]> git.tdb.fi Git - libs/gl.git/blobdiff - source/program.cpp
Fix uniform array element lookup
[libs/gl.git] / source / program.cpp
index eb9481f2426ae7908f2a875aa9efa07ab7caed3e..749a7d9cf67735cbc60958f0c606b9f1452e4087 100644 (file)
@@ -1,14 +1,7 @@
-/* $Id$
-
-This file is part of libmspgl
-Copyright © 2007 Mikko Rasa, Mikkosoft Productions
-Distributed under the LGPL
-*/
-
 #include <algorithm>
 #include "arb_shader_objects.h"
 #include "arb_vertex_shader.h"
-#include "except.h"
+#include "error.h"
 #include "extension.h"
 #include "program.h"
 #include "shader.h"
@@ -27,11 +20,15 @@ const char *standard_vertex_src[] =
        "l!n", "varying vec3 v_normal;\n",
        "l",   "varying vec3 v_light_dir;\n",
        "p",   "varying vec3 v_eye_dir;\n",
+       "r",   "vec4 transform_vertex(vec4);\n",
+       "lr",  "vec3 transform_normal(vec3);\n",
         0,    "void main()\n",
         0,    "{\n",
-        0,    "\tvec4 eye_pos = gl_ModelViewMatrix*gl_Vertex;\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",
-       "l",   "\tvec3 eye_normal = gl_NormalMatrix*gl_Normal;\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",
        "n",   "\tvec3 eye_tangent = gl_NormalMatrix*tangent;\n",
        "n",   "\tvec3 eye_binormal = gl_NormalMatrix*binormal;\n",
@@ -64,8 +61,8 @@ const char *standard_fragment_src[] =
        "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 = normalize(v_eye_dir+v_light_dir);\n",
-       "p",   "\tfloat l_specular = pow(max(dot(half, n_normal), 0.0), gl_FrontMaterial.shininess);\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",
         0,    "\tgl_FragColor = ",
        "!t!l!m", "vec4(1.0, 1.0, 1.0, 1.0)",
@@ -90,28 +87,26 @@ const char *standard_fragment_src[] =
 namespace Msp {
 namespace GL {
 
-Program::Program():
-       del_shaders(false)
+Program::Program()
 {
        init();
 }
 
-Program::Program(const StandardFeatures &features):
-       del_shaders(true)
+Program::Program(const StandardFeatures &features)
 {
        init();
 
        add_standard_shaders(features);
-       link();
+       if(!features.transform)
+               link();
 }
 
-Program::Program(const string &vert, const string &frag):
-       del_shaders(true)
+Program::Program(const string &vert, const string &frag)
 {
        init();
 
-       attach_shader(*new Shader(VERTEX_SHADER, vert));
-       attach_shader(*new Shader(FRAGMENT_SHADER, frag));
+       attach_shader_owned(new Shader(VERTEX_SHADER, vert));
+       attach_shader_owned(new Shader(FRAGMENT_SHADER, frag));
        link();
 }
 
@@ -125,11 +120,8 @@ void Program::init()
 
 Program::~Program()
 {
-       if(del_shaders)
-       {
-               for(list<Shader *>::iterator i=shaders.begin(); i!=shaders.end(); ++i)
-                       delete *i;
-       }
+       for(list<Shader *>::iterator i=owned_data.begin(); i!=owned_data.end(); ++i)
+               delete *i;
        glDeleteObjectARB(id);
 }
 
@@ -142,6 +134,13 @@ void Program::attach_shader(Shader &shader)
        }
 }
 
+void Program::attach_shader_owned(Shader *shader)
+{
+       attach_shader(*shader);
+       if(find(owned_data.begin(), owned_data.end(), shader)==owned_data.end())
+               owned_data.push_back(shader);
+}
+
 void Program::detach_shader(Shader &shader)
 {
        list<Shader *>::iterator i = remove(shaders.begin(), shaders.end(), &shader);
@@ -157,8 +156,8 @@ 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(*new Shader(VERTEX_SHADER, vertex_src));
-       attach_shader(*new Shader(FRAGMENT_SHADER, fragment_src));
+       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)
@@ -198,11 +197,6 @@ string Program::process_standard_source(const char **source, const string &flags
        return result;
 }
 
-void Program::set_del_shaders(bool ds)
-{
-       del_shaders = ds;
-}
-
 void Program::bind_attribute(unsigned index, const string &name)
 {
        static RequireExtension _ext("GL_ARB_vertex_shader");
@@ -212,33 +206,48 @@ void Program::bind_attribute(unsigned index, const string &name)
 void Program::link()
 {
        for(list<Shader *>::iterator i=shaders.begin(); i!=shaders.end(); ++i)
-               if(!(*i)->get_compiled())
+               if(!(*i)->is_compiled())
                        (*i)->compile();
 
-       glLinkProgramARB(id);
-       if(!(linked = get_param(GL_LINK_STATUS)))
-               throw CompileError(get_info_log());
-}
+       uniforms.clear();
 
-int Program::get_param(GLenum param) const
-{
+       glLinkProgramARB(id);
        int value;
-       glGetObjectParameterivARB(id, param, &value);
-       return value;
+       glGetObjectParameterivARB(id, GL_OBJECT_LINK_STATUS_ARB, &value);
+       if(!(linked = value))
+               throw compile_error(get_info_log());
+
+       glGetObjectParameterivARB(id, GL_OBJECT_ACTIVE_UNIFORMS_ARB, &value);
+       for(int i=0; i<value; ++i)
+       {
+               UniformInfo info;
+               char name[128];
+               int len = 0;
+               glGetActiveUniformARB(id, i, 128, &len, &info.size, &info.type, name);
+               if(len)
+               {
+                       info.name = name;
+                       info.location = glGetUniformLocationARB(id, name);
+                       uniforms[name] = info;
+               }
+       }
 }
 
 string Program::get_info_log() const
 {
-       GLsizei len = get_param(GL_INFO_LOG_LENGTH);
-       char log[len+1];
-       glGetInfoLogARB(id, len+1, &len, log);
-       return string(log, len);
+       GLsizei len = 0;
+       glGetObjectParameterivARB(id, GL_OBJECT_INFO_LOG_LENGTH_ARB, &len);
+       char *buf = new char[len+1];
+       glGetInfoLogARB(id, len+1, &len, buf);
+       string log(buf, len);
+       delete[] buf;
+       return log;
 }
 
 void Program::bind() const
 {
        if(!linked)
-               throw InvalidState("Program is not linked");
+               throw invalid_operation("Program::bind");
 
        if(!set_current(this))
                return;
@@ -248,7 +257,27 @@ void Program::bind() const
 
 int Program::get_uniform_location(const string &n) const
 {
-       return glGetUniformLocationARB(id, n.c_str());
+       map<string, UniformInfo>::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. */
+                               int 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() && offset<i->second.size)
+                                       return i->second.location+offset;
+                       }
+               }
+               return -1;
+       }
+
+       return i->second.location;
 }
 
 void Program::unbind()
@@ -266,7 +295,8 @@ Program::StandardFeatures::StandardFeatures():
        lighting(false),
        specular(false),
        normalmap(false),
-       shadow(false)
+       shadow(false),
+       transform(false)
 { }
 
 string Program::StandardFeatures::create_flags() const
@@ -286,6 +316,8 @@ string Program::StandardFeatures::create_flags() const
        }
        if(shadow)
                flags += 's';
+       if(transform)
+               flags += 'r';
 
        return flags;
 }
@@ -294,8 +326,6 @@ string Program::StandardFeatures::create_flags() const
 Program::Loader::Loader(Program &p):
        DataFile::ObjectLoader<Program>(p)
 {
-       obj.set_del_shaders(true);
-
        add("attribute",       &Loader::attribute);
        add("fragment_shader", &Loader::fragment_shader);
        add("standard",        &Loader::standard);
@@ -314,7 +344,7 @@ void Program::Loader::attribute(unsigned i, const string &n)
 
 void Program::Loader::fragment_shader(const string &src)
 {
-       obj.attach_shader(*new Shader(FRAGMENT_SHADER, src));
+       obj.attach_shader_owned(new Shader(FRAGMENT_SHADER, src));
 }
 
 void Program::Loader::standard()
@@ -326,7 +356,7 @@ void Program::Loader::standard()
 
 void Program::Loader::vertex_shader(const string &src)
 {
-       obj.attach_shader(*new Shader(VERTEX_SHADER, src));
+       obj.attach_shader_owned(new Shader(VERTEX_SHADER, src));
 }
 
 
@@ -339,6 +369,7 @@ Program::StandardFeatures::Loader::Loader(StandardFeatures &f):
        add("shadow",    &StandardFeatures::shadow);
        add("specular",  &StandardFeatures::specular);
        add("texture",   &StandardFeatures::texture);
+       add("transform", &StandardFeatures::transform);
 }
 
 } // namespace GL