-/* $Id$
-
-This file is part of libmspgl
-Copyright © 2007 Mikko Rasa, Mikkosoft Productions
-Distributed under the LGPL
-*/
-
#include <algorithm>
+#include <msp/core/hash.h>
+#include <msp/strings/format.h>
#include "arb_shader_objects.h"
#include "arb_vertex_shader.h"
-#include "except.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|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[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",
+ "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!l!m", "vec3(1.0)",
+ "t", "tex_sample.rgb",
+ "l|mt", "*",
+ "!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 = ",
+ "!m", "1.0",
+ "!lm", "v_color.a",
+ "lm", "gl_FrontMaterial.diffuse.a",
+ "t", "*tex_sample.a",
+ 0, ";\n",
+ 0, "}\n",
+ 0, 0
+};
+
+}
+
namespace Msp {
namespace GL {
-Program::Program():
- del_shaders(false)
+Program::Program()
{
init();
}
-Program::Program(const string &vert, const string &frag):
- del_shaders(true)
+Program::Program(const StandardFeatures &features)
{
init();
- attach_shader(*new Shader(VERTEX_SHADER, vert));
- attach_shader(*new Shader(FRAGMENT_SHADER, frag));
+ 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();
}
{
static RequireExtension _ext("GL_ARB_shader_objects");
- linked=false;
- id=glCreateProgramObjectARB();
+ linked = false;
+ id = glCreateProgramObjectARB();
}
Program::~Program()
{
- if(del_shaders)
- {
- for(list<Shader *>::iterator i=shaders.begin(); i!=shaders.end(); ++i)
- delete *i;
- }
+ for(list<Shader *>::iterator i=owned_data.begin(); i!=owned_data.end(); ++i)
+ delete *i;
glDeleteObjectARB(id);
}
}
}
+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);
+ list<Shader *>::iterator i = remove(shaders.begin(), shaders.end(), &shader);
if(i!=shaders.end())
{
shaders.erase(i, shaders.end());
}
}
-void Program::set_del_shaders(bool ds)
+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)
{
- del_shaders=ds;
+ 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(uint index, const string &name)
+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)->get_compiled())
+ if(!(*i)->is_compiled())
(*i)->compile();
- glLinkProgramARB(id);
- if(!(linked=get_param(GL_LINK_STATUS)))
- throw CompileError(get_info_log());
-}
+ uniforms.clear();
-int Program::get_param(GLenum param) const
-{
+ glLinkProgramARB(id);
int value;
- glGetObjectParameterivARB(id, param, &value);
- return 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 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
{
- sizei len=get_param(GL_INFO_LOG_LENGTH);
- char log[len+1];
- glGetInfoLogARB(id, len+1, reinterpret_cast<GLsizei *>(&len), log);
- return string(log, len);
+ 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 InvalidState("Program is not linked");
+ throw invalid_operation("Program::bind");
+
+ if(!set_current(this))
+ return;
glUseProgramObjectARB(id);
- cur_prog=this;
}
int Program::get_uniform_location(const string &n) const
{
- return glGetUniformLocationARB(id, n.c_str());
+ 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(cur_prog)
- {
- glUseProgramObjectARB(0);
- cur_prog=0;
- }
+ if(!set_current(0))
+ return;
+
+ glUseProgramObjectARB(0);
}
-void Program::maybe_bind()
+
+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
{
- if(cur_prog!=this)
- bind();
+ 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;
}
-const Program *Program::cur_prog=0;
-
Program::Loader::Loader(Program &p):
DataFile::ObjectLoader<Program>(p)
{
- obj.set_del_shaders(true);
-
- add("vertex_shader", &Loader::vertex_shader);
- add("fragment_shader", &Loader::fragment_shader);
add("attribute", &Loader::attribute);
+ add("fragment_shader", &Loader::fragment_shader);
+ add("standard", &Loader::standard);
+ add("vertex_shader", &Loader::vertex_shader);
}
-void Program::Loader::vertex_shader(const string &src)
+void Program::Loader::finish()
+{
+ obj.link();
+}
+
+void Program::Loader::attribute(unsigned i, const string &n)
{
- obj.attach_shader(*new Shader(VERTEX_SHADER, src));
+ obj.bind_attribute(i, n);
}
void Program::Loader::fragment_shader(const string &src)
{
- obj.attach_shader(*new Shader(FRAGMENT_SHADER, src));
+ obj.attach_shader_owned(new Shader(FRAGMENT_SHADER, src));
}
-void Program::Loader::attribute(uint i, const string &n)
+void Program::Loader::standard()
{
- obj.bind_attribute(i, n);
+ StandardFeatures feat;
+ load_sub(feat);
+ obj.add_standard_shaders(feat);
}
-void Program::Loader::finish()
+void Program::Loader::vertex_shader(const string &src)
{
- obj.link();
+ 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