X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fprogram.cpp;h=636988d75c75dd11f3728906cf3c761b31553b34;hp=84b3cdd16f4e5e2f6fdfbca6c07f812917f3f07d;hb=9034e81679eeeaa3d1d5d643d3f924d9edb45a68;hpb=9733137499a84f44c29d06d2551d41a903de1112 diff --git a/source/program.cpp b/source/program.cpp index 84b3cdd1..636988d7 100644 --- a/source/program.cpp +++ b/source/program.cpp @@ -13,100 +13,6 @@ 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!m", "vec3(1.0)", - "t", "tex_sample.rgb", - "l|mt", "*", - "l!m!t", "*", - "!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 = ", - "!t!m", "1.0", - "t", "tex_sample.a", - "tm", "*", - "!lm", "v_color.a", - "lm", "gl_FrontMaterial.diffuse.a", - 0, ";\n", - 0, "}\n", - 0, 0 -}; - -} - namespace Msp { namespace GL { @@ -115,11 +21,12 @@ Program::Program() init(); } -Program::Program(const StandardFeatures &features) +Program::Program(const ProgramBuilder::StandardFeatures &features) { init(); - add_standard_shaders(features); + ProgramBuilder builder(features); + builder.add_shaders(*this); if(!features.transform) link(); } @@ -174,52 +81,6 @@ void Program::detach_shader(Shader &shader) } } -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 VertexShader(vertex_src)); - attach_shader_owned(new FragmentShader(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); @@ -419,43 +280,6 @@ void Program::unbind() } -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(p) { @@ -482,9 +306,10 @@ void Program::Loader::fragment_shader(const string &src) void Program::Loader::standard() { - StandardFeatures feat; + ProgramBuilder::StandardFeatures feat; load_sub(feat); - obj.add_standard_shaders(feat); + ProgramBuilder builder(feat); + builder.add_shaders(obj); } void Program::Loader::vertex_shader(const string &src) @@ -492,18 +317,5 @@ void Program::Loader::vertex_shader(const string &src) obj.attach_shader_owned(new VertexShader(src)); } - -Program::StandardFeatures::Loader::Loader(StandardFeatures &f): - DataFile::ObjectLoader(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