]> git.tdb.fi Git - libs/gl.git/blobdiff - source/program.cpp
Entirely new system for building standard shaders
[libs/gl.git] / source / program.cpp
index a268850762ef2a78bddd6347fc0de53a1e619eb6..636988d75c75dd11f3728906cf3c761b31553b34 100644 (file)
 #include "arb_vertex_shader.h"
 #include "buffer.h"
 #include "error.h"
-#include "extension.h"
 #include "program.h"
 #include "shader.h"
 
 using namespace std;
 
-namespace {
-
-const char *standard_vertex_src[] =
-{
-       "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[3], eye_pos), dot(gl_EyePlaneT[3], eye_pos), dot(gl_EyePlaneR[3], 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!l!m", "vec3(1.0)",
-       "t",     "tex_sample.rgb",
-       "l|mt",  "*",
-       "!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 = ",
-       "!m",    "1.0",
-       "!lm",   "v_color.a",
-       "lm",    "gl_FrontMaterial.diffuse.a",
-       "t",     "*tex_sample.a",
-        0,      ";\n",
-        0,    "}\n",
-       0, 0
-};
-
-}
-
 namespace Msp {
 namespace GL {
 
@@ -113,11 +21,12 @@ Program::Program()
        init();
 }
 
-Program::Program(const StandardFeatures &features)
+Program::Program(const ProgramBuilder::StandardFeatures &features)
 {
        init();
 
-       add_standard_shaders(features);
+       ProgramBuilder builder(features);
+       builder.add_shaders(*this);
        if(!features.transform)
                link();
 }
@@ -126,31 +35,31 @@ Program::Program(const string &vert, const string &frag)
 {
        init();
 
-       attach_shader_owned(new Shader(VERTEX_SHADER, vert));
-       attach_shader_owned(new Shader(FRAGMENT_SHADER, frag));
+       attach_shader_owned(new VertexShader(vert));
+       attach_shader_owned(new FragmentShader(frag));
        link();
 }
 
 void Program::init()
 {
-       static RequireExtension _ext("GL_ARB_shader_objects");
+       static Require _req(ARB_shader_objects);
 
        linked = false;
-       id = glCreateProgramObjectARB();
+       id = glCreateProgram();
 }
 
 Program::~Program()
 {
        for(ShaderList::iterator i=owned_data.begin(); i!=owned_data.end(); ++i)
                delete *i;
-       glDeleteObjectARB(id);
+       glDeleteProgram(id);
 }
 
 void Program::attach_shader(Shader &shader)
 {
        if(find(shaders.begin(), shaders.end(), &shader)==shaders.end())
        {
-               glAttachObjectARB(id, shader.get_id());
+               glAttachShader(id, shader.get_id());
                shaders.push_back(&shader);
        }
 }
@@ -168,60 +77,14 @@ void Program::detach_shader(Shader &shader)
        if(i!=shaders.end())
        {
                shaders.erase(i, shaders.end());
-               glDetachObjectARB(id, shader.get_id());
-       }
-}
-
-void Program::add_standard_shaders(const StandardFeatures &features)
-{
-       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 Shader(VERTEX_SHADER, vertex_src));
-       attach_shader_owned(new Shader(FRAGMENT_SHADER, fragment_src));
-}
-
-string Program::process_standard_source(const char **source, const string &flags)
-{
-       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];
+               glDetachShader(id, shader.get_id());
        }
-
-       return result;
 }
 
 void Program::bind_attribute(unsigned index, const string &name)
 {
-       static RequireExtension _ext("GL_ARB_vertex_shader");
-       glBindAttribLocationARB(id, index, name.c_str());
+       static Require _req(ARB_vertex_shader);
+       glBindAttribLocation(id, index, name.c_str());
 }
 
 void Program::link()
@@ -232,13 +95,13 @@ void Program::link()
 
        uniforms.clear();
 
-       glLinkProgramARB(id);
+       glLinkProgram(id);
        int value;
-       glGetObjectParameterivARB(id, GL_OBJECT_LINK_STATUS_ARB, &value);
+       glGetProgramiv(id, GL_LINK_STATUS, &value);
        if(!(linked = value))
                throw compile_error(get_info_log());
 
-       glGetObjectParameterivARB(id, GL_OBJECT_ACTIVE_UNIFORMS_ARB, &value);
+       glGetProgramiv(id, GL_ACTIVE_UNIFORMS, &value);
        unsigned count = value;
        vector<UniformInfo *> uniforms_by_index(count);
        for(unsigned i=0; i<count; ++i)
@@ -247,7 +110,7 @@ void Program::link()
                int len = 0;
                int size;
                GLenum type;
-               glGetActiveUniformARB(id, i, 128, &len, &size, &type, name);
+               glGetActiveUniform(id, i, 128, &len, &size, &type, name);
                if(len && strncmp(name, "gl_", 3))
                {
                        UniformInfo &info = uniforms[name];
@@ -261,9 +124,9 @@ void Program::link()
                }
        }
 
-       if(is_supported("GL_ARB_uniform_buffer_object"))
+       if(ARB_uniform_buffer_object)
        {
-               glGetObjectParameterivARB(id, GL_ACTIVE_UNIFORM_BLOCKS, &value);
+               glGetProgramiv(id, GL_ACTIVE_UNIFORM_BLOCKS, &value);
                count = value;
                for(unsigned i=0; i<count; ++i)
                {
@@ -320,6 +183,7 @@ void Program::link()
                                        uniforms_by_index[indices[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();
                        glUniformBlockBinding(id, i, info.bind_point);
@@ -330,7 +194,7 @@ void Program::link()
        for(UniformMap::iterator i=uniforms.begin(); i!=uniforms.end(); ++i)
                if(!i->second.block)
                {
-                       i->second.location = glGetUniformLocationARB(id, i->second.name.c_str());
+                       i->second.location = glGetUniformLocation(id, i->second.name.c_str());
                        blockless_uniforms.push_back(&i->second);
                }
 
@@ -345,12 +209,17 @@ unsigned Program::compute_layout_hash(const vector<const UniformInfo *> &uniform
        return hash32(layout_descriptor);
 }
 
+bool Program::uniform_location_compare(const UniformInfo *uni1, const UniformInfo *uni2)
+{
+       return uni1->location<uni2->location;
+}
+
 string Program::get_info_log() const
 {
        GLsizei len = 0;
-       glGetObjectParameterivARB(id, GL_OBJECT_INFO_LOG_LENGTH_ARB, &len);
+       glGetProgramiv(id, GL_INFO_LOG_LENGTH, &len);
        char *buf = new char[len+1];
-       glGetInfoLogARB(id, len+1, &len, buf);
+       glGetProgramInfoLog(id, len+1, &len, buf);
        string log(buf, len);
        delete[] buf;
        return log;
@@ -399,7 +268,7 @@ void Program::bind() const
        if(!set_current(this))
                return;
 
-       glUseProgramObjectARB(id);
+       glUseProgram(id);
 }
 
 void Program::unbind()
@@ -407,44 +276,7 @@ void Program::unbind()
        if(!set_current(0))
                return;
 
-       glUseProgramObjectARB(0);
-}
-
-
-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;
+       glUseProgram(0);
 }
 
 
@@ -469,32 +301,20 @@ void Program::Loader::attribute(unsigned i, const string &n)
 
 void Program::Loader::fragment_shader(const string &src)
 {
-       obj.attach_shader_owned(new Shader(FRAGMENT_SHADER, src));
+       obj.attach_shader_owned(new FragmentShader(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)
 {
-       obj.attach_shader_owned(new Shader(VERTEX_SHADER, 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);
+       obj.attach_shader_owned(new VertexShader(src));
 }
 
 } // namespace GL