#include "arb_vertex_shader.h"
#include "buffer.h"
#include "error.h"
-#include "extension.h"
#include "program.h"
#include "shader.h"
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",
"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[3], eye_pos), dot(gl_EyePlaneT[3], eye_pos), dot(gl_EyePlaneR[3], eye_pos));\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
"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!l!m", "vec3(1.0)",
+ "!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",
"e", "+reflection.rgb*reflectivity",
0, ";\n",
0, "\tgl_FragColor.a = ",
- "!m", "1.0",
+ "!t!m", "1.0",
+ "t", "tex_sample.a",
+ "tm", "*",
"!lm", "v_color.a",
"lm", "gl_FrontMaterial.diffuse.a",
- "t", "*tex_sample.a",
0, ";\n",
0, "}\n",
0, 0
void Program::init()
{
- static RequireExtension _ext("GL_ARB_shader_objects");
+ static Require _req(ARB_shader_objects);
linked = false;
- id = glCreateProgramObjectARB();
+ id = glCreateProgram();
}
Program::~Program()
{
for(ShaderList::iterator i=owned_data.begin(); i!=owned_data.end(); ++i)
delete *i;
- glDeleteObjectARB(id);
+ glDeleteProgram(id);
}
void Program::attach_shader(Shader &shader)
{
if(find(shaders.begin(), shaders.end(), &shader)==shaders.end())
{
- glAttachObjectARB(id, shader.get_id());
+ glAttachShader(id, shader.get_id());
shaders.push_back(&shader);
}
}
if(i!=shaders.end())
{
shaders.erase(i, shaders.end());
- glDetachObjectARB(id, shader.get_id());
+ glDetachShader(id, shader.get_id());
}
}
void Program::bind_attribute(unsigned index, const string &name)
{
- static RequireExtension _ext("GL_ARB_vertex_shader");
- glBindAttribLocationARB(id, index, name.c_str());
+ static Require _req(ARB_vertex_shader);
+ glBindAttribLocation(id, index, name.c_str());
}
void Program::link()
uniforms.clear();
- glLinkProgramARB(id);
+ glLinkProgram(id);
int value;
- glGetObjectParameterivARB(id, GL_OBJECT_LINK_STATUS_ARB, &value);
+ glGetProgramiv(id, GL_LINK_STATUS, &value);
if(!(linked = value))
throw compile_error(get_info_log());
- glGetObjectParameterivARB(id, GL_OBJECT_ACTIVE_UNIFORMS_ARB, &value);
+ glGetProgramiv(id, GL_ACTIVE_UNIFORMS, &value);
unsigned count = value;
vector<UniformInfo *> uniforms_by_index(count);
for(unsigned i=0; i<count; ++i)
int len = 0;
int size;
GLenum type;
- glGetActiveUniformARB(id, i, 128, &len, &size, &type, name);
+ glGetActiveUniform(id, i, 128, &len, &size, &type, name);
if(len && strncmp(name, "gl_", 3))
{
UniformInfo &info = uniforms[name];
info.block = 0;
info.name = name;
info.size = size;
+ info.array_stride = 0;
+ info.matrix_stride = 0;
info.type = type;
uniforms_by_index[i] = &info;
}
}
- if(is_supported("GL_ARB_uniform_buffer_object"))
+ if(ARB_uniform_buffer_object)
{
- glGetObjectParameterivARB(id, GL_ACTIVE_UNIFORM_BLOCKS, &value);
+ glGetProgramiv(id, GL_ACTIVE_UNIFORM_BLOCKS, &value);
count = value;
for(unsigned i=0; i<count; ++i)
{
for(vector<int>::iterator j=indices.begin(); j!=indices.end(); ++j)
if(uniforms_by_index[*j]->size>1)
indices2.push_back(*j);
- 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];
+ if(!indices2.empty())
+ {
+ 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];
+ }
indices2.clear();
for(vector<int>::iterator j=indices.begin(); j!=indices.end(); ++j)
t==GL_FLOAT_MAT3x4 || t==GL_FLOAT_MAT4x2 || t==GL_FLOAT_MAT4x3)
indices2.push_back(*j);
}
- 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];
+ if(!indices2.empty())
+ {
+ 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];
+ }
+ 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();
glUniformBlockBinding(id, i, info.bind_point);
for(UniformMap::iterator i=uniforms.begin(); i!=uniforms.end(); ++i)
if(!i->second.block)
{
- i->second.location = glGetUniformLocationARB(id, i->second.name.c_str());
+ i->second.location = glGetUniformLocation(id, i->second.name.c_str());
blockless_uniforms.push_back(&i->second);
}
return hash32(layout_descriptor);
}
+bool Program::uniform_location_compare(const UniformInfo *uni1, const UniformInfo *uni2)
+{
+ return uni1->location<uni2->location;
+}
+
string Program::get_info_log() const
{
GLsizei len = 0;
- glGetObjectParameterivARB(id, GL_OBJECT_INFO_LOG_LENGTH_ARB, &len);
+ glGetProgramiv(id, GL_INFO_LOG_LENGTH, &len);
char *buf = new char[len+1];
- glGetInfoLogARB(id, len+1, &len, buf);
+ glGetProgramInfoLog(id, len+1, &len, buf);
string log(buf, len);
delete[] buf;
return log;
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() && offset<i->second.size)
+ if(i!=uniforms.end() && !i->second.block && offset<i->second.size)
return i->second.location+offset;
}
}
return -1;
}
- return i->second.location;
+ return i->second.block ? -1 : i->second.location;
}
void Program::bind() const
if(!set_current(this))
return;
- glUseProgramObjectARB(id);
+ glUseProgram(id);
}
void Program::unbind()
if(!set_current(0))
return;
- glUseProgramObjectARB(0);
+ glUseProgram(0);
}