X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fprogram.cpp;h=587a3fb0fa674c6c2a85689c4abee6a05d7bf2d2;hb=cc5e2fb2a0fbb48a9780c9a7c363d1712e459740;hp=1343c00f48cf0556984d65ff7db245a7628d3b7e;hpb=541bf02f18ad27e8c8101e4255586ddbfef40916;p=libs%2Fgl.git diff --git a/source/program.cpp b/source/program.cpp index 1343c00f..587a3fb0 100644 --- a/source/program.cpp +++ b/source/program.cpp @@ -1,14 +1,9 @@ -/* $Id$ - -This file is part of libmspgl -Copyright © 2007 Mikko Rasa, Mikkosoft Productions -Distributed under the LGPL -*/ - #include +#include +#include #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" @@ -26,21 +21,27 @@ 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", 0, "{\n", - 0, "\tvec4 eye_pos = gl_ModelViewMatrix*gl_Vertex;\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", - "l", "\tvec3 eye_normal = gl_NormalMatrix*gl_Normal;\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", @@ -53,20 +54,25 @@ 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", "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", + "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", 0, "\tgl_FragColor = ", "!t!l!m", "vec4(1.0, 1.0, 1.0, 1.0)", "t", "texture2D(texture, v_texcoord)", @@ -80,6 +86,7 @@ const char *standard_fragment_src[] = "s", "*l_shadow", "lm", "+gl_FrontLightModelProduct.sceneColor", "l", ")", + "e", "+reflection*reflectivity", 0, ";\n", 0, "}\n", 0, 0 @@ -90,28 +97,26 @@ const char *standard_fragment_src[] = 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(); } @@ -125,11 +130,8 @@ void Program::init() Program::~Program() { - if(del_shaders) - { - for(list::iterator i=shaders.begin(); i!=shaders.end(); ++i) - delete *i; - } + for(list::iterator i=owned_data.begin(); i!=owned_data.end(); ++i) + delete *i; glDeleteObjectARB(id); } @@ -142,6 +144,13 @@ void Program::attach_shader(Shader &shader) } } +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::iterator i = remove(shaders.begin(), shaders.end(), &shader); @@ -157,8 +166,8 @@ 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)); + 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) @@ -198,11 +207,6 @@ 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"); @@ -221,7 +225,7 @@ void Program::link() int value; glGetObjectParameterivARB(id, GL_OBJECT_LINK_STATUS_ARB, &value); if(!(linked = value)) - throw CompileError(get_info_log()); + throw compile_error(get_info_log()); glGetObjectParameterivARB(id, GL_OBJECT_ACTIVE_UNIFORMS_ARB, &value); for(int i=0; i::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 { GLsizei len = 0; glGetObjectParameterivARB(id, GL_OBJECT_INFO_LOG_LENGTH_ARB, &len); - char log[len+1]; - glGetInfoLogARB(id, len+1, &len, log); - return string(log, 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; @@ -263,7 +279,23 @@ int Program::get_uniform_location(const string &n) const { map::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(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; } @@ -283,7 +315,9 @@ Program::StandardFeatures::StandardFeatures(): lighting(false), specular(false), normalmap(false), - shadow(false) + shadow(false), + reflection(false), + transform(false) { } string Program::StandardFeatures::create_flags() const @@ -303,6 +337,10 @@ string Program::StandardFeatures::create_flags() const } if(shadow) flags += 's'; + if(reflection) + flags += 'e'; + if(transform) + flags += 'r'; return flags; } @@ -311,8 +349,6 @@ string Program::StandardFeatures::create_flags() const Program::Loader::Loader(Program &p): DataFile::ObjectLoader(p) { - obj.set_del_shaders(true); - add("attribute", &Loader::attribute); add("fragment_shader", &Loader::fragment_shader); add("standard", &Loader::standard); @@ -331,7 +367,7 @@ void Program::Loader::attribute(unsigned i, const string &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::standard() @@ -343,7 +379,7 @@ 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)); } @@ -356,6 +392,7 @@ Program::StandardFeatures::Loader::Loader(StandardFeatures &f): add("shadow", &StandardFeatures::shadow); add("specular", &StandardFeatures::specular); add("texture", &StandardFeatures::texture); + add("transform", &StandardFeatures::transform); } } // namespace GL