]> git.tdb.fi Git - libs/gl.git/blobdiff - source/program.cpp
Better naming algorithm for objects in scene export
[libs/gl.git] / source / program.cpp
index 84b3cdd16f4e5e2f6fdfbca6c07f812917f3f07d..270dbdc3e5675163017349d0cef901fcffaccdf8 100644 (file)
 #include <algorithm>
 #include <cstring>
+#include <set>
 #include <msp/core/hash.h>
 #include <msp/core/maputils.h>
+#include <msp/gl/extensions/arb_shader_objects.h>
+#include <msp/gl/extensions/arb_uniform_buffer_object.h>
+#include <msp/gl/extensions/arb_vertex_shader.h>
+#include <msp/gl/extensions/ext_gpu_shader4.h>
+#include <msp/gl/extensions/nv_non_square_matrices.h>
+#include <msp/io/print.h>
 #include <msp/strings/format.h>
-#include "arb_shader_objects.h"
-#include "arb_uniform_buffer_object.h"
-#include "arb_vertex_shader.h"
 #include "buffer.h"
 #include "error.h"
+#include "misc.h"
 #include "program.h"
+#include "programcompiler.h"
+#include "resources.h"
 #include "shader.h"
 
 using namespace std;
 
-namespace {
-
-const char *standard_vertex_src[] =
-{
-       "s",   "uniform int shadow_unit;\n",
-       "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[shadow_unit], eye_pos), dot(gl_EyePlaneT[shadow_unit], eye_pos), dot(gl_EyePlaneR[shadow_unit], 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",
-       "t",   "\tvec4 tex_sample = texture2D(texture, v_texcoord);\n",
-        0,    "\tgl_FragColor.rgb = ",
-       "!t!m",  "vec3(1.0)",
-       "t",     "tex_sample.rgb",
-       "l|mt",  "*",
-       "l!m!t",  "*",
-       "!lm",   "v_color.rgb",
-       "l",     "((l_diffuse",
-       "lm",    "*gl_FrontLightProduct[0].diffuse.rgb",
-       "p",     "+l_specular",
-       "pm",    "*gl_FrontLightProduct[0].specular.rgb",
-       "l",     ")",
-       "s",     "*l_shadow",
-       "lm",    "+gl_FrontLightModelProduct.sceneColor.rgb",
-       "l",     ")",
-       "e",     "+reflection.rgb*reflectivity",
-        0,      ";\n",
-        0,    "\tgl_FragColor.a = ",
-       "!t!m",  "1.0",
-       "t",     "tex_sample.a",
-       "tm",    "*",
-       "!lm",   "v_color.a",
-       "lm",    "gl_FrontMaterial.diffuse.a",
-        0,      ";\n",
-        0,    "}\n",
-       0, 0
-};
-
-}
-
 namespace Msp {
 namespace GL {
 
@@ -115,13 +28,31 @@ Program::Program()
        init();
 }
 
-Program::Program(const StandardFeatures &features)
+Program::Program(const ProgramBuilder::StandardFeatures &features)
 {
        init();
 
-       add_standard_shaders(features);
-       if(!features.transform)
-               link();
+       ProgramBuilder builder(features);
+       builder.add_shaders(*this);
+       link();
+}
+
+Program::Program(const std::string &source)
+{
+       init();
+
+       ProgramCompiler compiler;
+       if(source.find(';')==string::npos && source.size()>5 && !source.compare(source.size()-5, 5, ".glsl"))
+       {
+               if(RefPtr<IO::Seekable> io = Resources::get_builtins().open(source))
+                       compiler.compile(*io, source);
+               else
+                       throw IO::file_not_found(source);
+       }
+       else
+               compiler.compile(source);
+       compiler.add_shaders(*this);
+       link();
 }
 
 Program::Program(const string &vert, const string &frag)
@@ -174,56 +105,21 @@ void Program::detach_shader(Shader &shader)
        }
 }
 
-void Program::add_standard_shaders(const StandardFeatures &features)
+void Program::bind_attribute(unsigned index, const string &name)
 {
-       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 VertexShader(vertex_src));
-       attach_shader_owned(new FragmentShader(fragment_src));
+       static Require _req(ARB_vertex_shader);
+       glBindAttribLocation(id, index, name.c_str());
 }
 
-string Program::process_standard_source(const char **source, const string &flags)
+void Program::bind_attribute(VertexComponent comp, const string &name)
 {
-       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;
+       bind_attribute(get_component_type(comp), name);
 }
 
-void Program::bind_attribute(unsigned index, const string &name)
+void Program::bind_fragment_data(unsigned index, const string &name)
 {
-       static Require _req(ARB_vertex_shader);
-       glBindAttribLocation(id, index, name.c_str());
+       static Require _req(EXT_gpu_shader4);
+       glBindFragDataLocation(id, index, name.c_str());
 }
 
 void Program::link()
@@ -233,15 +129,20 @@ void Program::link()
                        (*i)->compile();
 
        uniforms.clear();
+       legacy_vars = false;
 
        glLinkProgram(id);
-       int value;
-       glGetProgramiv(id, GL_LINK_STATUS, &value);
-       if(!(linked = value))
+       linked = get_program_i(id, GL_LINK_STATUS);
+       if(!linked)
                throw compile_error(get_info_log());
 
-       glGetProgramiv(id, GL_ACTIVE_UNIFORMS, &value);
-       unsigned count = value;
+#ifdef DEBUG
+       std::string info_log = get_info_log();
+       if(!info_log.empty())
+               IO::print("Program link info log:\n%s", info_log);
+#endif
+
+       unsigned count = get_program_i(id, GL_ACTIVE_UNIFORMS);
        vector<UniformInfo *> uniforms_by_index(count);
        for(unsigned i=0; i<count; ++i)
        {
@@ -249,9 +150,14 @@ void Program::link()
                int len = 0;
                int size;
                GLenum type;
-               glGetActiveUniform(id, i, 128, &len, &size, &type, name);
+               glGetActiveUniform(id, i, sizeof(name), &len, &size, &type, name);
                if(len && strncmp(name, "gl_", 3))
                {
+                       /* Some implementations report the first element of a uniform array,
+                       others report just the name of the array itself. */
+                       if(len>3 && !strcmp(name+len-3, "[0]"))
+                               name[len-3] = 0;
+
                        UniformInfo &info = uniforms[name];
                        info.block = 0;
                        info.name = name;
@@ -261,20 +167,37 @@ void Program::link()
                        info.type = type;
                        uniforms_by_index[i] = &info;
                }
+               else
+                       legacy_vars = true;
+       }
+
+       count = get_program_i(id, GL_ACTIVE_ATTRIBUTES);
+       for(unsigned i=0; i<count; ++i)
+       {
+               char name[128];
+               int len = 0;
+               int size;
+               GLenum type;
+               glGetActiveAttrib(id, i, sizeof(name), &len, &size, &type, name);
+               if(len && !strncmp(name, "gl_", 3))
+                       legacy_vars = true;
        }
 
        if(ARB_uniform_buffer_object)
        {
-               glGetProgramiv(id, GL_ACTIVE_UNIFORM_BLOCKS, &value);
-               count = value;
+               uniform_blocks.clear();
+
+               std::set<unsigned> used_bind_points;
+               count = get_program_i(id, GL_ACTIVE_UNIFORM_BLOCKS);
                for(unsigned i=0; i<count; ++i)
                {
                        char name[128];
                        int len;
-                       glGetActiveUniformBlockName(id, i, 128, &len, name);
+                       glGetActiveUniformBlockName(id, i, sizeof(name), &len, name);
                        UniformBlockInfo &info = uniform_blocks[name];
                        info.name = name;
 
+                       int value;
                        glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_DATA_SIZE, &value);
                        info.data_size = value;
 
@@ -303,7 +226,7 @@ void Program::link()
                        {
                                glGetActiveUniformsiv(id, indices2.size(), &indices2[0], GL_UNIFORM_ARRAY_STRIDE, &values[0]);
                                for(unsigned j=0; j<indices2.size(); ++j)
-                                       uniforms_by_index[indices[j]]->array_stride = values[j];
+                                       uniforms_by_index[indices2[j]]->array_stride = values[j];
                        }
 
                        indices2.clear();
@@ -319,28 +242,41 @@ void Program::link()
                        {
                                glGetActiveUniformsiv(id, indices2.size(), &indices2[0], GL_UNIFORM_MATRIX_STRIDE, &values[0]);
                                for(unsigned j=0; j<indices2.size(); ++j)
-                                       uniforms_by_index[indices[j]]->matrix_stride = values[j];
+                                       uniforms_by_index[indices2[j]]->matrix_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();
+                       unsigned n_bindings = BufferRange::get_n_uniform_buffer_bindings();
+                       info.bind_point = info.layout_hash%n_bindings;
+                       while(used_bind_points.count(info.bind_point))
+                               info.bind_point = (info.bind_point+1)%n_bindings;
                        glUniformBlockBinding(id, i, info.bind_point);
+                       used_bind_points.insert(info.bind_point);
                }
        }
 
-       vector<const UniformInfo *> blockless_uniforms;
+       UniformBlockInfo &default_block = uniform_blocks[string()];
+       default_block.data_size = 0;
+       default_block.bind_point = -1;
+
        for(UniformMap::iterator i=uniforms.begin(); i!=uniforms.end(); ++i)
                if(!i->second.block)
                {
                        i->second.location = glGetUniformLocation(id, i->second.name.c_str());
-                       blockless_uniforms.push_back(&i->second);
+                       i->second.block = &default_block;
+                       default_block.uniforms.push_back(&i->second);
                }
 
-       uniform_layout_hash = compute_layout_hash(blockless_uniforms);
+       default_block.layout_hash = compute_layout_hash(default_block.uniforms);
+
+       string layout_descriptor;
+       for(UniformBlockMap::const_iterator i=uniform_blocks.begin(); i!=uniform_blocks.end(); ++i)
+               layout_descriptor += format("%d:%x\n", i->second.bind_point, i->second.layout_hash);
+       uniform_layout_hash = hash32(layout_descriptor);
 }
 
-unsigned Program::compute_layout_hash(const vector<const UniformInfo *> &uniforms)
+Program::LayoutHash Program::compute_layout_hash(const vector<const UniformInfo *> &uniforms)
 {
        string layout_descriptor;
        for(vector<const UniformInfo *>::const_iterator i = uniforms.begin(); i!=uniforms.end(); ++i)
@@ -355,8 +291,7 @@ bool Program::uniform_location_compare(const UniformInfo *uni1, const UniformInf
 
 string Program::get_info_log() const
 {
-       GLsizei len = 0;
-       glGetProgramiv(id, GL_INFO_LOG_LENGTH, &len);
+       GLsizei len = get_program_i(id, GL_INFO_LOG_LENGTH);
        char *buf = new char[len+1];
        glGetProgramInfoLog(id, len+1, &len, buf);
        string log(buf, len);
@@ -376,27 +311,14 @@ const Program::UniformInfo &Program::get_uniform_info(const string &name) const
 
 int Program::get_uniform_location(const string &n) const
 {
+       if(n[n.size()-1]==']')
+               throw invalid_argument("Program::get_uniform_location");
+
        UniformMap::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. */
-                               unsigned offset = lexical_cast<unsigned>(n.substr(open_bracket+1, n.size()-2-open_bracket));
-                               i = uniforms.find(n.substr(0, open_bracket)+"[0]");
-                               if(i!=uniforms.end() && !i->second.block && offset<i->second.size)
-                                       return i->second.location+offset;
-                       }
-               }
                return -1;
-       }
 
-       return i->second.block ? -1 : i->second.location;
+       return i->second.block->bind_point<0 ? i->second.location : -1;
 }
 
 void Program::bind() const
@@ -419,48 +341,12 @@ void Program::unbind()
 }
 
 
-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
-{
-       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;
-}
-
-
 Program::Loader::Loader(Program &p):
        DataFile::ObjectLoader<Program>(p)
 {
        add("attribute",       &Loader::attribute);
        add("fragment_shader", &Loader::fragment_shader);
+       add("geometry_shader", &Loader::geometry_shader);
        add("standard",        &Loader::standard);
        add("vertex_shader",   &Loader::vertex_shader);
 }
@@ -480,11 +366,17 @@ void Program::Loader::fragment_shader(const string &src)
        obj.attach_shader_owned(new FragmentShader(src));
 }
 
+void Program::Loader::geometry_shader(const string &src)
+{
+       obj.attach_shader_owned(new GeometryShader(src));
+}
+
 void Program::Loader::standard()
 {
-       StandardFeatures feat;
+       ProgramBuilder::StandardFeatures feat;
        load_sub(feat);
-       obj.add_standard_shaders(feat);
+       ProgramBuilder builder(feat);
+       builder.add_shaders(obj);
 }
 
 void Program::Loader::vertex_shader(const string &src)
@@ -492,18 +384,5 @@ void Program::Loader::vertex_shader(const string &src)
        obj.attach_shader_owned(new VertexShader(src));
 }
 
-
-Program::StandardFeatures::Loader::Loader(StandardFeatures &f):
-       DataFile::ObjectLoader<StandardFeatures>(f)
-{
-       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
 } // namespace Msp