#include <algorithm>
#include <cstring>
#include <set>
+#include <msp/gl/extensions/arb_uniform_buffer_object.h>
#include <msp/strings/format.h>
#include <msp/strings/utils.h>
#include "extension.h"
{ ATTRIBUTE, "tangent", "vec3", 0, 0 },
{ ATTRIBUTE, "binormal", "vec3", 0, 0 },
- { UNIFORM, "shadow_unit", "int", 0, 0 },
+ { UNIFORM, "ShadowMap::shadow_unit", "int", 0, 0 },
{ UNIFORM, "texture", "sampler2D", 0, 0 },
{ UNIFORM, "shadow", "sampler2DShadow", 0, 0 },
- { UNIFORM, "shadow_darkness", "float", 0, 0 },
+ { UNIFORM, "ShadowMap::shadow_darkness", "float", 0, 0 },
{ UNIFORM, "normalmap", "sampler2D", 0, 0 },
{ UNIFORM, "environment", "samplerCube", 0, 0 },
- { UNIFORM, "env_eye_matrix", "mat3", 0, 0 },
- { UNIFORM, "reflectivity", "float", 0, 0 },
+ { UNIFORM, "EnvMap::env_eye_matrix", "mat3", 0, 0 },
+ { UNIFORM, "EnvMap::reflectivity", "float", 0, 0 },
{ UNIFORM, "eye_obj_matrix", "mat4", "gl_ModelViewMatrix", 0 },
{ UNIFORM, "eye_obj_normal_matrix", "mat3", "gl_NormalMatrix", 0 },
{ UNIFORM, "projection_matrix", "mat4", "gl_ProjectionMatrix", 0 },
- { UNIFORM, "shd_eye_matrix", "mat4", 0, 0 },
- { UNIFORM, "light_sources", "LightSourceParameters[MAX_LIGHTS]", "gl_LightSource[i]", 0 },
- { UNIFORM, "ambient_color", "vec4", 0, 0 },
- { UNIFORM, "sky_color", "vec4", 0, 0 },
- { UNIFORM, "eye_sky_dir", "vec3", 0, 0 },
- { UNIFORM, "horizon_limit", "float", 0, 0 },
- { UNIFORM, "material", "MaterialParameters", "gl_FrontMaterial", 0 },
+ { UNIFORM, "ShadowMap::shd_eye_matrix", "mat4", 0, 0 },
+ { UNIFORM, "Lighting::light_sources", "LightSourceParameters[MAX_LIGHTS]", "gl_LightSource[i]", 0 },
+ { UNIFORM, "Lighting::ambient_color", "vec4", 0, 0 },
+ { UNIFORM, "Lighting::sky_color", "vec4", 0, 0 },
+ { UNIFORM, "Lighting::eye_sky_dir", "vec3", 0, 0 },
+ { UNIFORM, "Lighting::horizon_limit", "float", 0, 0 },
+ { UNIFORM, "Material::material", "MaterialParameters", "gl_FrontMaterial", 0 },
{ TYPE, "LightSourceParameters", "struct { vec4 position; vec4 diffuse; vec4 specular; }", "gl_LightSourceParameters", 0 },
{ TYPE, "MaterialParameters", "struct { vec4 ambient; vec4 diffuse; vec4 specular; float shininess; }", "gl_MaterialParameters", 0 },
continue;
}
+ const char *def_uq_name = unqualified_name(def->name);
+
// See if this variable can satisfy any unresolved variables
ShaderVariable *last_resolved = 0;
for(list<ShaderVariable>::iterator j=variables.begin(); j!=variables.end(); ++j)
if(j->variable)
continue;
- if(!name_match(def->name, j->resolved_name.c_str()))
+ if(!name_match(def_uq_name, j->resolved_name.c_str()))
continue;
if(last_resolved)
{
string source;
+ bool use_blocks = !features.legacy && ARB_uniform_buffer_object;
+
if(!features.legacy)
+ {
source += "#version 130\n";
+ if(use_blocks)
+ source += "#extension GL_ARB_uniform_buffer_object: require\n";
+ }
set<const VariableDefinition *> declared_types;
+ set<string> uniform_blocks;
for(list<ShaderVariable *>::const_iterator i=variables.begin(); i!=variables.end(); ++i)
if((*i)->variable->scope==UNIFORM && (*i)->is_referenced_from(scope) && !(*i)->inlined)
{
declared_types.insert((*i)->type);
}
- source += format("uniform %s;\n", (*i)->create_declaration());
+ if(!(*i)->resolved_block.empty() && use_blocks)
+ uniform_blocks.insert((*i)->resolved_block);
+ else
+ source += format("uniform %s;\n", (*i)->create_declaration());
}
+ for(set<string>::const_iterator i=uniform_blocks.begin(); i!=uniform_blocks.end(); ++i)
+ {
+ source += format("uniform %s\n{\n", *i);
+ for(list<ShaderVariable *>::const_iterator j=variables.begin(); j!=variables.end(); ++j)
+ if((*j)->resolved_block==*i)
+ source += format("\t%s;\n", (*j)->create_declaration());
+ source += "};\n";
+ }
+
/* Interface variables need to have global declarations. */
for(list<ShaderVariable *>::const_iterator i=variables.begin(); i!=variables.end(); ++i)
{
return cond;
}
+const char *ProgramBuilder::unqualified_name(const char *name)
+{
+ for(const char *p=name; *p; ++p)
+ if(*p==':' && *++p==':')
+ name = p+1;
+ return name;
+}
+
ProgramBuilder::MatchType ProgramBuilder::name_match(const char *n1, const char *n2, const char **space)
{
int i = 0;
{
variable = &var;
const char *space = 0;
- MatchType match = name_match(var.name, resolved_name.c_str(), &space);
+ const char *var_uq_name = unqualified_name(variable->name);
+ MatchType match = name_match(var_uq_name, resolved_name.c_str(), &space);
+
+ if(var_uq_name!=variable->name)
+ resolved_block.assign(variable->name, var_uq_name-2);
if(match==FUZZY)
resolve_space(string(space, 3));