#include <algorithm>
#include <cstring>
+#include <set>
#include <msp/core/hash.h>
#include <msp/core/maputils.h>
+#include <msp/gl/extensions/arb_shader_objects.h>
+#include <msp/gl/extensions/arb_uniform_buffer_object.h>
+#include <msp/gl/extensions/arb_vertex_shader.h>
+#include <msp/gl/extensions/ext_gpu_shader4.h>
+#include <msp/gl/extensions/nv_non_square_matrices.h>
#include <msp/strings/format.h>
-#include "arb_shader_objects.h"
-#include "arb_uniform_buffer_object.h"
-#include "arb_vertex_shader.h"
#include "buffer.h"
#include "error.h"
+#include "misc.h"
#include "program.h"
#include "shader.h"
using namespace std;
-namespace {
-
-const char *standard_vertex_src[] =
-{
- "s", "uniform int shadow_unit;\n",
- "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|e", "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",
- "nr", "\tvec3 eye_tangent = transform_normal(tangent);\n",
- "n!r", "\tvec3 eye_tangent = gl_NormalMatrix*tangent;\n",
- "nr", "\tvec3 eye_binormal = transform_normal(binormal);\n",
- "n!r", "\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|e", "\tvec3 eye_dir = -normalize(eye_pos.xyz);\n",
- "p|en", "\tv_eye_dir = vec3(dot(eye_tangent, eye_dir), dot(eye_binormal, eye_dir), dot(eye_normal, eye_dir));\n",
- "p|e!n", "\tv_eye_dir = eye_dir;\n",
- "t|n", "\tv_texcoord = gl_MultiTexCoord0.xy;\n",
- "s", "\tv_shadowcoord = vec3(dot(gl_EyePlaneS[shadow_unit], eye_pos), dot(gl_EyePlaneT[shadow_unit], eye_pos), dot(gl_EyePlaneR[shadow_unit], 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",
- "e", "uniform samplerCube environment;\n",
- "e", "uniform float reflectivity;\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|e", "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",
- /* XXX This is incorrect with normal mapping, since the vectors are in TBN
- space but environment map is expected to be in eye space */
- "e", "\tvec4 reflection = textureCube(environment, n_normal*(dot(n_normal, v_eye_dir)*2.0)-v_eye_dir);\n",
- "t", "\tvec4 tex_sample = texture2D(texture, v_texcoord);\n",
- 0, "\tgl_FragColor.rgb = ",
- "!t!m", "vec3(1.0)",
- "t", "tex_sample.rgb",
- "l|mt", "*",
- "l!m!t", "*",
- "!lm", "v_color.rgb",
- "l", "((l_diffuse",
- "lm", "*gl_FrontLightProduct[0].diffuse.rgb",
- "p", "+l_specular",
- "pm", "*gl_FrontLightProduct[0].specular.rgb",
- "l", ")",
- "s", "*l_shadow",
- "lm", "+gl_FrontLightModelProduct.sceneColor.rgb",
- "l", ")",
- "e", "+reflection.rgb*reflectivity",
- 0, ";\n",
- 0, "\tgl_FragColor.a = ",
- "!t!m", "1.0",
- "t", "tex_sample.a",
- "tm", "*",
- "!lm", "v_color.a",
- "lm", "gl_FrontMaterial.diffuse.a",
- 0, ";\n",
- 0, "}\n",
- 0, 0
-};
-
-}
-
namespace Msp {
namespace GL {
init();
}
-Program::Program(const StandardFeatures &features)
+Program::Program(const ProgramBuilder::StandardFeatures &features)
{
init();
- add_standard_shaders(features);
- if(!features.transform)
- link();
+ ProgramBuilder builder(features);
+ builder.add_shaders(*this);
+ 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));
+ attach_shader_owned(new VertexShader(vert));
+ attach_shader_owned(new FragmentShader(frag));
link();
}
}
}
-void Program::add_standard_shaders(const StandardFeatures &features)
+void Program::bind_attribute(unsigned index, const string &name)
{
- 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));
+ static Require _req(ARB_vertex_shader);
+ glBindAttribLocation(id, index, name.c_str());
}
-string Program::process_standard_source(const char **source, const string &flags)
+void Program::bind_attribute(VertexComponent comp, const string &name)
{
- 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;
+ bind_attribute(get_component_type(comp), name);
}
-void Program::bind_attribute(unsigned index, const string &name)
+void Program::bind_fragment_data(unsigned index, const string &name)
{
- static Require _req(ARB_vertex_shader);
- glBindAttribLocation(id, index, name.c_str());
+ static Require _req(EXT_gpu_shader4);
+ glBindFragDataLocation(id, index, name.c_str());
}
void Program::link()
(*i)->compile();
uniforms.clear();
+ legacy_vars = false;
glLinkProgram(id);
- int value;
- glGetProgramiv(id, GL_LINK_STATUS, &value);
- if(!(linked = value))
+ linked = get_program_i(id, GL_LINK_STATUS);
+ if(!linked)
throw compile_error(get_info_log());
- glGetProgramiv(id, GL_ACTIVE_UNIFORMS, &value);
- unsigned count = value;
+ unsigned count = get_program_i(id, GL_ACTIVE_UNIFORMS);
vector<UniformInfo *> uniforms_by_index(count);
for(unsigned i=0; i<count; ++i)
{
int len = 0;
int size;
GLenum type;
- glGetActiveUniform(id, i, 128, &len, &size, &type, name);
+ glGetActiveUniform(id, i, sizeof(name), &len, &size, &type, name);
if(len && strncmp(name, "gl_", 3))
{
+ /* Some implementations report the first element of a uniform array,
+ others report just the name of the array itself. */
+ if(len>3 && !strcmp(name+len-3, "[0]"))
+ name[len-3] = 0;
+
UniformInfo &info = uniforms[name];
info.block = 0;
info.name = name;
info.type = type;
uniforms_by_index[i] = &info;
}
+ else
+ legacy_vars = true;
+ }
+
+ count = get_program_i(id, GL_ACTIVE_ATTRIBUTES);
+ for(unsigned i=0; i<count; ++i)
+ {
+ char name[128];
+ int len = 0;
+ int size;
+ GLenum type;
+ glGetActiveAttrib(id, i, sizeof(name), &len, &size, &type, name);
+ if(len && !strncmp(name, "gl_", 3))
+ legacy_vars = true;
}
if(ARB_uniform_buffer_object)
{
- glGetProgramiv(id, GL_ACTIVE_UNIFORM_BLOCKS, &value);
- count = value;
+ uniform_blocks.clear();
+
+ std::set<unsigned> used_bind_points;
+ count = get_program_i(id, GL_ACTIVE_UNIFORM_BLOCKS);
for(unsigned i=0; i<count; ++i)
{
char name[128];
int len;
- glGetActiveUniformBlockName(id, i, 128, &len, name);
+ glGetActiveUniformBlockName(id, i, sizeof(name), &len, name);
UniformBlockInfo &info = uniform_blocks[name];
info.name = name;
+ int value;
glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_DATA_SIZE, &value);
info.data_size = value;
{
glGetActiveUniformsiv(id, indices2.size(), &indices2[0], GL_UNIFORM_ARRAY_STRIDE, &values[0]);
for(unsigned j=0; j<indices2.size(); ++j)
- uniforms_by_index[indices[j]]->array_stride = values[j];
+ uniforms_by_index[indices2[j]]->array_stride = values[j];
}
indices2.clear();
{
glGetActiveUniformsiv(id, indices2.size(), &indices2[0], GL_UNIFORM_MATRIX_STRIDE, &values[0]);
for(unsigned j=0; j<indices2.size(); ++j)
- uniforms_by_index[indices[j]]->matrix_stride = values[j];
+ uniforms_by_index[indices2[j]]->matrix_stride = values[j];
}
sort(info.uniforms.begin(), info.uniforms.end(), uniform_location_compare);
info.layout_hash = compute_layout_hash(info.uniforms);
- info.bind_point = info.layout_hash%BufferRange::get_n_uniform_buffer_bindings();
+ unsigned n_bindings = BufferRange::get_n_uniform_buffer_bindings();
+ info.bind_point = info.layout_hash%n_bindings;
+ while(used_bind_points.count(info.bind_point))
+ info.bind_point = (info.bind_point+1)%n_bindings;
glUniformBlockBinding(id, i, info.bind_point);
+ used_bind_points.insert(info.bind_point);
}
}
- vector<const UniformInfo *> blockless_uniforms;
+ UniformBlockInfo &default_block = uniform_blocks[string()];
+ default_block.data_size = 0;
+ default_block.bind_point = -1;
+
for(UniformMap::iterator i=uniforms.begin(); i!=uniforms.end(); ++i)
if(!i->second.block)
{
i->second.location = glGetUniformLocation(id, i->second.name.c_str());
- blockless_uniforms.push_back(&i->second);
+ i->second.block = &default_block;
+ default_block.uniforms.push_back(&i->second);
}
- uniform_layout_hash = compute_layout_hash(blockless_uniforms);
+ default_block.layout_hash = compute_layout_hash(default_block.uniforms);
+
+ string layout_descriptor;
+ for(UniformBlockMap::const_iterator i=uniform_blocks.begin(); i!=uniform_blocks.end(); ++i)
+ layout_descriptor += format("%d:%x\n", i->second.bind_point, i->second.layout_hash);
+ uniform_layout_hash = hash32(layout_descriptor);
}
-unsigned Program::compute_layout_hash(const vector<const UniformInfo *> &uniforms)
+Program::LayoutHash Program::compute_layout_hash(const vector<const UniformInfo *> &uniforms)
{
string layout_descriptor;
for(vector<const UniformInfo *>::const_iterator i = uniforms.begin(); i!=uniforms.end(); ++i)
string Program::get_info_log() const
{
- GLsizei len = 0;
- glGetProgramiv(id, GL_INFO_LOG_LENGTH, &len);
+ GLsizei len = get_program_i(id, GL_INFO_LOG_LENGTH);
char *buf = new char[len+1];
glGetProgramInfoLog(id, len+1, &len, buf);
string log(buf, len);
int Program::get_uniform_location(const string &n) const
{
+ if(n[n.size()-1]==']')
+ throw invalid_argument("Program::get_uniform_location");
+
UniformMap::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. */
- unsigned 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() && !i->second.block && offset<i->second.size)
- return i->second.location+offset;
- }
- }
return -1;
- }
- return i->second.block ? -1 : i->second.location;
+ return i->second.block->bind_point<0 ? i->second.location : -1;
}
void Program::bind() const
}
-Program::StandardFeatures::StandardFeatures():
- texture(false),
- material(false),
- lighting(false),
- specular(false),
- normalmap(false),
- shadow(false),
- reflection(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(reflection)
- flags += 'e';
- if(transform)
- flags += 'r';
-
- return flags;
-}
-
-
Program::Loader::Loader(Program &p):
DataFile::ObjectLoader<Program>(p)
{
void Program::Loader::fragment_shader(const string &src)
{
- obj.attach_shader_owned(new Shader(FRAGMENT_SHADER, src));
+ obj.attach_shader_owned(new FragmentShader(src));
}
void Program::Loader::standard()
{
- StandardFeatures feat;
+ ProgramBuilder::StandardFeatures feat;
load_sub(feat);
- obj.add_standard_shaders(feat);
+ ProgramBuilder builder(feat);
+ builder.add_shaders(obj);
}
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);
+ obj.attach_shader_owned(new VertexShader(src));
}
} // namespace GL