1 |
#include "opengl.h" |
2 |
#include "material.h" |
3 |
|
4 |
#include <cstdlib> |
5 |
#include <cstring> |
6 |
|
7 |
#include <algorithm> |
8 |
|
9 |
namespace shader { |
10 |
|
11 |
refcounted::~refcounted () |
12 |
{ |
13 |
#if 0 |
14 |
if (refcnt) |
15 |
abort (); |
16 |
#endif |
17 |
} |
18 |
|
19 |
const char str_float [] = "float"; |
20 |
const char str_vec2 [] = "vec2"; |
21 |
const char str_vec3 [] = "vec3"; |
22 |
const char str_vec4 [] = "vec4"; |
23 |
const char str_mat2 [] = "mat2"; |
24 |
const char str_mat3 [] = "mat3"; |
25 |
const char str_mat4 [] = "mat4"; |
26 |
|
27 |
const char str_sampler_1d [] = "sampler1D"; |
28 |
const char str_sampler_1d_shadow [] = "sampler1DShadow"; |
29 |
const char str_sampler_2d [] = "sampler2D"; |
30 |
const char str_sampler_2d_shadow [] = "sampler2DShadow"; |
31 |
const char str_sampler_2d_rect [] = "sampler2DRect"; |
32 |
const char str_sampler_2d_rect_shadow [] = "sampler2DRectShadow"; |
33 |
const char str_sampler_3d [] = "sampler3D"; |
34 |
const char str_sampler_3d_rect [] = "sampler3DRect"; |
35 |
const char str_sampler_cube [] = "samplerCube"; |
36 |
|
37 |
static CGcontext cg_context = cgCreateContext (); |
38 |
|
39 |
int var_i::next_name = 0; |
40 |
|
41 |
var_i::var_i (CGtype cgtype, const char *typestr) |
42 |
: typestr (typestr) |
43 |
{ |
44 |
name = ++next_name; |
45 |
param = cgCreateParameter (cg_context, cgtype); |
46 |
} |
47 |
|
48 |
var_i::~var_i () |
49 |
{ |
50 |
cgDestroyParameter (param); |
51 |
} |
52 |
|
53 |
void var_i::build_decl (ostringstream &b) |
54 |
{ |
55 |
b << typestr << ' ' << "V" << name; |
56 |
} |
57 |
|
58 |
void uniform_i::build_decl (ostringstream &b) |
59 |
{ |
60 |
b << "uniform " << typestr << ' ' << "V" << name; |
61 |
} |
62 |
|
63 |
void stream_i::build_decl (ostringstream &b) |
64 |
{ |
65 |
b << typestr << ' ' << binding; |
66 |
} |
67 |
|
68 |
void var_i::build (shader_builder &b) |
69 |
{ |
70 |
b << "V" << name; |
71 |
} |
72 |
|
73 |
void uniform_i::build (shader_builder &b) |
74 |
{ |
75 |
var_i::build (b); |
76 |
|
77 |
if (find (b.refs.begin (), b.refs.end (), uniform (*this)) == b.refs.end ()) |
78 |
b.refs.push_back (*this); |
79 |
} |
80 |
|
81 |
void stream_i::build (shader_builder &b) |
82 |
{ |
83 |
b << binding; |
84 |
|
85 |
if (find (b.streams.begin (), b.streams.end (), var (*this)) == b.streams.end ()) |
86 |
b.streams.push_back (*this); |
87 |
} |
88 |
|
89 |
void temporary_i::build (shader_builder &b) |
90 |
{ |
91 |
var_i::build (b); |
92 |
|
93 |
if (find (b.temps.begin (), b.temps.end (), var (*this)) == b.temps.end ()) |
94 |
b.temps.push_back (*this); |
95 |
} |
96 |
|
97 |
void fragment_const_string_i::build (shader_builder &b) |
98 |
{ |
99 |
b << str; |
100 |
} |
101 |
|
102 |
struct vin vin; |
103 |
|
104 |
// MUST update is-function below |
105 |
varying_3f vin::position_3f ("gl_Vertex"); |
106 |
varying_4f vin::position_4f ("gl_Vertex"); |
107 |
varying_3f vin::normal_3f ("gl_Normal"); |
108 |
varying_3f vin::color_3f ("gl_Color"); |
109 |
varying_4f vin::color_4f ("gl_Color"); |
110 |
varying_3f vin::color2_3f ("gl_SecondaryColor"); |
111 |
varying_4f vin::color2_4f ("gl_SecondaryColor"); |
112 |
varying_1f vin::texcoord_1f[8] = |
113 |
{ |
114 |
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]"), |
116 |
}; |
117 |
varying_2f vin::texcoord_2f[8] = |
118 |
{ |
119 |
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]"), |
121 |
}; |
122 |
varying_3f vin::texcoord_3f[8] = |
123 |
{ |
124 |
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]"), |
126 |
}; |
127 |
varying_4f vin::texcoord_4f[8] = |
128 |
{ |
129 |
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]"), |
131 |
}; |
132 |
varying_1f vin::psize_1f ("PSIZE"); |
133 |
|
134 |
bool vin::is (const var &r) |
135 |
{ |
136 |
return r == vin::position_3f |
137 |
|| r == vin::position_4f |
138 |
|| r == vin::normal_3f |
139 |
|| r == vin::color_3f |
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 |
|
153 |
struct fin fin; |
154 |
struct fin &vout = fin; |
155 |
|
156 |
// MUST update is-function below |
157 |
varying_4f fin::position_4f ("gl_Position"); |
158 |
varying_4f fin::color_4f ("gl_Color"); |
159 |
varying_4f fin::color2_4f ("gl_SecondaryColor"); |
160 |
varying_4f fin::texcoord_4f[8] = |
161 |
{ |
162 |
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]"), |
164 |
}; |
165 |
|
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 |
|
181 |
struct fout fout; |
182 |
|
183 |
// MUST update is-function below |
184 |
varying_4f fout::color_4f ("gl_FragColor"); |
185 |
varying_1f fout::depth_1f ("gl_FragDepth"); |
186 |
|
187 |
bool fout::is (const var &r) |
188 |
{ |
189 |
return r == fout::color_4f |
190 |
|| r == fout::depth_1f; |
191 |
} |
192 |
|
193 |
uniform_matrix_4f mvp, mv, proj; |
194 |
|
195 |
void fragment_vector_i::build (shader_builder &b) |
196 |
{ |
197 |
for (vector<fragment>::iterator i = begin (); i != end (); i++) |
198 |
(*i)->build (b); |
199 |
} |
200 |
|
201 |
void shader_program::print () |
202 |
{ |
203 |
shader_builder b; |
204 |
build (b); |
205 |
ostringstream os; |
206 |
|
207 |
for (vector<uniform>::iterator i = b.refs.begin (); i != b.refs.end (); i++) |
208 |
{ |
209 |
(*i)->build_decl (os); |
210 |
os << ";\n"; |
211 |
} |
212 |
|
213 |
#if 0 |
214 |
// not neccessary right now, as GLSL is rich on predefinitions |
215 |
for (vector<var>::iterator i = b.streams.begin (); i != b.streams.end (); i++) |
216 |
{ |
217 |
if (vout.is (*i) || fout.is (*i)) |
218 |
os << "varying "; |
219 |
else if (vin.is (*i)) |
220 |
os << "attribute "; |
221 |
|
222 |
(*i)->build_decl (os); |
223 |
os << ";\n"; |
224 |
} |
225 |
#endif |
226 |
|
227 |
os << "\nvoid main ()\n{\n"; |
228 |
|
229 |
for (vector<var>::iterator i = b.temps.begin (); i != b.temps.end (); i++) |
230 |
{ |
231 |
(*i)->build_decl (os); |
232 |
os << ";\n"; |
233 |
} |
234 |
|
235 |
os << "\n"; |
236 |
os << b.source.str (); |
237 |
os << "\n}\n"; |
238 |
|
239 |
printf ("%s\n", os.str ().c_str ()); |
240 |
|
241 |
} |
242 |
|
243 |
void debdebdebdebug ()//D |
244 |
{ |
245 |
vertex_program p; |
246 |
temp_4f t1, t2; |
247 |
sampler_2d s2d (1); |
248 |
|
249 |
p << t2 << " = tex2D (" << s2d << ", " << vin.position_4f << ".xy);\n"; |
250 |
p << t1 << " = mul (" << vin.position_4f << "," << mvp << ");\n"; |
251 |
p << vout.position_4f << " = " << t1 << ";\n"; |
252 |
|
253 |
p.print (); |
254 |
exit (0); |
255 |
} |
256 |
|
257 |
} |
258 |
|
259 |
material::~material () |
260 |
{ |
261 |
} |
262 |
|
263 |
void |
264 |
simple_material::begin () |
265 |
{ |
266 |
glMaterialfv (GL_FRONT, GL_DIFFUSE, (GLfloat *) & diffuse); |
267 |
glMaterialfv (GL_FRONT, GL_SPECULAR, (GLfloat *) & specular); |
268 |
glMaterialfv (GL_FRONT, GL_EMISSION, (GLfloat *) & emission); |
269 |
glMaterialf (GL_FRONT, GL_SHININESS, shininess); |
270 |
} |
271 |
|
272 |
void |
273 |
simple_material::end () |
274 |
{ |
275 |
} |
276 |
|
277 |
void |
278 |
osama_material::begin () |
279 |
{ |
280 |
cgGLEnableProfile (vsh_profile); |
281 |
cgGLEnableProfile (fsh_profile); |
282 |
cgGLEnableTextureParameter (g_Texture); |
283 |
} |
284 |
|
285 |
void |
286 |
osama_material::end () |
287 |
{ |
288 |
cgGLDisableTextureParameter (g_Texture); |
289 |
// cgGLUnbindProgram (vsh_profile); |
290 |
// cgGLUnbindProgram (fsh_profile); |
291 |
cgGLDisableProfile (vsh_profile); |
292 |
cgGLDisableProfile (fsh_profile); |
293 |
} |
294 |
|
295 |
GLuint |
296 |
texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord) |
297 |
{ |
298 |
GLuint textur; |
299 |
int w, h; |
300 |
SDL_Surface *image; |
301 |
SDL_Rect area; |
302 |
Uint32 saved_flags; |
303 |
Uint8 saved_alpha; |
304 |
|
305 |
/* Use the surface width and height expanded to powers of 2 */ |
306 |
//w = power_of_two (surface->w); |
307 |
//h = power_of_two (surface->h); |
308 |
w = power_of_two (surface->w); |
309 |
h = power_of_two (surface->h); |
310 |
tex2oord[0] = 0.0f; /* Min X */ |
311 |
tex2oord[1] = 0.0f; /* Min Y */ |
312 |
tex2oord[2] = (GLfloat) surface->w / w; /* Max X */ |
313 |
tex2oord[3] = (GLfloat) surface->h / h; /* Max Y */ |
314 |
|
315 |
image = SDL_CreateRGBSurface (SDL_SWSURFACE, w, h, 32, |
316 |
#if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */ |
317 |
0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000 |
318 |
#else |
319 |
0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF |
320 |
#endif |
321 |
); |
322 |
|
323 |
if (image == NULL) |
324 |
return 0; |
325 |
|
326 |
/* Save the alpha blending attributes */ |
327 |
saved_flags = surface->flags & (SDL_SRCALPHA | SDL_RLEACCELOK); |
328 |
saved_alpha = surface->format->alpha; |
329 |
if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA) |
330 |
SDL_SetAlpha (surface, 0, 0); |
331 |
|
332 |
/* Copy the surface into the GL texture image */ |
333 |
area.x = 0; |
334 |
area.y = 0; |
335 |
area.w = surface->w; |
336 |
area.h = surface->h; |
337 |
SDL_BlitSurface (surface, &area, image, &area); |
338 |
|
339 |
/* Restore the alpha blending attributes */ |
340 |
if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA) |
341 |
SDL_SetAlpha (surface, saved_flags, saved_alpha); |
342 |
|
343 |
/* Create an OpenGL texture for the image */ |
344 |
glGenTextures (1, &textur); |
345 |
glBindTexture (GL_TEXTURE_2D, textur); |
346 |
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
347 |
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); |
348 |
glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP_SGIS, GL_TRUE); // GENERATE_MIPMAP_SGIS |
349 |
glTexImage2D (GL_TEXTURE_2D, |
350 |
0, |
351 |
GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels); |
352 |
SDL_FreeSurface (image); /* No longer needed */ |
353 |
|
354 |
return textur; |
355 |
} |
356 |
|
357 |
CGcontext cgc; |
358 |
|
359 |
void |
360 |
init_shaders () |
361 |
{ |
362 |
cgc = cgCreateContext (); |
363 |
} |
364 |
|