X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fprogram.cpp;h=749a7d9cf67735cbc60958f0c606b9f1452e4087;hb=ec0f55e58e978ce780c81629c39f2f5e474072c6;hp=64aa7bc57d530ec364512fec5bd041eb072bb0dd;hpb=aee198bb90ed8ad6669e045db2ec4ec5f85e90b0;p=libs%2Fgl.git diff --git a/source/program.cpp b/source/program.cpp index 64aa7bc5..749a7d9c 100644 --- a/source/program.cpp +++ b/source/program.cpp @@ -61,8 +61,8 @@ const char *standard_fragment_src[] = "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", 0, "\tgl_FragColor = ", "!t!l!m", "vec4(1.0, 1.0, 1.0, 1.0)", @@ -87,28 +87,26 @@ 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(); } @@ -122,11 +120,8 @@ 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); } @@ -139,6 +134,13 @@ 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); @@ -154,8 +156,8 @@ 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) @@ -195,11 +197,6 @@ 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"); @@ -240,9 +237,11 @@ 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 @@ -260,7 +259,23 @@ 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; } @@ -311,8 +326,6 @@ 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 +344,7 @@ 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 +356,7 @@ 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)); }