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[libs/gl.git] / source / program.cpp
diff --git a/source/program.cpp b/source/program.cpp
deleted file mode 100644 (file)
index 1343c00..0000000
+++ /dev/null
@@ -1,362 +0,0 @@
-/* $Id$
-
-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 "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",   "varying vec3 v_eye_dir;\n",
-        0,    "void main()\n",
-        0,    "{\n",
-        0,    "\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",
-       "l!n", "\tv_normal = eye_normal;\n",
-       "n",   "\tvec3 eye_tangent = gl_NormalMatrix*tangent;\n",
-       "n",   "\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",
-       "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",
-       "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",
-        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 = normalize(v_eye_dir+v_light_dir);\n",
-       "p",   "\tfloat l_specular = pow(max(dot(half, 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)",
-       "t",     "texture2D(texture, v_texcoord)",
-       "l|mt",  "*",
-       "!lm",   "v_color",
-       "l",     "((l_diffuse",
-       "lm",    "*gl_FrontLightProduct[0].diffuse",
-       "p",     "+l_specular",
-       "pm",    "*gl_FrontLightProduct[0].specular",
-       "l",     ")",
-       "s",     "*l_shadow",
-       "lm",    "+gl_FrontLightModelProduct.sceneColor",
-       "l",     ")",
-        0,      ";\n",
-        0,    "}\n",
-       0, 0
-};
-
-}
-
-namespace Msp {
-namespace GL {
-
-Program::Program():
-       del_shaders(false)
-{
-       init();
-}
-
-Program::Program(const StandardFeatures &features):
-       del_shaders(true)
-{
-       init();
-
-       add_standard_shaders(features);
-       link();
-}
-
-Program::Program(const string &vert, const string &frag):
-       del_shaders(true)
-{
-       init();
-
-       attach_shader(*new Shader(VERTEX_SHADER, vert));
-       attach_shader(*new Shader(FRAGMENT_SHADER, frag));
-       link();
-}
-
-void Program::init()
-{
-       static RequireExtension _ext("GL_ARB_shader_objects");
-
-       linked = false;
-       id = glCreateProgramObjectARB();
-}
-
-Program::~Program()
-{
-       if(del_shaders)
-       {
-               for(list<Shader *>::iterator i=shaders.begin(); i!=shaders.end(); ++i)
-                       delete *i;
-       }
-       glDeleteObjectARB(id);
-}
-
-void Program::attach_shader(Shader &shader)
-{
-       if(find(shaders.begin(), shaders.end(), &shader)==shaders.end())
-       {
-               glAttachObjectARB(id, shader.get_id());
-               shaders.push_back(&shader);
-       }
-}
-
-void Program::detach_shader(Shader &shader)
-{
-       list<Shader *>::iterator i = remove(shaders.begin(), shaders.end(), &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(*new Shader(VERTEX_SHADER, vertex_src));
-       attach_shader(*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];
-       }
-
-       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");
-       glBindAttribLocationARB(id, index, name.c_str());
-}
-
-void Program::link()
-{
-       for(list<Shader *>::iterator i=shaders.begin(); i!=shaders.end(); ++i)
-               if(!(*i)->is_compiled())
-                       (*i)->compile();
-
-       uniforms.clear();
-
-       glLinkProgramARB(id);
-       int value;
-       glGetObjectParameterivARB(id, GL_OBJECT_LINK_STATUS_ARB, &value);
-       if(!(linked = value))
-               throw CompileError(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 = 0;
-       glGetObjectParameterivARB(id, GL_OBJECT_INFO_LOG_LENGTH_ARB, &len);
-       char log[len+1];
-       glGetInfoLogARB(id, len+1, &len, log);
-       return string(log, len);
-}
-
-void Program::bind() const
-{
-       if(!linked)
-               throw InvalidState("Program is not linked");
-
-       if(!set_current(this))
-               return;
-
-       glUseProgramObjectARB(id);
-}
-
-int Program::get_uniform_location(const string &n) const
-{
-       map<string, UniformInfo>::const_iterator i = uniforms.find(n);
-       if(i==uniforms.end())
-               return -1;
-
-       return i->second.location;
-}
-
-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)
-{ }
-
-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';
-
-       return flags;
-}
-
-
-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);
-       add("vertex_shader",   &Loader::vertex_shader);
-}
-
-void Program::Loader::finish()
-{
-       obj.link();
-}
-
-void Program::Loader::attribute(unsigned i, const string &n)
-{
-       obj.bind_attribute(i, n);
-}
-
-void Program::Loader::fragment_shader(const string &src)
-{
-       obj.attach_shader(*new Shader(FRAGMENT_SHADER, src));
-}
-
-void Program::Loader::standard()
-{
-       StandardFeatures feat;
-       load_sub(feat);
-       obj.add_standard_shaders(feat);
-}
-
-void Program::Loader::vertex_shader(const string &src)
-{
-       obj.attach_shader(*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);
-}
-
-} // namespace GL
-} // namespace Msp