X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fprogram.cpp;h=d8827ab5d0f5f095fed0d53424571aff7147f472;hp=729018a1a4b1edc69438d426c32426e82b19b09b;hb=HEAD;hpb=01d2500733766710f4a11f49216a5b3dcc75a4a3 diff --git a/source/program.cpp b/source/program.cpp deleted file mode 100644 index 729018a1..00000000 --- a/source/program.cpp +++ /dev/null @@ -1,509 +0,0 @@ -#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[] = -{ - "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 { - -Program::Program() -{ - 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); -} - -void Program::attach_shader(Shader &shader) -{ - if(find(shaders.begin(), shaders.end(), &shader)==shaders.end()) - { - glAttachShader(id, shader.get_id()); - shaders.push_back(&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) -{ - ShaderList::iterator i = remove(shaders.begin(), shaders.end(), &shader); - if(i!=shaders.end()) - { - shaders.erase(i, shaders.end()); - glDetachShader(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_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()); -} - -void Program::link() -{ - for(ShaderList::iterator i=shaders.begin(); i!=shaders.end(); ++i) - if(!(*i)->is_compiled()) - (*i)->compile(); - - uniforms.clear(); - - glLinkProgram(id); - 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); -} - -unsigned 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; - 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 -} // namespace Msp