PolyGLSLShaderModule.cpp 21 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547
  1. /*
  2. Copyright (C) 2011 by Ivan Safrin
  3. Permission is hereby granted, free of charge, to any person obtaining a copy
  4. of this software and associated documentation files (the "Software"), to deal
  5. in the Software without restriction, including without limitation the rights
  6. to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  7. copies of the Software, and to permit persons to whom the Software is
  8. furnished to do so, subject to the following conditions:
  9. The above copyright notice and this permission notice shall be included in
  10. all copies or substantial portions of the Software.
  11. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  12. IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  13. FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  14. AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  15. LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  16. OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  17. THE SOFTWARE.
  18. */
  19. #include "PolyGLSLShaderModule.h"
  20. using namespace Polycode;
  21. GLSLShaderModule::GLSLShaderModule() : PolycodeShaderModule() {
  22. }
  23. GLSLShaderModule::~GLSLShaderModule() {
  24. }
  25. bool GLSLShaderModule::acceptsExtension(String extension) {
  26. if(extension == "vert" || extension == "frag") {
  27. return true;
  28. } else {
  29. return false;
  30. }
  31. }
  32. String GLSLShaderModule::getShaderType() {
  33. return "glsl";
  34. }
  35. Shader *GLSLShaderModule::createShader(TiXmlNode *node) {
  36. TiXmlNode* pChild, *pChild2, *pChild3;
  37. GLSLProgram *vp = NULL;
  38. GLSLProgram *fp = NULL;
  39. GLSLShader *retShader = NULL;
  40. for (pChild = node->FirstChild(); pChild != 0; pChild = pChild->NextSibling()) {
  41. if(strcmp(pChild->Value(), "vp") == 0) {
  42. vp = (GLSLProgram*)CoreServices::getInstance()->getResourceManager()->getResource(Resource::RESOURCE_PROGRAM, pChild->ToElement()->Attribute("source"));
  43. if(vp) {
  44. for (pChild2 = pChild->FirstChild(); pChild2 != 0; pChild2 = pChild2->NextSibling()) {
  45. if(strcmp(pChild2->Value(), "params") == 0) {
  46. for (pChild3 = pChild2->FirstChild(); pChild3 != 0; pChild3 = pChild3->NextSibling()) {
  47. if(strcmp(pChild3->Value(), "param") == 0) {
  48. addParamToProgram(vp,pChild3);
  49. }
  50. }
  51. }
  52. }
  53. }
  54. }
  55. if(strcmp(pChild->Value(), "fp") == 0) {
  56. fp = (GLSLProgram*)CoreServices::getInstance()->getResourceManager()->getResource(Resource::RESOURCE_PROGRAM, pChild->ToElement()->Attribute("source"));
  57. if(fp) {
  58. for (pChild2 = pChild->FirstChild(); pChild2 != 0; pChild2 = pChild2->NextSibling()) {
  59. if(strcmp(pChild2->Value(), "params") == 0) {
  60. for (pChild3 = pChild2->FirstChild(); pChild3 != 0; pChild3 = pChild3->NextSibling()) {
  61. if(strcmp(pChild3->Value(), "param") == 0) {
  62. addParamToProgram(fp,pChild3);
  63. }
  64. }
  65. }
  66. }
  67. }
  68. }
  69. }
  70. if(vp != NULL && fp != NULL) {
  71. GLSLShader *cgShader = new GLSLShader(vp,fp);
  72. cgShader->setName(node->ToElement()->Attribute("name"));
  73. retShader = cgShader;
  74. shaders.push_back((Shader*)cgShader);
  75. }
  76. return retShader;
  77. }
  78. void GLSLShaderModule::clearShader() {
  79. glUseProgram(0);
  80. }
  81. void GLSLShaderModule::setGLSLAreaLightPositionParameter(Renderer *renderer, GLSLProgramParam &param, int lightIndex) {
  82. if(renderer->getNumAreaLights() > lightIndex) {
  83. vector<LightInfo> areaLights = renderer->getAreaLights();
  84. Vector3 lPos(areaLights[lightIndex].position.x,areaLights[lightIndex].position.y,areaLights[lightIndex].position.z);
  85. GLfloat LightPosition[] = {lPos.x, lPos.y, lPos.z, 1};
  86. glLightfv (GL_LIGHT0+lightIndex, GL_POSITION, LightPosition); //change the
  87. // glLightf(GL_LIGHT0+lightIndex, GL_CONSTANT_ATTENUATION, areaLights[lightIndex].distance);
  88. // glLightf(GL_LIGHT0+lightIndex, GL_LINEAR_ATTENUATION, areaLights[lightIndex].intensity);
  89. // glLightf(GL_LIGHT0+lightIndex, GL_QUADRATIC_ATTENUATION, areaLights[lightIndex].intensity);
  90. } else {
  91. }
  92. }
  93. void GLSLShaderModule::setGLSLSpotLightPositionParameter(Renderer *renderer, GLSLProgramParam &param, int lightIndex) {
  94. if(renderer->getNumSpotLights() > lightIndex) {
  95. vector<LightInfo> spotLights = renderer->getSpotLights();
  96. Vector3 lPos(spotLights[lightIndex].position.x,spotLights[lightIndex].position.y,spotLights[lightIndex].position.z);
  97. lPos = renderer->getCameraMatrix().inverse() * lPos;
  98. // cgGLSetParameter4f(param.cgParam, lPos.x,lPos.y,lPos.z, spotLights[lightIndex].distance);
  99. } else {
  100. // cgGLSetParameter4f(param.cgParam, 0,0,0,0);
  101. }
  102. }
  103. void GLSLShaderModule::setGLSLSpotLightDirectionParameter(Renderer *renderer, GLSLProgramParam &param, int lightIndex) {
  104. if(renderer->getNumSpotLights() > lightIndex) {
  105. vector<LightInfo> spotLights = renderer->getSpotLights();
  106. Vector3 lPos(spotLights[lightIndex].dir.x,spotLights[lightIndex].dir.y,spotLights[lightIndex].dir.z);
  107. lPos = renderer->getCameraMatrix().inverse().rotateVector(lPos);
  108. // cgGLSetParameter3f(param.cgParam, lPos.x,lPos.y,lPos.z);
  109. } else {
  110. // cgGLSetParameter3f(param.cgParam, 0.0f,0.0f,0.0f);
  111. }
  112. }
  113. void GLSLShaderModule::setGLSLAreaLightColorParameter(Renderer *renderer, GLSLProgramParam &param, int lightIndex) {
  114. if(renderer->getNumAreaLights() > lightIndex) {
  115. vector<LightInfo> areaLights = renderer->getAreaLights();
  116. GLfloat DiffuseLight[] = {areaLights[lightIndex].color.x, areaLights[lightIndex].color.y, areaLights[lightIndex].color.z};
  117. glLightfv (GL_LIGHT0+lightIndex, GL_DIFFUSE, DiffuseLight);
  118. // cgGLSetParameter4f(param.cgParam, areaLights[lightIndex].color.x,areaLights[lightIndex].color.y,areaLights[lightIndex].color.z, areaLights[lightIndex].intensity);
  119. } else {
  120. // cgGLSetParameter4f(param.cgParam, 0,0,0,0);
  121. }
  122. }
  123. void GLSLShaderModule::setGLSLSpotLightColorParameter(Renderer *renderer, GLSLProgramParam &param, int lightIndex) {
  124. if(renderer->getNumSpotLights() > lightIndex) {
  125. vector<LightInfo> spotLights = renderer->getSpotLights();
  126. // cgGLSetParameter4f(param.cgParam, spotLights[lightIndex].color.x,spotLights[lightIndex].color.y,spotLights[lightIndex].color.z, spotLights[lightIndex].intensity);
  127. } else {
  128. // cgGLSetParameter4f(param.cgParam, 0,0,0,0);
  129. }
  130. }
  131. void GLSLShaderModule::setGLSLSpotLightTextureMatrixParameter(Renderer *renderer, GLSLProgramParam &param, int lightIndex) {
  132. if(renderer->getNumLights() > lightIndex) {
  133. vector<LightInfo> spotLights = renderer->getSpotLights();
  134. glMatrixMode(GL_MODELVIEW);
  135. glPushMatrix();
  136. glLoadMatrixd(spotLights[lightIndex].textureMatrix.ml);
  137. // cgGLSetStateMatrixParameter(param.cgParam, GLSL_GL_MODELVIEW_MATRIX,GLSL_GL_MATRIX_IDENTITY);
  138. glPopMatrix();
  139. }
  140. }
  141. void GLSLShaderModule::updateGLSLParam(Renderer *renderer, GLSLProgramParam &param, ShaderBinding *materialOptions, ShaderBinding *localOptions) {
  142. if(param.isAuto) {
  143. switch(param.autoID) {
  144. case GLSLProgramParam::TAU_MODELVIEWPROJ_MATRIX:
  145. // cgGLSetStateMatrixParameter(param.cgParam, GLSL_GL_MODELVIEW_PROJECTION_MATRIX,GLSL_GL_MATRIX_IDENTITY);
  146. break;
  147. case GLSLProgramParam::TAU_SPOT_LIGHT_TEXTUREMATRIX_0:
  148. setGLSLSpotLightTextureMatrixParameter(renderer, param, 0);
  149. break;
  150. case GLSLProgramParam::TAU_SPOT_LIGHT_TEXTUREMATRIX_1:
  151. setGLSLSpotLightTextureMatrixParameter(renderer, param, 1);
  152. break;
  153. case GLSLProgramParam::TAU_SPOT_LIGHT_TEXTUREMATRIX_2:
  154. setGLSLSpotLightTextureMatrixParameter(renderer, param, 2);
  155. break;
  156. case GLSLProgramParam::TAU_SPOT_LIGHT_TEXTUREMATRIX_3:
  157. setGLSLSpotLightTextureMatrixParameter(renderer, param, 3);
  158. break;
  159. case GLSLProgramParam::TAU_AMBIENTCOLOR:
  160. // cgGLSetParameter3f(param.cgParam, renderer->ambientColor.r,renderer->ambientColor.g,renderer->ambientColor.b);
  161. break;
  162. case GLSLProgramParam::TAU_CLEARCOLOR:
  163. // cgGLSetParameter3f(param.cgParam, renderer->clearColor.r,renderer->clearColor.g,renderer->clearColor.b);
  164. break;
  165. case GLSLProgramParam::TAU_SPOT_LIGHT_DIRECTION_0:
  166. setGLSLSpotLightDirectionParameter(renderer, param, 0);
  167. break;
  168. case GLSLProgramParam::TAU_SPOT_LIGHT_DIRECTION_1:
  169. setGLSLSpotLightDirectionParameter(renderer, param, 1);
  170. break;
  171. case GLSLProgramParam::TAU_SPOT_LIGHT_DIRECTION_2:
  172. setGLSLSpotLightDirectionParameter(renderer, param, 2);
  173. break;
  174. case GLSLProgramParam::TAU_SPOT_LIGHT_DIRECTION_3:
  175. setGLSLSpotLightDirectionParameter(renderer, param, 3);
  176. break;
  177. case GLSLProgramParam::TAU_AREA_LIGHT_POSITION_0:
  178. setGLSLAreaLightPositionParameter(renderer, param, 0);
  179. break;
  180. case GLSLProgramParam::TAU_AREA_LIGHT_POSITION_1:
  181. setGLSLAreaLightPositionParameter(renderer, param, 1);
  182. break;
  183. case GLSLProgramParam::TAU_AREA_LIGHT_POSITION_2:
  184. setGLSLAreaLightPositionParameter(renderer, param, 2);
  185. break;
  186. case GLSLProgramParam::TAU_AREA_LIGHT_POSITION_3:
  187. setGLSLAreaLightPositionParameter(renderer, param, 3);
  188. break;
  189. case GLSLProgramParam::TAU_AREA_LIGHT_POSITION_4:
  190. setGLSLAreaLightPositionParameter(renderer, param, 4);
  191. break;
  192. case GLSLProgramParam::TAU_AREA_LIGHT_POSITION_5:
  193. setGLSLAreaLightPositionParameter(renderer, param, 5);
  194. break;
  195. case GLSLProgramParam::TAU_AREA_LIGHT_POSITION_6:
  196. setGLSLAreaLightPositionParameter(renderer, param, 6);
  197. break;
  198. case GLSLProgramParam::TAU_AREA_LIGHT_POSITION_7:
  199. setGLSLAreaLightPositionParameter(renderer, param, 7);
  200. break;
  201. case GLSLProgramParam::TAU_SPOT_LIGHT_POSITION_0:
  202. setGLSLSpotLightPositionParameter(renderer, param, 0);
  203. break;
  204. case GLSLProgramParam::TAU_SPOT_LIGHT_POSITION_1:
  205. setGLSLSpotLightPositionParameter(renderer, param, 1);
  206. break;
  207. case GLSLProgramParam::TAU_SPOT_LIGHT_POSITION_2:
  208. setGLSLSpotLightPositionParameter(renderer, param, 2);
  209. break;
  210. case GLSLProgramParam::TAU_SPOT_LIGHT_POSITION_3:
  211. setGLSLSpotLightPositionParameter(renderer, param, 3);
  212. break;
  213. case GLSLProgramParam::TAU_AREA_LIGHT_COLOR_0:
  214. setGLSLAreaLightColorParameter(renderer, param, 0);
  215. break;
  216. case GLSLProgramParam::TAU_AREA_LIGHT_COLOR_1:
  217. setGLSLAreaLightColorParameter(renderer, param, 1);
  218. break;
  219. case GLSLProgramParam::TAU_AREA_LIGHT_COLOR_2:
  220. setGLSLAreaLightColorParameter(renderer, param, 2);
  221. break;
  222. case GLSLProgramParam::TAU_AREA_LIGHT_COLOR_3:
  223. setGLSLAreaLightColorParameter(renderer, param, 3);
  224. break;
  225. case GLSLProgramParam::TAU_AREA_LIGHT_COLOR_4:
  226. setGLSLAreaLightColorParameter(renderer, param, 4);
  227. break;
  228. case GLSLProgramParam::TAU_AREA_LIGHT_COLOR_5:
  229. setGLSLAreaLightColorParameter(renderer, param, 5);
  230. break;
  231. case GLSLProgramParam::TAU_AREA_LIGHT_COLOR_6:
  232. setGLSLAreaLightColorParameter(renderer, param, 6);
  233. break;
  234. case GLSLProgramParam::TAU_AREA_LIGHT_COLOR_7:
  235. setGLSLAreaLightColorParameter(renderer, param, 7);
  236. break;
  237. case GLSLProgramParam::TAU_SPOT_LIGHT_COLOR_0:
  238. setGLSLSpotLightColorParameter(renderer, param, 0);
  239. break;
  240. case GLSLProgramParam::TAU_SPOT_LIGHT_COLOR_1:
  241. setGLSLSpotLightColorParameter(renderer, param, 1);
  242. break;
  243. case GLSLProgramParam::TAU_SPOT_LIGHT_COLOR_2:
  244. setGLSLSpotLightColorParameter(renderer, param, 2);
  245. break;
  246. case GLSLProgramParam::TAU_SPOT_LIGHT_COLOR_3:
  247. setGLSLSpotLightColorParameter(renderer, param, 3);
  248. break;
  249. case GLSLProgramParam::TAU_MODELVIEW_MATRIX:
  250. // cgGLSetStateMatrixParameter(param.cgParam, GLSL_GL_MODELVIEW_MATRIX,GLSL_GL_MATRIX_IDENTITY); }
  251. break;
  252. case GLSLProgramParam::TAU_MODELVIEW_INVERSE_MATRIX:
  253. // cgGLSetStateMatrixParameter(param.cgParam, GLSL_GL_MODELVIEW_MATRIX,GLSL_GL_MATRIX_INVERSE_TRANSPOSE);
  254. break;
  255. case GLSLProgramParam::TAU_EXPOSURE_LEVEL:
  256. // cgGLSetParameter1f(param.cgParam, renderer->exposureLevel);
  257. break;
  258. }
  259. } else {
  260. void *paramData = param.defaultData;
  261. LocalShaderParam *localParam = materialOptions->getLocalParamByName(param.name);
  262. if(localParam)
  263. paramData = localParam->data;
  264. localParam = localOptions->getLocalParamByName(param.name);
  265. if(localParam)
  266. paramData = localParam->data;
  267. Number *fval;
  268. switch(param.paramType) {
  269. case GLSLProgramParam::PARAM_Number:
  270. fval = (Number*)paramData;
  271. // cgGLSetParameter1f(param.cgParam, *fval);
  272. break;
  273. case GLSLProgramParam::PARAM_Number3:
  274. Vector3 *fval3 = (Vector3*)paramData;
  275. // cgGLSetParameter3f(param.cgParam, fval3->x,fval3->y,fval3->z);
  276. break;
  277. }
  278. }
  279. }
  280. bool GLSLShaderModule::applyShaderMaterial(Renderer *renderer, Material *material, ShaderBinding *localOptions, unsigned int shaderIndex) {
  281. glPushMatrix();
  282. glLoadIdentity();
  283. glEnable(GL_TEXTURE_2D);
  284. GLSLShader *glslShader = (GLSLShader*)material->getShader(shaderIndex);
  285. GLSLShaderBinding *cgBinding = (GLSLShaderBinding*)material->getShaderBinding(shaderIndex);
  286. for(int i=0; i < glslShader->vp->params.size(); i++) {
  287. GLSLProgramParam param = glslShader->vp->params[i];
  288. updateGLSLParam(renderer, param, material->getShaderBinding(shaderIndex), localOptions);
  289. }
  290. for(int i=0; i < glslShader->fp->params.size(); i++) {
  291. GLSLProgramParam param = glslShader->fp->params[i];
  292. updateGLSLParam(renderer, param, material->getShaderBinding(shaderIndex), localOptions);
  293. }
  294. glUseProgram(glslShader->shader_id);
  295. int textureIndex = 0;
  296. for(int i=0; i < cgBinding->textures.size(); i++) {
  297. int texture_location = glGetUniformLocation(glslShader->shader_id, cgBinding->textures[i].name.c_str());
  298. glUniform1i(texture_location, textureIndex);
  299. glActiveTexture(GL_TEXTURE0 + textureIndex);
  300. glBindTexture(GL_TEXTURE_2D, ((OpenGLTexture*)cgBinding->textures[i].texture)->getTextureID());
  301. textureIndex++;
  302. }
  303. // Logger::log("applying %s (%s %s)\n", material->getShader()->getName().c_str(), cgShader->vp->getResourceName().c_str(), cgShader->fp->getResourceName().c_str());
  304. for(int i=0; i < cgBinding->cubemaps.size(); i++) {
  305. int texture_location = glGetUniformLocation(glslShader->shader_id, cgBinding->cubemaps[i].name.c_str());
  306. glUniform1i(texture_location, textureIndex);
  307. glActiveTexture(GL_TEXTURE0 + textureIndex);
  308. glBindTexture(GL_TEXTURE_CUBE_MAP, ((OpenGLCubemap*)cgBinding->cubemaps[i].cubemap)->getTextureID());
  309. textureIndex++;
  310. }
  311. /*
  312. cgBinding = (GLSLShaderBinding*)localOptions;
  313. for(int i=0; i < cgBinding->textures.size(); i++) {
  314. cgGLSetTextureParameter(cgBinding->textures[i].vpParam, ((OpenGLTexture*)cgBinding->textures[i].texture)->getTextureID());
  315. cgGLEnableTextureParameter(cgBinding->textures[i].vpParam);
  316. }
  317. vector<Texture*> shadowMapTextures = renderer->getShadowMapTextures();
  318. char texName[32];
  319. for(int i=0; i< 4; i++) {
  320. if(i < shadowMapTextures.size()) {
  321. switch(i) {
  322. case 0:
  323. strcpy(texName, "shadowMap0");
  324. break;
  325. case 1:
  326. strcpy(texName, "shadowMap1");
  327. break;
  328. case 2:
  329. strcpy(texName, "shadowMap2");
  330. break;
  331. case 3:
  332. strcpy(texName, "shadowMap3");
  333. break;
  334. }
  335. cgGLSetTextureParameter(cgGetNamedParameter(cgShader->fp->program, texName), ((OpenGLTexture*)shadowMapTextures[i])->getTextureID());
  336. cgGLEnableTextureParameter(cgGetNamedParameter(cgShader->fp->program, texName));
  337. }
  338. }
  339. */
  340. glPopMatrix();
  341. }
  342. void GLSLShaderModule::addParamToProgram(GLSLProgram *program,TiXmlNode *node) {
  343. bool isAuto = false;
  344. int autoID = 0;
  345. int paramType = GLSLProgramParam::PARAM_UNKNOWN;
  346. void *defaultData = NULL;
  347. if(strcmp(node->ToElement()->Attribute("type"), "auto") == 0) {
  348. isAuto = true;
  349. String pid = node->ToElement()->Attribute("id");
  350. if(pid == "TAU_MODELVIEWPROJ_MATRIX")
  351. autoID = GLSLProgramParam::TAU_MODELVIEWPROJ_MATRIX;
  352. else if(pid == "TAU_AREA_LIGHT_POSITION_0")
  353. autoID = GLSLProgramParam::TAU_AREA_LIGHT_POSITION_0;
  354. else if(pid == "TAU_AREA_LIGHT_POSITION_1")
  355. autoID = GLSLProgramParam::TAU_AREA_LIGHT_POSITION_1;
  356. else if(pid == "TAU_AREA_LIGHT_POSITION_2")
  357. autoID = GLSLProgramParam::TAU_AREA_LIGHT_POSITION_2;
  358. else if(pid == "TAU_AREA_LIGHT_POSITION_3")
  359. autoID = GLSLProgramParam::TAU_AREA_LIGHT_POSITION_3;
  360. else if(pid == "TAU_AREA_LIGHT_POSITION_4")
  361. autoID = GLSLProgramParam::TAU_AREA_LIGHT_POSITION_4;
  362. else if(pid == "TAU_AREA_LIGHT_POSITION_5")
  363. autoID = GLSLProgramParam::TAU_AREA_LIGHT_POSITION_5;
  364. else if(pid == "TAU_AREA_LIGHT_POSITION_6")
  365. autoID = GLSLProgramParam::TAU_AREA_LIGHT_POSITION_6;
  366. else if(pid == "TAU_AREA_LIGHT_POSITION_7")
  367. autoID = GLSLProgramParam::TAU_AREA_LIGHT_POSITION_7;
  368. else if(pid == "TAU_SPOT_LIGHT_POSITION_0")
  369. autoID = GLSLProgramParam::TAU_SPOT_LIGHT_POSITION_0;
  370. else if(pid == "TAU_SPOT_LIGHT_POSITION_1")
  371. autoID = GLSLProgramParam::TAU_SPOT_LIGHT_POSITION_1;
  372. else if(pid == "TAU_SPOT_LIGHT_POSITION_2")
  373. autoID = GLSLProgramParam::TAU_SPOT_LIGHT_POSITION_2;
  374. else if(pid == "TAU_SPOT_LIGHT_POSITION_3")
  375. autoID = GLSLProgramParam::TAU_SPOT_LIGHT_POSITION_3;
  376. else if(pid == "TAU_AREA_LIGHT_COLOR_0")
  377. autoID = GLSLProgramParam::TAU_AREA_LIGHT_COLOR_0;
  378. else if(pid == "TAU_AREA_LIGHT_COLOR_1")
  379. autoID = GLSLProgramParam::TAU_AREA_LIGHT_COLOR_1;
  380. else if(pid == "TAU_AREA_LIGHT_COLOR_2")
  381. autoID = GLSLProgramParam::TAU_AREA_LIGHT_COLOR_2;
  382. else if(pid == "TAU_AREA_LIGHT_COLOR_3")
  383. autoID = GLSLProgramParam::TAU_AREA_LIGHT_COLOR_3;
  384. else if(pid == "TAU_AREA_LIGHT_COLOR_4")
  385. autoID = GLSLProgramParam::TAU_AREA_LIGHT_COLOR_4;
  386. else if(pid == "TAU_AREA_LIGHT_COLOR_5")
  387. autoID = GLSLProgramParam::TAU_AREA_LIGHT_COLOR_5;
  388. else if(pid == "TAU_AREA_LIGHT_COLOR_6")
  389. autoID = GLSLProgramParam::TAU_AREA_LIGHT_COLOR_6;
  390. else if(pid == "TAU_AREA_LIGHT_COLOR_7")
  391. autoID = GLSLProgramParam::TAU_AREA_LIGHT_COLOR_7;
  392. else if(pid == "TAU_SPOT_LIGHT_COLOR_0")
  393. autoID = GLSLProgramParam::TAU_SPOT_LIGHT_COLOR_0;
  394. else if(pid == "TAU_SPOT_LIGHT_COLOR_1")
  395. autoID = GLSLProgramParam::TAU_SPOT_LIGHT_COLOR_1;
  396. else if(pid == "TAU_SPOT_LIGHT_COLOR_2")
  397. autoID = GLSLProgramParam::TAU_SPOT_LIGHT_COLOR_2;
  398. else if(pid == "TAU_SPOT_LIGHT_COLOR_3")
  399. autoID = GLSLProgramParam::TAU_SPOT_LIGHT_COLOR_3;
  400. else if(pid == "TAU_SPOT_LIGHT_DIRECTION_0")
  401. autoID = GLSLProgramParam::TAU_SPOT_LIGHT_DIRECTION_0;
  402. else if(pid == "TAU_SPOT_LIGHT_DIRECTION_1")
  403. autoID = GLSLProgramParam::TAU_SPOT_LIGHT_DIRECTION_1;
  404. else if(pid == "TAU_SPOT_LIGHT_DIRECTION_2")
  405. autoID = GLSLProgramParam::TAU_SPOT_LIGHT_DIRECTION_2;
  406. else if(pid == "TAU_SPOT_LIGHT_DIRECTION_3")
  407. autoID = GLSLProgramParam::TAU_SPOT_LIGHT_DIRECTION_3;
  408. else if(pid == "TAU_SPOT_LIGHT_TEXTUREMATRIX_0")
  409. autoID = GLSLProgramParam::TAU_SPOT_LIGHT_TEXTUREMATRIX_0;
  410. else if(pid == "TAU_SPOT_LIGHT_TEXTUREMATRIX_1")
  411. autoID = GLSLProgramParam::TAU_SPOT_LIGHT_TEXTUREMATRIX_1;
  412. else if(pid == "TAU_SPOT_LIGHT_TEXTUREMATRIX_2")
  413. autoID = GLSLProgramParam::TAU_SPOT_LIGHT_TEXTUREMATRIX_2;
  414. else if(pid == "TAU_SPOT_LIGHT_TEXTUREMATRIX_3")
  415. autoID = GLSLProgramParam::TAU_SPOT_LIGHT_TEXTUREMATRIX_3;
  416. else if(pid == "TAU_MODELVIEW_MATRIX")
  417. autoID = GLSLProgramParam::TAU_MODELVIEW_MATRIX;
  418. else if(pid == "TAU_MODELVIEW_INVERSE_MATRIX")
  419. autoID = GLSLProgramParam::TAU_MODELVIEW_INVERSE_MATRIX;
  420. else if(pid == "TAU_EXPOSURE_LEVEL")
  421. autoID = GLSLProgramParam::TAU_EXPOSURE_LEVEL;
  422. else if(pid == "TAU_CLEARCOLOR")
  423. autoID = GLSLProgramParam::TAU_CLEARCOLOR;
  424. else if(pid == "TAU_AMBIENTCOLOR")
  425. autoID = GLSLProgramParam::TAU_AMBIENTCOLOR;
  426. else
  427. isAuto = false;
  428. } else {
  429. defaultData = GLSLProgramParam::createParamData(&paramType, node->ToElement()->Attribute("type"), node->ToElement()->Attribute("default"));
  430. }
  431. program->addParam(node->ToElement()->Attribute("name"), isAuto, autoID, paramType, defaultData);
  432. }
  433. void GLSLShaderModule::reloadPrograms() {
  434. for(int i=0; i < programs.size(); i++) {
  435. GLSLProgram *program = programs[i];
  436. recreateGLSLProgram(program, program->getResourcePath(), program->type);
  437. }
  438. }
  439. void GLSLShaderModule::recreateGLSLProgram(GLSLProgram *prog, String fileName, int type) {
  440. OSFILE *file = OSBasics::open(fileName, "r");
  441. OSBasics::seek(file, 0, SEEK_END);
  442. long progsize = OSBasics::tell(file);
  443. OSBasics::seek(file, 0, SEEK_SET);
  444. char *buffer = (char*)malloc(progsize+1);
  445. memset(buffer, 0, progsize+1);
  446. OSBasics::read(buffer, progsize, 1, file);
  447. if(type == GLSLProgram::TYPE_VERT) {
  448. prog->program = glCreateShader(GL_VERTEX_SHADER);
  449. } else {
  450. prog->program = glCreateShader(GL_FRAGMENT_SHADER);
  451. }
  452. glShaderSource(prog->program, 1, (const GLchar**)&buffer, 0);
  453. glCompileShader(prog->program);
  454. free(buffer);
  455. }
  456. GLSLProgram *GLSLShaderModule::createGLSLProgram(String fileName, int type) {
  457. GLSLProgram *prog = new GLSLProgram(type);
  458. recreateGLSLProgram(prog, fileName, type);
  459. programs.push_back(prog);
  460. return prog;
  461. }
  462. Resource* GLSLShaderModule::createProgramFromFile(String extension, String fullPath) {
  463. if(extension == "vert") {
  464. Logger::log("Adding GLSL vertex program %s\n", fullPath.c_str());
  465. return createGLSLProgram(fullPath, GLSLProgram::TYPE_VERT);
  466. }
  467. if(extension == "frag") {
  468. Logger::log("Adding GLSL fragment program %s\n", fullPath.c_str());
  469. return createGLSLProgram(fullPath, GLSLProgram::TYPE_FRAG);
  470. }
  471. return NULL;
  472. }