#include #include "shader.h" #include "shader_vars.h" namespace shader { refcounted::~refcounted () { #if 1 if (refcnt) abort (); #endif } void refcounted::refcnt_dec () const { if (!--refcnt) delete this; // quite a bit of code... } 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 (const char *typestr) : typestr (typestr) { //param = cgCreateParameter (cg_context, cgtype); } var_i::~var_i () { //cgDestroyParameter (param); } stream_i::stream_i (const char *strtype) : var_i (strtype) { sprintf (name, "V%lx_%d", ((long)this >> 4) & 0xfff, ++next_id); } temporary_i::temporary_i (const char *strtype) : var_i (strtype) { sprintf (name, "T%lx_%d", ((long)this >> 4) & 0xfff, ++next_id); } uniform_i::uniform_i (const char *strtype) : var_i (strtype), dirty (true) { sprintf (name, "U%lx_%d", ((long)this >> 4) & 0xfff, ++next_id); } fragment_string_i::~fragment_string_i () { free (str); } //////////////////////////////////////////////////////////////////////////// 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 gluvar_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 fragment_string_i::build (shader_builder &b) { b << str; } #if 0 void statement_i::build (shader_builder &b) { b << " "; fragment_vector_i::build (b); b << ";\n"; } #endif //////////////////////////////////////////////////////////////////////////// shader_object_i *cur = 0; shader_object_i::shader_object_i (GLenum type) : type (type) { id = glCreateShaderObjectARB (type); assert (id); } shader_object_i::~shader_object_i () { glDeleteObjectARB (id); } void shader_object_i::start () { clear (); cur = this; } void shader_object_i::stop () { cur = 0; } 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"; } // not neccessary right now, as GLSL is rich on predefinitions for (vector::iterator i = b.streams.begin (); i != b.streams.end (); i++) { os << "attribute "; (*i)->build_decl (os); os << ";\n"; } 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 ("SOURCE<%s>\n", src.c_str ()); printf ("INFOLOG<%s>\n", infolog); abort (); } } program_object::program_object () { id = glCreateProgramObjectARB (); assert (id); glAttachObjectARB (id, vsh->id); glAttachObjectARB (id, fsh->id); } program_object::~program_object () { glDeleteProgramsARB (1, &id); } void program_object::link () { glLinkProgramARB (id); GLint linked; glGetObjectParameterivARB (id, GL_OBJECT_LINK_STATUS_ARB, &linked); if (!linked) { char infolog[8192]; glGetInfoLogARB (id, 8192, NULL, infolog); printf ("LINK-INFOLOG<%s>\n", infolog); abort (); } } void sl_func0::begin () const { cur->append_string (name_par); } void sl_func0::comma () const { cur->append (str_comma); } void sl_func0::end () const { str_rpar (); } void sl_float::operator ()() const { char s[20]; sprintf (s, "%g", c); cur->append_string (s); } const sl_convert< ::vec2 >::T sl_convert< ::vec2 >::convert (const ::vec2 &v) { sl_string<60> s; sprintf (s.str, "vec2 (%g, %g)", v.x, v.y); return s; } const sl_convert< ::vec3 >::T sl_convert< ::vec3 >::convert (const ::vec3 &v) { sl_string<80> s; sprintf (s.str, "vec3 (%g, %g, %g)", v.x, v.y, v.z); return s; } const sl_convert< ::vec4 >::T sl_convert< ::vec4 >::convert (const ::vec4 &v) { sl_string<100> s; sprintf (s.str, "vec4 (%g, %g, %g, %g)", v.x, v.y, v.z, v.w); return s; } const fragment_const_string str_2sp (" "); const fragment_const_string str_equal (" = "); const fragment_const_string str_comma (", "); const fragment_const_string str_endl (";\n"); const sl_append_const_string str_plus (" + "); const sl_append_const_string str_minus (" - "); const sl_append_const_string str_mul (" * "); const sl_append_const_string str_div (" / "); const sl_append_const_string str_mod (" % "); const sl_append_const_string str_lpar ("("); const sl_append_const_string str_rpar (")"); void swizzle_mask (sl_string<7> &s, int mask) { static const char channel[4] = { 'x', 'y', 'z', 'w' }; char *str = s.str; *str++ = ')'; *str++ = '.'; while (mask) { int c = mask % 5; mask /= 5; if (c) *str++ = channel[c - 1]; } *str++ = 0; } void debdebdebdebug ()//D { vertex_shader vsh; vsh->start (); temp_4f lightpos; temp_3f wpos; lightpos = vec4 (0, 10, 0, 1); wpos = xyz (gl.model_view_matrix * vin.vertex); vout.position = gl.model_view_matrix_inverse_transpose * vin.vertex; vout.tex_coord[0] = vin.tex_coord[0]; vout.tex_coord[1] = normalize (xyz (lightpos) - wpos); vout.tex_coord[2] = normalize (xyzx (wpos)); //vout.tex_coord[3] = normalize (xyz (gl.model_view_matrix_inverse_transpose) * vin.normal); //vout.tex_coord[4] = normalize (xyz (gl.projection_matrix_inverse_transpose) - wpos); vsh->end (); vsh->compile (); fragment_shader fsh; fsh->start (); xyz (fout.frag_color) = noise3 (x (fin.frag_coord) * y (fin.frag_coord)); temp_1f spec_expon; spec_expon = 200; fsh->end (); fsh->compile (); //abort (); } }