X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fprogram.cpp;h=d962751994d38fe1e7fd93550bb51a545eaec9f6;hb=551311c6424ce6189283165841a7049d5bba160d;hp=ea1f30d2aea724cc9e9b10e2bcdf531accc48bb7;hpb=70b3d2475f229809b59d559ffaf4f95e8ea58f28;p=libs%2Fgl.git diff --git a/source/program.cpp b/source/program.cpp index ea1f30d2..d9627519 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" @@ -71,20 +77,27 @@ const char *standard_fragment_src[] = /* 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)", + "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*reflectivity", + "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 @@ -128,7 +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); } @@ -151,7 +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()); @@ -213,7 +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(); @@ -226,19 +239,116 @@ 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 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_by_index[*j]->block = &info; + } + + 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); + if(!indices2.empty()) + { + 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); + } + if(!indices2.empty()) + { + glGetActiveUniformsiv(id, indices2.size(), &indices2[0], GL_UNIFORM_MATRIX_STRIDE, &values[0]); + for(unsigned j=0; jmatrix_stride = values[j]; + } + + sort(info.uniforms.begin(), info.uniforms.end(), uniform_location_compare); + 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); + } + } + + vector blockless_uniforms; + for(UniformMap::iterator i=uniforms.begin(); i!=uniforms.end(); ++i) + if(!i->second.block) + { + 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); +} + +bool Program::uniform_location_compare(const UniformInfo *uni1, const UniformInfo *uni2) +{ + return uni1->locationlocation; } string Program::get_info_log() const @@ -252,20 +362,19 @@ 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]==']') @@ -276,16 +385,27 @@ int Program::get_uniform_location(const string &n) const /* 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)); + 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) + if(i!=uniforms.end() && !i->second.block && offsetsecond.size) return i->second.location+offset; } } return -1; } - return i->second.location; + return i->second.block ? -1 : i->second.location; +} + +void Program::bind() const +{ + if(!linked) + throw invalid_operation("Program::bind"); + + if(!set_current(this)) + return; + + glUseProgramObjectARB(id); } void Program::unbind()