X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fprogram.cpp;h=adbb5c4cfd1a4ccf7ffd3fe41dc75646c33a1a6c;hp=1d08270fd50aca7abd45e18f9660213e09a24227;hb=6afbace895a7bbcf216ab8e48280ea0303ab5892;hpb=85facfb688035b5bbc9a3a87d080582fbf34930b diff --git a/source/program.cpp b/source/program.cpp index 1d08270f..adbb5c4c 100644 --- a/source/program.cpp +++ b/source/program.cpp @@ -1,26 +1,147 @@ -/* $Id$ - -This file is part of libmspgl -Copyright © 2007 Mikko Rasa, Mikkosoft Productions -Distributed under the LGPL -*/ - -#define GL_GLEXT_PROTOTYPES +#include +#include +#include +#include +#include +#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[] = +{ + "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[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", + "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() { - id=glCreateProgram(); + 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); } @@ -33,9 +154,16 @@ 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::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()); @@ -43,35 +171,335 @@ void Program::detach_shader(Shader &shader) } } -void Program::bind_attribute(int index, const string &name) +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()); } -bool Program::link() +void Program::link() { - for(list::iterator i=shaders.begin(); i!=shaders.end(); ++i) - if(!(*i)->get_compiled() && !(*i)->compile()) - return false; + for(ShaderList::iterator i=shaders.begin(); i!=shaders.end(); ++i) + if(!(*i)->is_compiled()) + (*i)->compile(); + + uniforms.clear(); glLinkProgram(id); - linked=get_param(GL_LINK_STATUS); - return linked; + 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 uniforms_by_index(count); + 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); + info.bind_point = info.layout_hash%BufferRange::get_n_uniform_buffer_bindings(); + glUniformBlockBinding(id, i, info.bind_point); + } + } + + vector 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); } -int Program::get_param(GLenum param) const +unsigned Program::compute_layout_hash(const vector &uniforms) { - int value; - glGetProgramiv(id, param, &value); - return value; + 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 { - sizei len=get_param(GL_INFO_LOG_LENGTH); - char log[len+1]; - glGetProgramInfoLog(id, len+1, reinterpret_cast(&len), log); - return string(log, len); + 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(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 && offsetsecond.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(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(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