X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fprogram.cpp;h=40a388191e650ef83cb71bc7f3d976027b6b7e80;hb=02dc3bda81eb0d421670b744c1c56aaf1104d5bf;hp=52150f3f7f2be252f4beca3f04c237b8b05e1107;hpb=0646b330ffa9ea7fd77e2078257499b1d58ac0f7;p=libs%2Fgl.git diff --git a/source/program.cpp b/source/program.cpp index 52150f3f..40a38819 100644 --- a/source/program.cpp +++ b/source/program.cpp @@ -1,6 +1,12 @@ #include +#include +#include +#include +#include #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" @@ -19,7 +25,7 @@ const char *standard_vertex_src[] = "!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", @@ -30,14 +36,16 @@ const char *standard_vertex_src[] = "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", @@ -50,12 +58,14 @@ 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", "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", @@ -64,19 +74,30 @@ const char *standard_fragment_src[] = "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 @@ -97,7 +118,8 @@ Program::Program(const StandardFeatures &features) init(); add_standard_shaders(features); - link(); + if(!features.transform) + link(); } Program::Program(const string &vert, const string &frag) @@ -119,7 +141,7 @@ void Program::init() Program::~Program() { - for(list::iterator i=owned_data.begin(); i!=owned_data.end(); ++i) + for(ShaderList::iterator i=owned_data.begin(); i!=owned_data.end(); ++i) delete *i; glDeleteObjectARB(id); } @@ -142,7 +164,7 @@ void Program::attach_shader_owned(Shader *shader) void Program::detach_shader(Shader &shader) { - list::iterator i = remove(shaders.begin(), shaders.end(), &shader); + ShaderList::iterator i = remove(shaders.begin(), shaders.end(), &shader); if(i!=shaders.end()) { shaders.erase(i, shaders.end()); @@ -204,7 +226,7 @@ void Program::bind_attribute(unsigned index, const string &name) void Program::link() { - for(list::iterator i=shaders.begin(); i!=shaders.end(); ++i) + for(ShaderList::iterator i=shaders.begin(); i!=shaders.end(); ++i) if(!(*i)->is_compiled()) (*i)->compile(); @@ -217,19 +239,112 @@ void Program::link() throw compile_error(get_info_log()); glGetObjectParameterivARB(id, GL_OBJECT_ACTIVE_UNIFORMS_ARB, &value); - for(int i=0; i uniforms_by_index(count); + for(unsigned i=0; i blockless_uniforms; + + if(is_supported("GL_ARB_uniform_buffer_object")) + { + glGetObjectParameterivARB(id, GL_ACTIVE_UNIFORM_BLOCKS, &value); + count = value; + vector uniforms_in_blocks(uniforms_by_index.size()); + for(unsigned i=0; i indices(value); + glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES, &indices[0]); + for(vector::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_in_blocks[*j] = true; + } + + vector indices2(indices.begin(), indices.end()); + vector values(indices.size()); + glGetActiveUniformsiv(id, indices.size(), &indices2[0], GL_UNIFORM_OFFSET, &values[0]); + for(unsigned j=0; jlocation = values[j]; + + indices2.clear(); + for(vector::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; jarray_stride = values[j]; + + indices2.clear(); + for(vector::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); + } + glGetActiveUniformsiv(id, indices2.size(), &indices2[0], GL_UNIFORM_MATRIX_STRIDE, &values[0]); + for(unsigned j=0; jmatrix_stride = values[j]; + + 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(unsigned i=0; ilocation = glGetUniformLocationARB(id, info->name.c_str()); + blockless_uniforms.push_back(info); + } + } + else + { + for(UniformMap::iterator i=uniforms.begin(); i!=uniforms.end(); ++i) + { + i->second.location = glGetUniformLocationARB(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 &uniforms) +{ + string layout_descriptor; + for(vector::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); } string Program::get_info_log() const @@ -243,26 +358,52 @@ string Program::get_info_log() const 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::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(n.substr(open_bracket+1, n.size()-2-open_bracket)); + i = uniforms.find(n.substr(0, open_bracket)+"[0]"); + if(i!=uniforms.end() && offsetsecond.size) + return i->second.location+offset; + } + } return -1; + } return i->second.location; } +void Program::bind() const +{ + if(!linked) + throw invalid_operation("Program::bind"); + + if(!set_current(this)) + return; + + glUseProgramObjectARB(id); +} + void Program::unbind() { if(!set_current(0)) @@ -279,6 +420,7 @@ Program::StandardFeatures::StandardFeatures(): specular(false), normalmap(false), shadow(false), + reflection(false), transform(false) { } @@ -299,6 +441,8 @@ string Program::StandardFeatures::create_flags() const } if(shadow) flags += 's'; + if(reflection) + flags += 'e'; if(transform) flags += 'r';