3 #include <msp/core/hash.h>
4 #include <msp/core/maputils.h>
5 #include <msp/strings/format.h>
6 #include "arb_shader_objects.h"
7 #include "arb_uniform_buffer_object.h"
8 #include "arb_vertex_shader.h"
18 const char *standard_vertex_src[] =
20 "s", "uniform int shadow_unit;\n",
21 "n", "attribute vec3 tangent;\n",
22 "n", "attribute vec3 binormal;\n",
23 "t|n", "varying vec2 v_texcoord;\n",
24 "s", "varying vec3 v_shadowcoord;\n",
25 "!lm", "varying vec4 v_color;\n",
26 "l!n", "varying vec3 v_normal;\n",
27 "l", "varying vec3 v_light_dir;\n",
28 "p|e", "varying vec3 v_eye_dir;\n",
29 "r", "vec4 transform_vertex(vec4);\n",
30 "lr", "vec3 transform_normal(vec3);\n",
33 "r", "\tvec4 eye_pos = transform_vertex(gl_Vertex);\n",
34 "!r", "\tvec4 eye_pos = gl_ModelViewMatrix*gl_Vertex;\n",
35 0, "\tgl_Position = gl_ProjectionMatrix*eye_pos;\n",
36 "lr", "\tvec3 eye_normal = transform_normal(gl_Normal);\n",
37 "l!r", "\tvec3 eye_normal = gl_NormalMatrix*gl_Normal;\n",
38 "l!n", "\tv_normal = eye_normal;\n",
39 "nr", "\tvec3 eye_tangent = transform_normal(tangent);\n",
40 "n!r", "\tvec3 eye_tangent = gl_NormalMatrix*tangent;\n",
41 "nr", "\tvec3 eye_binormal = transform_normal(binormal);\n",
42 "n!r", "\tvec3 eye_binormal = gl_NormalMatrix*binormal;\n",
43 "l", "\tvec3 eye_light_dir = normalize(gl_LightSource[0].position.xyz-eye_pos.xyz*gl_LightSource[0].position.w);\n",
44 "n", "\tv_light_dir = vec3(dot(eye_tangent, eye_light_dir), dot(eye_binormal, eye_light_dir), dot(eye_normal, eye_light_dir));\n",
45 "l!n", "\tv_light_dir = eye_light_dir;\n",
46 "p|e", "\tvec3 eye_dir = -normalize(eye_pos.xyz);\n",
47 "p|en", "\tv_eye_dir = vec3(dot(eye_tangent, eye_dir), dot(eye_binormal, eye_dir), dot(eye_normal, eye_dir));\n",
48 "p|e!n", "\tv_eye_dir = eye_dir;\n",
49 "t|n", "\tv_texcoord = gl_MultiTexCoord0.xy;\n",
50 "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",
51 "!lm", "\tv_color = gl_Color;\n",
56 const char *standard_fragment_src[] =
58 "t", "uniform sampler2D texture;\n",
59 "n", "uniform sampler2D normalmap;\n",
60 "s", "uniform sampler2DShadow shadow;\n",
61 "e", "uniform samplerCube environment;\n",
62 "e", "uniform float reflectivity;\n",
63 "t|n", "varying vec2 v_texcoord;\n",
64 "s", "varying vec3 v_shadowcoord;\n",
65 "!lm", "varying vec4 v_color;\n",
66 "l!n", "varying vec3 v_normal;\n",
67 "l", "varying vec3 v_light_dir;\n",
68 "p|e", "varying vec3 v_eye_dir;\n",
71 "n", "\tvec3 n_normal = texture2D(normalmap, v_texcoord).xyz*2.0-1.0;\n",
72 "l!n", "\tvec3 n_normal = normalize(v_normal);\n",
73 "l", "\tfloat l_diffuse = max(dot(n_normal, normalize(v_light_dir)), 0.0);\n",
74 "p", "\tvec3 half_dir = normalize(v_eye_dir+v_light_dir);\n",
75 "p", "\tfloat l_specular = pow(max(dot(half_dir, n_normal), 0.0), gl_FrontMaterial.shininess);\n",
76 "s", "\tfloat l_shadow = shadow2D(shadow, v_shadowcoord).r;\n",
77 /* XXX This is incorrect with normal mapping, since the vectors are in TBN
78 space but environment map is expected to be in eye space */
79 "e", "\tvec4 reflection = textureCube(environment, n_normal*(dot(n_normal, v_eye_dir)*2.0)-v_eye_dir);\n",
80 "t", "\tvec4 tex_sample = texture2D(texture, v_texcoord);\n",
81 0, "\tgl_FragColor.rgb = ",
83 "t", "tex_sample.rgb",
88 "lm", "*gl_FrontLightProduct[0].diffuse.rgb",
90 "pm", "*gl_FrontLightProduct[0].specular.rgb",
93 "lm", "+gl_FrontLightModelProduct.sceneColor.rgb",
95 "e", "+reflection.rgb*reflectivity",
97 0, "\tgl_FragColor.a = ",
102 "lm", "gl_FrontMaterial.diffuse.a",
118 Program::Program(const StandardFeatures &features)
122 add_standard_shaders(features);
123 if(!features.transform)
127 Program::Program(const string &vert, const string &frag)
131 attach_shader_owned(new Shader(VERTEX_SHADER, vert));
132 attach_shader_owned(new Shader(FRAGMENT_SHADER, frag));
138 static Require _req(ARB_shader_objects);
141 id = glCreateProgram();
146 for(ShaderList::iterator i=owned_data.begin(); i!=owned_data.end(); ++i)
151 void Program::attach_shader(Shader &shader)
153 if(find(shaders.begin(), shaders.end(), &shader)==shaders.end())
155 glAttachShader(id, shader.get_id());
156 shaders.push_back(&shader);
160 void Program::attach_shader_owned(Shader *shader)
162 attach_shader(*shader);
163 if(find(owned_data.begin(), owned_data.end(), shader)==owned_data.end())
164 owned_data.push_back(shader);
167 void Program::detach_shader(Shader &shader)
169 ShaderList::iterator i = remove(shaders.begin(), shaders.end(), &shader);
172 shaders.erase(i, shaders.end());
173 glDetachShader(id, shader.get_id());
177 void Program::add_standard_shaders(const StandardFeatures &features)
179 string flags = features.create_flags();
180 string vertex_src = process_standard_source(standard_vertex_src, flags);
181 string fragment_src = process_standard_source(standard_fragment_src, flags);
182 attach_shader_owned(new Shader(VERTEX_SHADER, vertex_src));
183 attach_shader_owned(new Shader(FRAGMENT_SHADER, fragment_src));
186 string Program::process_standard_source(const char **source, const string &flags)
190 for(unsigned i=0; source[i+1]; i+=2)
196 for(const char *c=source[i]; *c; ++c)
198 if(*c>='a' && *c<='z')
200 bool found = (flags.find(*c)!=string::npos);
202 cond = (cond || found);
204 cond = (cond && !found);
206 cond = (cond && found);
217 result += source[i+1];
223 void Program::bind_attribute(unsigned index, const string &name)
225 static Require _req(ARB_vertex_shader);
226 glBindAttribLocation(id, index, name.c_str());
231 for(ShaderList::iterator i=shaders.begin(); i!=shaders.end(); ++i)
232 if(!(*i)->is_compiled())
239 glGetProgramiv(id, GL_LINK_STATUS, &value);
240 if(!(linked = value))
241 throw compile_error(get_info_log());
243 glGetProgramiv(id, GL_ACTIVE_UNIFORMS, &value);
244 unsigned count = value;
245 vector<UniformInfo *> uniforms_by_index(count);
246 for(unsigned i=0; i<count; ++i)
252 glGetActiveUniform(id, i, 128, &len, &size, &type, name);
253 if(len && strncmp(name, "gl_", 3))
255 UniformInfo &info = uniforms[name];
259 info.array_stride = 0;
260 info.matrix_stride = 0;
262 uniforms_by_index[i] = &info;
266 if(ARB_uniform_buffer_object)
268 glGetProgramiv(id, GL_ACTIVE_UNIFORM_BLOCKS, &value);
270 for(unsigned i=0; i<count; ++i)
274 glGetActiveUniformBlockName(id, i, 128, &len, name);
275 UniformBlockInfo &info = uniform_blocks[name];
278 glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_DATA_SIZE, &value);
279 info.data_size = value;
281 glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS, &value);
282 vector<int> indices(value);
283 glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES, &indices[0]);
284 for(vector<int>::iterator j=indices.begin(); j!=indices.end(); ++j)
286 if(!uniforms_by_index[*j])
287 throw logic_error("Program::link");
288 info.uniforms.push_back(uniforms_by_index[*j]);
289 uniforms_by_index[*j]->block = &info;
292 vector<unsigned> indices2(indices.begin(), indices.end());
293 vector<int> values(indices.size());
294 glGetActiveUniformsiv(id, indices.size(), &indices2[0], GL_UNIFORM_OFFSET, &values[0]);
295 for(unsigned j=0; j<indices.size(); ++j)
296 uniforms_by_index[indices[j]]->location = values[j];
299 for(vector<int>::iterator j=indices.begin(); j!=indices.end(); ++j)
300 if(uniforms_by_index[*j]->size>1)
301 indices2.push_back(*j);
302 if(!indices2.empty())
304 glGetActiveUniformsiv(id, indices2.size(), &indices2[0], GL_UNIFORM_ARRAY_STRIDE, &values[0]);
305 for(unsigned j=0; j<indices2.size(); ++j)
306 uniforms_by_index[indices[j]]->array_stride = values[j];
310 for(vector<int>::iterator j=indices.begin(); j!=indices.end(); ++j)
312 GLenum t = uniforms_by_index[*j]->type;
313 if(t==GL_FLOAT_MAT4 || t==GL_FLOAT_MAT3 || t==GL_FLOAT_MAT2 ||
314 t==GL_FLOAT_MAT2x3 || t==GL_FLOAT_MAT2x4 || t==GL_FLOAT_MAT3x2 ||
315 t==GL_FLOAT_MAT3x4 || t==GL_FLOAT_MAT4x2 || t==GL_FLOAT_MAT4x3)
316 indices2.push_back(*j);
318 if(!indices2.empty())
320 glGetActiveUniformsiv(id, indices2.size(), &indices2[0], GL_UNIFORM_MATRIX_STRIDE, &values[0]);
321 for(unsigned j=0; j<indices2.size(); ++j)
322 uniforms_by_index[indices[j]]->matrix_stride = values[j];
325 sort(info.uniforms.begin(), info.uniforms.end(), uniform_location_compare);
326 info.layout_hash = compute_layout_hash(info.uniforms);
327 info.bind_point = info.layout_hash%BufferRange::get_n_uniform_buffer_bindings();
328 glUniformBlockBinding(id, i, info.bind_point);
332 vector<const UniformInfo *> blockless_uniforms;
333 for(UniformMap::iterator i=uniforms.begin(); i!=uniforms.end(); ++i)
336 i->second.location = glGetUniformLocation(id, i->second.name.c_str());
337 blockless_uniforms.push_back(&i->second);
340 uniform_layout_hash = compute_layout_hash(blockless_uniforms);
343 unsigned Program::compute_layout_hash(const vector<const UniformInfo *> &uniforms)
345 string layout_descriptor;
346 for(vector<const UniformInfo *>::const_iterator i = uniforms.begin(); i!=uniforms.end(); ++i)
347 layout_descriptor += format("%d:%s:%x:%d\n", (*i)->location, (*i)->name, (*i)->type, (*i)->size);
348 return hash32(layout_descriptor);
351 bool Program::uniform_location_compare(const UniformInfo *uni1, const UniformInfo *uni2)
353 return uni1->location<uni2->location;
356 string Program::get_info_log() const
359 glGetProgramiv(id, GL_INFO_LOG_LENGTH, &len);
360 char *buf = new char[len+1];
361 glGetProgramInfoLog(id, len+1, &len, buf);
362 string log(buf, len);
367 const Program::UniformBlockInfo &Program::get_uniform_block_info(const string &name) const
369 return get_item(uniform_blocks, name);
372 const Program::UniformInfo &Program::get_uniform_info(const string &name) const
374 return get_item(uniforms, name);
377 int Program::get_uniform_location(const string &n) const
379 UniformMap::const_iterator i = uniforms.find(n);
380 if(i==uniforms.end())
382 if(n[n.size()-1]==']')
384 string::size_type open_bracket = n.rfind('[');
385 if(open_bracket!=string::npos)
387 /* The requested name looks like an array. glGetActiveUniform only
388 gives us the first element of the array, so try to look that up and
390 unsigned offset = lexical_cast<unsigned>(n.substr(open_bracket+1, n.size()-2-open_bracket));
391 i = uniforms.find(n.substr(0, open_bracket)+"[0]");
392 if(i!=uniforms.end() && !i->second.block && offset<i->second.size)
393 return i->second.location+offset;
399 return i->second.block ? -1 : i->second.location;
402 void Program::bind() const
405 throw invalid_operation("Program::bind");
407 if(!set_current(this))
413 void Program::unbind()
422 Program::StandardFeatures::StandardFeatures():
433 string Program::StandardFeatures::create_flags() const
459 Program::Loader::Loader(Program &p):
460 DataFile::ObjectLoader<Program>(p)
462 add("attribute", &Loader::attribute);
463 add("fragment_shader", &Loader::fragment_shader);
464 add("standard", &Loader::standard);
465 add("vertex_shader", &Loader::vertex_shader);
468 void Program::Loader::finish()
473 void Program::Loader::attribute(unsigned i, const string &n)
475 obj.bind_attribute(i, n);
478 void Program::Loader::fragment_shader(const string &src)
480 obj.attach_shader_owned(new Shader(FRAGMENT_SHADER, src));
483 void Program::Loader::standard()
485 StandardFeatures feat;
487 obj.add_standard_shaders(feat);
490 void Program::Loader::vertex_shader(const string &src)
492 obj.attach_shader_owned(new Shader(VERTEX_SHADER, src));
496 Program::StandardFeatures::Loader::Loader(StandardFeatures &f):
497 DataFile::ObjectLoader<StandardFeatures>(f)
499 add("lighting", &StandardFeatures::lighting);
500 add("material", &StandardFeatures::material);
501 add("normalmap", &StandardFeatures::normalmap);
502 add("shadow", &StandardFeatures::shadow);
503 add("specular", &StandardFeatures::specular);
504 add("texture", &StandardFeatures::texture);
505 add("transform", &StandardFeatures::transform);