Harald JOHNSEN:

This is the low level shader class for Simgear.
It's the code from Roman Grigoriev with a few adaptations.
This commit is contained in:
ehofman
2005-07-31 07:59:08 +00:00
parent 7aa514d9ba
commit 32e2cd9f06
4 changed files with 1104 additions and 0 deletions

View File

@@ -21,6 +21,7 @@ include_HEADERS = \
screen-dump.hxx \
extensions.hxx \
RenderTexture.h \
shader.h \
tr.h
libsgscreen_a_SOURCES = \
@@ -31,6 +32,7 @@ libsgscreen_a_SOURCES = \
tr.cxx \
extensions.cxx \
RenderTexture.cpp \
shader.cpp \
win32-printer.h
INCLUDES = -I$(top_srcdir) -DGLX_GLXEXT_PROTOTYPES

View File

@@ -208,6 +208,7 @@ typedef void (APIENTRY * glClientActiveTextureProc)(GLenum texture);
#define GL_RGB_SCALE_ARB 0x8573
#define GL_ADD_SIGNED_ARB 0x8574
#define GL_INTERPOLATE_ARB 0x8575
#define GL_SUBTRACT_ARB 0x84E7
#define GL_CONSTANT_ARB 0x8576
#define GL_PRIMARY_COLOR_ARB 0x8577
#define GL_PREVIOUS_ARB 0x8578
@@ -563,6 +564,313 @@ typedef void (*glXQueryDrawableProc) (Display *, GLXDrawable, int, unsigned int
#define GL_LUMINANCE_ALPHA_FLOAT16_ATI 0x881F
#endif
/*
* ARB_vertex_program
*/
#ifndef GL_ARB_vertex_program
#define GL_ARB_vertex_program 1
#define GL_COLOR_SUM_ARB 0x8458
#define GL_VERTEX_PROGRAM_ARB 0x8620
#define GL_VERTEX_ATTRIB_ARRAY_ENABLED_ARB 0x8622
#define GL_VERTEX_ATTRIB_ARRAY_SIZE_ARB 0x8623
#define GL_VERTEX_ATTRIB_ARRAY_STRIDE_ARB 0x8624
#define GL_VERTEX_ATTRIB_ARRAY_TYPE_ARB 0x8625
#define GL_CURRENT_VERTEX_ATTRIB_ARB 0x8626
#define GL_PROGRAM_LENGTH_ARB 0x8627
#define GL_PROGRAM_STRING_ARB 0x8628
#define GL_MAX_PROGRAM_MATRIX_STACK_DEPTH_ARB 0x862E
#define GL_MAX_PROGRAM_MATRICES_ARB 0x862F
#define GL_CURRENT_MATRIX_STACK_DEPTH_ARB 0x8640
#define GL_CURRENT_MATRIX_ARB 0x8641
#define GL_VERTEX_PROGRAM_POINT_SIZE_ARB 0x8642
#define GL_VERTEX_PROGRAM_TWO_SIDE_ARB 0x8643
#define GL_VERTEX_ATTRIB_ARRAY_POINTER_ARB 0x8645
#define GL_PROGRAM_ERROR_POSITION_ARB 0x864B
#define GL_PROGRAM_BINDING_ARB 0x8677
#define GL_MAX_VERTEX_ATTRIBS_ARB 0x8869
#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED_ARB 0x886A
#define GL_PROGRAM_ERROR_STRING_ARB 0x8874
#define GL_PROGRAM_FORMAT_ASCII_ARB 0x8875
#define GL_PROGRAM_FORMAT_ARB 0x8876
#define GL_PROGRAM_INSTRUCTIONS_ARB 0x88A0
#define GL_MAX_PROGRAM_INSTRUCTIONS_ARB 0x88A1
#define GL_PROGRAM_NATIVE_INSTRUCTIONS_ARB 0x88A2
#define GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB 0x88A3
#define GL_PROGRAM_TEMPORARIES_ARB 0x88A4
#define GL_MAX_PROGRAM_TEMPORARIES_ARB 0x88A5
#define GL_PROGRAM_NATIVE_TEMPORARIES_ARB 0x88A6
#define GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB 0x88A7
#define GL_PROGRAM_PARAMETERS_ARB 0x88A8
#define GL_MAX_PROGRAM_PARAMETERS_ARB 0x88A9
#define GL_PROGRAM_NATIVE_PARAMETERS_ARB 0x88AA
#define GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB 0x88AB
#define GL_PROGRAM_ATTRIBS_ARB 0x88AC
#define GL_MAX_PROGRAM_ATTRIBS_ARB 0x88AD
#define GL_PROGRAM_NATIVE_ATTRIBS_ARB 0x88AE
#define GL_MAX_PROGRAM_NATIVE_ATTRIBS_ARB 0x88AF
#define GL_PROGRAM_ADDRESS_REGISTERS_ARB 0x88B0
#define GL_MAX_PROGRAM_ADDRESS_REGISTERS_ARB 0x88B1
#define GL_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB 0x88B2
#define GL_MAX_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB 0x88B3
#define GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB 0x88B4
#define GL_MAX_PROGRAM_ENV_PARAMETERS_ARB 0x88B5
#define GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB 0x88B6
#define GL_TRANSPOSE_CURRENT_MATRIX_ARB 0x88B7
#define GL_MATRIX0_ARB 0x88C0
#define GL_MATRIX1_ARB 0x88C1
#define GL_MATRIX2_ARB 0x88C2
#define GL_MATRIX3_ARB 0x88C3
#define GL_MATRIX4_ARB 0x88C4
#define GL_MATRIX5_ARB 0x88C5
#define GL_MATRIX6_ARB 0x88C6
#define GL_MATRIX7_ARB 0x88C7
#define GL_MATRIX8_ARB 0x88C8
#define GL_MATRIX9_ARB 0x88C9
#define GL_MATRIX10_ARB 0x88CA
#define GL_MATRIX11_ARB 0x88CB
#define GL_MATRIX12_ARB 0x88CC
#define GL_MATRIX13_ARB 0x88CD
#define GL_MATRIX14_ARB 0x88CE
#define GL_MATRIX15_ARB 0x88CF
#define GL_MATRIX16_ARB 0x88D0
#define GL_MATRIX17_ARB 0x88D1
#define GL_MATRIX18_ARB 0x88D2
#define GL_MATRIX19_ARB 0x88D3
#define GL_MATRIX20_ARB 0x88D4
#define GL_MATRIX21_ARB 0x88D5
#define GL_MATRIX22_ARB 0x88D6
#define GL_MATRIX23_ARB 0x88D7
#define GL_MATRIX24_ARB 0x88D8
#define GL_MATRIX25_ARB 0x88D9
#define GL_MATRIX26_ARB 0x88DA
#define GL_MATRIX27_ARB 0x88DB
#define GL_MATRIX28_ARB 0x88DC
#define GL_MATRIX29_ARB 0x88DD
#define GL_MATRIX30_ARB 0x88DE
#define GL_MATRIX31_ARB 0x88DF
#endif
/*
* ARB_fragment_program
*/
#ifndef GL_ARB_fragment_program
#define GL_ARB_fragment_program 1
#define GL_FRAGMENT_PROGRAM_ARB 0x8804
#define GL_PROGRAM_ALU_INSTRUCTIONS_ARB 0x8805
#define GL_PROGRAM_TEX_INSTRUCTIONS_ARB 0x8806
#define GL_PROGRAM_TEX_INDIRECTIONS_ARB 0x8807
#define GL_PROGRAM_NATIVE_ALU_INSTRUCTIONS_ARB 0x8808
#define GL_PROGRAM_NATIVE_TEX_INSTRUCTIONS_ARB 0x8809
#define GL_PROGRAM_NATIVE_TEX_INDIRECTIONS_ARB 0x880A
#define GL_MAX_PROGRAM_ALU_INSTRUCTIONS_ARB 0x880B
#define GL_MAX_PROGRAM_TEX_INSTRUCTIONS_ARB 0x880C
#define GL_MAX_PROGRAM_TEX_INDIRECTIONS_ARB 0x880D
#define GL_MAX_PROGRAM_NATIVE_ALU_INSTRUCTIONS_ARB 0x880E
#define GL_MAX_PROGRAM_NATIVE_TEX_INSTRUCTIONS_ARB 0x880F
#define GL_MAX_PROGRAM_NATIVE_TEX_INDIRECTIONS_ARB 0x8810
#define GL_MAX_TEXTURE_COORDS_ARB 0x8871
#define GL_MAX_TEXTURE_IMAGE_UNITS_ARB 0x8872
#endif
typedef void (APIENTRY * glVertexAttrib1dProc) (GLuint index, GLdouble x);
typedef void (APIENTRY * glVertexAttrib1dvProc) (GLuint index, const GLdouble *v);
typedef void (APIENTRY * glVertexAttrib1fProc) (GLuint index, GLfloat x);
typedef void (APIENTRY * glVertexAttrib1fvProc) (GLuint index, const GLfloat *v);
typedef void (APIENTRY * glVertexAttrib1sProc) (GLuint index, GLshort x);
typedef void (APIENTRY * glVertexAttrib1svProc) (GLuint index, const GLshort *v);
typedef void (APIENTRY * glVertexAttrib2dProc) (GLuint index, GLdouble x, GLdouble y);
typedef void (APIENTRY * glVertexAttrib2dvProc) (GLuint index, const GLdouble *v);
typedef void (APIENTRY * glVertexAttrib2fProc) (GLuint index, GLfloat x, GLfloat y);
typedef void (APIENTRY * glVertexAttrib2fvProc) (GLuint index, const GLfloat *v);
typedef void (APIENTRY * glVertexAttrib2sProc) (GLuint index, GLshort x, GLshort y);
typedef void (APIENTRY * glVertexAttrib2svProc) (GLuint index, const GLshort *v);
typedef void (APIENTRY * glVertexAttrib3dProc) (GLuint index, GLdouble x, GLdouble y, GLdouble z);
typedef void (APIENTRY * glVertexAttrib3dvProc) (GLuint index, const GLdouble *v);
typedef void (APIENTRY * glVertexAttrib3fProc) (GLuint index, GLfloat x, GLfloat y, GLfloat z);
typedef void (APIENTRY * glVertexAttrib3fvProc) (GLuint index, const GLfloat *v);
typedef void (APIENTRY * glVertexAttrib3sProc) (GLuint index, GLshort x, GLshort y, GLshort z);
typedef void (APIENTRY * glVertexAttrib3svProc) (GLuint index, const GLshort *v);
typedef void (APIENTRY * glVertexAttrib4NbvProc) (GLuint index, const GLbyte *v);
typedef void (APIENTRY * glVertexAttrib4NivProc) (GLuint index, const GLint *v);
typedef void (APIENTRY * glVertexAttrib4NsvProc) (GLuint index, const GLshort *v);
typedef void (APIENTRY * glVertexAttrib4NubProc) (GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w);
typedef void (APIENTRY * glVertexAttrib4NubvProc) (GLuint index, const GLubyte *v);
typedef void (APIENTRY * glVertexAttrib4NuivProc) (GLuint index, const GLuint *v);
typedef void (APIENTRY * glVertexAttrib4NusvProc) (GLuint index, const GLushort *v);
typedef void (APIENTRY * glVertexAttrib4bvProc) (GLuint index, const GLbyte *v);
typedef void (APIENTRY * glVertexAttrib4dProc) (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
typedef void (APIENTRY * glVertexAttrib4dvProc) (GLuint index, const GLdouble *v);
typedef void (APIENTRY * glVertexAttrib4fProc) (GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
typedef void (APIENTRY * glVertexAttrib4fvProc) (GLuint index, const GLfloat *v);
typedef void (APIENTRY * glVertexAttrib4ivProc) (GLuint index, const GLint *v);
typedef void (APIENTRY * glVertexAttrib4sProc) (GLuint index, GLshort x, GLshort y, GLshort z, GLshort w);
typedef void (APIENTRY * glVertexAttrib4svProc) (GLuint index, const GLshort *v);
typedef void (APIENTRY * glVertexAttrib4ubvProc) (GLuint index, const GLubyte *v);
typedef void (APIENTRY * glVertexAttrib4uivProc) (GLuint index, const GLuint *v);
typedef void (APIENTRY * glVertexAttrib4usvProc) (GLuint index, const GLushort *v);
typedef void (APIENTRY * glVertexAttribPointerProc) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer);
typedef void (APIENTRY * glEnableVertexAttribArrayProc) (GLuint index);
typedef void (APIENTRY * glDisableVertexAttribArrayProc) (GLuint index);
typedef void (APIENTRY * glProgramStringProc) (GLenum target, GLenum format, GLsizei len, const GLvoid *string);
typedef void (APIENTRY * glBindProgramProc) (GLenum target, GLuint program);
typedef void (APIENTRY * glDeleteProgramsProc) (GLsizei n, const GLuint *programs);
typedef void (APIENTRY * glGenProgramsProc) (GLsizei n, GLuint *programs);
typedef void (APIENTRY * glProgramEnvParameter4dProc) (GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
typedef void (APIENTRY * glProgramEnvParameter4dvProc) (GLenum target, GLuint index, const GLdouble *params);
typedef void (APIENTRY * glProgramEnvParameter4fProc) (GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
typedef void (APIENTRY * glProgramEnvParameter4fvProc) (GLenum target, GLuint index, const GLfloat *params);
typedef void (APIENTRY * glProgramLocalParameter4dProc) (GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
typedef void (APIENTRY * glProgramLocalParameter4dvProc) (GLenum target, GLuint index, const GLdouble *params);
typedef void (APIENTRY * glProgramLocalParameter4fProc) (GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
typedef void (APIENTRY * glProgramLocalParameter4fvProc) (GLenum target, GLuint index, const GLfloat *params);
typedef void (APIENTRY * glGetProgramEnvParameterdvProc) (GLenum target, GLuint index, GLdouble *params);
typedef void (APIENTRY * glGetProgramEnvParameterfvProc) (GLenum target, GLuint index, GLfloat *params);
typedef void (APIENTRY * glGetProgramLocalParameterdvProc) (GLenum target, GLuint index, GLdouble *params);
typedef void (APIENTRY * glGetProgramLocalParameterfvProc) (GLenum target, GLuint index, GLfloat *params);
typedef void (APIENTRY * glGetProgramivProc) (GLenum target, GLenum pname, GLint *params);
typedef void (APIENTRY * glGetProgramStringProc) (GLenum target, GLenum pname, GLvoid *string);
typedef void (APIENTRY * glGetVertexAttribdvProc) (GLuint index, GLenum pname, GLdouble *params);
typedef void (APIENTRY * glGetVertexAttribfvProc) (GLuint index, GLenum pname, GLfloat *params);
typedef void (APIENTRY * glGetVertexAttribivProc) (GLuint index, GLenum pname, GLint *params);
typedef void (APIENTRY * glGetVertexAttribPointervProc) (GLuint index, GLenum pname, GLvoid* *pointer);
typedef GLboolean (APIENTRY * glIsProgramProc) (GLuint program);
/*
* ARB_shader_objects
*/
#ifndef GL_ARB_shader_objects
#define GL_ARB_shader_objects 1
/* GL types for handling shader object handles and program/shader text */
typedef char GLcharARB; /* native character */
typedef unsigned int GLhandleARB; /* shader object handle */
#define GL_PROGRAM_OBJECT_ARB 0x8B40
#define GL_SHADER_OBJECT_ARB 0x8B48
#define GL_OBJECT_TYPE_ARB 0x8B4E
#define GL_OBJECT_SUBTYPE_ARB 0x8B4F
#define GL_FLOAT_VEC2_ARB 0x8B50
#define GL_FLOAT_VEC3_ARB 0x8B51
#define GL_FLOAT_VEC4_ARB 0x8B52
#define GL_INT_VEC2_ARB 0x8B53
#define GL_INT_VEC3_ARB 0x8B54
#define GL_INT_VEC4_ARB 0x8B55
#define GL_BOOL_ARB 0x8B56
#define GL_BOOL_VEC2_ARB 0x8B57
#define GL_BOOL_VEC3_ARB 0x8B58
#define GL_BOOL_VEC4_ARB 0x8B59
#define GL_FLOAT_MAT2_ARB 0x8B5A
#define GL_FLOAT_MAT3_ARB 0x8B5B
#define GL_FLOAT_MAT4_ARB 0x8B5C
#define GL_SAMPLER_1D_ARB 0x8B5D
#define GL_SAMPLER_2D_ARB 0x8B5E
#define GL_SAMPLER_3D_ARB 0x8B5F
#define GL_SAMPLER_CUBE_ARB 0x8B60
#define GL_SAMPLER_1D_SHADOW_ARB 0x8B61
#define GL_SAMPLER_2D_SHADOW_ARB 0x8B62
#define GL_SAMPLER_2D_RECT_ARB 0x8B63
#define GL_SAMPLER_2D_RECT_SHADOW_ARB 0x8B64
#define GL_OBJECT_DELETE_STATUS_ARB 0x8B80
#define GL_OBJECT_COMPILE_STATUS_ARB 0x8B81
#define GL_OBJECT_LINK_STATUS_ARB 0x8B82
#define GL_OBJECT_VALIDATE_STATUS_ARB 0x8B83
#define GL_OBJECT_INFO_LOG_LENGTH_ARB 0x8B84
#define GL_OBJECT_ATTACHED_OBJECTS_ARB 0x8B85
#define GL_OBJECT_ACTIVE_UNIFORMS_ARB 0x8B86
#define GL_OBJECT_ACTIVE_UNIFORM_MAX_LENGTH_ARB 0x8B87
#define GL_OBJECT_SHADER_SOURCE_LENGTH_ARB 0x8B88
#endif
typedef void (APIENTRY * glDeleteObjectProc) (GLhandleARB obj);
typedef GLhandleARB (APIENTRY * glGetHandleProc) (GLenum pname);
typedef void (APIENTRY * glDetachObjectProc) (GLhandleARB containerObj, GLhandleARB attachedObj);
typedef GLhandleARB (APIENTRY * glCreateShaderObjectProc) (GLenum shaderType);
typedef void (APIENTRY * glShaderSourceProc) (GLhandleARB shaderObj, GLsizei count, const GLcharARB* *string, const GLint *length);
typedef void (APIENTRY * glCompileShaderProc) (GLhandleARB shaderObj);
typedef GLhandleARB (APIENTRY * glCreateProgramObjectProc) (void);
typedef void (APIENTRY * glAttachObjectProc) (GLhandleARB containerObj, GLhandleARB obj);
typedef void (APIENTRY * glLinkProgramProc) (GLhandleARB programObj);
typedef void (APIENTRY * glUseProgramObjectProc) (GLhandleARB programObj);
typedef void (APIENTRY * glValidateProgramProc) (GLhandleARB programObj);
typedef void (APIENTRY * glUniform1fProc) (GLint location, GLfloat v0);
typedef void (APIENTRY * glUniform2fProc) (GLint location, GLfloat v0, GLfloat v1);
typedef void (APIENTRY * glUniform3fProc) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
typedef void (APIENTRY * glUniform4fProc) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
typedef void (APIENTRY * glUniform1iProc) (GLint location, GLint v0);
typedef void (APIENTRY * glUniform2iProc) (GLint location, GLint v0, GLint v1);
typedef void (APIENTRY * glUniform3iProc) (GLint location, GLint v0, GLint v1, GLint v2);
typedef void (APIENTRY * glUniform4iProc) (GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
typedef void (APIENTRY * glUniform1fvProc) (GLint location, GLsizei count, const GLfloat *value);
typedef void (APIENTRY * glUniform2fvProc) (GLint location, GLsizei count, const GLfloat *value);
typedef void (APIENTRY * glUniform3fvProc) (GLint location, GLsizei count, const GLfloat *value);
typedef void (APIENTRY * glUniform4fvProc) (GLint location, GLsizei count, const GLfloat *value);
typedef void (APIENTRY * glUniform1ivProc) (GLint location, GLsizei count, const GLint *value);
typedef void (APIENTRY * glUniform2ivProc) (GLint location, GLsizei count, const GLint *value);
typedef void (APIENTRY * glUniform3ivProc) (GLint location, GLsizei count, const GLint *value);
typedef void (APIENTRY * glUniform4ivProc) (GLint location, GLsizei count, const GLint *value);
typedef void (APIENTRY * glUniformMatrix2fvProc) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
typedef void (APIENTRY * glUniformMatrix3fvProc) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
typedef void (APIENTRY * glUniformMatrix4fvProc) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
typedef void (APIENTRY * glGetObjectParameterfvProc) (GLhandleARB obj, GLenum pname, GLfloat *params);
typedef void (APIENTRY * glGetObjectParameterivProc) (GLhandleARB obj, GLenum pname, GLint *params);
typedef void (APIENTRY * glGetInfoLogProc) (GLhandleARB obj, GLsizei maxLength, GLsizei *length, GLcharARB *infoLog);
typedef void (APIENTRY * glGetAttachedObjectsProc) (GLhandleARB containerObj, GLsizei maxCount, GLsizei *count, GLhandleARB *obj);
typedef GLint (APIENTRY * glGetUniformLocationProc) (GLhandleARB programObj, const GLcharARB *name);
typedef void (APIENTRY * glGetActiveUniformProc) (GLhandleARB programObj, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLenum *type, GLcharARB *name);
typedef void (APIENTRY * glGetUniformfvProc) (GLhandleARB programObj, GLint location, GLfloat *params);
typedef void (APIENTRY * glGetUniformivProc) (GLhandleARB programObj, GLint location, GLint *params);
typedef void (APIENTRY * glGetShaderSourceProc) (GLhandleARB obj, GLsizei maxLength, GLsizei *length, GLcharARB *source);
/*
* ARB_vertex_shader
*/
#ifndef GL_ARB_vertex_shader
#define GL_ARB_vertex_shader 1
#define GL_VERTEX_SHADER_ARB 0x8B31
#define GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB 0x8B4A
#define GL_MAX_VARYING_FLOATS_ARB 0x8B4B
#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB 0x8B4C
#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB 0x8B4D
#define GL_OBJECT_ACTIVE_ATTRIBUTES_ARB 0x8B89
#define GL_OBJECT_ACTIVE_ATTRIBUTE_MAX_LENGTH_ARB 0x8B8A
#endif
typedef void (APIENTRY * glBindAttribLocationProc) (GLhandleARB programObj, GLuint index, const GLcharARB *name);
typedef void (APIENTRY * glGetActiveAttribProc) (GLhandleARB programObj, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLenum *type, GLcharARB *name);
typedef GLint (APIENTRY * glGetAttribLocationProc) (GLhandleARB programObj, const GLcharARB *name);
/*
* ARB_fragment_shader
*/
#ifndef GL_ARB_fragment_shader
#define GL_ARB_fragment_shader1
#define GL_FRAGMENT_SHADER_ARB 0x8B30
#define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB 0x8B49
#define GL_FRAGMENT_SHADER_DERIVATIVE_HINT_ARB 0x8B8B
#endif
/*
* NV_fragment_program
*/
#ifndef GL_NV_fragment_program
#define GL_NV_fragment_program 1
#define GL_MAX_FRAGMENT_PROGRAM_LOCAL_PARAMETERS_NV 0x8868
#define GL_FRAGMENT_PROGRAM_NV 0x8870
#define GL_MAX_TEXTURE_COORDS_NV 0x8871
#define GL_MAX_TEXTURE_IMAGE_UNITS_NV 0x8872
#define GL_FRAGMENT_PROGRAM_BINDING_NV 0x8873
#define GL_PROGRAM_ERROR_STRING_NV 0x8874
#endif
#ifndef GL_NV_vertex_program
#define GL_NV_vertex_program 1
#define GL_VERTEX_PROGRAM_NV 0x8620
#define GL_PROGRAM_ERROR_POSITION_NV 0x864B
#endif
typedef void (APIENTRY * glBindProgramNVProc) (GLenum target, GLuint id);
typedef void (APIENTRY * glDeleteProgramsNVProc) (GLsizei n, const GLuint *programs);
typedef void (APIENTRY * glGenProgramsNVProc) (GLsizei n, GLuint *programs);
typedef void (APIENTRY * glLoadProgramNVProc) (GLenum target, GLuint id, GLsizei len, const GLubyte *program);
typedef void (APIENTRY * glProgramParameter4fvNVProc) (GLenum target, GLuint index, const GLfloat *v);
#if defined(__cplusplus)
}

704
simgear/screen/shader.cpp Normal file
View File

@@ -0,0 +1,704 @@
/* Shader
*
* Copyright (C) 2003-2005, Alexander Zaprjagaev <frustum@frustum.org>
* Roman Grigoriev <grigoriev@gosniias.ru>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include <simgear/debug/logstream.hxx>
#include "shader.h"
#include <stdio.h>
#include <stdarg.h>
glVertexAttrib1dProc glVertexAttrib1dPtr = NULL;
glVertexAttrib1dvProc glVertexAttrib1dvPtr = NULL;
glVertexAttrib1fProc glVertexAttrib1fPtr = NULL;
glVertexAttrib1fvProc glVertexAttrib1fvPtr = NULL;
glVertexAttrib1sProc glVertexAttrib1sPtr = NULL;
glVertexAttrib1svProc glVertexAttrib1svPtr = NULL;
glVertexAttrib2dProc glVertexAttrib2dPtr = NULL;
glVertexAttrib2dvProc glVertexAttrib2dvPtr = NULL;
glVertexAttrib2fProc glVertexAttrib2fPtr = NULL;
glVertexAttrib2fvProc glVertexAttrib2fvPtr = NULL;
glVertexAttrib2sProc glVertexAttrib2sPtr = NULL;
glVertexAttrib2svProc glVertexAttrib2svPtr = NULL;
glVertexAttrib3dProc glVertexAttrib3dPtr = NULL;
glVertexAttrib3dvProc glVertexAttrib3dvPtr = NULL;
glVertexAttrib3fProc glVertexAttrib3fPtr = NULL;
glVertexAttrib3fvProc glVertexAttrib3fvPtr = NULL;
glVertexAttrib3sProc glVertexAttrib3sPtr = NULL;
glVertexAttrib3svProc glVertexAttrib3svPtr = NULL;
glVertexAttrib4NbvProc glVertexAttrib4NbvPtr = NULL;
glVertexAttrib4NivProc glVertexAttrib4NivPtr = NULL;
glVertexAttrib4NsvProc glVertexAttrib4NsvPtr = NULL;
glVertexAttrib4NubProc glVertexAttrib4NubPtr = NULL;
glVertexAttrib4NubvProc glVertexAttrib4NubvPtr = NULL;
glVertexAttrib4NuivProc glVertexAttrib4NuivPtr = NULL;
glVertexAttrib4NusvProc glVertexAttrib4NusvPtr = NULL;
glVertexAttrib4bvProc glVertexAttrib4bvPtr = NULL;
glVertexAttrib4dProc glVertexAttrib4dPtr = NULL;
glVertexAttrib4dvProc glVertexAttrib4dvPtr = NULL;
glVertexAttrib4fProc glVertexAttrib4fPtr = NULL;
glVertexAttrib4fvProc glVertexAttrib4fvPtr = NULL;
glVertexAttrib4ivProc glVertexAttrib4ivPtr = NULL;
glVertexAttrib4sProc glVertexAttrib4sPtr = NULL;
glVertexAttrib4svProc glVertexAttrib4svPtr = NULL;
glVertexAttrib4ubvProc glVertexAttrib4ubvPtr = NULL;
glVertexAttrib4uivProc glVertexAttrib4uivPtr = NULL;
glVertexAttrib4usvProc glVertexAttrib4usvPtr = NULL;
glVertexAttribPointerProc glVertexAttribPointerPtr = NULL;
glEnableVertexAttribArrayProc glEnableVertexAttribArrayPtr = NULL;
glDisableVertexAttribArrayProc glDisableVertexAttribArrayPtr = NULL;
glProgramStringProc glProgramStringPtr = NULL;
glBindProgramProc glBindProgramPtr = NULL;
glDeleteProgramsProc glDeleteProgramsPtr = NULL;
glGenProgramsProc glGenProgramsPtr = NULL;
glProgramEnvParameter4dProc glProgramEnvParameter4dPtr = NULL;
glProgramEnvParameter4dvProc glProgramEnvParameter4dvPtr = NULL;
glProgramEnvParameter4fProc glProgramEnvParameter4fPtr = NULL;
glProgramEnvParameter4fvProc glProgramEnvParameter4fvPtr = NULL;
glProgramLocalParameter4dProc glProgramLocalParameter4dPtr = NULL;
glProgramLocalParameter4dvProc glProgramLocalParameter4dvPtr = NULL;
glProgramLocalParameter4fProc glProgramLocalParameter4fPtr = NULL;
glProgramLocalParameter4fvProc glProgramLocalParameter4fvPtr = NULL;
glGetProgramEnvParameterdvProc glGetProgramEnvParameterdvPtr = NULL;
glGetProgramEnvParameterfvProc glGetProgramEnvParameterfvPtr = NULL;
glGetProgramLocalParameterdvProc glGetProgramLocalParameterdvPtr = NULL;
glGetProgramLocalParameterfvProc glGetProgramLocalParameterfvPtr = NULL;
glGetProgramivProc glGetProgramivPtr = NULL;
glGetProgramStringProc glGetProgramStringPtr = NULL;
glGetVertexAttribdvProc glGetVertexAttribdvPtr = NULL;
glGetVertexAttribfvProc glGetVertexAttribfvPtr = NULL;
glGetVertexAttribivProc glGetVertexAttribivPtr = NULL;
glGetVertexAttribPointervProc glGetVertexAttribPointervPtr = NULL;
glIsProgramProc glIsProgramPtr = NULL;
glDeleteObjectProc glDeleteObjectPtr = NULL;
glGetHandleProc glGetHandlePtr = NULL;
glDetachObjectProc glDetachObjectPtr = NULL;
glCreateShaderObjectProc glCreateShaderObjectPtr = NULL;
glShaderSourceProc glShaderSourcePtr = NULL;
glCompileShaderProc glCompileShaderPtr = NULL;
glCreateProgramObjectProc glCreateProgramObjectPtr = NULL;
glAttachObjectProc glAttachObjectPtr = NULL;
glLinkProgramProc glLinkProgramPtr = NULL;
glUseProgramObjectProc glUseProgramObjectPtr = NULL;
glValidateProgramProc glValidateProgramPtr = NULL;
glUniform1fProc glUniform1fPtr = NULL;
glUniform2fProc glUniform2fPtr = NULL;
glUniform3fProc glUniform3fPtr = NULL;
glUniform4fProc glUniform4fPtr = NULL;
glUniform1iProc glUniform1iPtr = NULL;
glUniform2iProc glUniform2iPtr = NULL;
glUniform3iProc glUniform3iPtr = NULL;
glUniform4iProc glUniform4iPtr = NULL;
glUniform1fvProc glUniform1fvPtr = NULL;
glUniform2fvProc glUniform2fvPtr = NULL;
glUniform3fvProc glUniform3fvPtr = NULL;
glUniform4fvProc glUniform4fvPtr = NULL;
glUniform1ivProc glUniform1ivPtr = NULL;
glUniform2ivProc glUniform2ivPtr = NULL;
glUniform3ivProc glUniform3ivPtr = NULL;
glUniform4ivProc glUniform4ivPtr = NULL;
glUniformMatrix2fvProc glUniformMatrix2fvPtr = NULL;
glUniformMatrix3fvProc glUniformMatrix3fvPtr = NULL;
glUniformMatrix4fvProc glUniformMatrix4fvPtr = NULL;
glGetObjectParameterfvProc glGetObjectParameterfvPtr = NULL;
glGetObjectParameterivProc glGetObjectParameterivPtr = NULL;
glGetInfoLogProc glGetInfoLogPtr = NULL;
glGetAttachedObjectsProc glGetAttachedObjectsPtr = NULL;
glGetUniformLocationProc glGetUniformLocationPtr = NULL;
glGetActiveUniformProc glGetActiveUniformPtr = NULL;
glGetUniformfvProc glGetUniformfvPtr = NULL;
glGetUniformivProc glGetUniformivPtr = NULL;
glGetShaderSourceProc glGetShaderSourcePtr = NULL;
glBindAttribLocationProc glBindAttribLocationPtr = NULL;
glGetActiveAttribProc glGetActiveAttribPtr = NULL;
glGetAttribLocationProc glGetAttribLocationPtr = NULL;
glBindProgramNVProc glBindProgramNVPtr = NULL;
glDeleteProgramsNVProc glDeleteProgramsNVPtr = NULL;
glGenProgramsNVProc glGenProgramsNVPtr = NULL;
glLoadProgramNVProc glLoadProgramNVPtr = NULL;
glProgramParameter4fvNVProc glProgramParameter4fvNVPtr = NULL;
bool Shader::VP_supported = false;
bool Shader::FP_supported = false;
bool Shader::GLSL_supported = false;
bool Shader::NVFP_supported = false;
GLint Shader::nb_texture_unit = 0;
Shader::Shader(const char *name,const char *vertex,const char *fragment) {
program = 0;
vertex_target = 0;
vertex_id = 0;
fragment_target = 0;
fragment_id = 0;
char *data;
FILE *file = fopen(name,"rb");
if(!file) {
SG_LOG(SG_GL, SG_ALERT, "Shader::Shader(): can't open '" << name << "' file\n");
return;
}
fseek(file,0,SEEK_END);
int size = ftell(file);
data = new char[size + 1];
data[size] = '\0';
fseek(file,0,SEEK_SET);
fread(data,1,size,file);
fclose(file);
// skip comments
char *s = data;
char *d = data;
while(*s) {
if(*s == '/' && *(s + 1) == '/') {
while(*s && *s != '\n') s++;
while(*s && *s == '\n') s++;
*d++ = '\n';
}
else if(*s == '/' && *(s + 1) == '*') {
while(*s && (*s != '*' || *(s + 1) != '/')) s++;
s += 2;
while(*s && *s == '\n') s++;
*d++ = '\n';
}
else *d++ = *s++;
}
*d = '\0';
// find shaders
char *vertex_src = NULL;
char *fragment_src = NULL;
s = data;
while(*s) {
if(*s == '<') {
char *name = s;
while(*s) {
if(strchr("> \t\n\r",*s)) break;
s++;
}
if(*s == '>') { // it`s shader
*name++ = '\0';
*s++ = '\0';
while(*s && strchr(" \t\n\r",*s)) s++;
if(vertex == NULL && !strcmp(name,"vertex")) vertex_src = s;
if(vertex && !strcmp(name,vertex)) vertex_src = s;
if(fragment == NULL && !strcmp(name,"fragment")) fragment_src = s;
if(fragment && !strcmp(name,fragment)) fragment_src = s;
}
}
s++;
}
if(vertex_src) {
// ARB vertex program
if(VP_supported && !strncmp(vertex_src,"!!ARBvp1.0",10)) {
vertex_target = GL_VERTEX_PROGRAM_ARB;
glGenProgramsPtr(1,&vertex_id);
glBindProgramPtr(GL_VERTEX_PROGRAM_ARB,vertex_id);
glProgramStringPtr(GL_VERTEX_PROGRAM_ARB,GL_PROGRAM_FORMAT_ASCII_ARB,(GLsizei)strlen(vertex_src),vertex_src);
int pos = -1;
glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB,&pos);
if(pos != -1) {
SG_LOG(SG_GL, SG_ALERT, "Shader::Shader(): vertex program error in " << name << " file\n" << get_error(vertex_src,pos));
return;
}
char *var = strstr(vertex_src, "#var ");
while( var ) {
char *eol = strchr( var + 1, '#');
char *c2, *c3, *c4;
c2 = strchr( var + 6, ' ');
if( c2 ) {
c3 = strchr( c2 + 1, ':');
if( c3 ) {
c4 = strchr( c3 + 1, ':');
if( c4 )
c4 = strchr( c4 + 1, '[');
if( c4 && c4 < eol) {
char type[10], name[30];
strncpy( type, var + 5, c2-var-5 );
type[c2-var-5] = 0;
strncpy( name, c2 + 1, c3-c2-2 );
name[c3-c2-2] = 0;
struct Parameter p;
p.location = atoi( c4 + 1);
p.length = 4;
if( ! strcmp(type, "float3") )
p.length = 3;
else if( ! strcmp(type, "float") )
p.length = 1;
arb_parameters[ name ] = p;
}
}
}
var = strstr(var + 1, "#var ");
}
}
// ARB vertex shader
else {
program = glCreateProgramObjectPtr();
GLint length = (GLint)strlen(vertex_src);
GLhandleARB vertex = glCreateShaderObjectPtr(GL_VERTEX_SHADER_ARB);
glShaderSourcePtr(vertex,1,(const GLcharARB**)&vertex_src,&length);
glCompileShaderPtr(vertex);
glAttachObjectPtr(program,vertex);
glDeleteObjectPtr(vertex);
glBindAttribLocationPtr(program,0,"s_attribute_0");
glBindAttribLocationPtr(program,1,"s_attribute_1");
glBindAttribLocationPtr(program,2,"s_attribute_2");
glBindAttribLocationPtr(program,3,"s_attribute_3");
glBindAttribLocationPtr(program,4,"s_attribute_4");
glBindAttribLocationPtr(program,5,"s_attribute_5");
glBindAttribLocationPtr(program,6,"s_attribute_6");
glBindAttribLocationPtr(program,0,"s_xyz");
glBindAttribLocationPtr(program,1,"s_normal");
glBindAttribLocationPtr(program,2,"s_tangent");
glBindAttribLocationPtr(program,3,"s_binormal");
glBindAttribLocationPtr(program,4,"s_texcoord");
}
}
if(fragment_src) {
// ARB fragment program
if(FP_supported && !strncmp(fragment_src,"!!ARBfp1.0",10)) {
fragment_target = GL_FRAGMENT_PROGRAM_ARB;
glGenProgramsPtr(1,&fragment_id);
glBindProgramPtr(GL_FRAGMENT_PROGRAM_ARB,fragment_id);
glProgramStringPtr(GL_FRAGMENT_PROGRAM_ARB,GL_PROGRAM_FORMAT_ASCII_ARB,(GLsizei)strlen(fragment_src),fragment_src);
int pos = -1;
glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB,&pos);
if(pos != -1) {
SG_LOG(SG_GL, SG_ALERT, "Shader::Shader(): fragment program error in " << name << " file\n" << get_error(fragment_src,pos));
return;
}
}
// NV fragment program
else if(!strncmp(fragment_src,"!!FP1.0",7)) {
fragment_target = GL_FRAGMENT_PROGRAM_NV;
glGenProgramsNVPtr(1,&fragment_id);
glBindProgramNVPtr(GL_FRAGMENT_PROGRAM_NV,fragment_id);
glLoadProgramNVPtr(GL_FRAGMENT_PROGRAM_NV,fragment_id,(GLsizei)strlen(fragment_src),(GLubyte*)fragment_src);
int pos = -1;
glGetIntegerv(GL_PROGRAM_ERROR_POSITION_NV,&pos);
if(pos != -1) {
SG_LOG(SG_GL, SG_ALERT, "Shader::Shader(): fragment program error in " << name << " file\n" << get_error(fragment_src,pos));
return;
}
}
// ARB fragment shader
else {
if(!program) program = glCreateProgramObjectPtr();
GLint length = (GLint)strlen(fragment_src);
GLhandleARB fragment = glCreateShaderObjectPtr(GL_FRAGMENT_SHADER_ARB);
glShaderSourcePtr(fragment,1,(const GLcharARB**)&fragment_src,&length);
glCompileShaderPtr(fragment);
glAttachObjectPtr(program,fragment);
glDeleteObjectPtr(fragment);
}
}
if(program) {
glLinkProgramPtr(program);
GLint linked;
glGetObjectParameterivPtr(program,GL_OBJECT_LINK_STATUS_ARB,&linked);
if(!linked) {
SG_LOG(SG_GL, SG_ALERT, "Shader::Shader(): GLSL error in " << name << " file\n" << get_glsl_error());
return;
}
glUseProgramObjectPtr(program);
for(int i = 0; i < 8; i++) {
char texture[32];
sprintf(texture,"s_texture_%d",i);
GLint location = glGetUniformLocationPtr(program,texture);
if(location >= 0) glUniform1iPtr(location,i);
}
glUseProgramObjectPtr(0);
glValidateProgramPtr(program);
GLint validated;
glGetObjectParameterivPtr(program,GL_OBJECT_VALIDATE_STATUS_ARB,&validated);
if(!validated) {
SG_LOG(SG_GL, SG_ALERT, "Shader::Shader(): GLSL error in " << name << " file\n" << get_glsl_error());
return;
}
}
delete [] data;
}
Shader::~Shader() {
if(program) glDeleteObjectPtr(program);
if(vertex_target == GL_VERTEX_PROGRAM_ARB) glDeleteProgramsPtr(1,&vertex_id);
if(fragment_target == GL_FRAGMENT_PROGRAM_ARB) glDeleteProgramsPtr(1,&fragment_id);
else if(fragment_target == GL_FRAGMENT_PROGRAM_NV) glDeleteProgramsNVPtr(1,&fragment_id);
parameters.clear();
}
/*
*/
const char *Shader::get_error(char *data,int pos) {
char *s = data;
while(*s && pos--) s++;
while(s >= data && *s != '\n') s--;
char *e = ++s;
while(*e != '\0' && *e != '\n') e++;
*e = '\0';
return s;
}
/*
*/
const char *Shader::get_glsl_error() {
int length;
static char error[4096];
glGetInfoLogPtr(program,sizeof(error),&length,error);
return error;
}
/*
*/
void Shader::getParameter(const char *name,Parameter *parameter) {
if( program ) {
char buf[1024];
strcpy(buf,name);
char *s = strchr(buf,':');
if(s) {
*s++ = '\0';
parameter->length = atoi(s);
} else {
parameter->length = 4;
}
parameter->location = glGetUniformLocationPtr(program,buf);
} else if( vertex_id ) {
arb_parameter_list::iterator iParam = arb_parameters.find(name);
if( iParam != arb_parameters.end() )
parameter->location = iParam->second.location;
else
parameter->location = 90;
parameter->length = 4;
}
}
/*
*/
void Shader::bindNames(const char *name,...) {
Parameter parameter;
getParameter(name,&parameter);
parameters.push_back(parameter);
va_list args;
va_start(args,name);
while(1) {
const char *name = va_arg(args,const char*);
if(name == NULL) break;
getParameter(name,&parameter);
parameters.push_back(parameter);
}
va_end(args);
}
/*****************************************************************************/
/* */
/* enable/disable/bind */
/* */
/*****************************************************************************/
/*
*/
void Shader::enable() {
if(vertex_id) glEnable(vertex_target);
if(fragment_id) glEnable(fragment_target);
}
/*
*/
void Shader::disable() {
if(program) glUseProgramObjectPtr(0);
if(vertex_id) glDisable(vertex_target);
if(fragment_id) glDisable(fragment_target);
}
/*
*/
void Shader::bind() {
if(program) glUseProgramObjectPtr(program);
if(vertex_id) {
if(vertex_target == GL_VERTEX_PROGRAM_ARB) glBindProgramPtr(vertex_target,vertex_id);
}
if(fragment_id) {
if(fragment_target == GL_FRAGMENT_PROGRAM_ARB) glBindProgramPtr(fragment_target,fragment_id);
else if(fragment_target == GL_FRAGMENT_PROGRAM_NV) glBindProgramNVPtr(fragment_target,fragment_id);
}
}
/*
*/
void Shader::bind(const float *v,...) {
if(fragment_id) {
if(fragment_target == GL_FRAGMENT_PROGRAM_ARB) glBindProgramPtr(fragment_target,fragment_id);
else if(fragment_target == GL_FRAGMENT_PROGRAM_NV) glBindProgramNVPtr(fragment_target,fragment_id);
} else {
if(program == 0) {
SG_LOG(SG_GL, SG_ALERT, "Shader::bind(): error GLSL shader isn't loaded\n");
return;
}
glUseProgramObjectPtr(program);
}
const float *value = v;
va_list args;
va_start(args,value);
for(int i = 0; i < (int)parameters.size(); i++) {
if( vertex_target ) {
glProgramLocalParameter4fvPtr( vertex_target, parameters[i].location, value);
} else if( program ) {
if(parameters[i].length == 1) glUniform1fvPtr(parameters[i].location,1,value);
else if(parameters[i].length == 2) glUniform2fvPtr(parameters[i].location,1,value);
else if(parameters[i].length == 3) glUniform3fvPtr(parameters[i].location,1,value);
else if(parameters[i].length == 4) glUniform4fvPtr(parameters[i].location,1,value);
else if(parameters[i].length == 9) glUniformMatrix3fvPtr(parameters[i].location,1,false,value);
else if(parameters[i].length == 16) glUniformMatrix4fvPtr(parameters[i].location,1,false,value);
}
value = va_arg(args,const float*);
if(!value) break;
}
va_end(args);
}
/*****************************************************************************/
/* */
/* set parameters */
/* */
/*****************************************************************************/
void Shader::setLocalParameter(int location,const float *value) {
if(vertex_target == 0) {
SG_LOG(SG_GL, SG_ALERT, "Shader::setLocalParameter(): error vertex program isn't loaded\n");
return;
}
glProgramLocalParameter4fvPtr(vertex_target,location,value);
}
void Shader::setEnvParameter(int location,const float *value) {
if(vertex_target == 0) {
SG_LOG(SG_GL, SG_ALERT, "Shader::setEnvParameter(): error vertex program isn't loaded\n");
return;
}
glProgramEnvParameter4fvPtr(vertex_target,location,value);
}
/*
*/
void Shader::setParameter(const char *name,const float *value) {
Parameter parameter;
getParameter(name,&parameter);
if( vertex_target ) {
glProgramLocalParameter4fvPtr( vertex_target, parameter.location, value);
return;
}
if(program == 0) {
SG_LOG(SG_GL, SG_ALERT, "Shader::setLocalParameter(): error GLSL shader isn't loaded\n");
return;
}
if(parameter.length == 1) glUniform1fvPtr(parameter.location,1,value);
else if(parameter.length == 2) glUniform2fvPtr(parameter.location,1,value);
else if(parameter.length == 3) glUniform3fvPtr(parameter.location,1,value);
else if(parameter.length == 4) glUniform4fvPtr(parameter.location,1,value);
else if(parameter.length == 9) glUniformMatrix3fvPtr(parameter.location,1,false,value);
else if(parameter.length == 16) glUniformMatrix4fvPtr(parameter.location,1,false,value);
}
/*
*/
void Shader::setParameters(const float *v,...) {
const float *value = v;
va_list args;
va_start(args,value);
for(int i = 0; i < (int)parameters.size(); i++) {
if( vertex_target ) {
glProgramLocalParameter4fvPtr( vertex_target, parameters[i].location, value);
} else if( program ) {
if(parameters[i].length == 1) glUniform1fvPtr(parameters[i].location,1,value);
else if(parameters[i].length == 2) glUniform2fvPtr(parameters[i].location,1,value);
else if(parameters[i].length == 3) glUniform3fvPtr(parameters[i].location,1,value);
else if(parameters[i].length == 4) glUniform4fvPtr(parameters[i].location,1,value);
else if(parameters[i].length == 9) glUniformMatrix3fvPtr(parameters[i].location,1,false,value);
else if(parameters[i].length == 16) glUniformMatrix4fvPtr(parameters[i].location,1,false,value);
}
value = va_arg(args,const float*);
if(!value) break;
}
va_end(args);
}
#ifndef CONCAT
#define CONCAT(a,b) a##b
#endif
#define mystringify(a) CONCAT(ST,R)(a)
#define STR(x) #x
#define LOAD_EXT(fn) CONCAT(fn,Ptr) = (CONCAT(fn,Proc)) SGLookupFunction( mystringify(CONCAT(fn,ARB)) )
void Shader::Init(void) {
if( SGIsOpenGLExtensionSupported("GL_ARB_multitexture") )
glGetIntegerv( GL_MAX_TEXTURE_UNITS_ARB, &nb_texture_unit );
VP_supported = SGIsOpenGLExtensionSupported("GL_ARB_vertex_program");
FP_supported = SGIsOpenGLExtensionSupported("GL_ARB_fragment_program");
// check that
GLSL_supported = SGIsOpenGLExtensionSupported("GL_ARB_shading_language_100") &&
SGIsOpenGLExtensionSupported("GL_ARB_fragment_shader") &&
SGIsOpenGLExtensionSupported("GL_ARB_vertex_shader") &&
SGIsOpenGLExtensionSupported("GL_ARB_shader_objects");
NVFP_supported = SGIsOpenGLExtensionSupported("GL_NV_fragment_program");
if( VP_supported || FP_supported ) {
/* All ARB_fragment_program entry points are shared with ARB_vertex_program. */
LOAD_EXT(glVertexAttrib1d);
LOAD_EXT( glVertexAttrib1dv );
LOAD_EXT( glVertexAttrib1f );
LOAD_EXT( glVertexAttrib1fv );
LOAD_EXT( glVertexAttrib1s );
LOAD_EXT( glVertexAttrib1sv );
LOAD_EXT( glVertexAttrib2d );
LOAD_EXT( glVertexAttrib2dv );
LOAD_EXT( glVertexAttrib2f );
LOAD_EXT( glVertexAttrib2fv );
LOAD_EXT( glVertexAttrib2s );
LOAD_EXT( glVertexAttrib2sv );
LOAD_EXT( glVertexAttrib3d );
LOAD_EXT( glVertexAttrib3dv );
LOAD_EXT( glVertexAttrib3f );
LOAD_EXT( glVertexAttrib3fv );
LOAD_EXT( glVertexAttrib3s );
LOAD_EXT( glVertexAttrib3sv );
LOAD_EXT( glVertexAttrib4Nbv );
LOAD_EXT( glVertexAttrib4Niv );
LOAD_EXT( glVertexAttrib4Nsv );
LOAD_EXT( glVertexAttrib4Nub );
LOAD_EXT( glVertexAttrib4Nubv );
LOAD_EXT( glVertexAttrib4Nuiv );
LOAD_EXT( glVertexAttrib4Nusv );
LOAD_EXT( glVertexAttrib4bv );
LOAD_EXT( glVertexAttrib4d );
LOAD_EXT( glVertexAttrib4dv );
LOAD_EXT( glVertexAttrib4f );
LOAD_EXT( glVertexAttrib4fv );
LOAD_EXT( glVertexAttrib4iv );
LOAD_EXT( glVertexAttrib4s );
LOAD_EXT( glVertexAttrib4sv );
LOAD_EXT( glVertexAttrib4ubv );
LOAD_EXT( glVertexAttrib4uiv );
LOAD_EXT( glVertexAttrib4usv );
LOAD_EXT( glVertexAttribPointer );
LOAD_EXT( glEnableVertexAttribArray );
LOAD_EXT( glDisableVertexAttribArray );
LOAD_EXT( glProgramString );
LOAD_EXT( glBindProgram );
LOAD_EXT( glDeletePrograms );
LOAD_EXT( glGenPrograms );
LOAD_EXT( glProgramEnvParameter4d );
LOAD_EXT( glProgramEnvParameter4dv );
LOAD_EXT( glProgramEnvParameter4f );
LOAD_EXT( glProgramEnvParameter4fv );
LOAD_EXT( glProgramLocalParameter4d );
LOAD_EXT( glProgramLocalParameter4dv );
LOAD_EXT( glProgramLocalParameter4f );
LOAD_EXT( glProgramLocalParameter4fv );
LOAD_EXT( glGetProgramEnvParameterdv );
LOAD_EXT( glGetProgramEnvParameterfv );
LOAD_EXT( glGetProgramLocalParameterdv );
LOAD_EXT( glGetProgramLocalParameterfv );
LOAD_EXT( glGetProgramiv );
LOAD_EXT( glGetProgramString );
LOAD_EXT( glGetVertexAttribdv );
LOAD_EXT( glGetVertexAttribfv );
LOAD_EXT( glGetVertexAttribiv );
LOAD_EXT( glGetVertexAttribPointerv );
LOAD_EXT( glIsProgram );
}
if( GLSL_supported ) {
LOAD_EXT( glDeleteObject );
LOAD_EXT( glGetHandle );
LOAD_EXT( glDetachObject );
LOAD_EXT( glCreateShaderObject );
LOAD_EXT( glShaderSource );
LOAD_EXT( glCompileShader );
LOAD_EXT( glCreateProgramObject );
LOAD_EXT( glAttachObject );
LOAD_EXT( glLinkProgram );
LOAD_EXT( glUseProgramObject );
LOAD_EXT( glValidateProgram );
LOAD_EXT( glUniform1f );
LOAD_EXT( glUniform2f );
LOAD_EXT( glUniform3f );
LOAD_EXT( glUniform4f );
LOAD_EXT( glUniform1i );
LOAD_EXT( glUniform2i );
LOAD_EXT( glUniform3i );
LOAD_EXT( glUniform4i );
LOAD_EXT( glUniform1fv );
LOAD_EXT( glUniform2fv );
LOAD_EXT( glUniform3fv );
LOAD_EXT( glUniform4fv );
LOAD_EXT( glUniform1iv );
LOAD_EXT( glUniform2iv );
LOAD_EXT( glUniform3iv );
LOAD_EXT( glUniform4iv );
LOAD_EXT( glUniformMatrix2fv );
LOAD_EXT( glUniformMatrix3fv );
LOAD_EXT( glUniformMatrix4fv );
LOAD_EXT( glGetObjectParameterfv );
LOAD_EXT( glGetObjectParameteriv );
LOAD_EXT( glGetInfoLog );
LOAD_EXT( glGetAttachedObjects );
LOAD_EXT( glGetUniformLocation );
LOAD_EXT( glGetActiveUniform );
LOAD_EXT( glGetUniformfv );
LOAD_EXT( glGetUniformiv );
LOAD_EXT( glGetShaderSource );
LOAD_EXT( glBindAttribLocation );
LOAD_EXT( glGetActiveAttrib );
LOAD_EXT( glGetAttribLocation );
}
if( NVFP_supported ) {
glBindProgramNVPtr = (glBindProgramNVProc) SGLookupFunction( "glBindProgramNV" );
glDeleteProgramsNVPtr = (glDeleteProgramsNVProc) SGLookupFunction( "glDeleteProgramsNV" );
glGenProgramsNVPtr = (glGenProgramsNVProc) SGLookupFunction( "glGenProgramsNV" );
glLoadProgramNVPtr = (glLoadProgramNVProc) SGLookupFunction( "glLoadProgramNV" );
glProgramParameter4fvNVPtr = (glProgramParameter4fvNVProc) SGLookupFunction( "glProgramParameter4fvNV" );
}
}

90
simgear/screen/shader.h Normal file
View File

@@ -0,0 +1,90 @@
/* Shader
*
* Copyright (C) 2003-2005, Alexander Zaprjagaev <frustum@frustum.org>
* Roman Grigoriev <grigoriev@gosniias.ru>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#ifndef __SHADER_H__
#define __SHADER_H__
#include <simgear/compiler.h>
#include <simgear/screen/extensions.hxx>
#include <vector>
#include <map>
#include STL_STRING
SG_USING_STD(map);
SG_USING_STD(vector);
SG_USING_STD(string);
class Shader {
public:
Shader(const char *name,const char *vertex = NULL,const char *fragment = NULL);
~Shader();
void bindNames(const char *name,...);
void enable();
void disable();
void bind();
void bind(const float *value,...);
void setLocalParameter(int location,const float *value);
void setEnvParameter(int location,const float *value);
void setParameter(const char *name,const float *value);
void setParameters(const float *value,...);
static void Init(void);
inline static bool is_VP_supported(void) {return VP_supported;}
inline static bool is_FP_supported(void) {return FP_supported;}
inline static bool is_GLSL_supported(void) {return GLSL_supported;}
inline static bool is_NVFP_supported(void) {return NVFP_supported;}
inline static int get_nb_texture_units(void) {return nb_texture_unit;}
protected:
struct Parameter {
GLuint location;
int length;
};
const char *get_error(char *data,int pos);
const char *get_glsl_error();
void getParameter(const char *name,Parameter *parameter);
GLhandleARB program;
GLuint vertex_target;
GLuint vertex_id;
GLuint fragment_target;
GLuint fragment_id;
std::vector<Parameter> parameters;
typedef map<string, struct Parameter> arb_parameter_list;
arb_parameter_list arb_parameters;
static bool VP_supported, FP_supported, GLSL_supported, NVFP_supported;
static GLint nb_texture_unit;
};
#endif /* __SHADER_H__ */