]> git.tdb.fi Git - libs/gl.git/blobdiff - source/program.cpp
Use typedefs in Program
[libs/gl.git] / source / program.cpp
index eb9481f2426ae7908f2a875aa9efa07ab7caed3e..f07b2015c8c459bd36d480d9cc655d7da15d7c01 100644 (file)
@@ -1,14 +1,9 @@
-/* $Id$
-
-This file is part of libmspgl
-Copyright © 2007 Mikko Rasa, Mikkosoft Productions
-Distributed under the LGPL
-*/
-
 #include <algorithm>
+#include <msp/core/hash.h>
+#include <msp/strings/format.h>
 #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"
@@ -26,21 +21,27 @@ 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",
         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",
+       "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",
@@ -53,33 +54,46 @@ 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",
        "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)",
-       "t",     "texture2D(texture, v_texcoord)",
+       /* 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",
+       "!lm",   "v_color.rgb",
        "l",     "((l_diffuse",
-       "lm",    "*gl_FrontLightProduct[0].diffuse",
+       "lm",    "*gl_FrontLightProduct[0].diffuse.rgb",
        "p",     "+l_specular",
-       "pm",    "*gl_FrontLightProduct[0].specular",
+       "pm",    "*gl_FrontLightProduct[0].specular.rgb",
        "l",     ")",
        "s",     "*l_shadow",
-       "lm",    "+gl_FrontLightModelProduct.sceneColor",
+       "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
@@ -90,28 +104,26 @@ 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 +137,8 @@ void Program::init()
 
 Program::~Program()
 {
-       if(del_shaders)
-       {
-               for(list<Shader *>::iterator i=shaders.begin(); i!=shaders.end(); ++i)
-                       delete *i;
-       }
+       for(ShaderList::iterator i=owned_data.begin(); i!=owned_data.end(); ++i)
+               delete *i;
        glDeleteObjectARB(id);
 }
 
@@ -142,9 +151,16 @@ 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);
+       ShaderList::iterator i = remove(shaders.begin(), shaders.end(), &shader);
        if(i!=shaders.end())
        {
                shaders.erase(i, shaders.end());
@@ -157,8 +173,8 @@ 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 +214,6 @@ 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");
@@ -211,34 +222,59 @@ 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())
+       for(ShaderList::iterator i=shaders.begin(); i!=shaders.end(); ++i)
+               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 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
 {
-       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 +284,27 @@ void Program::bind() const
 
 int Program::get_uniform_location(const string &n) const
 {
-       return glGetUniformLocationARB(id, n.c_str());
+       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. */
+                               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 +322,9 @@ Program::StandardFeatures::StandardFeatures():
        lighting(false),
        specular(false),
        normalmap(false),
-       shadow(false)
+       shadow(false),
+       reflection(false),
+       transform(false)
 { }
 
 string Program::StandardFeatures::create_flags() const
@@ -286,6 +344,10 @@ string Program::StandardFeatures::create_flags() const
        }
        if(shadow)
                flags += 's';
+       if(reflection)
+               flags += 'e';
+       if(transform)
+               flags += 'r';
 
        return flags;
 }
@@ -294,8 +356,6 @@ 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 +374,7 @@ 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 +386,7 @@ 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 +399,7 @@ Program::StandardFeatures::Loader::Loader(StandardFeatures &f):
        add("shadow",    &StandardFeatures::shadow);
        add("specular",  &StandardFeatures::specular);
        add("texture",   &StandardFeatures::texture);
+       add("transform", &StandardFeatures::transform);
 }
 
 } // namespace GL