]> git.tdb.fi Git - libs/gl.git/blobdiff - source/program.cpp
Turn Effect into a Renderable
[libs/gl.git] / source / program.cpp
index 02e0a1b4dea75ca5e3768bac82ab5be5311b01b3..587a3fb0fa674c6c2a85689c4abee6a05d7bf2d2 100644 (file)
@@ -1,4 +1,6 @@
 #include <algorithm>
+#include <msp/core/hash.h>
+#include <msp/strings/format.h>
 #include "arb_shader_objects.h"
 #include "arb_vertex_shader.h"
 #include "error.h"
@@ -30,8 +32,10 @@ const char *standard_vertex_src[] =
        "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",
+       "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",
@@ -237,6 +241,16 @@ void Program::link()
                        uniforms[name] = info;
                }
        }
+
+       string layout_descriptor;
+       for(map<string, UniformInfo>::const_iterator i = uniforms.begin(); i!=uniforms.end(); ++i)
+               if(i->second.location>=0)
+               {
+                       if(!layout_descriptor.empty())
+                               layout_descriptor += '\n';
+                       layout_descriptor += format("%d:%s:%x", i->second.location, i->second.name, i->second.type);
+               }
+       uniform_layout_hash = hash32(layout_descriptor);
 }
 
 string Program::get_info_log() const