1 | #include "opengl.h" |
1 | #include "opengl.h" |
2 | #include "material.h" |
2 | #include "material.h" |
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3 | |
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4 | #include <cstdlib> |
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5 | #include <cstring> |
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6 | |
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7 | #include <algorithm> |
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8 | |
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9 | namespace shader { |
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10 | |
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11 | refcounted::~refcounted () |
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12 | { |
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13 | #if 0 |
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14 | if (refcnt) |
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15 | abort (); |
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16 | #endif |
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17 | } |
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18 | |
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19 | const char str_float [] = "float"; |
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20 | const char str_vec2 [] = "vec2"; |
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21 | const char str_vec3 [] = "vec3"; |
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22 | const char str_vec4 [] = "vec4"; |
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23 | const char str_mat2 [] = "mat2"; |
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24 | const char str_mat3 [] = "mat3"; |
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25 | const char str_mat4 [] = "mat4"; |
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26 | |
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27 | const char str_sampler_1d [] = "sampler1D"; |
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28 | const char str_sampler_1d_shadow [] = "sampler1DShadow"; |
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29 | const char str_sampler_2d [] = "sampler2D"; |
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30 | const char str_sampler_2d_shadow [] = "sampler2DShadow"; |
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31 | const char str_sampler_2d_rect [] = "sampler2DRect"; |
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32 | const char str_sampler_2d_rect_shadow [] = "sampler2DRectShadow"; |
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33 | const char str_sampler_3d [] = "sampler3D"; |
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34 | const char str_sampler_3d_rect [] = "sampler3DRect"; |
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35 | const char str_sampler_cube [] = "samplerCube"; |
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36 | |
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37 | static CGcontext cg_context = cgCreateContext (); |
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38 | |
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39 | int var_i::next_name = 0; |
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40 | |
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41 | var_i::var_i (CGtype cgtype, const char *typestr) |
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42 | : typestr (typestr) |
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43 | { |
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44 | name = ++next_name; |
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45 | param = cgCreateParameter (cg_context, cgtype); |
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46 | } |
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47 | |
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48 | var_i::~var_i () |
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49 | { |
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50 | cgDestroyParameter (param); |
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51 | } |
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52 | |
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53 | void var_i::build_decl (ostringstream &b) |
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54 | { |
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55 | b << typestr << ' ' << "V" << name; |
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56 | } |
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57 | |
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58 | void uniform_i::build_decl (ostringstream &b) |
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59 | { |
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60 | b << "uniform " << typestr << ' ' << "V" << name; |
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61 | } |
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62 | |
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63 | void stream_i::build_decl (ostringstream &b) |
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64 | { |
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65 | b << typestr << ' ' << binding; |
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66 | } |
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67 | |
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68 | void var_i::build (shader_builder &b) |
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69 | { |
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70 | b << "V" << name; |
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71 | } |
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72 | |
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73 | void uniform_i::build (shader_builder &b) |
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74 | { |
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75 | var_i::build (b); |
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76 | |
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77 | if (find (b.refs.begin (), b.refs.end (), uniform (*this)) == b.refs.end ()) |
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78 | b.refs.push_back (*this); |
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79 | } |
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80 | |
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81 | void stream_i::build (shader_builder &b) |
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82 | { |
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83 | b << binding; |
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84 | |
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85 | if (find (b.streams.begin (), b.streams.end (), var (*this)) == b.streams.end ()) |
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86 | b.streams.push_back (*this); |
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87 | } |
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88 | |
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89 | void temporary_i::build (shader_builder &b) |
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90 | { |
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91 | var_i::build (b); |
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92 | |
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93 | if (find (b.temps.begin (), b.temps.end (), var (*this)) == b.temps.end ()) |
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94 | b.temps.push_back (*this); |
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95 | } |
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96 | |
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97 | void fragment_const_string_i::build (shader_builder &b) |
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98 | { |
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99 | b << str; |
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100 | } |
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101 | |
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102 | struct vin vin; |
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103 | |
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104 | // MUST update is-function below |
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105 | varying_3f vin::position_3f ("gl_Vertex"); |
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106 | varying_4f vin::position_4f ("gl_Vertex"); |
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107 | varying_3f vin::normal_3f ("gl_Normal"); |
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108 | varying_3f vin::color_3f ("gl_Color"); |
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109 | varying_4f vin::color_4f ("gl_Color"); |
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110 | varying_3f vin::color2_3f ("gl_SecondaryColor"); |
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111 | varying_4f vin::color2_4f ("gl_SecondaryColor"); |
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112 | varying_1f vin::texcoord_1f[8] = |
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113 | { |
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114 | varying_1f ("gl_TexCoord[0]"), varying_1f ("gl_TexCoord[1]"), varying_1f ("gl_TexCoord[2]"), varying_1f ("gl_TexCoord[3]"), |
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115 | varying_1f ("gl_TexCoord[4]"), varying_1f ("gl_TexCoord[5]"), varying_1f ("gl_TexCoord[6]"), varying_1f ("gl_TexCoord[7]"), |
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116 | }; |
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117 | varying_2f vin::texcoord_2f[8] = |
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118 | { |
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119 | varying_2f ("gl_TexCoord[0]"), varying_2f ("gl_TexCoord[1]"), varying_2f ("gl_TexCoord[2]"), varying_2f ("gl_TexCoord[3]"), |
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120 | varying_2f ("gl_TexCoord[4]"), varying_2f ("gl_TexCoord[5]"), varying_2f ("gl_TexCoord[6]"), varying_2f ("gl_TexCoord[7]"), |
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121 | }; |
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122 | varying_3f vin::texcoord_3f[8] = |
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123 | { |
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124 | varying_3f ("gl_TexCoord[0]"), varying_3f ("gl_TexCoord[1]"), varying_3f ("gl_TexCoord[2]"), varying_3f ("gl_TexCoord[3]"), |
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125 | varying_3f ("gl_TexCoord[4]"), varying_3f ("gl_TexCoord[5]"), varying_3f ("gl_TexCoord[6]"), varying_3f ("gl_TexCoord[7]"), |
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126 | }; |
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127 | varying_4f vin::texcoord_4f[8] = |
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128 | { |
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129 | varying_4f ("gl_TexCoord[0]"), varying_4f ("gl_TexCoord[1]"), varying_4f ("gl_TexCoord[2]"), varying_4f ("gl_TexCoord[3]"), |
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130 | varying_4f ("gl_TexCoord[4]"), varying_4f ("gl_TexCoord[5]"), varying_4f ("gl_TexCoord[6]"), varying_4f ("gl_TexCoord[7]"), |
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131 | }; |
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132 | varying_1f vin::psize_1f ("PSIZE"); |
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133 | |
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134 | bool vin::is (const var &r) |
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135 | { |
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136 | return r == vin::position_3f |
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137 | || r == vin::position_4f |
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138 | || r == vin::normal_3f |
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139 | || r == vin::color_3f |
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140 | || r == vin::color_4f |
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141 | || r == vin::color2_3f |
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142 | || r == vin::color2_4f |
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143 | || r == vin::texcoord_1f[0] || r == vin::texcoord_1f[1] || r == vin::texcoord_1f[2] || r == vin::texcoord_1f[3] |
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144 | || r == vin::texcoord_1f[4] || r == vin::texcoord_1f[5] || r == vin::texcoord_1f[6] || r == vin::texcoord_1f[7] |
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145 | || r == vin::texcoord_2f[0] || r == vin::texcoord_2f[1] || r == vin::texcoord_2f[2] || r == vin::texcoord_2f[3] |
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146 | || r == vin::texcoord_2f[4] || r == vin::texcoord_2f[5] || r == vin::texcoord_2f[6] || r == vin::texcoord_2f[7] |
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147 | || r == vin::texcoord_3f[0] || r == vin::texcoord_3f[1] || r == vin::texcoord_3f[2] || r == vin::texcoord_3f[3] |
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148 | || r == vin::texcoord_3f[4] || r == vin::texcoord_3f[5] || r == vin::texcoord_3f[6] || r == vin::texcoord_3f[7] |
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149 | || r == vin::texcoord_4f[0] || r == vin::texcoord_4f[1] || r == vin::texcoord_4f[2] || r == vin::texcoord_4f[3] |
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150 | || r == vin::texcoord_4f[4] || r == vin::texcoord_4f[5] || r == vin::texcoord_4f[6] || r == vin::texcoord_4f[7]; |
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151 | } |
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152 | |
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153 | struct fin fin; |
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154 | struct fin &vout = fin; |
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155 | |
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156 | // MUST update is-function below |
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157 | varying_4f fin::position_4f ("gl_Position"); |
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158 | varying_4f fin::color_4f ("gl_Color"); |
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159 | varying_4f fin::color2_4f ("gl_SecondaryColor"); |
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160 | varying_4f fin::texcoord_4f[8] = |
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161 | { |
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162 | varying_4f ("gl_TexCoord[0]"), varying_4f ("gl_TexCoord[1]"), varying_4f ("gl_TexCoord[2]"), varying_4f ("gl_TexCoord[3]"), |
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163 | varying_4f ("gl_TexCoord[4]"), varying_4f ("gl_TexCoord[5]"), varying_4f ("gl_TexCoord[6]"), varying_4f ("gl_TexCoord[7]"), |
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164 | }; |
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165 | |
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166 | bool fin::is (const var &r) |
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167 | { |
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168 | return r == fin::position_4f |
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169 | || r == fin::color_4f |
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170 | || r == fin::color2_4f |
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171 | || r == fin::texcoord_4f[0] |
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172 | || r == fin::texcoord_4f[1] |
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173 | || r == fin::texcoord_4f[2] |
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174 | || r == fin::texcoord_4f[3] |
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175 | || r == fin::texcoord_4f[4] |
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176 | || r == fin::texcoord_4f[5] |
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177 | || r == fin::texcoord_4f[6] |
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178 | || r == fin::texcoord_4f[7]; |
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179 | } |
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180 | |
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181 | struct fout fout; |
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182 | |
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183 | // MUST update is-function below |
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184 | varying_4f fout::color_4f ("gl_FragColor"); |
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185 | varying_1f fout::depth_1f ("gl_FragDepth"); |
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186 | |
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187 | bool fout::is (const var &r) |
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188 | { |
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189 | return r == fout::color_4f |
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190 | || r == fout::depth_1f; |
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191 | } |
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192 | |
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193 | uniform_matrix_4f mvp, mv, proj; |
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194 | |
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195 | void fragment_vector_i::build (shader_builder &b) |
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196 | { |
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197 | for (vector<fragment>::iterator i = begin (); i != end (); i++) |
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198 | (*i)->build (b); |
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199 | } |
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200 | |
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201 | void shader_program::print () |
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202 | { |
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203 | shader_builder b; |
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204 | build (b); |
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205 | ostringstream os; |
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206 | |
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207 | for (vector<uniform>::iterator i = b.refs.begin (); i != b.refs.end (); i++) |
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208 | { |
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209 | (*i)->build_decl (os); |
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210 | os << ";\n"; |
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211 | } |
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212 | |
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213 | #if 0 |
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214 | // not neccessary right now, as GLSL is rich on predefinitions |
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215 | for (vector<var>::iterator i = b.streams.begin (); i != b.streams.end (); i++) |
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216 | { |
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217 | if (vout.is (*i) || fout.is (*i)) |
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218 | os << "varying "; |
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219 | else if (vin.is (*i)) |
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220 | os << "attribute "; |
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221 | |
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222 | (*i)->build_decl (os); |
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223 | os << ";\n"; |
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224 | } |
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225 | #endif |
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226 | |
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227 | os << "\nvoid main ()\n{\n"; |
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228 | |
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229 | for (vector<var>::iterator i = b.temps.begin (); i != b.temps.end (); i++) |
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230 | { |
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231 | (*i)->build_decl (os); |
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232 | os << ";\n"; |
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233 | } |
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234 | |
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235 | os << "\n"; |
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236 | os << b.source.str (); |
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237 | os << "\n}\n"; |
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238 | |
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239 | printf ("%s\n", os.str ().c_str ()); |
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240 | |
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241 | } |
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242 | |
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243 | void debdebdebdebug ()//D |
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244 | { |
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245 | vertex_program p; |
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246 | temp_4f t1, t2; |
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247 | sampler_2d s2d (1); |
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248 | |
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249 | p << t2 << " = tex2D (" << s2d << ", " << vin.position_4f << ".xy);\n"; |
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250 | p << t1 << " = mul (" << vin.position_4f << "," << mvp << ");\n"; |
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251 | p << vout.position_4f << " = " << t1 << ";\n"; |
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252 | |
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253 | p.print (); |
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254 | exit (0); |
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255 | } |
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256 | |
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257 | } |
3 | |
258 | |
4 | material::~material () |
259 | material::~material () |
5 | { |
260 | { |
6 | } |
261 | } |
7 | |
262 | |
… | |
… | |
104 | void |
359 | void |
105 | init_shaders () |
360 | init_shaders () |
106 | { |
361 | { |
107 | cgc = cgCreateContext (); |
362 | cgc = cgCreateContext (); |
108 | } |
363 | } |
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364 | |