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Check the flat qualifier from the correct member
[libs/gl.git] / source / program.cpp
diff --git a/source/program.cpp b/source/program.cpp
deleted file mode 100644 (file)
index f112066..0000000
+++ /dev/null
@@ -1,507 +0,0 @@
-#include <algorithm>
-#include <cstring>
-#include <msp/core/hash.h>
-#include <msp/core/maputils.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 "program.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!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 {
-
-Program::Program()
-{
-       init();
-}
-
-Program::Program(const StandardFeatures &features)
-{
-       init();
-
-       add_standard_shaders(features);
-       if(!features.transform)
-               link();
-}
-
-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));
-       link();
-}
-
-void Program::init()
-{
-       static Require _req(ARB_shader_objects);
-
-       linked = false;
-       id = glCreateProgram();
-}
-
-Program::~Program()
-{
-       for(ShaderList::iterator i=owned_data.begin(); i!=owned_data.end(); ++i)
-               delete *i;
-       glDeleteProgram(id);
-}
-
-void Program::attach_shader(Shader &shader)
-{
-       if(find(shaders.begin(), shaders.end(), &shader)==shaders.end())
-       {
-               glAttachShader(id, shader.get_id());
-               shaders.push_back(&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)
-{
-       ShaderList::iterator i = remove(shaders.begin(), shaders.end(), &shader);
-       if(i!=shaders.end())
-       {
-               shaders.erase(i, shaders.end());
-               glDetachShader(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];
-       }
-
-       return result;
-}
-
-void Program::bind_attribute(unsigned index, const string &name)
-{
-       static Require _req(ARB_vertex_shader);
-       glBindAttribLocation(id, index, name.c_str());
-}
-
-void Program::link()
-{
-       for(ShaderList::iterator i=shaders.begin(); i!=shaders.end(); ++i)
-               if(!(*i)->is_compiled())
-                       (*i)->compile();
-
-       uniforms.clear();
-
-       glLinkProgram(id);
-       int value;
-       glGetProgramiv(id, GL_LINK_STATUS, &value);
-       if(!(linked = value))
-               throw compile_error(get_info_log());
-
-       glGetProgramiv(id, GL_ACTIVE_UNIFORMS, &value);
-       unsigned count = value;
-       vector<UniformInfo *> uniforms_by_index(count);
-       for(unsigned i=0; i<count; ++i)
-       {
-               char name[128];
-               int len = 0;
-               int size;
-               GLenum type;
-               glGetActiveUniform(id, i, 128, &len, &size, &type, name);
-               if(len && strncmp(name, "gl_", 3))
-               {
-                       UniformInfo &info = uniforms[name];
-                       info.block = 0;
-                       info.name = name;
-                       info.size = size;
-                       info.array_stride = 0;
-                       info.matrix_stride = 0;
-                       info.type = type;
-                       uniforms_by_index[i] = &info;
-               }
-       }
-
-       if(ARB_uniform_buffer_object)
-       {
-               glGetProgramiv(id, GL_ACTIVE_UNIFORM_BLOCKS, &value);
-               count = value;
-               for(unsigned i=0; i<count; ++i)
-               {
-                       char name[128];
-                       int len;
-                       glGetActiveUniformBlockName(id, i, 128, &len, name);
-                       UniformBlockInfo &info = uniform_blocks[name];
-                       info.name = name;
-
-                       glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_DATA_SIZE, &value);
-                       info.data_size = value;
-
-                       glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS, &value);
-                       vector<int> indices(value);
-                       glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES, &indices[0]);
-                       for(vector<int>::iterator j=indices.begin(); j!=indices.end(); ++j)
-                       {
-                               if(!uniforms_by_index[*j])
-                                       throw logic_error("Program::link");
-                               info.uniforms.push_back(uniforms_by_index[*j]);
-                               uniforms_by_index[*j]->block = &info;
-                       }
-
-                       vector<unsigned> indices2(indices.begin(), indices.end());
-                       vector<int> values(indices.size());
-                       glGetActiveUniformsiv(id, indices.size(), &indices2[0], GL_UNIFORM_OFFSET, &values[0]);
-                       for(unsigned j=0; j<indices.size(); ++j)
-                               uniforms_by_index[indices[j]]->location = values[j];
-
-                       indices2.clear();
-                       for(vector<int>::iterator j=indices.begin(); j!=indices.end(); ++j)
-                               if(uniforms_by_index[*j]->size>1)
-                                       indices2.push_back(*j);
-                       if(!indices2.empty())
-                       {
-                               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];
-                       }
-
-                       indices2.clear();
-                       for(vector<int>::iterator j=indices.begin(); j!=indices.end(); ++j)
-                       {
-                               GLenum t = uniforms_by_index[*j]->type;
-                               if(t==GL_FLOAT_MAT4 || t==GL_FLOAT_MAT3 || t==GL_FLOAT_MAT2 ||
-                                       t==GL_FLOAT_MAT2x3 || t==GL_FLOAT_MAT2x4 || t==GL_FLOAT_MAT3x2 ||
-                                       t==GL_FLOAT_MAT3x4 || t==GL_FLOAT_MAT4x2 || t==GL_FLOAT_MAT4x3)
-                                       indices2.push_back(*j);
-                       }
-                       if(!indices2.empty())
-                       {
-                               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];
-                       }
-
-                       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);
-               }
-       }
-
-       vector<const UniformInfo *> blockless_uniforms;
-       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);
-               }
-
-       uniform_layout_hash = compute_layout_hash(blockless_uniforms);
-}
-
-unsigned 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)
-               layout_descriptor += format("%d:%s:%x:%d\n", (*i)->location, (*i)->name, (*i)->type, (*i)->size);
-       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;
-       glGetProgramiv(id, GL_INFO_LOG_LENGTH, &len);
-       char *buf = new char[len+1];
-       glGetProgramInfoLog(id, len+1, &len, buf);
-       string log(buf, len);
-       delete[] buf;
-       return log;
-}
-
-const Program::UniformBlockInfo &Program::get_uniform_block_info(const string &name) const
-{
-       return get_item(uniform_blocks, name);
-}
-
-const Program::UniformInfo &Program::get_uniform_info(const string &name) const
-{
-       return get_item(uniforms, name);
-}
-
-int Program::get_uniform_location(const string &n) const
-{
-       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;
-}
-
-void Program::bind() const
-{
-       if(!linked)
-               throw invalid_operation("Program::bind");
-
-       if(!set_current(this))
-               return;
-
-       glUseProgram(id);
-}
-
-void Program::unbind()
-{
-       if(!set_current(0))
-               return;
-
-       glUseProgram(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;
-}
-
-
-Program::Loader::Loader(Program &p):
-       DataFile::ObjectLoader<Program>(p)
-{
-       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_owned(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_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);
-}
-
-} // namespace GL
-} // namespace Msp