/* Copyright (C) 2011 by Ivan Safrin Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #include "PolyGLSLShaderModule.h" using namespace Polycode; #ifdef _WINDOWS PFNGLUSEPROGRAMPROC glUseProgram; PFNGLUNIFORM1IPROC glUniform1i; PFNGLUNIFORM1FPROC glUniform1f; PFNGLUNIFORM3FPROC glUniform3f; PFNGLGETUNIFORMLOCATIONARBPROC glGetUniformLocation; extern PFNGLACTIVETEXTUREPROC glActiveTexture; PFNGLCREATESHADERPROC glCreateShader; PFNGLSHADERSOURCEPROC glShaderSource; PFNGLCOMPILESHADERPROC glCompileShader; PFNGLCREATEPROGRAMPROC glCreateProgram; PFNGLATTACHSHADERPROC glAttachShader; PFNGLLINKPROGRAMPROC glLinkProgram; PFNGLDETACHSHADERPROC glDetachShader; PFNGLDELETESHADERPROC glDeleteShader; PFNGLDELETEPROGRAMPROC glDeleteProgram; PFNGLUNIFORMMATRIX4FVPROC glUniformMatrix4fv; PFNGLGETSHADERIVPROC glGetShaderiv; PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog; #endif GLSLShaderModule::GLSLShaderModule() : PolycodeShaderModule() { #ifdef _WINDOWS glUseProgram = (PFNGLUSEPROGRAMPROC)wglGetProcAddress("glUseProgram"); glUniform1i = (PFNGLUNIFORM1IPROC)wglGetProcAddress("glUniform1i"); glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONARBPROC)wglGetProcAddress("glGetUniformLocation"); glCreateShader = (PFNGLCREATESHADERPROC)wglGetProcAddress("glCreateShader"); glShaderSource = (PFNGLSHADERSOURCEPROC)wglGetProcAddress("glShaderSource"); glCompileShader = (PFNGLCOMPILESHADERPROC)wglGetProcAddress("glCompileShader"); glCreateProgram = (PFNGLCREATEPROGRAMPROC)wglGetProcAddress("glCreateProgram"); glAttachShader = (PFNGLATTACHSHADERPROC)wglGetProcAddress("glAttachShader"); glLinkProgram = (PFNGLLINKPROGRAMPROC)wglGetProcAddress("glLinkProgram"); glDetachShader = (PFNGLDETACHSHADERPROC)wglGetProcAddress("glDetachShader"); glDeleteShader = (PFNGLDELETESHADERPROC)wglGetProcAddress("glDeleteShader"); glDeleteProgram = (PFNGLDELETEPROGRAMPROC)wglGetProcAddress("glDeleteProgram"); glUniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC)wglGetProcAddress("glUniformMatrix4fv"); glGetShaderiv = (PFNGLGETSHADERIVPROC)wglGetProcAddress("glGetShaderiv"); glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC)wglGetProcAddress("glGetShaderInfoLog"); #endif } GLSLShaderModule::~GLSLShaderModule() { } bool GLSLShaderModule::acceptsExtension(const String& extension) { if(extension == "vert" || extension == "frag") { return true; } else { return false; } } String GLSLShaderModule::getShaderType() { return "glsl"; } Shader *GLSLShaderModule::createShader(TiXmlNode *node) { TiXmlNode* pChild, *pChild2, *pChild3; GLSLProgram *vp = NULL; GLSLProgram *fp = NULL; GLSLShader *retShader = NULL; for (pChild = node->FirstChild(); pChild != 0; pChild = pChild->NextSibling()) { if(strcmp(pChild->Value(), "vp") == 0) { vp = (GLSLProgram*)CoreServices::getInstance()->getResourceManager()->getResource(Resource::RESOURCE_PROGRAM, String(pChild->ToElement()->Attribute("source"))); if(vp) { for (pChild2 = pChild->FirstChild(); pChild2 != 0; pChild2 = pChild2->NextSibling()) { if(strcmp(pChild2->Value(), "params") == 0) { for (pChild3 = pChild2->FirstChild(); pChild3 != 0; pChild3 = pChild3->NextSibling()) { if(strcmp(pChild3->Value(), "param") == 0) { addParamToProgram(vp,pChild3); } } } } } } if(strcmp(pChild->Value(), "fp") == 0) { fp = (GLSLProgram*)CoreServices::getInstance()->getResourceManager()->getResource(Resource::RESOURCE_PROGRAM, String(pChild->ToElement()->Attribute("source"))); if(fp) { for (pChild2 = pChild->FirstChild(); pChild2 != 0; pChild2 = pChild2->NextSibling()) { if(strcmp(pChild2->Value(), "params") == 0) { for (pChild3 = pChild2->FirstChild(); pChild3 != 0; pChild3 = pChild3->NextSibling()) { if(strcmp(pChild3->Value(), "param") == 0) { addParamToProgram(fp,pChild3); } } } } } } } if(vp != NULL && fp != NULL) { GLSLShader *cgShader = new GLSLShader(vp,fp); cgShader->setName(String(node->ToElement()->Attribute("name"))); retShader = cgShader; shaders.push_back((Shader*)cgShader); } return retShader; } void GLSLShaderModule::clearShader() { glUseProgram(0); } void GLSLShaderModule::setGLSLAreaLightPositionParameter(Renderer *renderer, GLSLProgramParam ¶m, int lightIndex) { if(renderer->getNumAreaLights() > lightIndex) { vector areaLights = renderer->getAreaLights(); Vector3 lPos(areaLights[lightIndex].position.x,areaLights[lightIndex].position.y,areaLights[lightIndex].position.z); GLfloat LightPosition[] = {lPos.x, lPos.y, lPos.z, 1}; glLightfv (GL_LIGHT0+lightIndex, GL_POSITION, LightPosition); //change the // glLightf(GL_LIGHT0+lightIndex, GL_CONSTANT_ATTENUATION, areaLights[lightIndex].distance); // glLightf(GL_LIGHT0+lightIndex, GL_LINEAR_ATTENUATION, areaLights[lightIndex].intensity); // glLightf(GL_LIGHT0+lightIndex, GL_QUADRATIC_ATTENUATION, areaLights[lightIndex].intensity); } else { } } void GLSLShaderModule::setGLSLSpotLightPositionParameter(Renderer *renderer, GLSLProgramParam ¶m, int lightIndex) { if(renderer->getNumSpotLights() > lightIndex) { vector spotLights = renderer->getSpotLights(); Vector3 lPos(spotLights[lightIndex].position.x,spotLights[lightIndex].position.y,spotLights[lightIndex].position.z); lPos = renderer->getCameraMatrix().inverse() * lPos; // cgGLSetParameter4f(param.cgParam, lPos.x,lPos.y,lPos.z, spotLights[lightIndex].distance); } else { // cgGLSetParameter4f(param.cgParam, 0,0,0,0); } } void GLSLShaderModule::setGLSLSpotLightDirectionParameter(Renderer *renderer, GLSLProgramParam ¶m, int lightIndex) { if(renderer->getNumSpotLights() > lightIndex) { vector spotLights = renderer->getSpotLights(); Vector3 lPos(spotLights[lightIndex].dir.x,spotLights[lightIndex].dir.y,spotLights[lightIndex].dir.z); lPos = renderer->getCameraMatrix().inverse().rotateVector(lPos); // cgGLSetParameter3f(param.cgParam, lPos.x,lPos.y,lPos.z); } else { // cgGLSetParameter3f(param.cgParam, 0.0f,0.0f,0.0f); } } void GLSLShaderModule::setGLSLAreaLightColorParameter(Renderer *renderer, GLSLProgramParam ¶m, int lightIndex) { if(renderer->getNumAreaLights() > lightIndex) { vector areaLights = renderer->getAreaLights(); GLfloat DiffuseLight[] = {areaLights[lightIndex].color.x, areaLights[lightIndex].color.y, areaLights[lightIndex].color.z}; glLightfv (GL_LIGHT0+lightIndex, GL_DIFFUSE, DiffuseLight); // cgGLSetParameter4f(param.cgParam, areaLights[lightIndex].color.x,areaLights[lightIndex].color.y,areaLights[lightIndex].color.z, areaLights[lightIndex].intensity); } else { // cgGLSetParameter4f(param.cgParam, 0,0,0,0); } } void GLSLShaderModule::setGLSLSpotLightColorParameter(Renderer *renderer, GLSLProgramParam ¶m, int lightIndex) { if(renderer->getNumSpotLights() > lightIndex) { vector spotLights = renderer->getSpotLights(); // cgGLSetParameter4f(param.cgParam, spotLights[lightIndex].color.x,spotLights[lightIndex].color.y,spotLights[lightIndex].color.z, spotLights[lightIndex].intensity); } else { // cgGLSetParameter4f(param.cgParam, 0,0,0,0); } } void GLSLShaderModule::setGLSLSpotLightTextureMatrixParameter(Renderer *renderer, GLSLProgramParam ¶m, int lightIndex) { if(renderer->getNumLights() > lightIndex) { vector spotLights = renderer->getSpotLights(); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadMatrixd(spotLights[lightIndex].textureMatrix.ml); // cgGLSetStateMatrixParameter(param.cgParam, GLSL_GL_MODELVIEW_MATRIX,GLSL_GL_MATRIX_IDENTITY); glPopMatrix(); } } void GLSLShaderModule::updateGLSLParam(Renderer *renderer, GLSLShader *glslShader, GLSLProgramParam ¶m, ShaderBinding *materialOptions, ShaderBinding *localOptions) { if(param.isAuto) { switch(param.autoID) { case GLSLProgramParam::POLY_MODELVIEWPROJ_MATRIX: // cgGLSetStateMatrixParameter(param.cgParam, GLSL_GL_MODELVIEW_PROJECTION_MATRIX,GLSL_GL_MATRIX_IDENTITY); break; case GLSLProgramParam::POLY_SPOT_LIGHT_TEXTUREMATRIX_0: setGLSLSpotLightTextureMatrixParameter(renderer, param, 0); break; case GLSLProgramParam::POLY_SPOT_LIGHT_TEXTUREMATRIX_1: setGLSLSpotLightTextureMatrixParameter(renderer, param, 1); break; case GLSLProgramParam::POLY_SPOT_LIGHT_TEXTUREMATRIX_2: setGLSLSpotLightTextureMatrixParameter(renderer, param, 2); break; case GLSLProgramParam::POLY_SPOT_LIGHT_TEXTUREMATRIX_3: setGLSLSpotLightTextureMatrixParameter(renderer, param, 3); break; case GLSLProgramParam::POLY_AMBIENTCOLOR: // cgGLSetParameter3f(param.cgParam, renderer->ambientColor.r,renderer->ambientColor.g,renderer->ambientColor.b); break; case GLSLProgramParam::POLY_CLEARCOLOR: // cgGLSetParameter3f(param.cgParam, renderer->clearColor.r,renderer->clearColor.g,renderer->clearColor.b); break; case GLSLProgramParam::POLY_SPOT_LIGHT_DIRECTION_0: setGLSLSpotLightDirectionParameter(renderer, param, 0); break; case GLSLProgramParam::POLY_SPOT_LIGHT_DIRECTION_1: setGLSLSpotLightDirectionParameter(renderer, param, 1); break; case GLSLProgramParam::POLY_SPOT_LIGHT_DIRECTION_2: setGLSLSpotLightDirectionParameter(renderer, param, 2); break; case GLSLProgramParam::POLY_SPOT_LIGHT_DIRECTION_3: setGLSLSpotLightDirectionParameter(renderer, param, 3); break; case GLSLProgramParam::POLY_AREA_LIGHT_POSITION_0: setGLSLAreaLightPositionParameter(renderer, param, 0); break; case GLSLProgramParam::POLY_AREA_LIGHT_POSITION_1: setGLSLAreaLightPositionParameter(renderer, param, 1); break; case GLSLProgramParam::POLY_AREA_LIGHT_POSITION_2: setGLSLAreaLightPositionParameter(renderer, param, 2); break; case GLSLProgramParam::POLY_AREA_LIGHT_POSITION_3: setGLSLAreaLightPositionParameter(renderer, param, 3); break; case GLSLProgramParam::POLY_AREA_LIGHT_POSITION_4: setGLSLAreaLightPositionParameter(renderer, param, 4); break; case GLSLProgramParam::POLY_AREA_LIGHT_POSITION_5: setGLSLAreaLightPositionParameter(renderer, param, 5); break; case GLSLProgramParam::POLY_AREA_LIGHT_POSITION_6: setGLSLAreaLightPositionParameter(renderer, param, 6); break; case GLSLProgramParam::POLY_AREA_LIGHT_POSITION_7: setGLSLAreaLightPositionParameter(renderer, param, 7); break; case GLSLProgramParam::POLY_SPOT_LIGHT_POSITION_0: setGLSLSpotLightPositionParameter(renderer, param, 0); break; case GLSLProgramParam::POLY_SPOT_LIGHT_POSITION_1: setGLSLSpotLightPositionParameter(renderer, param, 1); break; case GLSLProgramParam::POLY_SPOT_LIGHT_POSITION_2: setGLSLSpotLightPositionParameter(renderer, param, 2); break; case GLSLProgramParam::POLY_SPOT_LIGHT_POSITION_3: setGLSLSpotLightPositionParameter(renderer, param, 3); break; case GLSLProgramParam::POLY_AREA_LIGHT_COLOR_0: setGLSLAreaLightColorParameter(renderer, param, 0); break; case GLSLProgramParam::POLY_AREA_LIGHT_COLOR_1: setGLSLAreaLightColorParameter(renderer, param, 1); break; case GLSLProgramParam::POLY_AREA_LIGHT_COLOR_2: setGLSLAreaLightColorParameter(renderer, param, 2); break; case GLSLProgramParam::POLY_AREA_LIGHT_COLOR_3: setGLSLAreaLightColorParameter(renderer, param, 3); break; case GLSLProgramParam::POLY_AREA_LIGHT_COLOR_4: setGLSLAreaLightColorParameter(renderer, param, 4); break; case GLSLProgramParam::POLY_AREA_LIGHT_COLOR_5: setGLSLAreaLightColorParameter(renderer, param, 5); break; case GLSLProgramParam::POLY_AREA_LIGHT_COLOR_6: setGLSLAreaLightColorParameter(renderer, param, 6); break; case GLSLProgramParam::POLY_AREA_LIGHT_COLOR_7: setGLSLAreaLightColorParameter(renderer, param, 7); break; case GLSLProgramParam::POLY_SPOT_LIGHT_COLOR_0: setGLSLSpotLightColorParameter(renderer, param, 0); break; case GLSLProgramParam::POLY_SPOT_LIGHT_COLOR_1: setGLSLSpotLightColorParameter(renderer, param, 1); break; case GLSLProgramParam::POLY_SPOT_LIGHT_COLOR_2: setGLSLSpotLightColorParameter(renderer, param, 2); break; case GLSLProgramParam::POLY_SPOT_LIGHT_COLOR_3: setGLSLSpotLightColorParameter(renderer, param, 3); break; case GLSLProgramParam::POLY_MODELVIEW_MATRIX: // cgGLSetStateMatrixParameter(param.cgParam, GLSL_GL_MODELVIEW_MATRIX,GLSL_GL_MATRIX_IDENTITY); } break; case GLSLProgramParam::POLY_MODELVIEW_INVERSE_MATRIX: // cgGLSetStateMatrixParameter(param.cgParam, GLSL_GL_MODELVIEW_MATRIX,GLSL_GL_MATRIX_INVERSE_TRANSPOSE); break; case GLSLProgramParam::POLY_EXPOSURE_LEVEL: // cgGLSetParameter1f(param.cgParam, renderer->exposureLevel); break; } } else { void *paramData = param.defaultData; LocalShaderParam *localParam = materialOptions->getLocalParamByName(param.name); if(localParam) paramData = localParam->data; localParam = localOptions->getLocalParamByName(param.name); if(localParam) paramData = localParam->data; Number *fval; switch(param.paramType) { case GLSLProgramParam::PARAM_Number: { fval = (Number*)paramData; int paramLocation = glGetUniformLocation(glslShader->shader_id, param.name.c_str()); glUniform1f(paramLocation, *fval); break; } case GLSLProgramParam::PARAM_Number3: { Vector3 *fval3 = (Vector3*)paramData; fval = (Number*)paramData; int paramLocation = glGetUniformLocation(glslShader->shader_id, param.name.c_str()); glUniform3f(paramLocation, fval3->x,fval3->y,fval3->z); break; } } } } bool GLSLShaderModule::applyShaderMaterial(Renderer *renderer, Material *material, ShaderBinding *localOptions, unsigned int shaderIndex) { GLSLShader *glslShader = (GLSLShader*)material->getShader(shaderIndex); renderer->sortLights(); glPushMatrix(); glLoadIdentity(); int numRendererAreaLights = renderer->getNumAreaLights(); int numRendererSpotLights = renderer->getNumSpotLights(); int numTotalLights = glslShader->numAreaLights + glslShader->numSpotLights; for(int i=0 ; i < numTotalLights; i++) { GLfloat resetData[] = {0.0, 0.0, 0.0, 0.0}; glLightfv (GL_LIGHT0+i, GL_DIFFUSE, resetData); glLightfv (GL_LIGHT0+i, GL_SPECULAR, resetData); glLightfv (GL_LIGHT0+i, GL_AMBIENT, resetData); glLightfv (GL_LIGHT0+i, GL_POSITION, resetData); glLightf (GL_LIGHT0+i, GL_SPOT_CUTOFF, 180); glLightf (GL_LIGHT0+i, GL_CONSTANT_ATTENUATION,1.0); glLightf (GL_LIGHT0+i, GL_LINEAR_ATTENUATION,0.0); glLightf (GL_LIGHT0+i, GL_QUADRATIC_ATTENUATION, 0.0); } int lightIndex = 0; vector areaLights = renderer->getAreaLights(); // printf("Applying {\n"); // for(int z=0;z < areaLights.size(); z++) { // LightInfo light = areaLights[z]; // printf("Light: %f %f %f\n", light.position.x, light.position.y, light.position.z); // } // printf("}\n"); GLfloat ambientVal[] = {1, 1, 1, 1.0}; for(int i=0; i < glslShader->numAreaLights; i++) { LightInfo light; if(i < numRendererAreaLights) { light = areaLights[i]; light.position = renderer->getCameraMatrix().inverse() * light.position; ambientVal[0] = renderer->ambientColor.r; ambientVal[1] = renderer->ambientColor.g; ambientVal[2] = renderer->ambientColor.b; ambientVal[3] = 1; GLfloat data4[] = {light.color.x * light.intensity, light.color.y * light.intensity, light.color.z * light.intensity, 1.0}; glLightfv (GL_LIGHT0+lightIndex, GL_DIFFUSE, data4); data4[0] = light.specularColor.r* light.intensity; data4[1] = light.specularColor.g* light.intensity; data4[2] = light.specularColor.b* light.intensity; data4[3] = light.specularColor.a* light.intensity; glLightfv (GL_LIGHT0+lightIndex, GL_SPECULAR, data4); data4[3] = 1.0; glLightfv (GL_LIGHT0+lightIndex, GL_AMBIENT, ambientVal); glLightf (GL_LIGHT0+lightIndex, GL_SPOT_CUTOFF, 180); data4[0] = light.position.x; data4[1] = light.position.y; data4[2] = light.position.z; glLightfv (GL_LIGHT0+lightIndex, GL_POSITION, data4); glLightf (GL_LIGHT0+lightIndex, GL_CONSTANT_ATTENUATION, light.constantAttenuation); glLightf (GL_LIGHT0+lightIndex, GL_LINEAR_ATTENUATION, light.linearAttenuation); glLightf (GL_LIGHT0+lightIndex, GL_QUADRATIC_ATTENUATION, light.quadraticAttenuation); } lightIndex++; } vector spotLights = renderer->getSpotLights(); // vector shadowMapTextures = renderer->getShadowMapTextures(); char texName[32]; char matName[32]; int shadowMapTextureIndex = 0; glUseProgram(glslShader->shader_id); int textureIndex = 0; for(int i=0; i < glslShader->numSpotLights; i++) { LightInfo light; Vector3 pos; Vector3 dir; if(i < numRendererSpotLights) { light = spotLights[i]; pos = light.position; dir = light.dir; pos = renderer->getCameraMatrix().inverse() * pos; dir = renderer->getCameraMatrix().inverse().rotateVector(dir); ambientVal[0] = renderer->ambientColor.r; ambientVal[1] = renderer->ambientColor.g; ambientVal[2] = renderer->ambientColor.b; ambientVal[3] = 1; GLfloat data4[] = {light.color.x * light.intensity, light.color.y * light.intensity, light.color.z * light.intensity, 1.0}; glLightfv (GL_LIGHT0+lightIndex, GL_DIFFUSE, data4); data4[0] = light.specularColor.r* light.intensity; data4[1] = light.specularColor.g* light.intensity; data4[2] = light.specularColor.b* light.intensity; data4[3] = light.specularColor.a* light.intensity; glLightfv (GL_LIGHT0+lightIndex, GL_SPECULAR, data4); data4[3] = 1.0; glLightfv (GL_LIGHT0+lightIndex, GL_AMBIENT, ambientVal); glLightf (GL_LIGHT0+lightIndex, GL_SPOT_CUTOFF, light.spotlightCutoff); glLightf (GL_LIGHT0+lightIndex, GL_SPOT_EXPONENT, light.spotlightExponent); data4[0] = dir.x; data4[1] = dir.y; data4[2] = dir.z; glLightfv (GL_LIGHT0+lightIndex, GL_SPOT_DIRECTION, data4); data4[0] = pos.x; data4[1] = pos.y; data4[2] = pos.z; glLightfv (GL_LIGHT0+lightIndex, GL_POSITION, data4); glLightf (GL_LIGHT0+lightIndex, GL_CONSTANT_ATTENUATION, light.constantAttenuation); glLightf (GL_LIGHT0+lightIndex, GL_LINEAR_ATTENUATION, light.linearAttenuation); glLightf (GL_LIGHT0+lightIndex, GL_QUADRATIC_ATTENUATION, light.quadraticAttenuation); if(light.shadowsEnabled) { if(shadowMapTextureIndex < 4) { switch(shadowMapTextureIndex) { case 0: strcpy(texName, "shadowMap0"); strcpy(matName, "shadowMatrix0"); break; case 1: strcpy(texName, "shadowMap1"); strcpy(matName, "shadowMatrix1"); break; case 2: strcpy(texName, "shadowMap2"); strcpy(matName, "shadowMatrix2"); break; case 3: strcpy(texName, "shadowMap3"); strcpy(matName, "shadowMatrix3"); break; } int texture_location = glGetUniformLocation(glslShader->shader_id, texName); glUniform1i(texture_location, textureIndex); glActiveTexture(GL_TEXTURE0 + textureIndex); glBindTexture(GL_TEXTURE_2D, ((OpenGLTexture*)light.shadowMapTexture)->getTextureID()); textureIndex++; // glMatrixMode(GL_MODELVIEW); // glPushMatrix(); // glLoadMatrixd(light.textureMatrix.ml); int mloc = glGetUniformLocation(glslShader->shader_id, matName); light.textureMatrix = light.textureMatrix; GLfloat mat[16]; for(int z=0; z < 16; z++) { mat[z] = light.textureMatrix.ml[z]; } glUniformMatrix4fv(mloc, 1, false, mat); // glPopMatrix(); } shadowMapTextureIndex++; } else { light.shadowsEnabled = false; } } lightIndex++; } glPopMatrix(); glEnable(GL_TEXTURE_2D); GLSLShaderBinding *cgBinding = (GLSLShaderBinding*)material->getShaderBinding(shaderIndex); for(int i=0; i < glslShader->vp->params.size(); i++) { GLSLProgramParam param = glslShader->vp->params[i]; updateGLSLParam(renderer, glslShader, param, material->getShaderBinding(shaderIndex), localOptions); } for(int i=0; i < glslShader->fp->params.size(); i++) { GLSLProgramParam param = glslShader->fp->params[i]; updateGLSLParam(renderer, glslShader, param, material->getShaderBinding(shaderIndex), localOptions); } for(int i=0; i < cgBinding->textures.size(); i++) { int texture_location = glGetUniformLocation(glslShader->shader_id, cgBinding->textures[i].name.c_str()); glUniform1i(texture_location, textureIndex); glActiveTexture(GL_TEXTURE0 + textureIndex); glBindTexture(GL_TEXTURE_2D, ((OpenGLTexture*)cgBinding->textures[i].texture)->getTextureID()); textureIndex++; } for(int i=0; i < cgBinding->cubemaps.size(); i++) { int texture_location = glGetUniformLocation(glslShader->shader_id, cgBinding->cubemaps[i].name.c_str()); glUniform1i(texture_location, textureIndex); glActiveTexture(GL_TEXTURE0 + textureIndex); glBindTexture(GL_TEXTURE_CUBE_MAP, ((OpenGLCubemap*)cgBinding->cubemaps[i].cubemap)->getTextureID()); textureIndex++; } cgBinding = (GLSLShaderBinding*)localOptions; for(int i=0; i < cgBinding->textures.size(); i++) { int texture_location = glGetUniformLocation(glslShader->shader_id, cgBinding->textures[i].name.c_str()); glUniform1i(texture_location, textureIndex); glActiveTexture(GL_TEXTURE0 + textureIndex); glBindTexture(GL_TEXTURE_2D, ((OpenGLTexture*)cgBinding->textures[i].texture)->getTextureID()); textureIndex++; } // Logger::log("applying %s (%s %s)\n", material->getShader()->getName().c_str(), cgShader->vp->getResourceName().c_str(), cgShader->fp->getResourceName().c_str()); /* vector shadowMapTextures = renderer->getShadowMapTextures(); char texName[32]; for(int i=0; i< 4; i++) { if(i < shadowMapTextures.size()) { switch(i) { case 0: strcpy(texName, "shadowMap0"); break; case 1: strcpy(texName, "shadowMap1"); break; case 2: strcpy(texName, "shadowMap2"); break; case 3: strcpy(texName, "shadowMap3"); break; } int texture_location = glGetUniformLocation(glslShader->shader_id, texName); glUniform1i(texture_location, textureIndex); glActiveTexture(GL_TEXTURE0 + textureIndex); glBindTexture(GL_TEXTURE_2D, ((OpenGLTexture*)shadowMapTextures[i])->getTextureID()); textureIndex++; } } */ /* cgBinding = (GLSLShaderBinding*)localOptions; for(int i=0; i < cgBinding->textures.size(); i++) { cgGLSetTextureParameter(cgBinding->textures[i].vpParam, ((OpenGLTexture*)cgBinding->textures[i].texture)->getTextureID()); cgGLEnableTextureParameter(cgBinding->textures[i].vpParam); } vector shadowMapTextures = renderer->getShadowMapTextures(); char texName[32]; for(int i=0; i< 4; i++) { if(i < shadowMapTextures.size()) { switch(i) { case 0: strcpy(texName, "shadowMap0"); break; case 1: strcpy(texName, "shadowMap1"); break; case 2: strcpy(texName, "shadowMap2"); break; case 3: strcpy(texName, "shadowMap3"); break; } cgGLSetTextureParameter(cgGetNamedParameter(cgShader->fp->program, texName), ((OpenGLTexture*)shadowMapTextures[i])->getTextureID()); cgGLEnableTextureParameter(cgGetNamedParameter(cgShader->fp->program, texName)); } } */ return true; } void GLSLShaderModule::addParamToProgram(GLSLProgram *program,TiXmlNode *node) { bool isAuto = false; int autoID = 0; int paramType = GLSLProgramParam::PARAM_UNKNOWN; void *defaultData = NULL; if(strcmp(node->ToElement()->Attribute("type"), "auto") == 0) { isAuto = true; String pid = node->ToElement()->Attribute("id"); if(pid == "POLY_MODELVIEWPROJ_MATRIX") autoID = GLSLProgramParam::POLY_MODELVIEWPROJ_MATRIX; else if(pid == "POLY_AREA_LIGHT_POSITION_0") autoID = GLSLProgramParam::POLY_AREA_LIGHT_POSITION_0; else if(pid == "POLY_AREA_LIGHT_POSITION_1") autoID = GLSLProgramParam::POLY_AREA_LIGHT_POSITION_1; else if(pid == "POLY_AREA_LIGHT_POSITION_2") autoID = GLSLProgramParam::POLY_AREA_LIGHT_POSITION_2; else if(pid == "POLY_AREA_LIGHT_POSITION_3") autoID = GLSLProgramParam::POLY_AREA_LIGHT_POSITION_3; else if(pid == "POLY_AREA_LIGHT_POSITION_4") autoID = GLSLProgramParam::POLY_AREA_LIGHT_POSITION_4; else if(pid == "POLY_AREA_LIGHT_POSITION_5") autoID = GLSLProgramParam::POLY_AREA_LIGHT_POSITION_5; else if(pid == "POLY_AREA_LIGHT_POSITION_6") autoID = GLSLProgramParam::POLY_AREA_LIGHT_POSITION_6; else if(pid == "POLY_AREA_LIGHT_POSITION_7") autoID = GLSLProgramParam::POLY_AREA_LIGHT_POSITION_7; else if(pid == "POLY_SPOT_LIGHT_POSITION_0") autoID = GLSLProgramParam::POLY_SPOT_LIGHT_POSITION_0; else if(pid == "POLY_SPOT_LIGHT_POSITION_1") autoID = GLSLProgramParam::POLY_SPOT_LIGHT_POSITION_1; else if(pid == "POLY_SPOT_LIGHT_POSITION_2") autoID = GLSLProgramParam::POLY_SPOT_LIGHT_POSITION_2; else if(pid == "POLY_SPOT_LIGHT_POSITION_3") autoID = GLSLProgramParam::POLY_SPOT_LIGHT_POSITION_3; else if(pid == "POLY_AREA_LIGHT_COLOR_0") autoID = GLSLProgramParam::POLY_AREA_LIGHT_COLOR_0; else if(pid == "POLY_AREA_LIGHT_COLOR_1") autoID = GLSLProgramParam::POLY_AREA_LIGHT_COLOR_1; else if(pid == "POLY_AREA_LIGHT_COLOR_2") autoID = GLSLProgramParam::POLY_AREA_LIGHT_COLOR_2; else if(pid == "POLY_AREA_LIGHT_COLOR_3") autoID = GLSLProgramParam::POLY_AREA_LIGHT_COLOR_3; else if(pid == "POLY_AREA_LIGHT_COLOR_4") autoID = GLSLProgramParam::POLY_AREA_LIGHT_COLOR_4; else if(pid == "POLY_AREA_LIGHT_COLOR_5") autoID = GLSLProgramParam::POLY_AREA_LIGHT_COLOR_5; else if(pid == "POLY_AREA_LIGHT_COLOR_6") autoID = GLSLProgramParam::POLY_AREA_LIGHT_COLOR_6; else if(pid == "POLY_AREA_LIGHT_COLOR_7") autoID = GLSLProgramParam::POLY_AREA_LIGHT_COLOR_7; else if(pid == "POLY_SPOT_LIGHT_COLOR_0") autoID = GLSLProgramParam::POLY_SPOT_LIGHT_COLOR_0; else if(pid == "POLY_SPOT_LIGHT_COLOR_1") autoID = GLSLProgramParam::POLY_SPOT_LIGHT_COLOR_1; else if(pid == "POLY_SPOT_LIGHT_COLOR_2") autoID = GLSLProgramParam::POLY_SPOT_LIGHT_COLOR_2; else if(pid == "POLY_SPOT_LIGHT_COLOR_3") autoID = GLSLProgramParam::POLY_SPOT_LIGHT_COLOR_3; else if(pid == "POLY_SPOT_LIGHT_DIRECTION_0") autoID = GLSLProgramParam::POLY_SPOT_LIGHT_DIRECTION_0; else if(pid == "POLY_SPOT_LIGHT_DIRECTION_1") autoID = GLSLProgramParam::POLY_SPOT_LIGHT_DIRECTION_1; else if(pid == "POLY_SPOT_LIGHT_DIRECTION_2") autoID = GLSLProgramParam::POLY_SPOT_LIGHT_DIRECTION_2; else if(pid == "POLY_SPOT_LIGHT_DIRECTION_3") autoID = GLSLProgramParam::POLY_SPOT_LIGHT_DIRECTION_3; else if(pid == "POLY_SPOT_LIGHT_TEXTUREMATRIX_0") autoID = GLSLProgramParam::POLY_SPOT_LIGHT_TEXTUREMATRIX_0; else if(pid == "POLY_SPOT_LIGHT_TEXTUREMATRIX_1") autoID = GLSLProgramParam::POLY_SPOT_LIGHT_TEXTUREMATRIX_1; else if(pid == "POLY_SPOT_LIGHT_TEXTUREMATRIX_2") autoID = GLSLProgramParam::POLY_SPOT_LIGHT_TEXTUREMATRIX_2; else if(pid == "POLY_SPOT_LIGHT_TEXTUREMATRIX_3") autoID = GLSLProgramParam::POLY_SPOT_LIGHT_TEXTUREMATRIX_3; else if(pid == "POLY_MODELVIEW_MATRIX") autoID = GLSLProgramParam::POLY_MODELVIEW_MATRIX; else if(pid == "POLY_MODELVIEW_INVERSE_MATRIX") autoID = GLSLProgramParam::POLY_MODELVIEW_INVERSE_MATRIX; else if(pid == "POLY_EXPOSURE_LEVEL") autoID = GLSLProgramParam::POLY_EXPOSURE_LEVEL; else if(pid == "POLY_CLEARCOLOR") autoID = GLSLProgramParam::POLY_CLEARCOLOR; else if(pid == "POLY_AMBIENTCOLOR") autoID = GLSLProgramParam::POLY_AMBIENTCOLOR; else isAuto = false; } else { defaultData = GLSLProgramParam::createParamData(¶mType, node->ToElement()->Attribute("type"), node->ToElement()->Attribute("default")); } program->addParam(node->ToElement()->Attribute("name"), isAuto, autoID, paramType, defaultData); } void GLSLShaderModule::reloadPrograms() { for(int i=0; i < programs.size(); i++) { GLSLProgram *program = programs[i]; recreateGLSLProgram(program, program->getResourcePath(), program->type); } } void GLSLShaderModule::recreateGLSLProgram(GLSLProgram *prog, const String& fileName, int type) { OSFILE *file = OSBasics::open(fileName, "r"); OSBasics::seek(file, 0, SEEK_END); long progsize = OSBasics::tell(file); OSBasics::seek(file, 0, SEEK_SET); char *buffer = (char*)malloc(progsize+1); memset(buffer, 0, progsize+1); OSBasics::read(buffer, progsize, 1, file); if(type == GLSLProgram::TYPE_VERT) { prog->program = glCreateShader(GL_VERTEX_SHADER); } else { prog->program = glCreateShader(GL_FRAGMENT_SHADER); } glShaderSource(prog->program, 1, (const GLchar**)&buffer, 0); glCompileShader(prog->program); GLint compiled = true; glGetShaderiv(prog->program, GL_COMPILE_STATUS, &compiled); if(!compiled) { GLint length; GLchar* log; glGetShaderiv(prog->program, GL_INFO_LOG_LENGTH, &length); log = (GLchar*)malloc(length); glGetShaderInfoLog(prog->program, length, &length, log); printf("GLSL ERROR: %s\n", log); free(log); } free(buffer); } GLSLProgram *GLSLShaderModule::createGLSLProgram(const String& fileName, int type) { GLSLProgram *prog = new GLSLProgram(type); recreateGLSLProgram(prog, fileName, type); programs.push_back(prog); return prog; } Resource* GLSLShaderModule::createProgramFromFile(const String& extension, const String& fullPath) { if(extension == "vert") { Logger::log("Adding GLSL vertex program %s\n", fullPath.c_str()); return createGLSLProgram(fullPath, GLSLProgram::TYPE_VERT); } if(extension == "frag") { Logger::log("Adding GLSL fragment program %s\n", fullPath.c_str()); return createGLSLProgram(fullPath, GLSLProgram::TYPE_FRAG); } return NULL; }