]> git.tdb.fi Git - libs/gl.git/blob - source/program.cpp
Rename a variable in shader code to avoid conflict with a keyword
[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         del_shaders(false)
92 {
93         init();
94 }
95
96 Program::Program(const StandardFeatures &features):
97         del_shaders(true)
98 {
99         init();
100
101         add_standard_shaders(features);
102         link();
103 }
104
105 Program::Program(const string &vert, const string &frag):
106         del_shaders(true)
107 {
108         init();
109
110         attach_shader(*new Shader(VERTEX_SHADER, vert));
111         attach_shader(*new Shader(FRAGMENT_SHADER, frag));
112         link();
113 }
114
115 void Program::init()
116 {
117         static RequireExtension _ext("GL_ARB_shader_objects");
118
119         linked = false;
120         id = glCreateProgramObjectARB();
121 }
122
123 Program::~Program()
124 {
125         if(del_shaders)
126         {
127                 for(list<Shader *>::iterator i=shaders.begin(); i!=shaders.end(); ++i)
128                         delete *i;
129         }
130         glDeleteObjectARB(id);
131 }
132
133 void Program::attach_shader(Shader &shader)
134 {
135         if(find(shaders.begin(), shaders.end(), &shader)==shaders.end())
136         {
137                 glAttachObjectARB(id, shader.get_id());
138                 shaders.push_back(&shader);
139         }
140 }
141
142 void Program::detach_shader(Shader &shader)
143 {
144         list<Shader *>::iterator i = remove(shaders.begin(), shaders.end(), &shader);
145         if(i!=shaders.end())
146         {
147                 shaders.erase(i, shaders.end());
148                 glDetachObjectARB(id, shader.get_id());
149         }
150 }
151
152 void Program::add_standard_shaders(const StandardFeatures &features)
153 {
154         string flags = features.create_flags();
155         string vertex_src = process_standard_source(standard_vertex_src, flags);
156         string fragment_src = process_standard_source(standard_fragment_src, flags);
157         attach_shader(*new Shader(VERTEX_SHADER, vertex_src));
158         attach_shader(*new Shader(FRAGMENT_SHADER, fragment_src));
159 }
160
161 string Program::process_standard_source(const char **source, const string &flags)
162 {
163         string result;
164
165         for(unsigned i=0; source[i+1]; i+=2)
166         {
167                 if(source[i])
168                 {
169                         bool cond = true;
170                         char oper = '&';
171                         for(const char *c=source[i]; *c; ++c)
172                         {
173                                 if(*c>='a' && *c<='z')
174                                 {
175                                         bool found = (flags.find(*c)!=string::npos);
176                                         if(oper=='|')
177                                                 cond = (cond || found);
178                                         else if(oper=='!')
179                                                 cond = (cond && !found);
180                                         else if(oper=='&')
181                                                 cond = (cond && found);
182                                         oper = '&';
183                                 }
184                                 else
185                                         oper = *c;
186                         }
187
188                         if(!cond)
189                                 continue;
190                 }
191
192                 result += source[i+1];
193         }
194
195         return result;
196 }
197
198 void Program::set_del_shaders(bool ds)
199 {
200         del_shaders = ds;
201 }
202
203 void Program::bind_attribute(unsigned index, const string &name)
204 {
205         static RequireExtension _ext("GL_ARB_vertex_shader");
206         glBindAttribLocationARB(id, index, name.c_str());
207 }
208
209 void Program::link()
210 {
211         for(list<Shader *>::iterator i=shaders.begin(); i!=shaders.end(); ++i)
212                 if(!(*i)->is_compiled())
213                         (*i)->compile();
214
215         uniforms.clear();
216
217         glLinkProgramARB(id);
218         int value;
219         glGetObjectParameterivARB(id, GL_OBJECT_LINK_STATUS_ARB, &value);
220         if(!(linked = value))
221                 throw compile_error(get_info_log());
222
223         glGetObjectParameterivARB(id, GL_OBJECT_ACTIVE_UNIFORMS_ARB, &value);
224         for(int i=0; i<value; ++i)
225         {
226                 UniformInfo info;
227                 char name[128];
228                 int len = 0;
229                 glGetActiveUniformARB(id, i, 128, &len, &info.size, &info.type, name);
230                 if(len)
231                 {
232                         info.name = name;
233                         info.location = glGetUniformLocationARB(id, name);
234                         uniforms[name] = info;
235                 }
236         }
237 }
238
239 string Program::get_info_log() const
240 {
241         GLsizei len = 0;
242         glGetObjectParameterivARB(id, GL_OBJECT_INFO_LOG_LENGTH_ARB, &len);
243         char log[len+1];
244         glGetInfoLogARB(id, len+1, &len, log);
245         return string(log, len);
246 }
247
248 void Program::bind() const
249 {
250         if(!linked)
251                 throw invalid_operation("Program::bind");
252
253         if(!set_current(this))
254                 return;
255
256         glUseProgramObjectARB(id);
257 }
258
259 int Program::get_uniform_location(const string &n) const
260 {
261         map<string, UniformInfo>::const_iterator i = uniforms.find(n);
262         if(i==uniforms.end())
263                 return -1;
264
265         return i->second.location;
266 }
267
268 void Program::unbind()
269 {
270         if(!set_current(0))
271                 return;
272
273         glUseProgramObjectARB(0);
274 }
275
276
277 Program::StandardFeatures::StandardFeatures():
278         texture(false),
279         material(false),
280         lighting(false),
281         specular(false),
282         normalmap(false),
283         shadow(false),
284         transform(false)
285 { }
286
287 string Program::StandardFeatures::create_flags() const
288 {
289         string flags;
290         if(texture)
291                 flags += 't';
292         if(material)
293                 flags += 'm';
294         if(lighting)
295         {
296                 flags += 'l';
297                 if(specular)
298                         flags += 'p';
299                 if(normalmap)
300                         flags += 'n';
301         }
302         if(shadow)
303                 flags += 's';
304         if(transform)
305                 flags += 'r';
306
307         return flags;
308 }
309
310
311 Program::Loader::Loader(Program &p):
312         DataFile::ObjectLoader<Program>(p)
313 {
314         obj.set_del_shaders(true);
315
316         add("attribute",       &Loader::attribute);
317         add("fragment_shader", &Loader::fragment_shader);
318         add("standard",        &Loader::standard);
319         add("vertex_shader",   &Loader::vertex_shader);
320 }
321
322 void Program::Loader::finish()
323 {
324         obj.link();
325 }
326
327 void Program::Loader::attribute(unsigned i, const string &n)
328 {
329         obj.bind_attribute(i, n);
330 }
331
332 void Program::Loader::fragment_shader(const string &src)
333 {
334         obj.attach_shader(*new Shader(FRAGMENT_SHADER, src));
335 }
336
337 void Program::Loader::standard()
338 {
339         StandardFeatures feat;
340         load_sub(feat);
341         obj.add_standard_shaders(feat);
342 }
343
344 void Program::Loader::vertex_shader(const string &src)
345 {
346         obj.attach_shader(*new Shader(VERTEX_SHADER, src));
347 }
348
349
350 Program::StandardFeatures::Loader::Loader(StandardFeatures &f):
351         DataFile::ObjectLoader<StandardFeatures>(f)
352 {
353         add("lighting",  &StandardFeatures::lighting);
354         add("material",  &StandardFeatures::material);
355         add("normalmap", &StandardFeatures::normalmap);
356         add("shadow",    &StandardFeatures::shadow);
357         add("specular",  &StandardFeatures::specular);
358         add("texture",   &StandardFeatures::texture);
359         add("transform", &StandardFeatures::transform);
360 }
361
362 } // namespace GL
363 } // namespace Msp