#include "shader.h" #include "shader_vars.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 (const char *typestr) : typestr (typestr) { //param = cgCreateParameter (cg_context, cgtype); } var_i::~var_i () { //cgDestroyParameter (param); } 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 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 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); } 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 ()); abort (); 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 (); } } template struct sl_append { T t; sl_append (const T &t) : t(t) { } void operator ()() const { cur->push_back (t); } }; template struct sl_string { char str[length]; void operator ()() const { cur->push_back (*new fragment_string_i (str)); } }; // only floats struct sl_float { const GLfloat c; sl_float (GLfloat c) : c(c) { } void operator ()() const { char s[64]; sprintf (s, "%g", c); cur->append_string (s); } }; template inline sl_expr< sl_concat2 > concat (const A &a, const B &b) { typedef sl_concat2 expr; return sl_expr (expr (a, b)); } template inline sl_expr< sl_concat3 > concat (const A &a, const B &b, const C &c) { typedef sl_concat3 expr; return sl_expr (expr (a, b, c)); } template inline sl_expr< sl_concat4 > concat (const A &a, const B &b, const C &c, const D &d) { typedef sl_concat4 expr; return sl_expr (expr (a, b, c, d)); } template struct sl_convert { typedef sl_expr T; static inline const T &convert (const T &e) { return e; } }; template<> struct sl_convert { typedef sl_expr T; static inline const T convert (GLfloat f) { return sl_float (f); } }; template<> struct sl_convert { typedef sl_expr< sl_string<256> > T; static inline const T convert (const vec3 &v) { sl_string<256> s; sprintf (s.str, "vec3 (%g, %g, %g)", v.x, v.y, v.z); return s; } }; template<> struct sl_convert { typedef sl_expr< sl_string<256> > T; static inline const T convert (const vec4 &v) { sl_string<256> s; sprintf (s.str, "vec4 (%g, %g, %g, %g)", v.x, v.y, v.z, v.w); return s; } }; template<> template struct sl_convert< var_ref > { typedef sl_expr< sl_append< var_ref > > T; static inline const T convert (const var_ref &v) { return sl_append< var_ref > (v); } }; template<> struct sl_convert { typedef sl_expr< sl_append > T; static inline const T convert (const glvar &v) { return sl_append (v); } }; template<> template struct sl_convert< temp_ref > { typedef sl_expr< sl_append< temp_ref > > T; static inline const T convert (const temp_ref &v) { return sl_expr< sl_append< temp_ref > >( sl_append< temp_ref > (v) ); } }; template inline void sl_assign (const fragment &f, const expr &e) { cur->append_const (" "); cur->append (f); cur->append_const (" = "); sl_convert::convert (e) (); cur->append_const (";\n"); } template template inline const auto_lvalue_ref0 &auto_lvalue_ref0::operator =(const expr &e) const { sl_assign (*this, e); return *this; } template template inline const auto_lvalue_ref1 &auto_lvalue_ref1::operator =(const expr &e) const { sl_assign (*this, e); return *this; } template template inline const temp_ref &temp_ref::operator =(const expr &e) const { sl_assign (*this, e); return *this; } struct sl_append_const_string { fragment_const_string str; sl_append_const_string (const char *s) : str (s) { } void operator ()() const { cur->push_back (str); } }; # define SHADER_BINOP(op, str) \ extern const sl_append_const_string str_ ## str; \ template \ inline const sl_expr< sl_concat3< typename sl_convert::T, \ sl_append_const_string, \ typename sl_convert::T > > \ operator op(const A &a, const B &b) \ { \ return concat (sl_convert::convert (a), str_ ## str, sl_convert::convert (b)); \ } 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 (" / "); SHADER_BINOP (+, plus); SHADER_BINOP (-, minus); SHADER_BINOP (*, mul); SHADER_BINOP (/, div); # undef SHADER_BINOP const sl_append_const_string str_rpar (")"); void debdebdebdebug ()//D { vertex_shader vsh; fragment_shader fsh; temp_4f t1, t2; sampler_2d s2d (1); vsh->start (); temp_4f lightpos; temp_3f wpos; lightpos = vec4 (10, -10, 0, 1); wpos = gl.model_view_matrix_inverse_transpose * vin.normal; vout.position = wpos; vsh->end (); vsh->compile (); } }