X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fprogram.cpp;h=ea1f30d2aea724cc9e9b10e2bcdf531accc48bb7;hb=70b3d2475f229809b59d559ffaf4f95e8ea58f28;hp=f34133faf767b1e905f7706e1caae938f606c6a4;hpb=5318aa4fd553be4ce0bc428e73592b787842cdea;p=libs%2Fgl.git diff --git a/source/program.cpp b/source/program.cpp index f34133fa..ea1f30d2 100644 --- a/source/program.cpp +++ b/source/program.cpp @@ -1,52 +1,135 @@ -/* $Id$ - -This file is part of libmspgl -Copyright © 2007 Mikko Rasa, Mikkosoft Productions -Distributed under the LGPL -*/ - +#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" 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", + 0, "\tgl_FragColor = ", + "!t!l!m", "vec4(1.0, 1.0, 1.0, 1.0)", + "t", "texture2D(texture, v_texcoord)", + "l|mt", "*", + "!lm", "v_color", + "l", "((l_diffuse", + "lm", "*gl_FrontLightProduct[0].diffuse", + "p", "+l_specular", + "pm", "*gl_FrontLightProduct[0].specular", + "l", ")", + "s", "*l_shadow", + "lm", "+gl_FrontLightModelProduct.sceneColor", + "l", ")", + "e", "+reflection*reflectivity", + 0, ";\n", + 0, "}\n", + 0, 0 +}; + +} + namespace Msp { namespace GL { -Program::Program(): - del_shaders(false), - linked(false) +Program::Program() { - require_extension("GL_ARB_shader_objects"); - require_extension("GL_ARB_vertex_shader"); + init(); +} + +Program::Program(const StandardFeatures &features) +{ + init(); - id=glCreateProgramObjectARB(); + add_standard_shaders(features); + if(!features.transform) + link(); } -Program::Program(const string &vert, const string &frag): - del_shaders(true), - linked(false) +Program::Program(const string &vert, const string &frag) { - require_extension("GL_ARB_shader_objects"); - require_extension("GL_ARB_vertex_shader"); + init(); - id=glCreateProgramObjectARB(); - 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(); } +void Program::init() +{ + static RequireExtension _ext("GL_ARB_shader_objects"); + + linked = false; + id = glCreateProgramObjectARB(); +} + 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); } @@ -59,9 +142,16 @@ 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); + list::iterator i = remove(shaders.begin(), shaders.end(), &shader); if(i!=shaders.end()) { shaders.erase(i, shaders.end()); @@ -69,126 +159,228 @@ void Program::detach_shader(Shader &shader) } } -void Program::set_del_shaders(bool ds) +void Program::add_standard_shaders(const StandardFeatures &features) { - del_shaders=ds; + 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(int index, const string &name) +void Program::bind_attribute(unsigned index, const string &name) { + static RequireExtension _ext("GL_ARB_vertex_shader"); glBindAttribLocationARB(id, index, name.c_str()); } -bool Program::link() +void Program::link() { for(list::iterator i=shaders.begin(); i!=shaders.end(); ++i) - if(!(*i)->get_compiled() && !(*i)->compile()) - return false; + if(!(*i)->is_compiled()) + (*i)->compile(); - glLinkProgramARB(id); - linked=get_param(GL_LINK_STATUS); - return linked; -} + uniforms.clear(); -int Program::get_param(GLenum param) const -{ + glLinkProgramARB(id); int value; - glGetObjectParameterivARB(id, param, &value); - return value; + glGetObjectParameterivARB(id, GL_OBJECT_LINK_STATUS_ARB, &value); + if(!(linked = value)) + throw compile_error(get_info_log()); + + glGetObjectParameterivARB(id, GL_OBJECT_ACTIVE_UNIFORMS_ARB, &value); + for(int i=0; i(&len), log); - return string(log, len); + GLsizei len = 0; + glGetObjectParameterivARB(id, GL_OBJECT_INFO_LOG_LENGTH_ARB, &len); + char *buf = new char[len+1]; + glGetInfoLogARB(id, len+1, &len, buf); + string log(buf, len); + delete[] buf; + return log; } -void Program::bind() +void Program::bind() const { if(!linked) - throw InvalidState("Program is not linked"); + throw invalid_operation("Program::bind"); + + if(!set_current(this)) + return; glUseProgramObjectARB(id); - cur_prog=this; } int Program::get_uniform_location(const string &n) const { - return glGetUniformLocationARB(id, n.c_str()); -} + 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; + } -void Program::uniform(int i, int v) -{ - glUniform1iARB(i, v); + return i->second.location; } -void Program::uniform(int i, float x) +void Program::unbind() { - glUniform1fARB(i, x); -} + if(!set_current(0)) + return; -void Program::uniform(int i, float x, float y) -{ - glUniform2fARB(i, x, y); + glUseProgramObjectARB(0); } -void Program::uniform(int i, float x, float y, float z) -{ - glUniform3fARB(i, x, y, z); -} -void Program::uniform(int i, float x, float y, float z, float w) +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 { - glUniform4fARB(i, x, y, z, w); + 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; } -void Program::uniform_matrix4(int i, const float *v) + +Program::Loader::Loader(Program &p): + DataFile::ObjectLoader(p) { - glUniformMatrix4fvARB(i, 1, false, v); + add("attribute", &Loader::attribute); + add("fragment_shader", &Loader::fragment_shader); + add("standard", &Loader::standard); + add("vertex_shader", &Loader::vertex_shader); } -void Program::unbind() +void Program::Loader::finish() { - if(cur_prog) - { - glUseProgramObjectARB(0); - cur_prog=0; - } + obj.link(); } -void Program::maybe_bind() +void Program::Loader::attribute(unsigned i, const string &n) { - if(cur_prog!=this) - bind(); + obj.bind_attribute(i, n); } -Program *Program::cur_prog=0; - - -Program::Loader::Loader(Program &p): - prog(p) +void Program::Loader::fragment_shader(const string &src) { - prog.set_del_shaders(true); - - add("vertex_shader", &Loader::vertex_shader); - add("fragment_shader", &Loader::fragment_shader); + obj.attach_shader_owned(new Shader(FRAGMENT_SHADER, src)); } -Program::Loader::~Loader() +void Program::Loader::standard() { - prog.link(); + StandardFeatures feat; + load_sub(feat); + obj.add_standard_shaders(feat); } void Program::Loader::vertex_shader(const string &src) { - prog.attach_shader(*new Shader(VERTEX_SHADER, src)); + obj.attach_shader_owned(new Shader(VERTEX_SHADER, src)); } -void Program::Loader::fragment_shader(const string &src) + +Program::StandardFeatures::Loader::Loader(StandardFeatures &f): + DataFile::ObjectLoader(f) { - prog.attach_shader(*new Shader(FRAGMENT_SHADER, src)); + 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); } } // namespace GL