X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fprogram.cpp;h=d8827ab5d0f5f095fed0d53424571aff7147f472;hp=3c3a78b7c298a15bb6e55f8b9e75268fd788c4c7;hb=HEAD;hpb=f14435e58bfa0fa697a06ba9a454bb30cd37d9d8 diff --git a/source/program.cpp b/source/program.cpp deleted file mode 100644 index 3c3a78b7..00000000 --- a/source/program.cpp +++ /dev/null @@ -1,355 +0,0 @@ -#include -#include "arb_shader_objects.h" -#include "arb_vertex_shader.h" -#include "except.h" -#include "extension.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", "varying vec3 v_eye_dir;\n", - 0, "void main()\n", - 0, "{\n", - 0, "\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", - "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 = normalize(v_eye_dir+v_light_dir);\n", - "p", "\tfloat l_specular = pow(max(dot(half, 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 { - -Program::Program(): - del_shaders(false) -{ - init(); -} - -Program::Program(const StandardFeatures &features): - del_shaders(true) -{ - init(); - - add_standard_shaders(features); - link(); -} - -Program::Program(const string &vert, const string &frag): - del_shaders(true) -{ - init(); - - attach_shader(*new Shader(VERTEX_SHADER, vert)); - attach_shader(*new Shader(FRAGMENT_SHADER, frag)); - link(); -} - -void Program::init() -{ - static RequireExtension _ext("GL_ARB_shader_objects"); - - linked = false; - id = glCreateProgramObjectARB(); -} - -Program::~Program() -{ - if(del_shaders) - { - for(list::iterator i=shaders.begin(); i!=shaders.end(); ++i) - delete *i; - } - glDeleteObjectARB(id); -} - -void Program::attach_shader(Shader &shader) -{ - if(find(shaders.begin(), shaders.end(), &shader)==shaders.end()) - { - glAttachObjectARB(id, shader.get_id()); - shaders.push_back(&shader); - } -} - -void Program::detach_shader(Shader &shader) -{ - list::iterator i = remove(shaders.begin(), shaders.end(), &shader); - if(i!=shaders.end()) - { - shaders.erase(i, shaders.end()); - glDetachObjectARB(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(*new Shader(VERTEX_SHADER, vertex_src)); - attach_shader(*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::set_del_shaders(bool ds) -{ - del_shaders = ds; -} - -void Program::bind_attribute(unsigned index, const string &name) -{ - static RequireExtension _ext("GL_ARB_vertex_shader"); - glBindAttribLocationARB(id, index, name.c_str()); -} - -void Program::link() -{ - for(list::iterator i=shaders.begin(); i!=shaders.end(); ++i) - if(!(*i)->is_compiled()) - (*i)->compile(); - - uniforms.clear(); - - glLinkProgramARB(id); - int value; - glGetObjectParameterivARB(id, GL_OBJECT_LINK_STATUS_ARB, &value); - if(!(linked = value)) - throw CompileError(get_info_log()); - - glGetObjectParameterivARB(id, GL_OBJECT_ACTIVE_UNIFORMS_ARB, &value); - for(int i=0; i::const_iterator i = uniforms.find(n); - if(i==uniforms.end()) - return -1; - - return i->second.location; -} - -void Program::unbind() -{ - if(!set_current(0)) - return; - - glUseProgramObjectARB(0); -} - - -Program::StandardFeatures::StandardFeatures(): - texture(false), - material(false), - lighting(false), - specular(false), - normalmap(false), - shadow(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'; - - return flags; -} - - -Program::Loader::Loader(Program &p): - DataFile::ObjectLoader(p) -{ - obj.set_del_shaders(true); - - 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(*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(*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); -} - -} // namespace GL -} // namespace Msp