]> git.tdb.fi Git - libs/gl.git/blobdiff - source/program.cpp
Generate a hash describing the layout of uniforms in a Program
[libs/gl.git] / source / program.cpp
index 749a7d9cf67735cbc60958f0c606b9f1452e4087..587a3fb0fa674c6c2a85689c4abee6a05d7bf2d2 100644 (file)
@@ -1,4 +1,6 @@
 #include <algorithm>
+#include <msp/core/hash.h>
+#include <msp/strings/format.h>
 #include "arb_shader_objects.h"
 #include "arb_vertex_shader.h"
 #include "error.h"
@@ -19,7 +21,7 @@ const char *standard_vertex_src[] =
        "!lm", "varying vec4 v_color;\n",
        "l!n", "varying vec3 v_normal;\n",
        "l",   "varying vec3 v_light_dir;\n",
-       "p",   "varying vec3 v_eye_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",
@@ -30,14 +32,16 @@ const char *standard_vertex_src[] =
        "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",
-       "n",   "\tvec3 eye_tangent = gl_NormalMatrix*tangent;\n",
-       "n",   "\tvec3 eye_binormal = gl_NormalMatrix*binormal;\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",   "\tvec3 eye_dir = -normalize(eye_pos.xyz);\n",
-       "pn",  "\tv_eye_dir = vec3(dot(eye_tangent, eye_dir), dot(eye_binormal, eye_dir), dot(eye_normal, eye_dir));\n",
-       "p!n", "\tv_eye_dir = eye_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",
@@ -50,12 +54,14 @@ 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",   "varying vec3 v_eye_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",
@@ -64,6 +70,9 @@ const char *standard_fragment_src[] =
        "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)",
@@ -77,6 +86,7 @@ const char *standard_fragment_src[] =
        "s",     "*l_shadow",
        "lm",    "+gl_FrontLightModelProduct.sceneColor",
        "l",     ")",
+       "e",     "+reflection*reflectivity",
         0,      ";\n",
         0,    "}\n",
        0, 0
@@ -231,6 +241,16 @@ void Program::link()
                        uniforms[name] = info;
                }
        }
+
+       string layout_descriptor;
+       for(map<string, UniformInfo>::const_iterator i = uniforms.begin(); i!=uniforms.end(); ++i)
+               if(i->second.location>=0)
+               {
+                       if(!layout_descriptor.empty())
+                               layout_descriptor += '\n';
+                       layout_descriptor += format("%d:%s:%x", i->second.location, i->second.name, i->second.type);
+               }
+       uniform_layout_hash = hash32(layout_descriptor);
 }
 
 string Program::get_info_log() const
@@ -296,6 +316,7 @@ Program::StandardFeatures::StandardFeatures():
        specular(false),
        normalmap(false),
        shadow(false),
+       reflection(false),
        transform(false)
 { }
 
@@ -316,6 +337,8 @@ string Program::StandardFeatures::create_flags() const
        }
        if(shadow)
                flags += 's';
+       if(reflection)
+               flags += 'e';
        if(transform)
                flags += 'r';