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Comparing cvsroot/libgender/material.C (file contents):
Revision 1.12 by root, Fri Oct 22 00:16:08 2004 UTC vs.
Revision 1.13 by root, Sat Oct 23 02:27:51 2004 UTC

1#include <cstdlib>
2#include <cstring>
3
4#include <algorithm>
5
1#include "opengl.h" 6#include "opengl.h"
2#include "material.h" 7#include "material.h"
3 8#include "util.h"
4#include <cstdlib>
5#include <cstring>
6
7#include <algorithm>
8 9
9namespace shader { 10namespace shader {
10 11
11 refcounted::~refcounted () 12 refcounted::~refcounted ()
12 { 13 {
32 const char str_sampler_2d_rect_shadow [] = "sampler2DRectShadow"; 33 const char str_sampler_2d_rect_shadow [] = "sampler2DRectShadow";
33 const char str_sampler_3d [] = "sampler3D"; 34 const char str_sampler_3d [] = "sampler3D";
34 const char str_sampler_3d_rect [] = "sampler3DRect"; 35 const char str_sampler_3d_rect [] = "sampler3DRect";
35 const char str_sampler_cube [] = "samplerCube"; 36 const char str_sampler_cube [] = "samplerCube";
36 37
37 static CGcontext cg_context = cgCreateContext ();
38
39 int var_i::next_name = 0; 38 unsigned int var_i::next_id = 0;
40 39
41 var_i::var_i (CGtype cgtype, const char *typestr) 40 var_i::var_i (CGtype cgtype, const char *typestr)
42 : typestr (typestr) 41 : typestr (typestr)
43 { 42 {
44 name = ++next_name;
45 param = cgCreateParameter (cg_context, cgtype); 43 //param = cgCreateParameter (cg_context, cgtype);
46 } 44 }
47 45
48 var_i::~var_i () 46 var_i::~var_i ()
49 { 47 {
50 cgDestroyParameter (param); 48 //cgDestroyParameter (param);
51 } 49 }
50
51 temporary_i::temporary_i (CGtype cgtype, const char *strtype)
52 : var_i (cgtype, strtype)
53 {
54 sprintf (name, "T%lx_%d", ((long)this >> 4) & 0xfff, ++next_id);
55 }
56
57 uniform_i::uniform_i (CGtype cgtype, const char *strtype)
58 : var_i (cgtype, strtype), dirty (true)
59 {
60 sprintf (name, "U%lx_%d", ((long)this >> 4) & 0xfff, ++next_id);
61 }
62
63 ////////////////////////////////////////////////////////////////////////////
52 64
53 void var_i::build_decl (ostringstream &b) 65 void var_i::build_decl (ostringstream &b)
54 { 66 {
55 b << typestr << ' ' << "V" << name; 67 b << typestr << ' ' << name;
56 } 68 }
57 69
58 void uniform_i::build_decl (ostringstream &b) 70 void uniform_i::build_decl (ostringstream &b)
59 { 71 {
60 b << "uniform " << typestr << ' ' << "V" << name; 72 b << "uniform " << typestr << ' ' << name;
61 } 73 }
62 74
63 void stream_i::build_decl (ostringstream &b) 75 void stream_i::build_decl (ostringstream &b)
64 { 76 {
65 b << typestr << ' ' << binding; 77 b << typestr << ' ' << name;
78 }
79
80 ////////////////////////////////////////////////////////////////////////////
81
82 void glvar_i::build (shader_builder &b)
83 {
84 b << name;
66 } 85 }
67 86
68 void var_i::build (shader_builder &b) 87 void var_i::build (shader_builder &b)
69 { 88 {
70 b << "V" << name; 89 b << name;
71 } 90 }
72 91
73 void uniform_i::build (shader_builder &b) 92 void uniform_i::build (shader_builder &b)
74 { 93 {
75 var_i::build (b); 94 var_i::build (b);
78 b.refs.push_back (*this); 97 b.refs.push_back (*this);
79 } 98 }
80 99
81 void stream_i::build (shader_builder &b) 100 void stream_i::build (shader_builder &b)
82 { 101 {
83 b << binding; 102 var_i::build (b);
84 103
85 if (find (b.streams.begin (), b.streams.end (), var (*this)) == b.streams.end ()) 104 if (find (b.streams.begin (), b.streams.end (), var (*this)) == b.streams.end ())
86 b.streams.push_back (*this); 105 b.streams.push_back (*this);
87 } 106 }
88 107
92 111
93 if (find (b.temps.begin (), b.temps.end (), var (*this)) == b.temps.end ()) 112 if (find (b.temps.begin (), b.temps.end (), var (*this)) == b.temps.end ())
94 b.temps.push_back (*this); 113 b.temps.push_back (*this);
95 } 114 }
96 115
116 void fragment_vector_i::build (shader_builder &b)
117 {
118 for (vector<fragment>::iterator i = begin (); i != end (); i++)
119 (*i)->build (b);
120 }
121
97 void fragment_const_string_i::build (shader_builder &b) 122 void fragment_const_string_i::build (shader_builder &b)
98 { 123 {
99 b << str; 124 b << str;
100 } 125 }
101 126
127 void statement_i::build (shader_builder &b)
128 {
129 b << " ";
130 fragment_vector_i::build (b);
131 b << ";\n";
132 }
133
134 ////////////////////////////////////////////////////////////////////////////
135
102 struct vin vin; 136 struct vin vin;
103 137
104 // MUST update is-function below
105 varying_3f vin::position_3f ("gl_Vertex"); 138 varying_3f vin::position_3f ("gl_Vertex");
106 varying_4f vin::position_4f ("gl_Vertex"); 139 varying_4f vin::position_4f ("gl_Vertex");
107 varying_3f vin::normal_3f ("gl_Normal"); 140 varying_3f vin::normal_3f ("gl_Normal");
108 varying_3f vin::color_3f ("gl_Color"); 141 varying_3f vin::color_3f ("gl_Color");
109 varying_4f vin::color_4f ("gl_Color"); 142 varying_4f vin::color_4f ("gl_Color");
110 varying_3f vin::color2_3f ("gl_SecondaryColor"); 143 varying_3f vin::color2_3f ("gl_SecondaryColor");
111 varying_4f vin::color2_4f ("gl_SecondaryColor"); 144 varying_4f vin::color2_4f ("gl_SecondaryColor");
112 varying_1f vin::texcoord_1f[8] = 145 varying_1f vin::texcoord_1f[8] =
113 { 146 {
114 varying_1f ("gl_TexCoord[0]"), varying_1f ("gl_TexCoord[1]"), varying_1f ("gl_TexCoord[2]"), varying_1f ("gl_TexCoord[3]"), 147 varying_1f ("gl_TexCoord[0]"), varying_1f ("gl_TexCoord[1]"), varying_1f ("gl_TexCoord[2]"), varying_1f ("gl_TexCoord[3]"),
115 varying_1f ("gl_TexCoord[4]"), varying_1f ("gl_TexCoord[5]"), varying_1f ("gl_TexCoord[6]"), varying_1f ("gl_TexCoord[7]"), 148 varying_1f ("gl_TexCoord[4]"), varying_1f ("gl_TexCoord[5]"), varying_1f ("gl_TexCoord[6]"), varying_1f ("gl_TexCoord[7]"),
116 }; 149 };
117 varying_2f vin::texcoord_2f[8] = 150 varying_2f vin::texcoord_2f[8] =
118 { 151 {
119 varying_2f ("gl_TexCoord[0]"), varying_2f ("gl_TexCoord[1]"), varying_2f ("gl_TexCoord[2]"), varying_2f ("gl_TexCoord[3]"), 152 varying_2f ("gl_TexCoord[0]"), varying_2f ("gl_TexCoord[1]"), varying_2f ("gl_TexCoord[2]"), varying_2f ("gl_TexCoord[3]"),
120 varying_2f ("gl_TexCoord[4]"), varying_2f ("gl_TexCoord[5]"), varying_2f ("gl_TexCoord[6]"), varying_2f ("gl_TexCoord[7]"), 153 varying_2f ("gl_TexCoord[4]"), varying_2f ("gl_TexCoord[5]"), varying_2f ("gl_TexCoord[6]"), varying_2f ("gl_TexCoord[7]"),
121 }; 154 };
122 varying_3f vin::texcoord_3f[8] = 155 varying_3f vin::texcoord_3f[8] =
123 { 156 {
124 varying_3f ("gl_TexCoord[0]"), varying_3f ("gl_TexCoord[1]"), varying_3f ("gl_TexCoord[2]"), varying_3f ("gl_TexCoord[3]"), 157 varying_3f ("gl_TexCoord[0]"), varying_3f ("gl_TexCoord[1]"), varying_3f ("gl_TexCoord[2]"), varying_3f ("gl_TexCoord[3]"),
125 varying_3f ("gl_TexCoord[4]"), varying_3f ("gl_TexCoord[5]"), varying_3f ("gl_TexCoord[6]"), varying_3f ("gl_TexCoord[7]"), 158 varying_3f ("gl_TexCoord[4]"), varying_3f ("gl_TexCoord[5]"), varying_3f ("gl_TexCoord[6]"), varying_3f ("gl_TexCoord[7]"),
126 }; 159 };
127 varying_4f vin::texcoord_4f[8] = 160 varying_4f vin::texcoord_4f[8] =
128 { 161 {
129 varying_4f ("gl_TexCoord[0]"), varying_4f ("gl_TexCoord[1]"), varying_4f ("gl_TexCoord[2]"), varying_4f ("gl_TexCoord[3]"), 162 varying_4f ("gl_TexCoord[0]"), varying_4f ("gl_TexCoord[1]"), varying_4f ("gl_TexCoord[2]"), varying_4f ("gl_TexCoord[3]"),
130 varying_4f ("gl_TexCoord[4]"), varying_4f ("gl_TexCoord[5]"), varying_4f ("gl_TexCoord[6]"), varying_4f ("gl_TexCoord[7]"), 163 varying_4f ("gl_TexCoord[4]"), varying_4f ("gl_TexCoord[5]"), varying_4f ("gl_TexCoord[6]"), varying_4f ("gl_TexCoord[7]"),
131 }; 164 };
132 varying_1f vin::psize_1f ("PSIZE"); 165 varying_1f vin::psize_1f ("PSIZE");
133 166
134 bool vin::is (const var &r) 167 glvar vout::position ("gl_Position");
168 glvar vout::point_size ("gl_PointSize");
169 glvar vout::clip_vertex ("gl_ClipVertex");
170 glvar vout::front_color ("gl_FontColor");
171 glvar vout::back_color ("gl_BackColor");
172 glvar vout::front_secondary_color ("gl_FrontSecondaryColor");
173 glvar vout::back_secondary_color ("gl_BackSecondaryColor");
174 glvar vout::texcoord[8] =
135 { 175 {
136 return r == vin::position_3f 176 glvar ("gl_TexCoord[0]"), glvar ("gl_TexCoord[1]"), glvar ("gl_TexCoord[2]"), glvar ("gl_TexCoord[3]"),
137 || r == vin::position_4f 177 glvar ("gl_TexCoord[4]"), glvar ("gl_TexCoord[5]"), glvar ("gl_TexCoord[6]"), glvar ("gl_TexCoord[7]"),
138 || r == vin::normal_3f 178 };
139 || r == vin::color_3f 179 glvar vout::fog_frag_coord ("gl_FogFragCoord");
140 || r == vin::color_4f
141 || r == vin::color2_3f
142 || r == vin::color2_4f
143 || r == vin::texcoord_1f[0] || r == vin::texcoord_1f[1] || r == vin::texcoord_1f[2] || r == vin::texcoord_1f[3]
144 || r == vin::texcoord_1f[4] || r == vin::texcoord_1f[5] || r == vin::texcoord_1f[6] || r == vin::texcoord_1f[7]
145 || r == vin::texcoord_2f[0] || r == vin::texcoord_2f[1] || r == vin::texcoord_2f[2] || r == vin::texcoord_2f[3]
146 || r == vin::texcoord_2f[4] || r == vin::texcoord_2f[5] || r == vin::texcoord_2f[6] || r == vin::texcoord_2f[7]
147 || r == vin::texcoord_3f[0] || r == vin::texcoord_3f[1] || r == vin::texcoord_3f[2] || r == vin::texcoord_3f[3]
148 || r == vin::texcoord_3f[4] || r == vin::texcoord_3f[5] || r == vin::texcoord_3f[6] || r == vin::texcoord_3f[7]
149 || r == vin::texcoord_4f[0] || r == vin::texcoord_4f[1] || r == vin::texcoord_4f[2] || r == vin::texcoord_4f[3]
150 || r == vin::texcoord_4f[4] || r == vin::texcoord_4f[5] || r == vin::texcoord_4f[6] || r == vin::texcoord_4f[7];
151 }
152 180
153 struct fin fin; 181 glvar fin::frag_coord ("gl_FragCoord");
154 struct fin &vout = fin; 182 glvar fin::color ("gl_Color");
183 glvar fin::secondary_color ("gl_SecondaryColor");
184 glvar fin::texcoord[8] =
185 {
186 glvar ("gl_TexCoord[0]"), glvar ("gl_TexCoord[1]"), glvar ("gl_TexCoord[2]"), glvar ("gl_TexCoord[3]"),
187 glvar ("gl_TexCoord[4]"), glvar ("gl_TexCoord[5]"), glvar ("gl_TexCoord[6]"), glvar ("gl_TexCoord[7]"),
188 };
189 glvar fin::fog_frag_coord ("gl_FogFragCoord");
155 190
156 // MUST update is-function below 191 glvar fout::frag_color ("gl_FragColor");
192 glvar fout::frag_depth ("gl_FragDepth");
193 glvar fout::frag_data[2] = { glvar ("gl_FragData[0]"), glvar ("gl_FragData[1]") };
194
195#if 0
157 varying_4f fin::position_4f ("gl_Position"); 196 varying_4f fin::position_4f ("gl_Position");
158 varying_4f fin::color_4f ("gl_Color"); 197 varying_4f fin::color_4f ("gl_Color");
159 varying_4f fin::color2_4f ("gl_SecondaryColor"); 198 varying_4f fin::color2_4f ("gl_SecondaryColor");
160 varying_4f fin::texcoord_4f[8] = 199 varying_4f fin::texcoord_4f[8] =
161 { 200 {
162 varying_4f ("gl_TexCoord[0]"), varying_4f ("gl_TexCoord[1]"), varying_4f ("gl_TexCoord[2]"), varying_4f ("gl_TexCoord[3]"), 201 varying_4f ("gl_TexCoord[0]"), varying_4f ("gl_TexCoord[1]"), varying_4f ("gl_TexCoord[2]"), varying_4f ("gl_TexCoord[3]"),
163 varying_4f ("gl_TexCoord[4]"), varying_4f ("gl_TexCoord[5]"), varying_4f ("gl_TexCoord[6]"), varying_4f ("gl_TexCoord[7]"), 202 varying_4f ("gl_TexCoord[4]"), varying_4f ("gl_TexCoord[5]"), varying_4f ("gl_TexCoord[6]"), varying_4f ("gl_TexCoord[7]"),
164 }; 203 };
165 204#endif
166 bool fin::is (const var &r)
167 {
168 return r == fin::position_4f
169 || r == fin::color_4f
170 || r == fin::color2_4f
171 || r == fin::texcoord_4f[0]
172 || r == fin::texcoord_4f[1]
173 || r == fin::texcoord_4f[2]
174 || r == fin::texcoord_4f[3]
175 || r == fin::texcoord_4f[4]
176 || r == fin::texcoord_4f[5]
177 || r == fin::texcoord_4f[6]
178 || r == fin::texcoord_4f[7];
179 }
180 205
181 struct fout fout; 206 struct fout fout;
182 207
183 // MUST update is-function below 208#if 0
184 varying_4f fout::color_4f ("gl_FragColor"); 209 varying_4f fout::color_4f ("gl_FragColor");
185 varying_1f fout::depth_1f ("gl_FragDepth"); 210 varying_1f fout::depth_1f ("gl_FragDepth");
211#endif
186 212
187 bool fout::is (const var &r) 213 ////////////////////////////////////////////////////////////////////////////
188 {
189 return r == fout::color_4f
190 || r == fout::depth_1f;
191 }
192 214
193 uniform_matrix_4f mvp, mv, proj; 215 shader_object_i::shader_object_i (GLenum type)
194 216 : type (type)
195 void fragment_vector_i::build (shader_builder &b)
196 { 217 {
197 for (vector<fragment>::iterator i = begin (); i != end (); i++) 218 id = glCreateShaderObjectARB (type);
198 (*i)->build (b);
199 } 219 }
200 220
201 void shader_program::print () 221 shader_object_i::~shader_object_i ()
222 {
223 glDeleteObjectARB (id);
224 }
225
226 string shader_object_i::source ()
202 { 227 {
203 shader_builder b; 228 shader_builder b;
204 build (b); 229 build (b);
205 ostringstream os; 230 ostringstream os;
206 231
222 (*i)->build_decl (os); 247 (*i)->build_decl (os);
223 os << ";\n"; 248 os << ";\n";
224 } 249 }
225#endif 250#endif
226 251
227 os << "\nvoid main ()\n{\n"; 252 os << "\nvoid main (void)\n{\n";
228 253
229 for (vector<var>::iterator i = b.temps.begin (); i != b.temps.end (); i++) 254 for (vector<var>::iterator i = b.temps.begin (); i != b.temps.end (); i++)
230 { 255 {
256 os << " ";
231 (*i)->build_decl (os); 257 (*i)->build_decl (os);
232 os << ";\n"; 258 os << ";\n";
233 } 259 }
234 260
235 os << "\n"; 261 os << "\n";
236 os << b.source.str (); 262 os << b.source.str ();
237 os << "\n}\n"; 263 os << "}\n";
238 264
265 return os.str ();
266 }
267
268 void shader_object_i::compile ()
269 {
270 string src = source ();
271 const char *sptr = src.data ();
272 const int slen = src.size ();
273
239 printf ("%s\n", os.str ().c_str ()); 274 printf ("SOURCE<%s>\n", src.c_str ());
240 275
276 glShaderSourceARB (id, 1, &sptr, &slen);
277 glCompileShaderARB (id);
278
279 GLint compiled;
280 glGetObjectParameterivARB (id, GL_OBJECT_COMPILE_STATUS_ARB, &compiled);
281
282 if (!compiled)
283 {
284 char infolog[8192];
285 glGetInfoLogARB (id, 8192, NULL, infolog);
286 printf ("INFOLOG<%s>\n", infolog);
287 abort ();
288 }
241 } 289 }
242 290
243void debdebdebdebug ()//D 291void debdebdebdebug ()//D
244{ 292{
245 vertex_program p; 293 fragment_shader p;
246 temp_4f t1, t2; 294 temp_4f t1, t2;
247 sampler_2d s2d (1); 295 sampler_2d s2d (1);
248 296
249 p << t2 << " = tex2D (" << s2d << ", " << vin.position_4f << ".xy);\n"; 297 //p << t2 << " = texture2D (" << s2d << ", " << vin.position_4f << ".xy)";
250 p << t1 << " = mul (" << vin.position_4f << "," << mvp << ");\n"; 298 //p << t1 << " = mul (" << vin.position_4f << "," << mvp << ")";
251 p << vout.position_4f << " = " << t1 << ";\n"; 299 p << fout.frag_color << " = vec4(1,1,1,0)";
252 300
253 p.print (); 301 p->compile ();
254 exit (0);
255} 302}
256 303
257} 304}
258 305
259material::~material () 306material::~material ()

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