]> git.tdb.fi Git - libs/gl.git/blob - source/program.cpp
Better way to deal with program-owned shaders
[libs/gl.git] / source / program.cpp
1 #include <algorithm>
2 #include "arb_shader_objects.h"
3 #include "arb_vertex_shader.h"
4 #include "error.h"
5 #include "extension.h"
6 #include "program.h"
7 #include "shader.h"
8
9 using namespace std;
10
11 namespace {
12
13 const char *standard_vertex_src[] =
14 {
15         "n",   "attribute vec3 tangent;\n",
16         "n",   "attribute vec3 binormal;\n",
17         "t|n", "varying vec2 v_texcoord;\n",
18         "s",   "varying vec3 v_shadowcoord;\n",
19         "!lm", "varying vec4 v_color;\n",
20         "l!n", "varying vec3 v_normal;\n",
21         "l",   "varying vec3 v_light_dir;\n",
22         "p",   "varying vec3 v_eye_dir;\n",
23         "r",   "vec4 transform_vertex(vec4);\n",
24         "lr",  "vec3 transform_normal(vec3);\n",
25          0,    "void main()\n",
26          0,    "{\n",
27         "r",   "\tvec4 eye_pos = transform_vertex(gl_Vertex);\n",
28         "!r",  "\tvec4 eye_pos = gl_ModelViewMatrix*gl_Vertex;\n",
29          0,    "\tgl_Position = gl_ProjectionMatrix*eye_pos;\n",
30         "lr",  "\tvec3 eye_normal = transform_normal(gl_Normal);\n",
31         "l!r", "\tvec3 eye_normal = gl_NormalMatrix*gl_Normal;\n",
32         "l!n", "\tv_normal = eye_normal;\n",
33         "n",   "\tvec3 eye_tangent = gl_NormalMatrix*tangent;\n",
34         "n",   "\tvec3 eye_binormal = gl_NormalMatrix*binormal;\n",
35         "l",   "\tvec3 eye_light_dir = normalize(gl_LightSource[0].position.xyz-eye_pos.xyz*gl_LightSource[0].position.w);\n",
36         "n",   "\tv_light_dir = vec3(dot(eye_tangent, eye_light_dir), dot(eye_binormal, eye_light_dir), dot(eye_normal, eye_light_dir));\n",
37         "l!n", "\tv_light_dir = eye_light_dir;\n",
38         "p",   "\tvec3 eye_dir = -normalize(eye_pos.xyz);\n",
39         "pn",  "\tv_eye_dir = vec3(dot(eye_tangent, eye_dir), dot(eye_binormal, eye_dir), dot(eye_normal, eye_dir));\n",
40         "p!n", "\tv_eye_dir = eye_dir;\n",
41         "t|n", "\tv_texcoord = gl_MultiTexCoord0.xy;\n",
42         "s",   "\tv_shadowcoord = vec3(dot(gl_EyePlaneS[3], eye_pos), dot(gl_EyePlaneT[3], eye_pos), dot(gl_EyePlaneR[3], eye_pos));\n",
43         "!lm", "\tv_color = gl_Color;\n",
44          0,    "}",
45         0, 0
46 };
47
48 const char *standard_fragment_src[] =
49 {
50         "t",   "uniform sampler2D texture;\n",
51         "n",   "uniform sampler2D normalmap;\n",
52         "s",   "uniform sampler2DShadow shadow;\n",
53         "t|n", "varying vec2 v_texcoord;\n",
54         "s",   "varying vec3 v_shadowcoord;\n",
55         "!lm", "varying vec4 v_color;\n",
56         "l!n", "varying vec3 v_normal;\n",
57         "l",   "varying vec3 v_light_dir;\n",
58         "p",   "varying vec3 v_eye_dir;\n",
59          0,    "void main()\n",
60          0,    "{\n",
61         "n",   "\tvec3 n_normal = texture2D(normalmap, v_texcoord).xyz*2.0-1.0;\n",
62         "l!n", "\tvec3 n_normal = normalize(v_normal);\n",
63         "l",   "\tfloat l_diffuse = max(dot(n_normal, normalize(v_light_dir)), 0.0);\n",
64         "p",   "\tvec3 half_dir = normalize(v_eye_dir+v_light_dir);\n",
65         "p",   "\tfloat l_specular = pow(max(dot(half_dir, n_normal), 0.0), gl_FrontMaterial.shininess);\n",
66         "s",   "\tfloat l_shadow = shadow2D(shadow, v_shadowcoord).r;\n",
67          0,    "\tgl_FragColor = ",
68         "!t!l!m", "vec4(1.0, 1.0, 1.0, 1.0)",
69         "t",     "texture2D(texture, v_texcoord)",
70         "l|mt",  "*",
71         "!lm",   "v_color",
72         "l",     "((l_diffuse",
73         "lm",    "*gl_FrontLightProduct[0].diffuse",
74         "p",     "+l_specular",
75         "pm",    "*gl_FrontLightProduct[0].specular",
76         "l",     ")",
77         "s",     "*l_shadow",
78         "lm",    "+gl_FrontLightModelProduct.sceneColor",
79         "l",     ")",
80          0,      ";\n",
81          0,    "}\n",
82         0, 0
83 };
84
85 }
86
87 namespace Msp {
88 namespace GL {
89
90 Program::Program()
91 {
92         init();
93 }
94
95 Program::Program(const StandardFeatures &features)
96 {
97         init();
98
99         add_standard_shaders(features);
100         link();
101 }
102
103 Program::Program(const string &vert, const string &frag)
104 {
105         init();
106
107         attach_shader_owned(new Shader(VERTEX_SHADER, vert));
108         attach_shader_owned(new Shader(FRAGMENT_SHADER, frag));
109         link();
110 }
111
112 void Program::init()
113 {
114         static RequireExtension _ext("GL_ARB_shader_objects");
115
116         linked = false;
117         id = glCreateProgramObjectARB();
118 }
119
120 Program::~Program()
121 {
122         for(list<Shader *>::iterator i=owned_data.begin(); i!=owned_data.end(); ++i)
123                 delete *i;
124         glDeleteObjectARB(id);
125 }
126
127 void Program::attach_shader(Shader &shader)
128 {
129         if(find(shaders.begin(), shaders.end(), &shader)==shaders.end())
130         {
131                 glAttachObjectARB(id, shader.get_id());
132                 shaders.push_back(&shader);
133         }
134 }
135
136 void Program::attach_shader_owned(Shader *shader)
137 {
138         attach_shader(*shader);
139         if(find(owned_data.begin(), owned_data.end(), shader)==owned_data.end())
140                 owned_data.push_back(shader);
141 }
142
143 void Program::detach_shader(Shader &shader)
144 {
145         list<Shader *>::iterator i = remove(shaders.begin(), shaders.end(), &shader);
146         if(i!=shaders.end())
147         {
148                 shaders.erase(i, shaders.end());
149                 glDetachObjectARB(id, shader.get_id());
150         }
151 }
152
153 void Program::add_standard_shaders(const StandardFeatures &features)
154 {
155         string flags = features.create_flags();
156         string vertex_src = process_standard_source(standard_vertex_src, flags);
157         string fragment_src = process_standard_source(standard_fragment_src, flags);
158         attach_shader_owned(new Shader(VERTEX_SHADER, vertex_src));
159         attach_shader_owned(new Shader(FRAGMENT_SHADER, fragment_src));
160 }
161
162 string Program::process_standard_source(const char **source, const string &flags)
163 {
164         string result;
165
166         for(unsigned i=0; source[i+1]; i+=2)
167         {
168                 if(source[i])
169                 {
170                         bool cond = true;
171                         char oper = '&';
172                         for(const char *c=source[i]; *c; ++c)
173                         {
174                                 if(*c>='a' && *c<='z')
175                                 {
176                                         bool found = (flags.find(*c)!=string::npos);
177                                         if(oper=='|')
178                                                 cond = (cond || found);
179                                         else if(oper=='!')
180                                                 cond = (cond && !found);
181                                         else if(oper=='&')
182                                                 cond = (cond && found);
183                                         oper = '&';
184                                 }
185                                 else
186                                         oper = *c;
187                         }
188
189                         if(!cond)
190                                 continue;
191                 }
192
193                 result += source[i+1];
194         }
195
196         return result;
197 }
198
199 void Program::bind_attribute(unsigned index, const string &name)
200 {
201         static RequireExtension _ext("GL_ARB_vertex_shader");
202         glBindAttribLocationARB(id, index, name.c_str());
203 }
204
205 void Program::link()
206 {
207         for(list<Shader *>::iterator i=shaders.begin(); i!=shaders.end(); ++i)
208                 if(!(*i)->is_compiled())
209                         (*i)->compile();
210
211         uniforms.clear();
212
213         glLinkProgramARB(id);
214         int value;
215         glGetObjectParameterivARB(id, GL_OBJECT_LINK_STATUS_ARB, &value);
216         if(!(linked = value))
217                 throw compile_error(get_info_log());
218
219         glGetObjectParameterivARB(id, GL_OBJECT_ACTIVE_UNIFORMS_ARB, &value);
220         for(int i=0; i<value; ++i)
221         {
222                 UniformInfo info;
223                 char name[128];
224                 int len = 0;
225                 glGetActiveUniformARB(id, i, 128, &len, &info.size, &info.type, name);
226                 if(len)
227                 {
228                         info.name = name;
229                         info.location = glGetUniformLocationARB(id, name);
230                         uniforms[name] = info;
231                 }
232         }
233 }
234
235 string Program::get_info_log() const
236 {
237         GLsizei len = 0;
238         glGetObjectParameterivARB(id, GL_OBJECT_INFO_LOG_LENGTH_ARB, &len);
239         char *buf = new char[len+1];
240         glGetInfoLogARB(id, len+1, &len, buf);
241         string log(buf, len);
242         delete[] buf;
243         return log;
244 }
245
246 void Program::bind() const
247 {
248         if(!linked)
249                 throw invalid_operation("Program::bind");
250
251         if(!set_current(this))
252                 return;
253
254         glUseProgramObjectARB(id);
255 }
256
257 int Program::get_uniform_location(const string &n) const
258 {
259         map<string, UniformInfo>::const_iterator i = uniforms.find(n);
260         if(i==uniforms.end())
261                 return -1;
262
263         return i->second.location;
264 }
265
266 void Program::unbind()
267 {
268         if(!set_current(0))
269                 return;
270
271         glUseProgramObjectARB(0);
272 }
273
274
275 Program::StandardFeatures::StandardFeatures():
276         texture(false),
277         material(false),
278         lighting(false),
279         specular(false),
280         normalmap(false),
281         shadow(false),
282         transform(false)
283 { }
284
285 string Program::StandardFeatures::create_flags() const
286 {
287         string flags;
288         if(texture)
289                 flags += 't';
290         if(material)
291                 flags += 'm';
292         if(lighting)
293         {
294                 flags += 'l';
295                 if(specular)
296                         flags += 'p';
297                 if(normalmap)
298                         flags += 'n';
299         }
300         if(shadow)
301                 flags += 's';
302         if(transform)
303                 flags += 'r';
304
305         return flags;
306 }
307
308
309 Program::Loader::Loader(Program &p):
310         DataFile::ObjectLoader<Program>(p)
311 {
312         add("attribute",       &Loader::attribute);
313         add("fragment_shader", &Loader::fragment_shader);
314         add("standard",        &Loader::standard);
315         add("vertex_shader",   &Loader::vertex_shader);
316 }
317
318 void Program::Loader::finish()
319 {
320         obj.link();
321 }
322
323 void Program::Loader::attribute(unsigned i, const string &n)
324 {
325         obj.bind_attribute(i, n);
326 }
327
328 void Program::Loader::fragment_shader(const string &src)
329 {
330         obj.attach_shader_owned(new Shader(FRAGMENT_SHADER, src));
331 }
332
333 void Program::Loader::standard()
334 {
335         StandardFeatures feat;
336         load_sub(feat);
337         obj.add_standard_shaders(feat);
338 }
339
340 void Program::Loader::vertex_shader(const string &src)
341 {
342         obj.attach_shader_owned(new Shader(VERTEX_SHADER, src));
343 }
344
345
346 Program::StandardFeatures::Loader::Loader(StandardFeatures &f):
347         DataFile::ObjectLoader<StandardFeatures>(f)
348 {
349         add("lighting",  &StandardFeatures::lighting);
350         add("material",  &StandardFeatures::material);
351         add("normalmap", &StandardFeatures::normalmap);
352         add("shadow",    &StandardFeatures::shadow);
353         add("specular",  &StandardFeatures::specular);
354         add("texture",   &StandardFeatures::texture);
355         add("transform", &StandardFeatures::transform);
356 }
357
358 } // namespace GL
359 } // namespace Msp