#include #include "shader.h" #include "shader_vars.h" #include #include namespace shader { using namespace std; refcounted::~refcounted () { if (refcnt) abort (); } void refcounted::refcnt_destroy () 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 *domainstr, const char *typestr) : domainstr (domainstr), typestr (typestr) { } var_i::~var_i () { } #if 0 stream_i::stream_i (const char *strtype) : var_i (strtype) { sprintf (name, "V%d", ++next_id); } #endif temporary_i::temporary_i (const char *strtype) : var_i (0, strtype) { sprintf (name, "T%d", ++next_id); } varying_i::varying_i (const char *strtype) : var_i ("varying", strtype) { sprintf (name, "V%d", ++next_id); } uniform_i::uniform_i (const char *strtype) : var_i ("uniform", strtype) { sprintf (name, "U%d", ++next_id); } //////////////////////////////////////////////////////////////////////////// void var_i::operator ()() const { compile::cur->code << name; if (compile::cur->first (this)) { if (domainstr) compile::cur->global << domainstr << ' ' << typestr << ' ' << name << ";\n"; else compile::cur->local << " " << typestr << ' ' << name << ";\n"; } } //////////////////////////////////////////////////////////////////////////// int texture_units::unit_count = 8; int texture_units::units[8] = { 7, 6, 5, 4, 3, 2, 1, 0 }; 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); } static string linify (const string &s) { ostringstream o; int b = 0, e; int l = 1; do { o << setw (3) << l << ": "; e = s.find ('\n', b); if (e == string::npos) e = s.size (); o << s.substr (b, e - b + 1); b = e + 1; l++; } while (b < s.size ()); return o.str (); } void shader_object_i::start () { compile::cur = new compile::shader_builder; } void shader_object_i::stop () { compile::shader_builder &b = *compile::cur; ostringstream os; os << b.global.str () << "\nvoid main (void)\n" << "{\n" << b.local.str () << "\n" << b.code.str () << "}\n"; delete cur; cur = 0; string src = os.str (); const char *sptr = src.data (); const int slen = src.size (); printf ("%s\n", linify (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 ("%s\n", linify (src).c_str ()); printf ("%s\n", infolog); abort (); } } //////////////////////////////////////////////////////////////////////////// GLint uniform_i::location () { assert (program_object_i::cur); GLint &rid = program_object_i::cur->uloc[this]; if (!rid) rid = glGetUniformLocationARB (program_object_i::cur->id, name); return rid; } program_object_i *program_object_i::cur; // currently bound program program_object_i::program_object_i () { id = glCreateProgramObjectARB (); assert (id); glAttachObjectARB (id, vsh->id); glAttachObjectARB (id, fsh->id); } program_object_i::~program_object_i () { glDeleteProgramsARB (1, &id); } void program_object_i::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 (); } uloc.clear (); } void program_object_i::enable () { glUseProgramObjectARB (id); //TODO: set samplers here cur = this; } void program_object_i::disable () { //TODO: clear samplers here glUseProgramObjectARB (0); cur = 0; } const sl_expr< sl_string<60> > 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_expr< sl_string<80> > 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_expr< sl_string<100> > 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; } namespace compile { shader_builder *cur = 0; bool shader_builder::first (const void *p) { if (seen.find (p) == seen.end ()) { seen.insert (p); return true; } return false; } } void debdebdebdebug ()//D { return; using namespace compile; vertex_shader vsh; vsh->start (); temp_4f lightpos; temp_4f wpos; lightpos = vec4 (0, 10, 0, 1); wpos = model_view_matrix * vin.vertex; vout.position = vin.vertex * model_view_matrix_inverse; vout.tex_coord[0] = vin.tex_coord[0]; vout.tex_coord[1] = normalize (lightpos - wpos); vout.tex_coord[2] = normalize (wpos); //vout.tex_coord[3] = normalize (xyz (model_view_matrix_inverse_transpose) * vin.normal); //vout.tex_coord[4] = normalize (xyz (projection_matrix_inverse_transpose) - wpos); vsh->stop (); 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->stop (); //abort (); } }