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4 | #include <algorithm> |
4 | #include <algorithm> |
5 | |
5 | |
6 | #include "opengl.h" |
6 | #include "opengl.h" |
7 | #include "material.h" |
7 | #include "material.h" |
8 | #include "util.h" |
8 | #include "util.h" |
9 | |
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10 | namespace shader { |
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11 | |
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12 | refcounted::~refcounted () |
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13 | { |
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14 | #if 0 |
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15 | if (refcnt) |
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16 | abort (); |
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17 | #endif |
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18 | } |
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19 | |
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20 | const char str_float [] = "float"; |
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21 | const char str_vec2 [] = "vec2"; |
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22 | const char str_vec3 [] = "vec3"; |
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23 | const char str_vec4 [] = "vec4"; |
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24 | const char str_mat2 [] = "mat2"; |
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25 | const char str_mat3 [] = "mat3"; |
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26 | const char str_mat4 [] = "mat4"; |
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27 | |
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28 | const char str_sampler_1d [] = "sampler1D"; |
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29 | const char str_sampler_1d_shadow [] = "sampler1DShadow"; |
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30 | const char str_sampler_2d [] = "sampler2D"; |
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31 | const char str_sampler_2d_shadow [] = "sampler2DShadow"; |
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32 | const char str_sampler_2d_rect [] = "sampler2DRect"; |
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33 | const char str_sampler_2d_rect_shadow [] = "sampler2DRectShadow"; |
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34 | const char str_sampler_3d [] = "sampler3D"; |
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35 | const char str_sampler_3d_rect [] = "sampler3DRect"; |
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36 | const char str_sampler_cube [] = "samplerCube"; |
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37 | |
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38 | unsigned int var_i::next_id = 0; |
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39 | |
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40 | var_i::var_i (CGtype cgtype, const char *typestr) |
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41 | : typestr (typestr) |
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42 | { |
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43 | //param = cgCreateParameter (cg_context, cgtype); |
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44 | } |
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45 | |
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46 | var_i::~var_i () |
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47 | { |
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48 | //cgDestroyParameter (param); |
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49 | } |
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50 | |
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51 | temporary_i::temporary_i (CGtype cgtype, const char *strtype) |
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52 | : var_i (cgtype, strtype) |
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53 | { |
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54 | sprintf (name, "T%lx_%d", ((long)this >> 4) & 0xfff, ++next_id); |
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55 | } |
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56 | |
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57 | uniform_i::uniform_i (CGtype cgtype, const char *strtype) |
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58 | : var_i (cgtype, strtype), dirty (true) |
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59 | { |
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60 | sprintf (name, "U%lx_%d", ((long)this >> 4) & 0xfff, ++next_id); |
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61 | } |
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62 | |
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63 | //////////////////////////////////////////////////////////////////////////// |
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64 | |
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65 | void var_i::build_decl (ostringstream &b) |
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66 | { |
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67 | b << typestr << ' ' << name; |
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68 | } |
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69 | |
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70 | void uniform_i::build_decl (ostringstream &b) |
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71 | { |
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72 | b << "uniform " << typestr << ' ' << name; |
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73 | } |
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74 | |
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75 | void stream_i::build_decl (ostringstream &b) |
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76 | { |
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77 | b << typestr << ' ' << name; |
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78 | } |
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79 | |
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80 | //////////////////////////////////////////////////////////////////////////// |
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81 | |
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82 | void glvar_i::build (shader_builder &b) |
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83 | { |
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84 | b << name; |
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85 | } |
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86 | |
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87 | void var_i::build (shader_builder &b) |
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88 | { |
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89 | b << name; |
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90 | } |
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91 | |
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92 | void uniform_i::build (shader_builder &b) |
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93 | { |
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94 | var_i::build (b); |
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95 | |
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96 | if (find (b.refs.begin (), b.refs.end (), uniform (*this)) == b.refs.end ()) |
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97 | b.refs.push_back (*this); |
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98 | } |
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99 | |
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100 | void stream_i::build (shader_builder &b) |
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101 | { |
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102 | var_i::build (b); |
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103 | |
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104 | if (find (b.streams.begin (), b.streams.end (), var (*this)) == b.streams.end ()) |
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105 | b.streams.push_back (*this); |
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106 | } |
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107 | |
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108 | void temporary_i::build (shader_builder &b) |
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109 | { |
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110 | var_i::build (b); |
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111 | |
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112 | if (find (b.temps.begin (), b.temps.end (), var (*this)) == b.temps.end ()) |
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113 | b.temps.push_back (*this); |
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114 | } |
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115 | |
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116 | void fragment_vector_i::build (shader_builder &b) |
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117 | { |
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118 | for (vector<fragment>::iterator i = begin (); i != end (); i++) |
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119 | (*i)->build (b); |
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120 | } |
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121 | |
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122 | void fragment_const_string_i::build (shader_builder &b) |
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123 | { |
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124 | b << str; |
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125 | } |
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126 | |
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127 | void statement_i::build (shader_builder &b) |
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128 | { |
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129 | b << " "; |
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130 | fragment_vector_i::build (b); |
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131 | b << ";\n"; |
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132 | } |
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133 | |
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134 | //////////////////////////////////////////////////////////////////////////// |
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135 | |
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136 | struct vin vin; |
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137 | |
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138 | varying_3f vin::position_3f ("gl_Vertex"); |
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139 | varying_4f vin::position_4f ("gl_Vertex"); |
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140 | varying_3f vin::normal_3f ("gl_Normal"); |
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141 | varying_3f vin::color_3f ("gl_Color"); |
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142 | varying_4f vin::color_4f ("gl_Color"); |
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143 | varying_3f vin::color2_3f ("gl_SecondaryColor"); |
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144 | varying_4f vin::color2_4f ("gl_SecondaryColor"); |
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145 | varying_1f vin::texcoord_1f[8] = |
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146 | { |
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147 | varying_1f ("gl_TexCoord[0]"), varying_1f ("gl_TexCoord[1]"), varying_1f ("gl_TexCoord[2]"), varying_1f ("gl_TexCoord[3]"), |
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148 | varying_1f ("gl_TexCoord[4]"), varying_1f ("gl_TexCoord[5]"), varying_1f ("gl_TexCoord[6]"), varying_1f ("gl_TexCoord[7]"), |
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149 | }; |
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150 | varying_2f vin::texcoord_2f[8] = |
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151 | { |
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152 | varying_2f ("gl_TexCoord[0]"), varying_2f ("gl_TexCoord[1]"), varying_2f ("gl_TexCoord[2]"), varying_2f ("gl_TexCoord[3]"), |
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153 | varying_2f ("gl_TexCoord[4]"), varying_2f ("gl_TexCoord[5]"), varying_2f ("gl_TexCoord[6]"), varying_2f ("gl_TexCoord[7]"), |
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154 | }; |
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155 | varying_3f vin::texcoord_3f[8] = |
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156 | { |
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157 | varying_3f ("gl_TexCoord[0]"), varying_3f ("gl_TexCoord[1]"), varying_3f ("gl_TexCoord[2]"), varying_3f ("gl_TexCoord[3]"), |
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158 | varying_3f ("gl_TexCoord[4]"), varying_3f ("gl_TexCoord[5]"), varying_3f ("gl_TexCoord[6]"), varying_3f ("gl_TexCoord[7]"), |
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159 | }; |
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160 | varying_4f vin::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 | varying_1f vin::psize_1f ("PSIZE"); |
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166 | |
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167 | glvar vout::position ("gl_Position"); |
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168 | glvar vout::point_size ("gl_PointSize"); |
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169 | glvar vout::clip_vertex ("gl_ClipVertex"); |
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170 | glvar vout::front_color ("gl_FontColor"); |
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171 | glvar vout::back_color ("gl_BackColor"); |
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172 | glvar vout::front_secondary_color ("gl_FrontSecondaryColor"); |
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173 | glvar vout::back_secondary_color ("gl_BackSecondaryColor"); |
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174 | glvar vout::texcoord[8] = |
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175 | { |
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176 | glvar ("gl_TexCoord[0]"), glvar ("gl_TexCoord[1]"), glvar ("gl_TexCoord[2]"), glvar ("gl_TexCoord[3]"), |
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177 | glvar ("gl_TexCoord[4]"), glvar ("gl_TexCoord[5]"), glvar ("gl_TexCoord[6]"), glvar ("gl_TexCoord[7]"), |
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178 | }; |
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179 | glvar vout::fog_frag_coord ("gl_FogFragCoord"); |
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180 | |
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181 | glvar fin::frag_coord ("gl_FragCoord"); |
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182 | glvar fin::color ("gl_Color"); |
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183 | glvar fin::secondary_color ("gl_SecondaryColor"); |
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184 | glvar fin::texcoord[8] = |
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185 | { |
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186 | glvar ("gl_TexCoord[0]"), glvar ("gl_TexCoord[1]"), glvar ("gl_TexCoord[2]"), glvar ("gl_TexCoord[3]"), |
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187 | glvar ("gl_TexCoord[4]"), glvar ("gl_TexCoord[5]"), glvar ("gl_TexCoord[6]"), glvar ("gl_TexCoord[7]"), |
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188 | }; |
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189 | glvar fin::fog_frag_coord ("gl_FogFragCoord"); |
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190 | |
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191 | glvar fout::frag_color ("gl_FragColor"); |
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192 | glvar fout::frag_depth ("gl_FragDepth"); |
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193 | glvar fout::frag_data[2] = { glvar ("gl_FragData[0]"), glvar ("gl_FragData[1]") }; |
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194 | |
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195 | #if 0 |
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196 | varying_4f fin::position_4f ("gl_Position"); |
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197 | varying_4f fin::color_4f ("gl_Color"); |
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198 | varying_4f fin::color2_4f ("gl_SecondaryColor"); |
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199 | varying_4f fin::texcoord_4f[8] = |
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200 | { |
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201 | varying_4f ("gl_TexCoord[0]"), varying_4f ("gl_TexCoord[1]"), varying_4f ("gl_TexCoord[2]"), varying_4f ("gl_TexCoord[3]"), |
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202 | varying_4f ("gl_TexCoord[4]"), varying_4f ("gl_TexCoord[5]"), varying_4f ("gl_TexCoord[6]"), varying_4f ("gl_TexCoord[7]"), |
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203 | }; |
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204 | #endif |
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205 | |
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206 | struct fout fout; |
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207 | |
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208 | #if 0 |
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209 | varying_4f fout::color_4f ("gl_FragColor"); |
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210 | varying_1f fout::depth_1f ("gl_FragDepth"); |
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211 | #endif |
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212 | |
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213 | //////////////////////////////////////////////////////////////////////////// |
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214 | |
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215 | shader_object_i::shader_object_i (GLenum type) |
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216 | : type (type) |
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217 | { |
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218 | id = glCreateShaderObjectARB (type); |
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219 | } |
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220 | |
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221 | shader_object_i::~shader_object_i () |
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222 | { |
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223 | glDeleteObjectARB (id); |
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224 | } |
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225 | |
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226 | string shader_object_i::source () |
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227 | { |
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228 | shader_builder b; |
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229 | build (b); |
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230 | ostringstream os; |
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231 | |
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232 | for (vector<uniform>::iterator i = b.refs.begin (); i != b.refs.end (); i++) |
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233 | { |
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234 | (*i)->build_decl (os); |
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235 | os << ";\n"; |
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236 | } |
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237 | |
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238 | #if 0 |
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239 | // not neccessary right now, as GLSL is rich on predefinitions |
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240 | for (vector<var>::iterator i = b.streams.begin (); i != b.streams.end (); i++) |
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241 | { |
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242 | if (vout.is (*i) || fout.is (*i)) |
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243 | os << "varying "; |
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244 | else if (vin.is (*i)) |
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245 | os << "attribute "; |
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246 | |
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247 | (*i)->build_decl (os); |
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248 | os << ";\n"; |
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249 | } |
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250 | #endif |
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251 | |
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252 | os << "\nvoid main (void)\n{\n"; |
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253 | |
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254 | for (vector<var>::iterator i = b.temps.begin (); i != b.temps.end (); i++) |
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255 | { |
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256 | os << " "; |
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257 | (*i)->build_decl (os); |
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258 | os << ";\n"; |
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259 | } |
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260 | |
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261 | os << "\n"; |
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262 | os << b.source.str (); |
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263 | os << "}\n"; |
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264 | |
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265 | return os.str (); |
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266 | } |
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267 | |
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268 | void shader_object_i::compile () |
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269 | { |
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270 | string src = source (); |
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271 | const char *sptr = src.data (); |
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272 | const int slen = src.size (); |
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273 | |
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274 | printf ("SOURCE<%s>\n", src.c_str ()); |
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275 | |
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276 | glShaderSourceARB (id, 1, &sptr, &slen); |
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277 | glCompileShaderARB (id); |
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278 | |
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279 | GLint compiled; |
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280 | glGetObjectParameterivARB (id, GL_OBJECT_COMPILE_STATUS_ARB, &compiled); |
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281 | |
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282 | if (!compiled) |
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283 | { |
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284 | char infolog[8192]; |
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285 | glGetInfoLogARB (id, 8192, NULL, infolog); |
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286 | printf ("INFOLOG<%s>\n", infolog); |
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287 | abort (); |
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288 | } |
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289 | } |
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290 | |
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291 | void debdebdebdebug ()//D |
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292 | { |
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293 | fragment_shader p; |
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294 | temp_4f t1, t2; |
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295 | sampler_2d s2d (1); |
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296 | |
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297 | //p << t2 << " = texture2D (" << s2d << ", " << vin.position_4f << ".xy)"; |
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298 | //p << t1 << " = mul (" << vin.position_4f << "," << mvp << ")"; |
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299 | p << fout.frag_color << " = vec4(1,1,1,0)"; |
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300 | |
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301 | p->compile (); |
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302 | } |
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303 | |
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304 | } |
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305 | |
9 | |
306 | material::~material () |
10 | material::~material () |
307 | { |
11 | { |
308 | } |
12 | } |
309 | |
13 | |