#include #include #include #include "opengl.h" #include "material.h" #include "util.h" namespace shader { refcounted::~refcounted () { #if 0 if (refcnt) abort (); #endif } const char str_float [] = "float"; const char str_vec2 [] = "vec2"; const char str_vec3 [] = "vec3"; const char str_vec4 [] = "vec4"; const char str_mat2 [] = "mat2"; const char str_mat3 [] = "mat3"; const char str_mat4 [] = "mat4"; const char str_sampler_1d [] = "sampler1D"; const char str_sampler_1d_shadow [] = "sampler1DShadow"; const char str_sampler_2d [] = "sampler2D"; const char str_sampler_2d_shadow [] = "sampler2DShadow"; const char str_sampler_2d_rect [] = "sampler2DRect"; const char str_sampler_2d_rect_shadow [] = "sampler2DRectShadow"; const char str_sampler_3d [] = "sampler3D"; const char str_sampler_3d_rect [] = "sampler3DRect"; const char str_sampler_cube [] = "samplerCube"; unsigned int var_i::next_id = 0; var_i::var_i (CGtype cgtype, const char *typestr) : typestr (typestr) { //param = cgCreateParameter (cg_context, cgtype); } var_i::~var_i () { //cgDestroyParameter (param); } temporary_i::temporary_i (CGtype cgtype, const char *strtype) : var_i (cgtype, strtype) { sprintf (name, "T%lx_%d", ((long)this >> 4) & 0xfff, ++next_id); } uniform_i::uniform_i (CGtype cgtype, const char *strtype) : var_i (cgtype, strtype), dirty (true) { sprintf (name, "U%lx_%d", ((long)this >> 4) & 0xfff, ++next_id); } //////////////////////////////////////////////////////////////////////////// void var_i::build_decl (ostringstream &b) { b << typestr << ' ' << name; } void uniform_i::build_decl (ostringstream &b) { b << "uniform " << typestr << ' ' << name; } void stream_i::build_decl (ostringstream &b) { b << typestr << ' ' << name; } //////////////////////////////////////////////////////////////////////////// void glvar_i::build (shader_builder &b) { b << name; } void var_i::build (shader_builder &b) { b << name; } void uniform_i::build (shader_builder &b) { var_i::build (b); if (find (b.refs.begin (), b.refs.end (), uniform (*this)) == b.refs.end ()) b.refs.push_back (*this); } void stream_i::build (shader_builder &b) { var_i::build (b); if (find (b.streams.begin (), b.streams.end (), var (*this)) == b.streams.end ()) b.streams.push_back (*this); } void temporary_i::build (shader_builder &b) { var_i::build (b); if (find (b.temps.begin (), b.temps.end (), var (*this)) == b.temps.end ()) b.temps.push_back (*this); } void fragment_vector_i::build (shader_builder &b) { for (vector::iterator i = begin (); i != end (); i++) (*i)->build (b); } void fragment_const_string_i::build (shader_builder &b) { b << str; } void statement_i::build (shader_builder &b) { b << " "; fragment_vector_i::build (b); b << ";\n"; } //////////////////////////////////////////////////////////////////////////// struct vin vin; varying_3f vin::position_3f ("gl_Vertex"); varying_4f vin::position_4f ("gl_Vertex"); varying_3f vin::normal_3f ("gl_Normal"); varying_3f vin::color_3f ("gl_Color"); varying_4f vin::color_4f ("gl_Color"); varying_3f vin::color2_3f ("gl_SecondaryColor"); varying_4f vin::color2_4f ("gl_SecondaryColor"); varying_1f vin::texcoord_1f[8] = { varying_1f ("gl_TexCoord[0]"), varying_1f ("gl_TexCoord[1]"), varying_1f ("gl_TexCoord[2]"), varying_1f ("gl_TexCoord[3]"), varying_1f ("gl_TexCoord[4]"), varying_1f ("gl_TexCoord[5]"), varying_1f ("gl_TexCoord[6]"), varying_1f ("gl_TexCoord[7]"), }; varying_2f vin::texcoord_2f[8] = { varying_2f ("gl_TexCoord[0]"), varying_2f ("gl_TexCoord[1]"), varying_2f ("gl_TexCoord[2]"), varying_2f ("gl_TexCoord[3]"), varying_2f ("gl_TexCoord[4]"), varying_2f ("gl_TexCoord[5]"), varying_2f ("gl_TexCoord[6]"), varying_2f ("gl_TexCoord[7]"), }; varying_3f vin::texcoord_3f[8] = { varying_3f ("gl_TexCoord[0]"), varying_3f ("gl_TexCoord[1]"), varying_3f ("gl_TexCoord[2]"), varying_3f ("gl_TexCoord[3]"), varying_3f ("gl_TexCoord[4]"), varying_3f ("gl_TexCoord[5]"), varying_3f ("gl_TexCoord[6]"), varying_3f ("gl_TexCoord[7]"), }; varying_4f vin::texcoord_4f[8] = { varying_4f ("gl_TexCoord[0]"), varying_4f ("gl_TexCoord[1]"), varying_4f ("gl_TexCoord[2]"), varying_4f ("gl_TexCoord[3]"), varying_4f ("gl_TexCoord[4]"), varying_4f ("gl_TexCoord[5]"), varying_4f ("gl_TexCoord[6]"), varying_4f ("gl_TexCoord[7]"), }; varying_1f vin::psize_1f ("PSIZE"); glvar vout::position ("gl_Position"); glvar vout::point_size ("gl_PointSize"); glvar vout::clip_vertex ("gl_ClipVertex"); glvar vout::front_color ("gl_FontColor"); glvar vout::back_color ("gl_BackColor"); glvar vout::front_secondary_color ("gl_FrontSecondaryColor"); glvar vout::back_secondary_color ("gl_BackSecondaryColor"); glvar vout::texcoord[8] = { glvar ("gl_TexCoord[0]"), glvar ("gl_TexCoord[1]"), glvar ("gl_TexCoord[2]"), glvar ("gl_TexCoord[3]"), glvar ("gl_TexCoord[4]"), glvar ("gl_TexCoord[5]"), glvar ("gl_TexCoord[6]"), glvar ("gl_TexCoord[7]"), }; glvar vout::fog_frag_coord ("gl_FogFragCoord"); glvar fin::frag_coord ("gl_FragCoord"); glvar fin::color ("gl_Color"); glvar fin::secondary_color ("gl_SecondaryColor"); glvar fin::texcoord[8] = { glvar ("gl_TexCoord[0]"), glvar ("gl_TexCoord[1]"), glvar ("gl_TexCoord[2]"), glvar ("gl_TexCoord[3]"), glvar ("gl_TexCoord[4]"), glvar ("gl_TexCoord[5]"), glvar ("gl_TexCoord[6]"), glvar ("gl_TexCoord[7]"), }; glvar fin::fog_frag_coord ("gl_FogFragCoord"); glvar fout::frag_color ("gl_FragColor"); glvar fout::frag_depth ("gl_FragDepth"); glvar fout::frag_data[2] = { glvar ("gl_FragData[0]"), glvar ("gl_FragData[1]") }; #if 0 varying_4f fin::position_4f ("gl_Position"); varying_4f fin::color_4f ("gl_Color"); varying_4f fin::color2_4f ("gl_SecondaryColor"); varying_4f fin::texcoord_4f[8] = { varying_4f ("gl_TexCoord[0]"), varying_4f ("gl_TexCoord[1]"), varying_4f ("gl_TexCoord[2]"), varying_4f ("gl_TexCoord[3]"), varying_4f ("gl_TexCoord[4]"), varying_4f ("gl_TexCoord[5]"), varying_4f ("gl_TexCoord[6]"), varying_4f ("gl_TexCoord[7]"), }; #endif struct fout fout; #if 0 varying_4f fout::color_4f ("gl_FragColor"); varying_1f fout::depth_1f ("gl_FragDepth"); #endif //////////////////////////////////////////////////////////////////////////// shader_object_i::shader_object_i (GLenum type) : type (type) { id = glCreateShaderObjectARB (type); } shader_object_i::~shader_object_i () { glDeleteObjectARB (id); } string shader_object_i::source () { shader_builder b; build (b); ostringstream os; for (vector::iterator i = b.refs.begin (); i != b.refs.end (); i++) { (*i)->build_decl (os); os << ";\n"; } #if 0 // not neccessary right now, as GLSL is rich on predefinitions for (vector::iterator i = b.streams.begin (); i != b.streams.end (); i++) { if (vout.is (*i) || fout.is (*i)) os << "varying "; else if (vin.is (*i)) os << "attribute "; (*i)->build_decl (os); os << ";\n"; } #endif os << "\nvoid main (void)\n{\n"; for (vector::iterator i = b.temps.begin (); i != b.temps.end (); i++) { os << " "; (*i)->build_decl (os); os << ";\n"; } os << "\n"; os << b.source.str (); os << "}\n"; return os.str (); } void shader_object_i::compile () { string src = source (); const char *sptr = src.data (); const int slen = src.size (); printf ("SOURCE<%s>\n", src.c_str ()); glShaderSourceARB (id, 1, &sptr, &slen); glCompileShaderARB (id); GLint compiled; glGetObjectParameterivARB (id, GL_OBJECT_COMPILE_STATUS_ARB, &compiled); if (!compiled) { char infolog[8192]; glGetInfoLogARB (id, 8192, NULL, infolog); printf ("INFOLOG<%s>\n", infolog); abort (); } } void debdebdebdebug ()//D { fragment_shader p; temp_4f t1, t2; sampler_2d s2d (1); //p << t2 << " = texture2D (" << s2d << ", " << vin.position_4f << ".xy)"; //p << t1 << " = mul (" << vin.position_4f << "," << mvp << ")"; p << fout.frag_color << " = vec4(1,1,1,0)"; p->compile (); } } material::~material () { } void simple_material::begin () { glMaterialfv (GL_FRONT, GL_DIFFUSE, (GLfloat *) & diffuse); glMaterialfv (GL_FRONT, GL_SPECULAR, (GLfloat *) & specular); glMaterialfv (GL_FRONT, GL_EMISSION, (GLfloat *) & emission); glMaterialf (GL_FRONT, GL_SHININESS, shininess); } void simple_material::end () { } void osama_material::begin () { cgGLEnableProfile (vsh_profile); cgGLEnableProfile (fsh_profile); cgGLEnableTextureParameter (g_Texture); } void osama_material::end () { cgGLDisableTextureParameter (g_Texture); // cgGLUnbindProgram (vsh_profile); // cgGLUnbindProgram (fsh_profile); cgGLDisableProfile (vsh_profile); cgGLDisableProfile (fsh_profile); } GLuint texture::load_texture (SDL_Surface * surface, GLfloat * tex2oord) { GLuint textur; int w, h; SDL_Surface *image; SDL_Rect area; Uint32 saved_flags; Uint8 saved_alpha; /* Use the surface width and height expanded to powers of 2 */ //w = power_of_two (surface->w); //h = power_of_two (surface->h); w = power_of_two (surface->w); h = power_of_two (surface->h); tex2oord[0] = 0.0f; /* Min X */ tex2oord[1] = 0.0f; /* Min Y */ tex2oord[2] = (GLfloat) surface->w / w; /* Max X */ tex2oord[3] = (GLfloat) surface->h / h; /* Max Y */ image = SDL_CreateRGBSurface (SDL_SWSURFACE, w, h, 32, #if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */ 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000 #else 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF #endif ); if (image == NULL) return 0; /* Save the alpha blending attributes */ saved_flags = surface->flags & (SDL_SRCALPHA | SDL_RLEACCELOK); saved_alpha = surface->format->alpha; if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA) SDL_SetAlpha (surface, 0, 0); /* Copy the surface into the GL texture image */ area.x = 0; area.y = 0; area.w = surface->w; area.h = surface->h; SDL_BlitSurface (surface, &area, image, &area); /* Restore the alpha blending attributes */ if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA) SDL_SetAlpha (surface, saved_flags, saved_alpha); /* Create an OpenGL texture for the image */ glGenTextures (1, &textur); glBindTexture (GL_TEXTURE_2D, textur); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri (GL_TEXTURE_2D, GL_GENERATE_MIPMAP_SGIS, GL_TRUE); // GENERATE_MIPMAP_SGIS glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels); SDL_FreeSurface (image); /* No longer needed */ return textur; } CGcontext cgc; void init_shaders () { cgc = cgCreateContext (); }