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",
+ 0, "void main()\n",
+ 0, "{\n",
+ 0, "\tvec4 eye_pos = gl_ModelViewMatrix*gl_Vertex;\n",
+ 0, "\tgl_Position = gl_ProjectionMatrix*eye_pos;\n",
+ "l", "\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 = normalize(v_eye_dir+v_light_dir);\n",
+ "p", "\tfloat l_specular = pow(max(dot(half, 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),
- linked(false)
+ del_shaders(false)
{
- require_extension("GL_ARB_shader_objects");
- require_extension("GL_ARB_vertex_shader");
+ init();
+}
- id=glCreateProgramObjectARB();
+Program::Program(const StandardFeatures &features):
+ del_shaders(true)
+{
+ init();
+
+ add_standard_shaders(features);
+ link();
}
Program::Program(const string &vert, const string &frag):
- del_shaders(true),
- linked(false)
+ del_shaders(true)
{
- require_extension("GL_ARB_shader_objects");
- require_extension("GL_ARB_vertex_shader");
+ init();
- id=glCreateProgramObjectARB();
attach_shader(*new Shader(VERTEX_SHADER, vert));
attach_shader(*new Shader(FRAGMENT_SHADER, frag));
link();
}
+void Program::init()
+{
+ static RequireExtension _ext("GL_ARB_shader_objects");
+
+ linked = false;
+ id = glCreateProgramObjectARB();
+}
+
Program::~Program()
{
if(del_shaders)
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::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(*new Shader(VERTEX_SHADER, vertex_src));
+ attach_shader(*new Shader(FRAGMENT_SHADER, fragment_src));
+}
+
+string Program::process_standard_source(const char **source, const string &flags)
+{
+ 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::set_del_shaders(bool ds)
{
- del_shaders=ds;
+ del_shaders = ds;
}
-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());
}
(*i)->compile();
glLinkProgramARB(id);
- if(!(linked=get_param(GL_LINK_STATUS)))
+ if(!(linked = get_param(GL_LINK_STATUS)))
throw CompileError(get_info_log());
}
string Program::get_info_log() const
{
- sizei len=get_param(GL_INFO_LOG_LENGTH);
+ GLsizei len = get_param(GL_INFO_LOG_LENGTH);
char log[len+1];
- glGetInfoLogARB(id, len+1, reinterpret_cast<GLsizei *>(&len), log);
+ glGetInfoLogARB(id, len+1, &len, log);
return string(log, len);
}
-void Program::bind()
+void Program::bind() const
{
if(!linked)
throw InvalidState("Program is not linked");
+ 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());
}
-/*void Program::uniform(int i, int v)
-{
- glUniform1iARB(i, v);
-}
-
-void Program::uniform(int i, float x)
-{
- glUniform1fARB(i, x);
-}
-
-void Program::uniform(int i, float x, float y)
+void Program::unbind()
{
- glUniform2fARB(i, x, y);
-}
+ if(!set_current(0))
+ return;
-void Program::uniform(int i, float x, float y, float z)
-{
- glUniform3fARB(i, x, y, z);
+ glUseProgramObjectARB(0);
}
-void Program::uniform(int i, float x, float y, float z, float w)
-{
- glUniform4fARB(i, x, y, z, w);
-}
-void Program::uniform4(int i, const float *v)
-{
- glUniform4fvARB(i, 1, v);
-}
+Program::StandardFeatures::StandardFeatures():
+ texture(false),
+ material(false),
+ lighting(false),
+ specular(false),
+ normalmap(false),
+ shadow(false)
+{ }
-void Program::uniform_matrix4(int i, const float *v)
+string Program::StandardFeatures::create_flags() const
{
- glUniformMatrix4fvARB(i, 1, false, v);
-}*/
-
-void Program::unbind()
-{
- if(cur_prog)
+ string flags;
+ if(texture)
+ flags += 't';
+ if(material)
+ flags += 'm';
+ if(lighting)
{
- glUseProgramObjectARB(0);
- cur_prog=0;
+ flags += 'l';
+ if(specular)
+ flags += 'p';
+ if(normalmap)
+ flags += 'n';
}
-}
+ if(shadow)
+ flags += 's';
-void Program::maybe_bind()
-{
- if(cur_prog!=this)
- bind();
+ return flags;
}
-Program *Program::cur_prog=0;
-
Program::Loader::Loader(Program &p):
- prog(p)
+ DataFile::ObjectLoader<Program>(p)
{
- prog.set_del_shaders(true);
+ 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)
{
- prog.attach_shader(*new Shader(VERTEX_SHADER, src));
+ obj.bind_attribute(i, n);
}
void Program::Loader::fragment_shader(const string &src)
{
- prog.attach_shader(*new Shader(FRAGMENT_SHADER, src));
+ obj.attach_shader(*new Shader(FRAGMENT_SHADER, src));
}
-void Program::Loader::attribute(uint i, const string &n)
+void Program::Loader::standard()
{
- prog.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.attach_shader(*new Shader(VERTEX_SHADER, src));
+}
+
+
+Program::StandardFeatures::Loader::Loader(StandardFeatures &f):
+ DataFile::ObjectLoader<StandardFeatures>(f)
{
- prog.link();
+ add("lighting", &StandardFeatures::lighting);
+ add("material", &StandardFeatures::material);
+ add("normalmap", &StandardFeatures::normalmap);
+ add("shadow", &StandardFeatures::shadow);
+ add("specular", &StandardFeatures::specular);
+ add("texture", &StandardFeatures::texture);
}
} // namespace GL