X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fprogram.cpp;h=270dbdc3e5675163017349d0cef901fcffaccdf8;hp=52150f3f7f2be252f4beca3f04c237b8b05e1107;hb=e598e9d8dacad73b7ee1688e2be738e94b07b9fa;hpb=0646b330ffa9ea7fd77e2078257499b1d58ac0f7 diff --git a/source/program.cpp b/source/program.cpp index 52150f3f..270dbdc3 100644 --- a/source/program.cpp +++ b/source/program.cpp @@ -1,89 +1,25 @@ #include -#include "arb_shader_objects.h" -#include "arb_vertex_shader.h" +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include "buffer.h" #include "error.h" -#include "extension.h" +#include "misc.h" #include "program.h" +#include "programcompiler.h" +#include "resources.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", - "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", - "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_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)", - "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 { @@ -92,11 +28,30 @@ Program::Program() init(); } -Program::Program(const StandardFeatures &features) +Program::Program(const ProgramBuilder::StandardFeatures &features) +{ + init(); + + ProgramBuilder builder(features); + builder.add_shaders(*this); + link(); +} + +Program::Program(const std::string &source) { init(); - add_standard_shaders(features); + ProgramCompiler compiler; + if(source.find(';')==string::npos && source.size()>5 && !source.compare(source.size()-5, 5, ".glsl")) + { + if(RefPtr io = Resources::get_builtins().open(source)) + compiler.compile(*io, source); + else + throw IO::file_not_found(source); + } + else + compiler.compile(source); + compiler.add_shaders(*this); link(); } @@ -104,31 +59,31 @@ 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(list::iterator i=owned_data.begin(); i!=owned_data.end(); ++i) + 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); } } @@ -142,167 +97,247 @@ void Program::attach_shader_owned(Shader *shader) void Program::detach_shader(Shader &shader) { - list::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()); - glDetachObjectARB(id, shader.get_id()); + glDetachShader(id, shader.get_id()); } } -void Program::add_standard_shaders(const StandardFeatures &features) +void Program::bind_attribute(unsigned index, const string &name) { - 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)); + static Require _req(ARB_vertex_shader); + glBindAttribLocation(id, index, name.c_str()); } -string Program::process_standard_source(const char **source, const string &flags) +void Program::bind_attribute(VertexComponent comp, const string &name) { - 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; + bind_attribute(get_component_type(comp), name); } -void Program::bind_attribute(unsigned index, const string &name) +void Program::bind_fragment_data(unsigned index, const string &name) { - static RequireExtension _ext("GL_ARB_vertex_shader"); - glBindAttribLocationARB(id, index, name.c_str()); + static Require _req(EXT_gpu_shader4); + glBindFragDataLocation(id, index, name.c_str()); } void Program::link() { - for(list::iterator i=shaders.begin(); i!=shaders.end(); ++i) + for(ShaderList::iterator i=shaders.begin(); i!=shaders.end(); ++i) if(!(*i)->is_compiled()) (*i)->compile(); uniforms.clear(); + legacy_vars = false; - glLinkProgramARB(id); - int value; - glGetObjectParameterivARB(id, GL_OBJECT_LINK_STATUS_ARB, &value); - if(!(linked = value)) + glLinkProgram(id); + linked = get_program_i(id, GL_LINK_STATUS); + if(!linked) throw compile_error(get_info_log()); - glGetObjectParameterivARB(id, GL_OBJECT_ACTIVE_UNIFORMS_ARB, &value); - for(int i=0; i uniforms_by_index(count); + for(unsigned i=0; i3 && !strcmp(name+len-3, "[0]")) + name[len-3] = 0; + + 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; + } + else + legacy_vars = true; + } + + count = get_program_i(id, GL_ACTIVE_ATTRIBUTES); + for(unsigned i=0; i used_bind_points; + count = get_program_i(id, GL_ACTIVE_UNIFORM_BLOCKS); + for(unsigned i=0; i indices(value); + glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES, &indices[0]); + for(vector::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 indices2(indices.begin(), indices.end()); + vector values(indices.size()); + glGetActiveUniformsiv(id, indices.size(), &indices2[0], GL_UNIFORM_OFFSET, &values[0]); + for(unsigned j=0; jlocation = values[j]; + + indices2.clear(); + for(vector::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; jarray_stride = values[j]; + } + + indices2.clear(); + for(vector::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; jmatrix_stride = values[j]; + } + + sort(info.uniforms.begin(), info.uniforms.end(), uniform_location_compare); + info.layout_hash = compute_layout_hash(info.uniforms); + unsigned n_bindings = BufferRange::get_n_uniform_buffer_bindings(); + info.bind_point = info.layout_hash%n_bindings; + while(used_bind_points.count(info.bind_point)) + info.bind_point = (info.bind_point+1)%n_bindings; + glUniformBlockBinding(id, i, info.bind_point); + used_bind_points.insert(info.bind_point); } } + + UniformBlockInfo &default_block = uniform_blocks[string()]; + default_block.data_size = 0; + default_block.bind_point = -1; + + for(UniformMap::iterator i=uniforms.begin(); i!=uniforms.end(); ++i) + if(!i->second.block) + { + i->second.location = glGetUniformLocation(id, i->second.name.c_str()); + i->second.block = &default_block; + default_block.uniforms.push_back(&i->second); + } + + default_block.layout_hash = compute_layout_hash(default_block.uniforms); + + string layout_descriptor; + for(UniformBlockMap::const_iterator i=uniform_blocks.begin(); i!=uniform_blocks.end(); ++i) + layout_descriptor += format("%d:%x\n", i->second.bind_point, i->second.layout_hash); + uniform_layout_hash = hash32(layout_descriptor); +} + +Program::LayoutHash Program::compute_layout_hash(const vector &uniforms) +{ + string layout_descriptor; + for(vector::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->locationlocation; } string Program::get_info_log() const { - GLsizei len = 0; - glGetObjectParameterivARB(id, GL_OBJECT_INFO_LOG_LENGTH_ARB, &len); + GLsizei len = get_program_i(id, GL_INFO_LOG_LENGTH); 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; } -void Program::bind() const +const Program::UniformBlockInfo &Program::get_uniform_block_info(const string &name) const { - if(!linked) - throw invalid_operation("Program::bind"); - - if(!set_current(this)) - return; + return get_item(uniform_blocks, name); +} - glUseProgramObjectARB(id); +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 { - map::const_iterator i = uniforms.find(n); + if(n[n.size()-1]==']') + throw invalid_argument("Program::get_uniform_location"); + + UniformMap::const_iterator i = uniforms.find(n); if(i==uniforms.end()) return -1; - return i->second.location; + return i->second.block->bind_point<0 ? i->second.location : -1; } -void Program::unbind() +void Program::bind() const { - if(!set_current(0)) + if(!linked) + throw invalid_operation("Program::bind"); + + if(!set_current(this)) return; - glUseProgramObjectARB(0); + glUseProgram(id); } - -Program::StandardFeatures::StandardFeatures(): - texture(false), - material(false), - lighting(false), - specular(false), - normalmap(false), - shadow(false), - transform(false) -{ } - -string Program::StandardFeatures::create_flags() const +void Program::unbind() { - 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(transform) - flags += 'r'; + if(!set_current(0)) + return; - return flags; + glUseProgram(0); } @@ -311,6 +346,7 @@ Program::Loader::Loader(Program &p): { add("attribute", &Loader::attribute); add("fragment_shader", &Loader::fragment_shader); + add("geometry_shader", &Loader::geometry_shader); add("standard", &Loader::standard); add("vertex_shader", &Loader::vertex_shader); } @@ -327,32 +363,25 @@ 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() +void Program::Loader::geometry_shader(const string &src) { - StandardFeatures feat; - load_sub(feat); - obj.add_standard_shaders(feat); + obj.attach_shader_owned(new GeometryShader(src)); } -void Program::Loader::vertex_shader(const string &src) +void Program::Loader::standard() { - obj.attach_shader_owned(new Shader(VERTEX_SHADER, src)); + ProgramBuilder::StandardFeatures feat; + load_sub(feat); + ProgramBuilder builder(feat); + builder.add_shaders(obj); } - -Program::StandardFeatures::Loader::Loader(StandardFeatures &f): - DataFile::ObjectLoader(f) +void Program::Loader::vertex_shader(const string &src) { - 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