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1 | #include <cstdlib> |
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2 | #include <cstring> |
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3 | |
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4 | #include <algorithm> |
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5 | |
1 | #include "opengl.h" |
6 | #include "opengl.h" |
2 | #include "material.h" |
7 | #include "material.h" |
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8 | #include "util.h" |
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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 | } |
3 | |
305 | |
4 | material::~material () |
306 | material::~material () |
5 | { |
307 | { |
6 | } |
308 | } |
7 | |
309 | |
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310 | void |
8 | void simple_material::begin () |
311 | simple_material::begin () |
9 | { |
312 | { |
10 | glMaterialfv (GL_FRONT, GL_DIFFUSE, (GLfloat *)&diffuse); |
313 | glMaterialfv (GL_FRONT, GL_DIFFUSE, (GLfloat *) & diffuse); |
11 | glMaterialfv (GL_FRONT, GL_SPECULAR, (GLfloat *)&specular); |
314 | glMaterialfv (GL_FRONT, GL_SPECULAR, (GLfloat *) & specular); |
12 | glMaterialfv (GL_FRONT, GL_EMISSION, (GLfloat *)&emission); |
315 | glMaterialfv (GL_FRONT, GL_EMISSION, (GLfloat *) & emission); |
13 | glMaterialf (GL_FRONT, GL_SHININESS, shininess); |
316 | glMaterialf (GL_FRONT, GL_SHININESS, shininess); |
14 | } |
317 | } |
15 | |
318 | |
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319 | void |
16 | void simple_material::end () |
320 | simple_material::end () |
17 | { |
321 | { |
18 | } |
322 | } |
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323 | |
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324 | void |
19 | void osama_material::begin () |
325 | osama_material::begin () |
20 | { |
326 | { |
21 | cgGLEnableProfile (vsh_profile); |
327 | cgGLEnableProfile (vsh_profile); |
22 | cgGLEnableProfile (fsh_profile); |
328 | cgGLEnableProfile (fsh_profile); |
23 | cgGLEnableTextureParameter(g_Texture); |
329 | cgGLEnableTextureParameter (g_Texture); |
24 | } |
330 | } |
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331 | |
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332 | void |
25 | void osama_material::end () |
333 | osama_material::end () |
26 | { |
334 | { |
27 | cgGLDisableTextureParameter(g_Texture); |
335 | cgGLDisableTextureParameter (g_Texture); |
28 | // cgGLUnbindProgram (vsh_profile); |
336 | // cgGLUnbindProgram (vsh_profile); |
29 | // cgGLUnbindProgram (fsh_profile); |
337 | // cgGLUnbindProgram (fsh_profile); |
30 | cgGLDisableProfile (vsh_profile); |
338 | cgGLDisableProfile (vsh_profile); |
31 | cgGLDisableProfile (fsh_profile); |
339 | cgGLDisableProfile (fsh_profile); |
32 | } |
340 | } |
33 | |
341 | |
34 | |
342 | GLuint |
35 | GLuint texture::load_texture (SDL_Surface *surface, GLfloat *texcoord) |
343 | texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord) |
36 | { |
344 | { |
37 | GLuint textur; |
345 | GLuint textur; |
38 | int w, h; |
346 | int w, h; |
39 | SDL_Surface *image; |
347 | SDL_Surface *image; |
40 | SDL_Rect area; |
348 | SDL_Rect area; |
… | |
… | |
44 | /* Use the surface width and height expanded to powers of 2 */ |
352 | /* Use the surface width and height expanded to powers of 2 */ |
45 | //w = power_of_two (surface->w); |
353 | //w = power_of_two (surface->w); |
46 | //h = power_of_two (surface->h); |
354 | //h = power_of_two (surface->h); |
47 | w = power_of_two (surface->w); |
355 | w = power_of_two (surface->w); |
48 | h = power_of_two (surface->h); |
356 | h = power_of_two (surface->h); |
49 | texcoord[0] = 0.0f; /* Min X */ |
357 | tex2oord[0] = 0.0f; /* Min X */ |
50 | texcoord[1] = 0.0f; /* Min Y */ |
358 | tex2oord[1] = 0.0f; /* Min Y */ |
51 | texcoord[2] = (GLfloat) surface->w / w; /* Max X */ |
359 | tex2oord[2] = (GLfloat) surface->w / w; /* Max X */ |
52 | texcoord[3] = (GLfloat) surface->h / h; /* Max Y */ |
360 | tex2oord[3] = (GLfloat) surface->h / h; /* Max Y */ |
53 | |
361 | |
54 | image = SDL_CreateRGBSurface (SDL_SWSURFACE, w, h, 32, |
362 | image = SDL_CreateRGBSurface (SDL_SWSURFACE, w, h, 32, |
55 | #if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */ |
363 | #if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */ |
56 | 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000 |
364 | 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000 |
57 | #else |
365 | #else |
58 | 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF |
366 | 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF |
59 | #endif |
367 | #endif |
60 | ); |
368 | ); |
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369 | |
61 | if (image == NULL) |
370 | if (image == NULL) |
62 | { |
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63 | return 0; |
371 | return 0; |
64 | } |
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65 | |
372 | |
66 | /* Save the alpha blending attributes */ |
373 | /* Save the alpha blending attributes */ |
67 | saved_flags = surface->flags & (SDL_SRCALPHA | SDL_RLEACCELOK); |
374 | saved_flags = surface->flags & (SDL_SRCALPHA | SDL_RLEACCELOK); |
68 | saved_alpha = surface->format->alpha; |
375 | saved_alpha = surface->format->alpha; |
69 | if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA) |
376 | if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA) |
70 | { |
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71 | SDL_SetAlpha (surface, 0, 0); |
377 | SDL_SetAlpha (surface, 0, 0); |
72 | } |
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73 | |
378 | |
74 | /* Copy the surface into the GL texture image */ |
379 | /* Copy the surface into the GL texture image */ |
75 | area.x = 0; |
380 | area.x = 0; |
76 | area.y = 0; |
381 | area.y = 0; |
77 | area.w = surface->w; |
382 | area.w = surface->w; |
78 | area.h = surface->h; |
383 | area.h = surface->h; |
79 | SDL_BlitSurface (surface, &area, image, &area); |
384 | SDL_BlitSurface (surface, &area, image, &area); |
80 | |
385 | |
81 | /* Restore the alpha blending attributes */ |
386 | /* Restore the alpha blending attributes */ |
82 | if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA) |
387 | if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA) |
83 | { |
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84 | SDL_SetAlpha (surface, saved_flags, saved_alpha); |
388 | SDL_SetAlpha (surface, saved_flags, saved_alpha); |
85 | } |
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86 | |
389 | |
87 | /* Create an OpenGL texture for the image */ |
390 | /* Create an OpenGL texture for the image */ |
88 | glGenTextures (1, &textur); |
391 | glGenTextures (1, &textur); |
89 | glBindTexture (GL_TEXTURE_2D, textur); |
392 | glBindTexture (GL_TEXTURE_2D, textur); |
90 | glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
393 | glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
91 | glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
394 | glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); |
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395 | glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP_SGIS, GL_TRUE); // GENERATE_MIPMAP_SGIS |
92 | glTexImage2D (GL_TEXTURE_2D, |
396 | glTexImage2D (GL_TEXTURE_2D, |
93 | 0, |
397 | 0, |
94 | GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels); |
398 | GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels); |
95 | SDL_FreeSurface (image); /* No longer needed */ |
399 | SDL_FreeSurface (image); /* No longer needed */ |
96 | |
400 | |
97 | return textur; |
401 | return textur; |
98 | } |
402 | } |
99 | |
403 | |
100 | |
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101 | CGcontext cgc; |
404 | CGcontext cgc; |
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405 | |
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406 | void |
102 | void init_shaders () { |
407 | init_shaders () |
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408 | { |
103 | cgc = cgCreateContext (); |
409 | cgc = cgCreateContext (); |
104 | } |
410 | } |
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411 | |