertex_shader");
- glBindAttribLocationARB(id, index, name.c_str());
-}
-
-void Program::link()
-{
- for(list<Shader *>::iterator i=shaders.begin(); i!=shaders.end(); ++i)
- if(!(*i)->is_compiled())
- (*i)->compile();
-
- uniforms.clear();
-
- glLinkProgramARB(id);
- int value;
- glGetObjectParameterivARB(id, GL_OBJECT_LINK_STATUS_ARB, &value);
- if(!(linked = value))
- throw compile_error(get_info_log());
-
- glGetObjectParameterivARB(id, GL_OBJECT_ACTIVE_UNIFORMS_ARB, &value);
- for(int i=0; i<value; ++i)
- {
- UniformInfo info;
- char name[128];
- int len = 0;
- glGetActiveUniformARB(id, i, 128, &len, &info.size, &info.type, name);
- if(len)
- {
- info.name = name;
- info.location = glGetUniformLocationARB(id, name);
- uniforms[name] = info;
- }
- }
-}
-
-string Program::get_info_log() const
-{
- GLsizei len = 0;
- glGetObjectParameterivARB(id, GL_OBJECT_INFO_LOG_LENGTH_ARB, &len);
- char *buf = new char[len+1];
- glGetInfoLogARB(id, len+1, &len, buf);
- string log(buf, len);
- delete[] buf;
- return log;
-}
-
-void Program::bind() const
-{
- if(!linked)
- throw invalid_operation("Program::bind");
-
- if(!set_current(this))
- return;
-
- glUseProgramObjectARB(id);
-}
-
-int Program::get_uniform_location(const string &n) const
-{
- map<string, UniformInfo>::const_iterator i = uniforms.find(n);
- if(i==uniforms.end())
- {
- if(n[n.size()-1]==']')
- {
- string::size_type open_bracket = n.rfind('[');
- if(open_bracket!=string::npos)
- {
- /* The requested name looks like an array. glGetActiveUniform only
- gives us the first element of the array, so try to look that up and
- add an offset. */
- int offset = lexical_cast<unsigned>(n.substr(open_bracket+1, n.size()-2-open_bracket));
- i = uniforms.find(n.substr(0, open_bracket)+"[0]");
- if(i!=uniforms.end() && offset<i->second.size)
- return i->second.location+offset;
- }
- }
- return -1;
- }
-
- return i->second.location;
-}
-
-void Program::unbind()
-{
- if(!set_current(0))
- return;
-
- glUseProgramObjectARB(0);
-}
-
-
-Program::StandardFeatures::StandardFeatures():
- texture(false),
- material(false),
- lighting(false),
- specular(false),
- normalmap(false),
- shadow(false),
- transform(false)
-{ }
-
-string Program::StandardFeatures::create_flags() const
-{
- string flags;
- if(texture)
- flags += 't';
- if(material)
- flags += 'm';
- if(lighting)
- {
- flags += 'l';
- if(specular)
- flags += 'p';
- if(normalmap)
- flags += 'n';
- }
- if(shadow)
- flags += 's';
- if(transform)
- flags += 'r';
-
- return flags;
-}
-
-
-Program::Loader::Loader(Program &p):
- DataFile::ObjectLoader<Program>(p)
-{
- add("attribute", &Loader::attribute);
- add("fragment_shader", &Loader::fragment_shader);
- add("standard", &Loader::standard);
- add("vertex_shader", &Loader::vertex_shader);
-}
-
-void Program::Loader::finish()
-{
- obj.link();
-}
-
-void Program::Loader::attribute(unsigned i, const string &n)
-{
- obj.bind_attribute(i, n);
-}
-
-void Program::Loader::fragment_shader(const string &src)
-{
- obj.attach_shader_owned(new Shader(FRAGMENT_SHADER, src));
-}
-
-void Program::Loader::standard()
-{
- StandardFeatures feat;
- load_sub(feat);
- obj.add_standard_shaders(feat);
-}
-
-void Program::Loader::vertex_shader(const string &src)
-{
- obj.attach_shader_owned(new Shader(VERTEX_SHADER, src));
-}
-
-
-Program::StandardFeatures::Loader::Loader(StandardFeatures &f):
- DataFile::ObjectLoader<StandardFeatures>(f)
-{
- add("lighting", &StandardFeatures::lighting);
- add("material", &StandardFeatures::material);
- add("normalmap", &StandardFeatures::normalmap);
- add("shadow", &StandardFeatures::shadow);
- add("specular", &StandardFeatures::specular);
- add("texture", &StandardFeatures::texture);
- add("transform", &StandardFeatures::transform);
-}
-
-} // namespace GL
-} // namespace Msp