#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"
"!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",
+ "p|e", "varying vec3 v_eye_dir;\n",
"r", "vec4 transform_vertex(vec4);\n",
"lr", "vec3 transform_normal(vec3);\n",
0, "void main()\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",
+ "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", "\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",
+ "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",
"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", "varying vec3 v_eye_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",
"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)",
+ /* 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",
+ "!lm", "v_color.rgb",
"l", "((l_diffuse",
- "lm", "*gl_FrontLightProduct[0].diffuse",
+ "lm", "*gl_FrontLightProduct[0].diffuse.rgb",
"p", "+l_specular",
- "pm", "*gl_FrontLightProduct[0].specular",
+ "pm", "*gl_FrontLightProduct[0].specular.rgb",
"l", ")",
"s", "*l_shadow",
- "lm", "+gl_FrontLightModelProduct.sceneColor",
+ "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 StandardFeatures &features):
- del_shaders(true)
+Program::Program(const StandardFeatures &features)
{
init();
add_standard_shaders(features);
- link();
+ if(!features.transform)
+ link();
}
-Program::Program(const string &vert, const string &frag):
- del_shaders(true)
+Program::Program(const string &vert, const string &frag)
{
init();
- attach_shader(*new Shader(VERTEX_SHADER, vert));
- attach_shader(*new Shader(FRAGMENT_SHADER, frag));
+ attach_shader_owned(new Shader(VERTEX_SHADER, vert));
+ attach_shader_owned(new Shader(FRAGMENT_SHADER, frag));
link();
}
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);
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(*new Shader(VERTEX_SHADER, vertex_src));
- attach_shader(*new Shader(FRAGMENT_SHADER, fragment_src));
+ 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)
return result;
}
-void Program::set_del_shaders(bool ds)
-{
- del_shaders = ds;
-}
-
void Program::bind_attribute(unsigned index, const string &name)
{
static RequireExtension _ext("GL_ARB_vertex_shader");
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
{
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;
}
specular(false),
normalmap(false),
shadow(false),
+ reflection(false),
transform(false)
{ }
}
if(shadow)
flags += 's';
+ if(reflection)
+ flags += 'e';
if(transform)
flags += 'r';
Program::Loader::Loader(Program &p):
DataFile::ObjectLoader<Program>(p)
{
- obj.set_del_shaders(true);
-
add("attribute", &Loader::attribute);
add("fragment_shader", &Loader::fragment_shader);
add("standard", &Loader::standard);
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::standard()
void Program::Loader::vertex_shader(const string &src)
{
- obj.attach_shader(*new Shader(VERTEX_SHADER, src));
+ obj.attach_shader_owned(new Shader(VERTEX_SHADER, src));
}