X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fprogram.cpp;h=636988d75c75dd11f3728906cf3c761b31553b34;hb=9034e81679eeeaa3d1d5d643d3f924d9edb45a68;hp=d962751994d38fe1e7fd93550bb51a545eaec9f6;hpb=551311c6424ce6189283165841a7049d5bba160d;p=libs%2Fgl.git diff --git a/source/program.cpp b/source/program.cpp index d9627519..636988d7 100644 --- a/source/program.cpp +++ b/source/program.cpp @@ -8,103 +8,11 @@ #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|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", - "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", - "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|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", - 0, "}", - 0, 0 -}; - -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|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_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", - "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.rgb", - "l", "((l_diffuse", - "lm", "*gl_FrontLightProduct[0].diffuse.rgb", - "p", "+l_specular", - "pm", "*gl_FrontLightProduct[0].specular.rgb", - "l", ")", - "s", "*l_shadow", - "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 { @@ -113,11 +21,12 @@ Program::Program() init(); } -Program::Program(const StandardFeatures &features) +Program::Program(const ProgramBuilder::StandardFeatures &features) { init(); - add_standard_shaders(features); + ProgramBuilder builder(features); + builder.add_shaders(*this); if(!features.transform) link(); } @@ -126,31 +35,31 @@ Program::Program(const string &vert, const string &frag) { init(); - attach_shader_owned(new Shader(VERTEX_SHADER, vert)); - attach_shader_owned(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() { for(ShaderList::iterator i=owned_data.begin(); i!=owned_data.end(); ++i) delete *i; - glDeleteObjectARB(id); + 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); } } @@ -168,60 +77,14 @@ void Program::detach_shader(Shader &shader) if(i!=shaders.end()) { shaders.erase(i, shaders.end()); - glDetachObjectARB(id, shader.get_id()); + glDetachShader(id, shader.get_id()); } } -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_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) -{ - 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::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() @@ -232,13 +95,13 @@ void Program::link() 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); + glGetProgramiv(id, GL_ACTIVE_UNIFORMS, &value); unsigned count = value; vector uniforms_by_index(count); for(unsigned i=0; isecond.block) { - i->second.location = glGetUniformLocationARB(id, i->second.name.c_str()); + i->second.location = glGetUniformLocation(id, i->second.name.c_str()); blockless_uniforms.push_back(&i->second); } @@ -354,9 +217,9 @@ bool Program::uniform_location_compare(const UniformInfo *uni1, const UniformInf 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; @@ -405,7 +268,7 @@ void Program::bind() const if(!set_current(this)) return; - glUseProgramObjectARB(id); + glUseProgram(id); } void Program::unbind() @@ -413,44 +276,7 @@ void Program::unbind() if(!set_current(0)) return; - glUseProgramObjectARB(0); -} - - -Program::StandardFeatures::StandardFeatures(): - texture(false), - material(false), - lighting(false), - specular(false), - normalmap(false), - shadow(false), - reflection(false), - transform(false) -{ } - -string Program::StandardFeatures::create_flags() const -{ - 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(reflection) - flags += 'e'; - if(transform) - flags += 'r'; - - return flags; + glUseProgram(0); } @@ -475,32 +301,20 @@ void Program::Loader::attribute(unsigned i, const string &n) void Program::Loader::fragment_shader(const string &src) { - obj.attach_shader_owned(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_owned(new Shader(VERTEX_SHADER, src)); -} - - -Program::StandardFeatures::Loader::Loader(StandardFeatures &f): - DataFile::ObjectLoader(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