#include <algorithm>
+#include <cstring>
+#include <msp/core/hash.h>
+#include <msp/core/maputils.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 "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", "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",
- "n", "\tvec3 eye_tangent = gl_NormalMatrix*tangent;\n",
- "n", "\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",
- "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",
- "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",
- 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",
- 0, "\tgl_FragColor = ",
- "!t!l!m", "vec4(1.0, 1.0, 1.0, 1.0)",
- "t", "texture2D(texture, v_texcoord)",
- "l|mt", "*",
- "!lm", "v_color",
- "l", "((l_diffuse",
- "lm", "*gl_FrontLightProduct[0].diffuse",
- "p", "+l_specular",
- "pm", "*gl_FrontLightProduct[0].specular",
- "l", ")",
- "s", "*l_shadow",
- "lm", "+gl_FrontLightModelProduct.sceneColor",
- "l", ")",
- 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 ProgramBuilder::StandardFeatures &features)
{
init();
- add_standard_shaders(features);
- link();
+ ProgramBuilder builder(features);
+ builder.add_shaders(*this);
+ 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 VertexShader(vert));
+ attach_shader_owned(new FragmentShader(frag));
link();
}
void Program::init()
{
- static RequireExtension _ext("GL_ARB_shader_objects");
+ static Require _req(ARB_shader_objects);
linked = false;
- id = glCreateProgramObjectARB();
+ id = glCreateProgram();
}
Program::~Program()
{
- if(del_shaders)
- {
- for(list<Shader *>::iterator i=shaders.begin(); i!=shaders.end(); ++i)
- delete *i;
- }
- glDeleteObjectARB(id);
+ for(ShaderList::iterator i=owned_data.begin(); i!=owned_data.end(); ++i)
+ delete *i;
+ 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);
}
}
-void Program::detach_shader(Shader &shader)
-{
- list<Shader *>::iterator i = remove(shaders.begin(), shaders.end(), &shader);
- if(i!=shaders.end())
- {
- shaders.erase(i, shaders.end());
- glDetachObjectARB(id, shader.get_id());
- }
-}
-
-void Program::add_standard_shaders(const StandardFeatures &features)
+void Program::attach_shader_owned(Shader *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(*shader);
+ if(find(owned_data.begin(), owned_data.end(), shader)==owned_data.end())
+ owned_data.push_back(shader);
}
-string Program::process_standard_source(const char **source, const string &flags)
+void Program::detach_shader(Shader &shader)
{
- string result;
-
- for(unsigned i=0; source[i+1]; i+=2)
+ ShaderList::iterator i = remove(shaders.begin(), shaders.end(), &shader);
+ if(i!=shaders.end())
{
- 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];
+ shaders.erase(i, shaders.end());
+ glDetachShader(id, shader.get_id());
}
-
- 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");
- glBindAttribLocationARB(id, index, name.c_str());
+ static Require _req(ARB_vertex_shader);
+ glBindAttribLocation(id, index, name.c_str());
}
void Program::link()
{
- for(list<Shader *>::iterator i=shaders.begin(); i!=shaders.end(); ++i)
+ for(ShaderList::iterator i=shaders.begin(); i!=shaders.end(); ++i)
if(!(*i)->is_compiled())
(*i)->compile();
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);
- for(int i=0; i<value; ++i)
+ glGetProgramiv(id, GL_ACTIVE_UNIFORMS, &value);
+ unsigned count = value;
+ vector<UniformInfo *> uniforms_by_index(count);
+ for(unsigned i=0; i<count; ++i)
{
- UniformInfo info;
char name[128];
int len = 0;
- glGetActiveUniformARB(id, i, 128, &len, &info.size, &info.type, name);
- if(len)
+ int size;
+ GLenum type;
+ glGetActiveUniform(id, i, 128, &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 an array. */
+ if(len>3 && !strcmp(name+len-3, "[0]"))
+ name[len-3] = 0;
+
+ UniformInfo &info = uniforms[name];
+ info.block = 0;
info.name = name;
- info.location = glGetUniformLocationARB(id, name);
- uniforms[name] = info;
+ info.size = size;
+ info.array_stride = 0;
+ info.matrix_stride = 0;
+ info.type = type;
+ uniforms_by_index[i] = &info;
+ }
+ }
+
+ if(ARB_uniform_buffer_object)
+ {
+ glGetProgramiv(id, GL_ACTIVE_UNIFORM_BLOCKS, &value);
+ count = value;
+ for(unsigned i=0; i<count; ++i)
+ {
+ char name[128];
+ int len;
+ glGetActiveUniformBlockName(id, i, 128, &len, name);
+ UniformBlockInfo &info = uniform_blocks[name];
+ info.name = name;
+
+ glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_DATA_SIZE, &value);
+ info.data_size = value;
+
+ glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS, &value);
+ vector<int> indices(value);
+ glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES, &indices[0]);
+ for(vector<int>::iterator j=indices.begin(); j!=indices.end(); ++j)
+ {
+ if(!uniforms_by_index[*j])
+ throw logic_error("Program::link");
+ info.uniforms.push_back(uniforms_by_index[*j]);
+ uniforms_by_index[*j]->block = &info;
+ }
+
+ vector<unsigned> indices2(indices.begin(), indices.end());
+ vector<int> values(indices.size());
+ glGetActiveUniformsiv(id, indices.size(), &indices2[0], GL_UNIFORM_OFFSET, &values[0]);
+ for(unsigned j=0; j<indices.size(); ++j)
+ uniforms_by_index[indices[j]]->location = values[j];
+
+ indices2.clear();
+ for(vector<int>::iterator j=indices.begin(); j!=indices.end(); ++j)
+ if(uniforms_by_index[*j]->size>1)
+ indices2.push_back(*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)
+ {
+ GLenum t = uniforms_by_index[*j]->type;
+ if(t==GL_FLOAT_MAT4 || t==GL_FLOAT_MAT3 || t==GL_FLOAT_MAT2 ||
+ t==GL_FLOAT_MAT2x3 || t==GL_FLOAT_MAT2x4 || t==GL_FLOAT_MAT3x2 ||
+ t==GL_FLOAT_MAT3x4 || t==GL_FLOAT_MAT4x2 || t==GL_FLOAT_MAT4x3)
+ indices2.push_back(*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);
}
}
+
+ vector<const UniformInfo *> blockless_uniforms;
+ 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);
+ }
+
+ uniform_layout_hash = compute_layout_hash(blockless_uniforms);
+}
+
+unsigned 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)
+ layout_descriptor += format("%d:%s:%x:%d\n", (*i)->location, (*i)->name, (*i)->type, (*i)->size);
+ 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;
}
-void Program::bind() const
+const Program::UniformBlockInfo &Program::get_uniform_block_info(const string &name) const
{
- if(!linked)
- throw invalid_operation("Program::bind");
-
- if(!set_current(this))
- return;
+ return get_item(uniform_blocks, name);
+}
- glUseProgramObjectARB(id);
+const Program::UniformInfo &Program::get_uniform_info(const string &name) const
+{
+ return get_item(uniforms, name);
}
int Program::get_uniform_location(const string &n) const
{
- map<string, UniformInfo>::const_iterator i = uniforms.find(n);
+ 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));
+ 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::unbind()
+void Program::bind() const
{
- if(!set_current(0))
+ if(!linked)
+ throw invalid_operation("Program::bind");
+
+ if(!set_current(this))
return;
- glUseProgramObjectARB(0);
+ glUseProgram(id);
}
-
-Program::StandardFeatures::StandardFeatures():
- texture(false),
- material(false),
- lighting(false),
- specular(false),
- normalmap(false),
- shadow(false),
- transform(false)
-{ }
-
-string Program::StandardFeatures::create_flags() const
+void Program::unbind()
{
- 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(transform)
- flags += 'r';
+ if(!set_current(0))
+ return;
- return flags;
+ glUseProgram(0);
}
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 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(*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