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Use function argument in va_start instead of local variable.
[simgear.git] / simgear / screen / shader.cpp
1 /* Shader
2  *
3  * Copyright (C) 2003-2005, Alexander Zaprjagaev <frustum@frustum.org>
4  *                          Roman Grigoriev <grigoriev@gosniias.ru>
5  *
6  * This program is free software; you can redistribute it and/or modify
7  * it under the terms of the GNU General Public License as published by
8  * the Free Software Foundation; either version 2 of the License, or
9  * (at your option) any later version.
10  *
11  * This program is distributed in the hope that it will be useful,
12  * but WITHOUT ANY WARRANTY; without even the implied warranty of
13  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
14  * GNU General Public License for more details.
15  *
16  * You should have received a copy of the GNU General Public License
17  * along with this program; if not, write to the Free Software
18  * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
19  */
20
21 #ifdef HAVE_CONFIG_H
22 #  include <simgear_config.h>
23 #endif 
24
25 #include <simgear/debug/logstream.hxx>
26 #include "shader.h"
27 #include <stdio.h>
28 #include <stdarg.h>
29
30
31 glVertexAttrib1dProc glVertexAttrib1dPtr = NULL;
32 glVertexAttrib1dvProc glVertexAttrib1dvPtr = NULL;
33 glVertexAttrib1fProc glVertexAttrib1fPtr = NULL;
34 glVertexAttrib1fvProc glVertexAttrib1fvPtr = NULL;
35 glVertexAttrib1sProc glVertexAttrib1sPtr  = NULL;
36 glVertexAttrib1svProc glVertexAttrib1svPtr  = NULL;
37 glVertexAttrib2dProc glVertexAttrib2dPtr  = NULL;
38 glVertexAttrib2dvProc glVertexAttrib2dvPtr  = NULL;
39 glVertexAttrib2fProc glVertexAttrib2fPtr  = NULL;
40 glVertexAttrib2fvProc glVertexAttrib2fvPtr  = NULL;
41 glVertexAttrib2sProc glVertexAttrib2sPtr  = NULL;
42 glVertexAttrib2svProc glVertexAttrib2svPtr  = NULL;
43 glVertexAttrib3dProc glVertexAttrib3dPtr  = NULL;
44 glVertexAttrib3dvProc glVertexAttrib3dvPtr  = NULL;
45 glVertexAttrib3fProc glVertexAttrib3fPtr  = NULL;
46 glVertexAttrib3fvProc glVertexAttrib3fvPtr  = NULL;
47 glVertexAttrib3sProc glVertexAttrib3sPtr  = NULL;
48 glVertexAttrib3svProc glVertexAttrib3svPtr  = NULL;
49 glVertexAttrib4NbvProc glVertexAttrib4NbvPtr  = NULL;
50 glVertexAttrib4NivProc glVertexAttrib4NivPtr  = NULL;
51 glVertexAttrib4NsvProc glVertexAttrib4NsvPtr  = NULL;
52 glVertexAttrib4NubProc glVertexAttrib4NubPtr  = NULL;
53 glVertexAttrib4NubvProc glVertexAttrib4NubvPtr  = NULL;
54 glVertexAttrib4NuivProc glVertexAttrib4NuivPtr  = NULL;
55 glVertexAttrib4NusvProc glVertexAttrib4NusvPtr  = NULL;
56 glVertexAttrib4bvProc glVertexAttrib4bvPtr  = NULL;
57 glVertexAttrib4dProc glVertexAttrib4dPtr  = NULL;
58 glVertexAttrib4dvProc glVertexAttrib4dvPtr  = NULL;
59 glVertexAttrib4fProc glVertexAttrib4fPtr  = NULL;
60 glVertexAttrib4fvProc glVertexAttrib4fvPtr  = NULL;
61 glVertexAttrib4ivProc glVertexAttrib4ivPtr  = NULL;
62 glVertexAttrib4sProc glVertexAttrib4sPtr  = NULL;
63 glVertexAttrib4svProc glVertexAttrib4svPtr  = NULL;
64 glVertexAttrib4ubvProc glVertexAttrib4ubvPtr  = NULL;
65 glVertexAttrib4uivProc glVertexAttrib4uivPtr  = NULL;
66 glVertexAttrib4usvProc glVertexAttrib4usvPtr  = NULL;
67 glVertexAttribPointerProc glVertexAttribPointerPtr  = NULL;
68 glEnableVertexAttribArrayProc glEnableVertexAttribArrayPtr  = NULL;
69 glDisableVertexAttribArrayProc glDisableVertexAttribArrayPtr  = NULL;
70 glProgramStringProc glProgramStringPtr  = NULL;
71 glBindProgramProc glBindProgramPtr  = NULL;
72 glDeleteProgramsProc glDeleteProgramsPtr  = NULL;
73 glGenProgramsProc glGenProgramsPtr  = NULL;
74 glProgramEnvParameter4dProc glProgramEnvParameter4dPtr  = NULL;
75 glProgramEnvParameter4dvProc glProgramEnvParameter4dvPtr  = NULL;
76 glProgramEnvParameter4fProc glProgramEnvParameter4fPtr  = NULL;
77 glProgramEnvParameter4fvProc glProgramEnvParameter4fvPtr  = NULL;
78 glProgramLocalParameter4dProc glProgramLocalParameter4dPtr  = NULL;
79 glProgramLocalParameter4dvProc glProgramLocalParameter4dvPtr  = NULL;
80 glProgramLocalParameter4fProc glProgramLocalParameter4fPtr  = NULL;
81 glProgramLocalParameter4fvProc glProgramLocalParameter4fvPtr  = NULL;
82 glGetProgramEnvParameterdvProc glGetProgramEnvParameterdvPtr  = NULL;
83 glGetProgramEnvParameterfvProc glGetProgramEnvParameterfvPtr  = NULL;
84 glGetProgramLocalParameterdvProc glGetProgramLocalParameterdvPtr  = NULL;
85 glGetProgramLocalParameterfvProc glGetProgramLocalParameterfvPtr  = NULL;
86 glGetProgramivProc glGetProgramivPtr  = NULL;
87 glGetProgramStringProc glGetProgramStringPtr  = NULL;
88 glGetVertexAttribdvProc glGetVertexAttribdvPtr  = NULL;
89 glGetVertexAttribfvProc glGetVertexAttribfvPtr  = NULL;
90 glGetVertexAttribivProc glGetVertexAttribivPtr  = NULL;
91 glGetVertexAttribPointervProc glGetVertexAttribPointervPtr  = NULL;
92 glIsProgramProc glIsProgramPtr  = NULL;
93
94 glDeleteObjectProc glDeleteObjectPtr = NULL;
95 glGetHandleProc glGetHandlePtr = NULL;
96 glDetachObjectProc glDetachObjectPtr = NULL;
97 glCreateShaderObjectProc glCreateShaderObjectPtr = NULL;
98 glShaderSourceProc glShaderSourcePtr = NULL;
99 glCompileShaderProc glCompileShaderPtr = NULL;
100 glCreateProgramObjectProc glCreateProgramObjectPtr = NULL;
101 glAttachObjectProc glAttachObjectPtr = NULL;
102 glLinkProgramProc glLinkProgramPtr = NULL;
103 glUseProgramObjectProc glUseProgramObjectPtr = NULL;
104 glValidateProgramProc glValidateProgramPtr = NULL;
105 glUniform1fProc glUniform1fPtr = NULL;
106 glUniform2fProc glUniform2fPtr = NULL;
107 glUniform3fProc glUniform3fPtr = NULL;
108 glUniform4fProc glUniform4fPtr = NULL;
109 glUniform1iProc glUniform1iPtr = NULL;
110 glUniform2iProc glUniform2iPtr = NULL;
111 glUniform3iProc glUniform3iPtr = NULL;
112 glUniform4iProc glUniform4iPtr = NULL;
113 glUniform1fvProc glUniform1fvPtr = NULL;
114 glUniform2fvProc glUniform2fvPtr = NULL;
115 glUniform3fvProc glUniform3fvPtr = NULL;
116 glUniform4fvProc glUniform4fvPtr = NULL;
117 glUniform1ivProc glUniform1ivPtr = NULL;
118 glUniform2ivProc glUniform2ivPtr = NULL;
119 glUniform3ivProc glUniform3ivPtr = NULL;
120 glUniform4ivProc glUniform4ivPtr = NULL;
121 glUniformMatrix2fvProc glUniformMatrix2fvPtr = NULL;
122 glUniformMatrix3fvProc glUniformMatrix3fvPtr = NULL;
123 glUniformMatrix4fvProc glUniformMatrix4fvPtr = NULL;
124 glGetObjectParameterfvProc glGetObjectParameterfvPtr = NULL;
125 glGetObjectParameterivProc glGetObjectParameterivPtr = NULL;
126 glGetInfoLogProc glGetInfoLogPtr = NULL;
127 glGetAttachedObjectsProc glGetAttachedObjectsPtr = NULL;
128 glGetUniformLocationProc glGetUniformLocationPtr = NULL;
129 glGetActiveUniformProc glGetActiveUniformPtr = NULL;
130 glGetUniformfvProc glGetUniformfvPtr = NULL;
131 glGetUniformivProc glGetUniformivPtr = NULL;
132 glGetShaderSourceProc glGetShaderSourcePtr = NULL;
133
134 glBindAttribLocationProc glBindAttribLocationPtr = NULL;
135 glGetActiveAttribProc glGetActiveAttribPtr = NULL;
136 glGetAttribLocationProc glGetAttribLocationPtr = NULL;
137
138 glBindProgramNVProc glBindProgramNVPtr = NULL;
139 glDeleteProgramsNVProc glDeleteProgramsNVPtr = NULL;
140 glGenProgramsNVProc glGenProgramsNVPtr = NULL;
141 glLoadProgramNVProc glLoadProgramNVPtr = NULL;
142 glProgramParameter4fvNVProc glProgramParameter4fvNVPtr = NULL;
143
144 bool Shader::VP_supported = false;
145 bool Shader::FP_supported = false;
146 bool Shader::GLSL_supported = false;
147 bool Shader::NVFP_supported = false;
148 GLint Shader::nb_texture_unit = 0;
149
150 Shader::Shader(const char *name,const char *vertex,const char *fragment) {
151         
152         program = 0;
153         vertex_target = 0;
154         vertex_id = 0;
155         fragment_target = 0;
156         fragment_id = 0;
157         
158         char *data;
159         FILE *file = fopen(name,"rb");
160         if(!file) {
161         SG_LOG(SG_GL, SG_ALERT, "Shader::Shader(): can't open '" << name << "' file\n");
162                 return;
163         }
164         
165         fseek(file,0,SEEK_END);
166         int size = ftell(file);
167         data = new char[size + 1];
168         data[size] = '\0';
169         fseek(file,0,SEEK_SET);
170         fread(data,1,size,file);
171         fclose(file);
172         
173         // skip comments
174         char *s = data;
175         char *d = data;
176         while(*s) {
177                 if(*s == '/' && *(s + 1) == '/') {
178                         while(*s && *s != '\n') s++;
179                         while(*s && *s == '\n') s++;
180                         *d++ = '\n';
181                 }
182                 else if(*s == '/' && *(s + 1) == '*') {
183                         while(*s && (*s != '*' || *(s + 1) != '/')) s++;
184                         s += 2;
185                         while(*s && *s == '\n') s++;
186                         *d++ = '\n';
187                 }
188                 else *d++ = *s++;
189         }
190         *d = '\0';
191         
192         // find shaders
193         char *vertex_src = NULL;
194         char *fragment_src = NULL;
195         s = data;
196         while(*s) {
197                 if(*s == '<') {
198                         char *name = s;
199                         while(*s) {
200                                 if(strchr("> \t\n\r",*s)) break;
201                                 s++;
202                         }
203                         if(*s == '>') {         // it`s shader
204                                 *name++ = '\0';
205                                 *s++ = '\0';
206                                 while(*s && strchr(" \t\n\r",*s)) s++;
207                                 if(vertex == NULL && !strcmp(name,"vertex")) vertex_src = s;
208                                 if(vertex && !strcmp(name,vertex)) vertex_src = s;
209                                 if(fragment == NULL && !strcmp(name,"fragment")) fragment_src = s;
210                                 if(fragment && !strcmp(name,fragment)) fragment_src = s;
211                         }
212                 }
213                 s++;
214         }
215         
216         if(vertex_src) {
217                 
218                 // ARB vertex program
219                 if(VP_supported && !strncmp(vertex_src,"!!ARBvp1.0",10)) {
220                         vertex_target = GL_VERTEX_PROGRAM_ARB;
221                         glGenProgramsPtr(1,&vertex_id);
222                         glBindProgramPtr(GL_VERTEX_PROGRAM_ARB,vertex_id);
223                         glProgramStringPtr(GL_VERTEX_PROGRAM_ARB,GL_PROGRAM_FORMAT_ASCII_ARB,(GLsizei)strlen(vertex_src),vertex_src);
224                         GLint pos = -1;
225                         glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB,&pos);
226                         if(pos != -1) {
227                                 SG_LOG(SG_GL, SG_ALERT, "Shader::Shader(): vertex program error in " << name << " file\n" << get_error(vertex_src,pos));
228                                 return;
229                         }
230                         char *var = strstr(vertex_src, "#var ");
231                         while( var ) {
232                                 char *eol = strchr( var + 1, '#');
233                                 char *c2, *c3, *c4;
234                                 c2 = strchr( var + 6, ' ');
235                                 if( c2 ) {
236                                         c3 = strchr( c2 + 1, ':');
237                                         if( c3 ) {
238                                                 c4 = strchr( c3 + 1, ':');
239                                                 if( c4 )
240                                                         c4 = strchr( c4 + 1, '[');
241                                                 if( c4 && c4 < eol) {
242                                                         char type[10], name[30];
243                                                         strncpy( type, var + 5, c2-var-5 );
244                                                         type[c2-var-5] = 0;
245                                                         strncpy( name, c2 + 1, c3-c2-2 );
246                                                         name[c3-c2-2] = 0;
247                                                         struct Parameter p;
248                                                         p.location = atoi( c4 + 1);
249                                                         p.length = 4;
250                                                         if( ! strcmp(type, "float3") )
251                                                                 p.length = 3;
252                                                         else if( ! strcmp(type, "float") )
253                                                                 p.length = 1;
254                                                         arb_parameters[ name ] = p;
255                                                 }
256                                         }
257                                 }
258                                 var = strstr(var + 1, "#var ");
259                         }
260                 }
261                 // ARB vertex shader
262                 else {
263                 
264                         program = glCreateProgramObjectPtr();
265                         
266                         GLint length = (GLint)strlen(vertex_src);
267                         GLhandleARB vertex = glCreateShaderObjectPtr(GL_VERTEX_SHADER_ARB);
268                         glShaderSourcePtr(vertex,1,(const GLcharARB**)&vertex_src,&length);
269                         glCompileShaderPtr(vertex);
270                         glAttachObjectPtr(program,vertex);
271                         glDeleteObjectPtr(vertex);
272                         
273                         glBindAttribLocationPtr(program,0,"s_attribute_0");
274                         glBindAttribLocationPtr(program,1,"s_attribute_1");
275                         glBindAttribLocationPtr(program,2,"s_attribute_2");
276                         glBindAttribLocationPtr(program,3,"s_attribute_3");
277                         glBindAttribLocationPtr(program,4,"s_attribute_4");
278                         glBindAttribLocationPtr(program,5,"s_attribute_5");
279                         glBindAttribLocationPtr(program,6,"s_attribute_6");
280                         
281                         glBindAttribLocationPtr(program,0,"s_xyz");
282                         glBindAttribLocationPtr(program,1,"s_normal");
283                         glBindAttribLocationPtr(program,2,"s_tangent");
284                         glBindAttribLocationPtr(program,3,"s_binormal");
285                         glBindAttribLocationPtr(program,4,"s_texcoord");
286                 }
287         }
288         
289         if(fragment_src) {
290                 
291                 // ARB fragment program
292                 if(FP_supported && !strncmp(fragment_src,"!!ARBfp1.0",10)) {
293                         fragment_target = GL_FRAGMENT_PROGRAM_ARB;
294                         glGenProgramsPtr(1,&fragment_id);
295                         glBindProgramPtr(GL_FRAGMENT_PROGRAM_ARB,fragment_id);
296                         glProgramStringPtr(GL_FRAGMENT_PROGRAM_ARB,GL_PROGRAM_FORMAT_ASCII_ARB,(GLsizei)strlen(fragment_src),fragment_src);
297                         GLint pos = -1;
298                         glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB,&pos);
299                         if(pos != -1) {
300                                 SG_LOG(SG_GL, SG_ALERT, "Shader::Shader(): fragment program error in " << name << " file\n" << get_error(fragment_src,pos));
301                                 return;
302                         }
303                 }
304
305                 // NV fragment program
306                 else if(!strncmp(fragment_src,"!!FP1.0",7)) {
307                         fragment_target = GL_FRAGMENT_PROGRAM_NV;
308                         glGenProgramsNVPtr(1,&fragment_id);
309                         glBindProgramNVPtr(GL_FRAGMENT_PROGRAM_NV,fragment_id);
310                         glLoadProgramNVPtr(GL_FRAGMENT_PROGRAM_NV,fragment_id,(GLsizei)strlen(fragment_src),(GLubyte*)fragment_src);
311                         GLint pos = -1;
312                         glGetIntegerv(GL_PROGRAM_ERROR_POSITION_NV,&pos);
313                         if(pos != -1) {
314                                 SG_LOG(SG_GL, SG_ALERT, "Shader::Shader(): fragment program error in " << name << " file\n" << get_error(fragment_src,pos));
315                                 return;
316                         }
317                 }
318                 
319                 // ARB fragment shader
320                 else {
321                         
322                         if(!program) program = glCreateProgramObjectPtr();
323                         
324                         GLint length = (GLint)strlen(fragment_src);
325                         GLhandleARB fragment = glCreateShaderObjectPtr(GL_FRAGMENT_SHADER_ARB);
326                         glShaderSourcePtr(fragment,1,(const GLcharARB**)&fragment_src,&length);
327                         glCompileShaderPtr(fragment);
328                         glAttachObjectPtr(program,fragment);
329                         glDeleteObjectPtr(fragment);
330                 }
331         }
332         
333         if(program) {
334
335                 glLinkProgramPtr(program);
336                 GLint linked;
337                 glGetObjectParameterivPtr(program,GL_OBJECT_LINK_STATUS_ARB,&linked);
338                 if(!linked) {
339                         SG_LOG(SG_GL, SG_ALERT, "Shader::Shader(): GLSL error in " << name << " file\n" << get_glsl_error());
340                         return;
341                 }
342                 
343                 glUseProgramObjectPtr(program);
344                 
345                 for(int i = 0; i < 8; i++) {
346                         char texture[32];
347                         sprintf(texture,"s_texture_%d",i);
348                         GLint location = glGetUniformLocationPtr(program,texture);
349                         if(location >= 0) glUniform1iPtr(location,i);
350                 }
351                 
352                 glUseProgramObjectPtr(0);
353                 
354                 glValidateProgramPtr(program);
355                 GLint validated;
356                 glGetObjectParameterivPtr(program,GL_OBJECT_VALIDATE_STATUS_ARB,&validated);
357                 if(!validated) {
358                         SG_LOG(SG_GL, SG_ALERT, "Shader::Shader(): GLSL error in " << name << " file\n" << get_glsl_error());
359                         return;
360                 }
361         }
362         
363         delete [] data;
364 }
365
366 Shader::~Shader() {
367         if(program) glDeleteObjectPtr(program);
368         if(vertex_target == GL_VERTEX_PROGRAM_ARB) glDeleteProgramsPtr(1,&vertex_id);
369         if(fragment_target == GL_FRAGMENT_PROGRAM_ARB) glDeleteProgramsPtr(1,&fragment_id);
370         else if(fragment_target == GL_FRAGMENT_PROGRAM_NV) glDeleteProgramsNVPtr(1,&fragment_id);
371         parameters.clear();
372 }
373
374 /*
375  */
376 const char *Shader::get_error(char *data,int pos) {
377         char *s = data;
378         while(*s && pos--) s++;
379         while(s >= data && *s != '\n') s--;
380         char *e = ++s;
381         while(*e != '\0' && *e != '\n') e++;
382         *e = '\0';
383         return s;
384 }
385
386 /*
387  */
388
389 const char *Shader::get_glsl_error() {
390         GLint length;
391         static char error[4096];
392         glGetInfoLogPtr(program,sizeof(error),&length,error);
393         return error;
394 }
395
396 /*
397  */
398 void Shader::getParameter(const char *name,Parameter *parameter) {
399         if( program ) {
400                 char buf[1024];
401                 strcpy(buf,name);
402                 char *s = strchr(buf,':');
403                 if(s) {
404                         *s++ = '\0';
405                         parameter->length = atoi(s);
406                 } else {
407                         parameter->length = 4;
408                 }
409                 parameter->location = glGetUniformLocationPtr(program,buf);
410         } else if( vertex_id ) {
411                 arb_parameter_list::iterator iParam = arb_parameters.find(name);
412                 if( iParam != arb_parameters.end() )
413                         parameter->location = iParam->second.location;
414                 else
415                         parameter->location = 90;
416                 parameter->length = 4;
417         }
418 }
419
420 /*
421  */
422 void Shader::bindNames(const char *name,...) {
423         Parameter parameter;
424         getParameter(name,&parameter);
425         parameters.push_back(parameter);
426         va_list args;
427         va_start(args,name);
428         while(1) {
429                 const char *name = va_arg(args,const char*);
430                 if(name == NULL) break;
431                 getParameter(name,&parameter);
432                 parameters.push_back(parameter);
433         }
434         va_end(args);
435 }
436
437 /*****************************************************************************/
438 /*                                                                           */
439 /* enable/disable/bind                                                       */
440 /*                                                                           */
441 /*****************************************************************************/
442
443 /*
444  */
445 void Shader::enable() {
446         if(vertex_id) glEnable(vertex_target);
447         if(fragment_id) glEnable(fragment_target);
448 }
449
450 /*
451  */
452 void Shader::disable() {
453         if(program) glUseProgramObjectPtr(0);
454         if(vertex_id) glDisable(vertex_target);
455         if(fragment_id) glDisable(fragment_target);
456 }
457
458 /*
459  */
460 void Shader::bind() {
461         if(program) glUseProgramObjectPtr(program);
462         if(vertex_id) {
463                 if(vertex_target == GL_VERTEX_PROGRAM_ARB) glBindProgramPtr(vertex_target,vertex_id);
464         }
465         if(fragment_id) {
466                 if(fragment_target == GL_FRAGMENT_PROGRAM_ARB) glBindProgramPtr(fragment_target,fragment_id);
467                 else if(fragment_target == GL_FRAGMENT_PROGRAM_NV) glBindProgramNVPtr(fragment_target,fragment_id);
468         }
469 }
470
471 /*
472  */
473 void Shader::bind(const float *v,...) {
474         if(fragment_id) {
475                 if(fragment_target == GL_FRAGMENT_PROGRAM_ARB) glBindProgramPtr(fragment_target,fragment_id);
476                 else if(fragment_target == GL_FRAGMENT_PROGRAM_NV) glBindProgramNVPtr(fragment_target,fragment_id);
477     } else {
478             if(program == 0) {
479                     SG_LOG(SG_GL, SG_ALERT, "Shader::bind(): error GLSL shader isn't loaded\n");
480                     return;
481             }
482             glUseProgramObjectPtr(program);
483     }
484         const float *value = v;
485         va_list args;
486         va_start(args,v);
487         for(int i = 0; i < (int)parameters.size(); i++) {
488                 if( vertex_target ) {
489                         glProgramLocalParameter4fvPtr( vertex_target, parameters[i].location, value);
490                 } else if( program ) {
491                         if(parameters[i].length == 1) glUniform1fvPtr(parameters[i].location,1,value);
492                         else if(parameters[i].length == 2) glUniform2fvPtr(parameters[i].location,1,value);
493                         else if(parameters[i].length == 3) glUniform3fvPtr(parameters[i].location,1,value);
494                         else if(parameters[i].length == 4) glUniform4fvPtr(parameters[i].location,1,value);
495                         else if(parameters[i].length == 9) glUniformMatrix3fvPtr(parameters[i].location,1,false,value);
496                         else if(parameters[i].length == 16) glUniformMatrix4fvPtr(parameters[i].location,1,false,value);
497                 }
498                 value = va_arg(args,const float*);
499                 if(!value) break;
500         }
501         va_end(args);
502 }
503
504 /*****************************************************************************/
505 /*                                                                           */
506 /* set parameters                                                            */
507 /*                                                                           */
508 /*****************************************************************************/
509
510 void Shader::setLocalParameter(int location,const float *value) {
511         if(vertex_target == 0) {
512                 SG_LOG(SG_GL, SG_ALERT, "Shader::setLocalParameter(): error vertex program isn't loaded\n");
513                 return;
514         }
515         glProgramLocalParameter4fvPtr(vertex_target,location,value);
516 }
517
518 void Shader::setEnvParameter(int location,const float *value) {
519         if(vertex_target == 0) {
520                 SG_LOG(SG_GL, SG_ALERT, "Shader::setEnvParameter(): error vertex program isn't loaded\n");
521                 return;
522         }
523         glProgramEnvParameter4fvPtr(vertex_target,location,value);
524 }
525
526 /*
527  */
528 void Shader::setParameter(const char *name,const float *value) {
529         Parameter parameter;
530         getParameter(name,&parameter);
531         if( vertex_target ) {
532                 glProgramLocalParameter4fvPtr( vertex_target, parameter.location, value);
533                 return;
534         }
535         if(program == 0) {
536                 SG_LOG(SG_GL, SG_ALERT, "Shader::setLocalParameter(): error GLSL shader isn't loaded\n");
537                 return;
538         }
539         if(parameter.length == 1) glUniform1fvPtr(parameter.location,1,value);
540         else if(parameter.length == 2) glUniform2fvPtr(parameter.location,1,value);
541         else if(parameter.length == 3) glUniform3fvPtr(parameter.location,1,value);
542         else if(parameter.length == 4) glUniform4fvPtr(parameter.location,1,value);
543         else if(parameter.length == 9) glUniformMatrix3fvPtr(parameter.location,1,false,value);
544         else if(parameter.length == 16) glUniformMatrix4fvPtr(parameter.location,1,false,value);
545 }
546
547 /*
548  */
549 void Shader::setParameters(const float *v,...) {
550         const float *value = v;
551         va_list args;
552         va_start(args,v);
553         for(int i = 0; i < (int)parameters.size(); i++) {
554                 if( vertex_target ) {
555                         glProgramLocalParameter4fvPtr( vertex_target, parameters[i].location, value);
556                 } else if( program ) {
557                         if(parameters[i].length == 1) glUniform1fvPtr(parameters[i].location,1,value);
558                         else if(parameters[i].length == 2) glUniform2fvPtr(parameters[i].location,1,value);
559                         else if(parameters[i].length == 3) glUniform3fvPtr(parameters[i].location,1,value);
560                         else if(parameters[i].length == 4) glUniform4fvPtr(parameters[i].location,1,value);
561                         else if(parameters[i].length == 9) glUniformMatrix3fvPtr(parameters[i].location,1,false,value);
562                         else if(parameters[i].length == 16) glUniformMatrix4fvPtr(parameters[i].location,1,false,value);
563                 }
564                 value = va_arg(args,const float*);
565                 if(!value) break;
566         }
567         va_end(args);
568 }
569
570 #ifndef CONCAT
571 #define CONCAT(a,b) a##b
572 #endif
573 #define mystringify(a) CONCAT(ST,R)(a)
574 #define STR(x) #x
575 #define LOAD_EXT(fn) CONCAT(fn,Ptr) = (CONCAT(fn,Proc)) SGLookupFunction( mystringify(CONCAT(fn,ARB)) )
576
577 void Shader::Init(void) {
578         if( SGIsOpenGLExtensionSupported("GL_ARB_multitexture") )
579                 glGetIntegerv( GL_MAX_TEXTURE_UNITS_ARB, &nb_texture_unit );
580         VP_supported = SGIsOpenGLExtensionSupported("GL_ARB_vertex_program");
581         FP_supported = SGIsOpenGLExtensionSupported("GL_ARB_fragment_program");
582         // check that
583         GLSL_supported = SGIsOpenGLExtensionSupported("GL_ARB_shading_language_100") &&
584                 SGIsOpenGLExtensionSupported("GL_ARB_fragment_shader") &&
585                 SGIsOpenGLExtensionSupported("GL_ARB_vertex_shader") &&
586                 SGIsOpenGLExtensionSupported("GL_ARB_shader_objects");
587     NVFP_supported = SGIsOpenGLExtensionSupported("GL_NV_fragment_program");
588
589         if( VP_supported || FP_supported ) {
590                 /* All ARB_fragment_program entry points are shared with ARB_vertex_program. */
591         LOAD_EXT(glVertexAttrib1d);
592         LOAD_EXT( glVertexAttrib1dv );
593         LOAD_EXT( glVertexAttrib1f );
594         LOAD_EXT( glVertexAttrib1fv );
595         LOAD_EXT( glVertexAttrib1s );
596         LOAD_EXT( glVertexAttrib1sv );
597         LOAD_EXT( glVertexAttrib2d );
598         LOAD_EXT( glVertexAttrib2dv );
599         LOAD_EXT( glVertexAttrib2f );
600         LOAD_EXT( glVertexAttrib2fv );
601         LOAD_EXT( glVertexAttrib2s );
602         LOAD_EXT( glVertexAttrib2sv );
603         LOAD_EXT( glVertexAttrib3d );
604         LOAD_EXT( glVertexAttrib3dv );
605         LOAD_EXT( glVertexAttrib3f );
606         LOAD_EXT( glVertexAttrib3fv );
607         LOAD_EXT( glVertexAttrib3s );
608         LOAD_EXT( glVertexAttrib3sv );
609         LOAD_EXT( glVertexAttrib4Nbv );
610         LOAD_EXT( glVertexAttrib4Niv );
611         LOAD_EXT( glVertexAttrib4Nsv );
612         LOAD_EXT( glVertexAttrib4Nub );
613         LOAD_EXT( glVertexAttrib4Nubv );
614         LOAD_EXT( glVertexAttrib4Nuiv );
615         LOAD_EXT( glVertexAttrib4Nusv );
616         LOAD_EXT( glVertexAttrib4bv );
617         LOAD_EXT( glVertexAttrib4d );
618         LOAD_EXT( glVertexAttrib4dv );
619         LOAD_EXT( glVertexAttrib4f );
620         LOAD_EXT( glVertexAttrib4fv );
621         LOAD_EXT( glVertexAttrib4iv );
622         LOAD_EXT( glVertexAttrib4s );
623         LOAD_EXT( glVertexAttrib4sv );
624         LOAD_EXT( glVertexAttrib4ubv );
625         LOAD_EXT( glVertexAttrib4uiv );
626         LOAD_EXT( glVertexAttrib4usv );
627         LOAD_EXT( glVertexAttribPointer );
628         LOAD_EXT( glEnableVertexAttribArray );
629         LOAD_EXT( glDisableVertexAttribArray );
630         LOAD_EXT( glProgramString );
631         LOAD_EXT( glBindProgram );
632         LOAD_EXT( glDeletePrograms );
633         LOAD_EXT( glGenPrograms );
634         LOAD_EXT( glProgramEnvParameter4d );
635         LOAD_EXT( glProgramEnvParameter4dv );
636         LOAD_EXT( glProgramEnvParameter4f );
637         LOAD_EXT( glProgramEnvParameter4fv );
638         LOAD_EXT( glProgramLocalParameter4d );
639         LOAD_EXT( glProgramLocalParameter4dv );
640         LOAD_EXT( glProgramLocalParameter4f );
641         LOAD_EXT( glProgramLocalParameter4fv );
642         LOAD_EXT( glGetProgramEnvParameterdv );
643         LOAD_EXT( glGetProgramEnvParameterfv );
644         LOAD_EXT( glGetProgramLocalParameterdv );
645         LOAD_EXT( glGetProgramLocalParameterfv );
646         LOAD_EXT( glGetProgramiv );
647         LOAD_EXT( glGetProgramString );
648         LOAD_EXT( glGetVertexAttribdv );
649         LOAD_EXT( glGetVertexAttribfv );
650         LOAD_EXT( glGetVertexAttribiv );
651         LOAD_EXT( glGetVertexAttribPointerv );
652         LOAD_EXT( glIsProgram );
653         }
654         if( GLSL_supported ) {
655         LOAD_EXT( glDeleteObject );
656         LOAD_EXT( glGetHandle );
657         LOAD_EXT( glDetachObject );
658         LOAD_EXT( glCreateShaderObject );
659         LOAD_EXT( glShaderSource );
660         LOAD_EXT( glCompileShader );
661         LOAD_EXT( glCreateProgramObject );
662         LOAD_EXT( glAttachObject );
663         LOAD_EXT( glLinkProgram );
664         LOAD_EXT( glUseProgramObject );
665         LOAD_EXT( glValidateProgram );
666         LOAD_EXT( glUniform1f );
667         LOAD_EXT( glUniform2f );
668         LOAD_EXT( glUniform3f );
669         LOAD_EXT( glUniform4f );
670         LOAD_EXT( glUniform1i );
671         LOAD_EXT( glUniform2i );
672         LOAD_EXT( glUniform3i );
673         LOAD_EXT( glUniform4i );
674         LOAD_EXT( glUniform1fv );
675         LOAD_EXT( glUniform2fv );
676         LOAD_EXT( glUniform3fv );
677         LOAD_EXT( glUniform4fv );
678         LOAD_EXT( glUniform1iv );
679         LOAD_EXT( glUniform2iv );
680         LOAD_EXT( glUniform3iv );
681         LOAD_EXT( glUniform4iv );
682         LOAD_EXT( glUniformMatrix2fv );
683         LOAD_EXT( glUniformMatrix3fv );
684         LOAD_EXT( glUniformMatrix4fv );
685         LOAD_EXT( glGetObjectParameterfv );
686         LOAD_EXT( glGetObjectParameteriv );
687         LOAD_EXT( glGetInfoLog );
688         LOAD_EXT( glGetAttachedObjects );
689         LOAD_EXT( glGetUniformLocation );
690         LOAD_EXT( glGetActiveUniform );
691         LOAD_EXT( glGetUniformfv );
692         LOAD_EXT( glGetUniformiv );
693         LOAD_EXT( glGetShaderSource );
694
695         LOAD_EXT( glBindAttribLocation );
696         LOAD_EXT( glGetActiveAttrib );
697         LOAD_EXT( glGetAttribLocation );
698
699         }
700     if( NVFP_supported ) {
701         glBindProgramNVPtr = (glBindProgramNVProc) SGLookupFunction( "glBindProgramNV" );
702         glDeleteProgramsNVPtr = (glDeleteProgramsNVProc) SGLookupFunction( "glDeleteProgramsNV" );
703         glGenProgramsNVPtr = (glGenProgramsNVProc) SGLookupFunction( "glGenProgramsNV" );
704         glLoadProgramNVPtr = (glLoadProgramNVProc) SGLookupFunction( "glLoadProgramNV" );
705         glProgramParameter4fvNVPtr = (glProgramParameter4fvNVProc) SGLookupFunction( "glProgramParameter4fvNV" );
706     }
707 }