--- /dev/null
+#include <stdio.h>
+#include <string.h>
+#include <stdarg.h>
+#include <errno.h>
+#include "opengl.h"
+#include "shader.h"
+#include "logger.h"
+#include "unistate.h"
+#include "mesh.h"
+
+#ifdef _WIN32
+#include <malloc.h>
+#else
+#include <alloca.h>
+#endif
+
+#ifdef __GLEW_H__
+#define HAVE_GEOMETRY_SHADER
+#define HAVE_TESSELATION_SHADER
+#endif
+
+static void bind_standard_attr(const ShaderProg *prog);
+static const char *strtype(unsigned int type);
+
+ShaderProg *ShaderProg::current;
+
+void bind_shader(const ShaderProg *sdr)
+{
+ if(sdr) {
+ sdr->bind();
+ } else {
+#ifndef GL_ES_VERSION_2_0
+ glUseProgram(0);
+ ShaderProg::current = 0;
+#endif
+ }
+}
+
+const ShaderProg *get_current_shader()
+{
+ return ShaderProg::current;
+}
+
+
+Shader::Shader()
+{
+ sdr = type = 0;
+ name = src = 0;
+}
+
+Shader::~Shader()
+{
+ destroy();
+}
+
+unsigned int Shader::get_id() const
+{
+ return sdr;
+}
+
+unsigned int Shader::get_type() const
+{
+ return type;
+}
+
+void Shader::set_name(const char *name)
+{
+ delete [] this->name;
+ this->name = new char[strlen(name) + 1];
+ strcpy(this->name, name);
+}
+
+const char *Shader::get_name() const
+{
+ return name;
+}
+
+void Shader::set_source(const char *src)
+{
+ delete [] this->src;
+ this->src = new char[strlen(src) + 1];
+ strcpy(this->src, src);
+}
+
+const char *Shader::get_source() const
+{
+ return src;
+}
+
+bool Shader::create(const char *src, unsigned int type)
+{
+#if !GL_ES_VERSION_2_0
+ const char *src_arr[] = {src};
+#else
+ const char *src_arr[] = { "precision mediump float; ", src };
+#endif
+ this->type = type;
+
+ if(src != this->src) {
+ delete [] this->src;
+ int len = strlen(src);
+ this->src = new char[len + 1];
+ memcpy(this->src, src, len + 1);
+ }
+
+ if(!sdr) {
+ sdr = glCreateShader(type);
+ }
+
+ info_log("compiling shader: %s... ", name ? name : "");
+
+ glShaderSource(sdr, sizeof src_arr / sizeof *src_arr, src_arr, 0);
+
+ glCompileShader(sdr);
+
+ int status;
+ glGetShaderiv(sdr, GL_COMPILE_STATUS, &status);
+
+ info_log(status ? "success\n" : "failed\n");
+
+ int info_len;
+ glGetShaderiv(sdr, GL_INFO_LOG_LENGTH, &info_len);
+ if(info_len > 1) {
+ char *buf = (char*)alloca(info_len);
+ glGetShaderInfoLog(sdr, info_len, 0, buf);
+ buf[info_len - 1] = 0;
+
+ if(status) {
+ info_log("%s\n", buf);
+ } else {
+ error_log("%s\n", buf);
+ }
+ }
+
+ return status == GL_TRUE;
+}
+
+void Shader::destroy()
+{
+ if(sdr) {
+ glDeleteShader(sdr);
+ }
+ sdr = type = 0;
+ delete [] src;
+ src = 0;
+ delete [] name;
+ name = 0;
+}
+
+bool Shader::load(const char *fname, unsigned int type)
+{
+ FILE *fp;
+
+ if(!(fp = fopen(fname, "rb"))) {
+ error_log("failed to load %s shader: %s: %s\n", strtype(type), fname, strerror(errno));
+ return false;
+ }
+
+ fseek(fp, 0, SEEK_END);
+ long sz = ftell(fp);
+ fseek(fp, 0, SEEK_SET);
+
+ char *src = (char*)alloca(sz + 1);
+ if(fread(src, 1, sz, fp) < (size_t)sz) {
+ error_log("failed to load %s shader: %s: %s\n", strtype(type), fname, strerror(errno));
+ fclose(fp);
+ return false;
+ }
+ src[sz] = 0;
+ fclose(fp);
+
+ set_name(fname);
+ return create(src, type);
+}
+
+// ---- shader program ----
+ShaderProg::ShaderProg()
+{
+ prog = 0;
+ must_link = true;
+}
+
+ShaderProg::~ShaderProg()
+{
+ destroy();
+}
+
+unsigned int ShaderProg::get_id() const
+{
+ return prog;
+}
+
+bool ShaderProg::create(const char *src, unsigned int type, ...)
+{
+ va_list ap;
+
+ va_start(ap, type);
+ bool res = create(src, type, ap);
+ va_end(ap);
+
+ return res;
+}
+
+bool ShaderProg::create(const char *src, unsigned int type, va_list ap)
+{
+ destroy();
+ prog = glCreateProgram();
+
+ while(src) {
+ Shader *sdr = new Shader;
+ if(!sdr->create(src, type)) {
+ delete sdr;
+ return false;
+ }
+ add_shader(sdr);
+ src = va_arg(ap, const char*);
+ type = va_arg(ap, unsigned int);
+ }
+ return link();
+}
+
+bool ShaderProg::create(const char *vsrc, const char *psrc)
+{
+ return create(VSDR(vsrc), PSDR(psrc), 0);
+}
+
+bool ShaderProg::create(Shader *sdr, ...)
+{
+ va_list ap;
+
+ va_start(ap, sdr);
+ bool res = create(sdr, ap);
+ va_end(ap);
+
+ return res;
+}
+
+bool ShaderProg::create(Shader *sdr, va_list ap)
+{
+ destroy();
+ prog = glCreateProgram();
+
+ while(sdr) {
+ add_shader(sdr);
+ sdr = va_arg(ap, Shader*);
+ }
+ return link();
+}
+
+bool ShaderProg::create(Shader *vsdr, Shader *psdr)
+{
+ return create(vsdr, psdr, 0);
+}
+
+void ShaderProg::destroy()
+{
+ if(prog) {
+ glDeleteProgram(prog);
+ }
+ prog = 0;
+
+ shaders.clear();
+ // don't actually destroy the shaders, let the ShaderSet own them
+}
+
+bool ShaderProg::load(const char *fname, unsigned int type, ...)
+{
+ va_list ap;
+ va_start(ap, type);
+ bool res = load(fname, type, ap);
+ va_end(ap);
+
+ return res;
+}
+
+bool ShaderProg::load(const char *fname, unsigned int type, va_list ap)
+{
+ destroy();
+ prog = glCreateProgram();
+
+ while(fname) {
+ Shader *sdr = new Shader;
+ if(!sdr->load(fname, type)) {
+ delete sdr;
+ return false;
+ }
+ add_shader(sdr);
+
+ if((fname = va_arg(ap, const char*))) {
+ type = va_arg(ap, unsigned int);
+ }
+ }
+
+ return link();
+}
+
+bool ShaderProg::load(const char *vfname, const char *pfname)
+{
+ return load(VSDR(vfname), PSDR(pfname), 0);
+}
+
+void ShaderProg::add_shader(Shader *sdr)
+{
+ glAttachShader(prog, sdr->get_id());
+}
+
+bool ShaderProg::link() const
+{
+ bind_standard_attr(this);
+
+ info_log("linking program ... ");
+ glLinkProgram(prog);
+
+ int status;
+ glGetProgramiv(prog, GL_LINK_STATUS, &status);
+
+ info_log(status ? "success\n" : "failed\n");
+
+ int info_len;
+ glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &info_len);
+ if(info_len > 1) {
+ char *buf = (char*)alloca(info_len);
+ glGetProgramInfoLog(prog, info_len, 0, buf);
+ buf[info_len - 1] = 0;
+
+ if(status) {
+ info_log("%s\n", buf);
+ } else {
+ error_log("%s\n", buf);
+ }
+ }
+
+ if(status) {
+ must_link = false;
+ cache_state_uniforms();
+
+ return true;
+ }
+ return false;
+}
+
+void ShaderProg::bind() const
+{
+ if(must_link) {
+ if(!link()) {
+ return;
+ }
+ }
+ glUseProgram(prog);
+ ShaderProg::current = (ShaderProg*)this;
+
+ setup_state_uniforms();
+}
+
+
+int ShaderProg::get_attrib_location(const char *name) const
+{
+ bind();
+ return glGetAttribLocation(prog, name);
+}
+
+void ShaderProg::set_attrib_location(const char *name, int loc) const
+{
+ glBindAttribLocation(prog, loc, name);
+ must_link = true;
+}
+
+int ShaderProg::get_uniform_location(const char *name) const
+{
+ bind();
+ return glGetUniformLocation(prog, name);
+}
+
+bool ShaderProg::set_uniform(int loc, int val) const
+{
+ bind();
+ if(loc >= 0) {
+ glUniform1i(loc, val);
+ return true;
+ }
+ return false;
+}
+
+bool ShaderProg::set_uniform(int loc, float val) const
+{
+ bind();
+ if(loc >= 0) {
+ glUniform1f(loc, val);
+ return true;
+ }
+ return false;
+}
+
+bool ShaderProg::set_uniform(int loc, const Vec2 &v) const
+{
+ bind();
+ if(loc >= 0) {
+ glUniform2f(loc, v.x, v.y);
+ return true;
+ }
+ return false;
+}
+
+bool ShaderProg::set_uniform(int loc, const Vec3 &v) const
+{
+ bind();
+ if(loc >= 0) {
+ glUniform3f(loc, v.x, v.y, v.z);
+ return true;
+ }
+ return false;
+}
+
+bool ShaderProg::set_uniform(int loc, const Vec4 &v) const
+{
+ bind();
+ if(loc >= 0) {
+ glUniform4f(loc, v.x, v.y, v.z, v.w);
+ return true;
+ }
+ return false;
+}
+
+bool ShaderProg::set_uniform(int loc, const Mat3 &m) const
+{
+ bind();
+ if(loc >= 0) {
+ glUniformMatrix3fv(loc, 1, GL_FALSE, m[0]);
+ return true;
+ }
+ return false;
+}
+
+bool ShaderProg::set_uniform(int loc, const Mat4 &m) const
+{
+ bind();
+ if(loc >= 0) {
+ glUniformMatrix4fv(loc, 1, GL_FALSE, m[0]);
+ return true;
+ }
+ return false;
+}
+
+
+bool ShaderProg::set_uniform(const char *name, int val) const
+{
+ return set_uniform(get_uniform_location(name), val);
+}
+
+bool ShaderProg::set_uniform(const char *name, float val) const
+{
+ return set_uniform(get_uniform_location(name), val);
+}
+
+bool ShaderProg::set_uniform(const char *name, const Vec2 &v) const
+{
+ return set_uniform(get_uniform_location(name), v);
+}
+
+bool ShaderProg::set_uniform(const char *name, const Vec3 &v) const
+{
+ return set_uniform(get_uniform_location(name), v);
+}
+
+bool ShaderProg::set_uniform(const char *name, const Vec4 &v) const
+{
+ return set_uniform(get_uniform_location(name), v);
+}
+
+bool ShaderProg::set_uniform(const char *name, const Mat3 &m) const
+{
+ return set_uniform(get_uniform_location(name), m);
+}
+
+bool ShaderProg::set_uniform(const char *name, const Mat4 &m) const
+{
+ return set_uniform(get_uniform_location(name), m);
+}
+
+static StType unist_type(GLenum type)
+{
+ switch(type) {
+ case GL_FLOAT:
+ return ST_FLOAT;
+ case GL_FLOAT_VEC2:
+ return ST_FLOAT2;
+ case GL_FLOAT_VEC3:
+ return ST_FLOAT3;
+ case GL_FLOAT_VEC4:
+ return ST_FLOAT4;
+ case GL_INT:
+ case GL_SAMPLER_2D:
+ case GL_SAMPLER_CUBE:
+#if !GL_ES_VERSION_2_0
+ case GL_SAMPLER_1D:
+ case GL_SAMPLER_3D:
+ case GL_SAMPLER_1D_SHADOW:
+ case GL_SAMPLER_2D_SHADOW:
+#endif
+ return ST_INT;
+ case GL_INT_VEC2:
+ return ST_INT2;
+ case GL_INT_VEC3:
+ return ST_INT3;
+ case GL_INT_VEC4:
+ return ST_INT4;
+ case GL_FLOAT_MAT3:
+ return ST_MATRIX3;
+ case GL_FLOAT_MAT4:
+ return ST_MATRIX4;
+ default:
+ break;
+ }
+ return ST_UNKNOWN;
+}
+
+void ShaderProg::cache_state_uniforms() const
+{
+ if(!glIsProgram(prog)) {
+ return;
+ }
+
+ int num_uni;
+ glGetProgramiv(prog, GL_ACTIVE_UNIFORMS, &num_uni);
+
+ char name[256];
+ for(int i=0; i<num_uni; i++) {
+ GLint sz;
+ GLenum type;
+ glGetActiveUniform(prog, i, sizeof name - 1, 0, &sz, &type, name);
+
+ if(strstr(name, "st_") == name) {
+ StateLocCache s;
+ s.sidx = add_unistate(name, unist_type(type));
+ s.loc = glGetUniformLocation(prog, name);
+ stloc_cache.push_back(s);
+ }
+ }
+}
+
+void ShaderProg::setup_state_uniforms() const
+{
+#ifdef USE_OLDGL
+ setup_gl_matrices();
+#endif
+
+ for(size_t i=0; i<stloc_cache.size(); i++) {
+ setup_unistate(stloc_cache[i].sidx, this, stloc_cache[i].loc);
+ }
+}
+
+// ---- ShaderSet ----
+static Shader *create_shader()
+{
+ return new Shader;
+}
+
+bool load_shader(Shader *sdr, const char *fname, unsigned int type)
+{
+ FILE *fp;
+
+ if(!(fp = fopen(fname, "rb"))) {
+ error_log("failed to load %s shader: %s: %s\n", strtype(type), fname, strerror(errno));
+ return false;
+ }
+
+ fseek(fp, 0, SEEK_END);
+ long sz = ftell(fp);
+ fseek(fp, 0, SEEK_SET);
+
+ sdr->src = new char[sz + 1];
+ if(fread(sdr->src, 1, sz, fp) < (size_t)sz) {
+ error_log("failed to load %s shader: %s: %s\n", strtype(type), fname, strerror(errno));
+ fclose(fp);
+ delete [] sdr->src;
+ return false;
+ }
+ sdr->src[sz] = 0;
+ fclose(fp);
+
+ sdr->set_name(fname);
+ return true;
+}
+
+static bool load_vertex_shader(Shader *sdr, const char *fname)
+{
+ return load_shader(sdr, fname, GL_VERTEX_SHADER);
+}
+
+static bool load_pixel_shader(Shader *sdr, const char *fname)
+{
+ return load_shader(sdr, fname, GL_FRAGMENT_SHADER);
+}
+
+#ifdef HAVE_GEOMETRY_SHADER
+static bool load_geom_shader(Shader *sdr, const char *fname)
+{
+ return load_shader(sdr, fname, GL_GEOMETRY_SHADER);
+}
+#endif
+
+#ifdef HAVE_TESSELATION_SHADER
+static bool load_tc_shader(Shader *sdr, const char *fname)
+{
+ return load_shader(sdr, fname, GL_TESS_CONTROL_SHADER);
+}
+
+static bool load_te_shader(Shader *sdr, const char *fname)
+{
+ return load_shader(sdr, fname, GL_TESS_EVALUATION_SHADER);
+}
+#endif
+
+static bool done_shader(Shader *sdr)
+{
+ return sdr->create(sdr->get_source(), sdr->get_type());
+}
+
+static void destroy_shader(Shader *sdr)
+{
+ delete sdr;
+}
+
+ShaderSet::ShaderSet(unsigned int type)
+ : DataSet<Shader*>(create_shader, 0, done_shader, destroy_shader)
+{
+ this->type = type;
+
+ switch(type) {
+ case GL_VERTEX_SHADER:
+ load = load_vertex_shader;
+ break;
+
+ case GL_FRAGMENT_SHADER:
+ load = load_pixel_shader;
+ break;
+
+#ifdef HAVE_GEOMETRY_SHADER
+ case GL_GEOMETRY_SHADER:
+ load = load_geom_shader;
+ break;
+#endif
+
+#ifdef HAVE_TESSELATION_SHADER
+ case GL_TESS_CONTROL_SHADER:
+ load = load_tc_shader;
+ break;
+
+ case GL_TESS_EVALUATION_SHADER:
+ load = load_te_shader;
+ break;
+#endif
+
+ default:
+ error_log("ShaderSet constructed with invalid shader type!\n");
+ }
+}
+
+static struct {
+ const char *name;
+ int loc;
+} attr_loc[] = {
+ {"attr_vertex", MESH_ATTR_VERTEX},
+ {"attr_normal", MESH_ATTR_NORMAL},
+ {"attr_tangent", MESH_ATTR_TANGENT},
+ {"attr_texcoord", MESH_ATTR_TEXCOORD},
+ {"attr_color", MESH_ATTR_COLOR},
+ {"attr_boneweights", MESH_ATTR_BONEWEIGHTS},
+ {"attr_boneidx", MESH_ATTR_BONEIDX}
+};
+
+static void bind_standard_attr(const ShaderProg *prog)
+{
+ // we must link once to find out which are the active attributes
+ glLinkProgram(prog->get_id());
+
+ int num_attr;
+ glGetProgramiv(prog->get_id(), GL_ACTIVE_ATTRIBUTES, &num_attr);
+
+ char name[256];
+ for(int i=0; i<num_attr; i++) {
+ GLint sz;
+ GLenum type;
+ glGetActiveAttrib(prog->get_id(), i, sizeof name - 1, 0, &sz, &type, name);
+
+ for(int j=0; j<(int)(sizeof attr_loc / sizeof *attr_loc); j++) {
+ if(strcmp(name, attr_loc[j].name) == 0) {
+ prog->set_attrib_location(name, attr_loc[j].loc);
+ }
+ }
+ }
+}
+
+
+static const char *strtype(unsigned int type)
+{
+ switch(type) {
+ case GL_VERTEX_SHADER:
+ return "vertex";
+ case GL_FRAGMENT_SHADER:
+ return "fragment";
+#ifdef HAVE_GEOMETRY_SHADER
+ case GL_GEOMETRY_SHADER:
+ return "geometry";
+#endif
+#ifdef HAVE_TESSELATION_SHADER
+ case GL_TESS_CONTROL_SHADER:
+ return "tesselation control";
+ case GL_TESS_EVALUATION_SHADER:
+ return "tesselation evaluation";
+#endif
+ default:
+ break;
+ }
+ return "<unknown>";
+}