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#include <cassert> |
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|
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#include "shader.h" |
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#include "shader_vars.h" |
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|
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#include <sstream> |
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#include <iomanip> |
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|
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namespace shader { |
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|
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using namespace std; |
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|
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refcounted::~refcounted () |
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{ |
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if (refcnt) |
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abort (); |
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} |
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|
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void refcounted::refcnt_destroy () const |
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{ |
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if (!--refcnt) |
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delete this; // quite a bit of code... |
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} |
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|
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const char str_float [] = "float"; |
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const char str_vec2 [] = "vec2"; |
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const char str_vec3 [] = "vec3"; |
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const char str_vec4 [] = "vec4"; |
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const char str_mat2 [] = "mat2"; |
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const char str_mat3 [] = "mat3"; |
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const char str_mat4 [] = "mat4"; |
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|
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const char str_sampler_1d [] = "sampler1D"; |
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const char str_sampler_1d_shadow [] = "sampler1DShadow"; |
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const char str_sampler_2d [] = "sampler2D"; |
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const char str_sampler_2d_shadow [] = "sampler2DShadow"; |
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const char str_sampler_2d_rect [] = "sampler2DRect"; |
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const char str_sampler_2d_rect_shadow [] = "sampler2DRectShadow"; |
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const char str_sampler_3d [] = "sampler3D"; |
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const char str_sampler_3d_rect [] = "sampler3DRect"; |
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const char str_sampler_cube [] = "samplerCube"; |
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|
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unsigned int var_i::next_id = 0; |
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|
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var_i::var_i (const char *domainstr, const char *typestr) |
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: domainstr (domainstr), typestr (typestr) |
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{ |
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} |
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|
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var_i::~var_i () |
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{ |
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} |
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|
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#if 0 |
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stream_i::stream_i (const char *strtype) |
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: var_i (strtype) |
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{ |
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sprintf (name, "V%d", ++next_id); |
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} |
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#endif |
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|
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temporary_i::temporary_i (const char *strtype) |
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: var_i (0, strtype) |
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{ |
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sprintf (name, "T%d", ++next_id); |
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} |
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|
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varying_i::varying_i (const char *strtype) |
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: var_i ("varying", strtype) |
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{ |
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sprintf (name, "V%d", ++next_id); |
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} |
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|
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uniform_i::uniform_i (const char *strtype) |
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: var_i ("uniform", strtype) |
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{ |
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sprintf (name, "U%d", ++next_id); |
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} |
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|
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//////////////////////////////////////////////////////////////////////////// |
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|
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void var_i::operator ()() const |
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{ |
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shader_builder::cur->code << name; |
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|
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if (shader_builder::cur->first (this)) |
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{ |
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if (domainstr) |
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shader_builder::cur->global << domainstr << ' ' << typestr << ' ' << name << ";\n"; |
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else |
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shader_builder::cur->local << " " << typestr << ' ' << name << ";\n"; |
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} |
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} |
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|
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//////////////////////////////////////////////////////////////////////////// |
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|
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int texture_units::unit_count = 8; |
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int texture_units::units[8] = { 7, 6, 5, 4, 3, 2, 1, 0 }; |
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|
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shader_object_i *cur = 0; |
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|
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shader_object_i::shader_object_i (GLenum type) |
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: type (type) |
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{ |
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id = glCreateShaderObjectARB (type); |
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assert (id); |
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} |
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|
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shader_object_i::~shader_object_i () |
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{ |
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glDeleteObjectARB (id); |
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} |
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|
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static string linify (const string &s) |
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{ |
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ostringstream o; |
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|
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int b = 0, e; |
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int l = 1; |
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do { |
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o << setw (3) << l << ": "; |
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e = s.find ('\n', b); |
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if (e == string::npos) |
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e = s.size (); |
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|
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o << s.substr (b, e - b + 1); |
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b = e + 1; |
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l++; |
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} while (b < s.size ()); |
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|
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return o.str (); |
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} |
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|
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//////////////////////////////////////////////////////////////////////////// |
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|
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GLint uniform_i::location () |
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{ |
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assert (program_object_i::cur); |
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|
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GLint &rid = program_object_i::cur->uloc[this]; |
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|
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if (!rid) |
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rid = glGetUniformLocationARB (program_object_i::cur->id, name); |
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return rid; |
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} |
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program_object_i *program_object_i::cur; |
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|
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program_object_i::program_object_i () |
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{ |
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id = glCreateProgramObjectARB (); |
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assert (id); |
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} |
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|
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program_object_i::~program_object_i () |
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{ |
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glDeleteProgramsARB (1, &id); |
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} |
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|
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void program_object_i::link () |
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{ |
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glLinkProgramARB (id); |
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|
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GLint linked; |
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glGetObjectParameterivARB (id, GL_OBJECT_LINK_STATUS_ARB, &linked); |
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|
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if (!linked) |
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{ |
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char infolog[8192]; |
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glGetInfoLogARB (id, 8192, NULL, infolog); |
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printf ("LINK-INFOLOG<%s>\n", infolog); |
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abort (); |
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} |
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|
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uloc.clear (); |
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} |
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|
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void program_object_i::enable () |
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{ |
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if (this != cur) |
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{ |
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glUseProgramObjectARB (id); |
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//TODO: set samplers here? |
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cur = this; |
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} |
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} |
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|
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void program_object_i::disable () |
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{ |
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//TODO: clear samplers here? |
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glUseProgramObjectARB (0); |
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cur = 0; |
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} |
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|
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static map<string, program_object> progcache; |
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|
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program_object get_program (const string &vsh, const string &fsh) |
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{ |
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string idx = vsh + "\0" + fsh; |
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map<string, program_object>::iterator i = progcache.find (idx); |
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|
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if (i != progcache.end ()) |
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return i->second; |
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|
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program_object p; |
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|
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if (vsh.size ()) |
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{ |
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vertex_shader sh; |
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p->attach (sh); |
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sh->compile (vsh); |
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} |
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|
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if (fsh.size ()) |
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{ |
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fragment_shader sh; |
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p->attach (sh); |
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sh->compile (fsh); |
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} |
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|
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p->link (); |
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progcache.insert (pair<string, program_object> (idx, p)); |
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return p; |
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} |
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|
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const sl_expr< sl_string<60> > sl_convert< ::vec2 >::convert (const ::vec2 &v) |
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{ |
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sl_string<60> s; |
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sprintf (s.str, "vec2 (%e, %e)", v.x, v.y); |
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return s; |
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} |
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|
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const sl_expr< sl_string<80> > sl_convert< ::vec3 >::convert (const ::vec3 &v) |
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{ |
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sl_string<80> s; |
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sprintf (s.str, "vec3 (%e, %e, %e)", v.x, v.y, v.z); |
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return s; |
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} |
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|
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const sl_expr< sl_string<100> > sl_convert< ::vec4 >::convert (const ::vec4 &v) |
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{ |
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sl_string<100> s; |
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sprintf (s.str, "vec4 (%e, %e, %e, %e)", v.x, v.y, v.z, v.w); |
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return s; |
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} |
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|
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shader_builder *shader_builder::cur = 0; |
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|
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bool shader_builder::first (const void *p) |
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{ |
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if (seen.find (p) == seen.end ()) |
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{ |
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seen.insert (p); |
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return true; |
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} |
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|
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return false; |
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} |
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|
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void shader_builder::start () |
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{ |
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cur = new shader_builder; |
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cur->code << scientific; |
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} |
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|
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string shader_builder::stop () |
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{ |
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ostringstream os; |
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|
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os << cur->global.str () |
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<< "\nvoid main (void)\n" |
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<< "{\n" |
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<< cur->local.str () |
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<< "\n" |
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<< cur->code.str () |
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<< "}\n"; |
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|
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delete cur; |
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cur = 0; |
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|
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return os.str (); |
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} |
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|
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void shader_object_i::compile (const string &source) |
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{ |
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const char *sptr = source.data (); |
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const int slen = source.size (); |
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|
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printf ("%s\n", linify (source).c_str ()); |
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glShaderSourceARB (id, 1, &sptr, &slen); |
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glCompileShaderARB (id); |
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|
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GLint compiled; |
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glGetObjectParameterivARB (id, GL_OBJECT_COMPILE_STATUS_ARB, &compiled); |
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|
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if (!compiled) |
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{ |
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char infolog[8192]; |
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glGetInfoLogARB (id, 8192, NULL, infolog); |
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printf ("%s\n", linify (source).c_str ()); |
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printf ("%s\n", infolog); |
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abort (); |
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} |
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} |
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|
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} |
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