mirror of
https://github.com/Relintai/pandemonium_engine.git
synced 2024-12-21 11:26:53 +01:00
1128 lines
29 KiB
C++
1128 lines
29 KiB
C++
/*************************************************************************/
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/* shader_gles2.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "shader_gles2.h"
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#include "core/os/memory.h"
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#include "core/string/print_string.h"
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#include "core/config/project_settings.h"
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#include "core/string/string_builder.h"
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#include "rasterizer_gles2.h"
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#include "rasterizer_storage_gles2.h"
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// #define DEBUG_OPENGL
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// #include "shaders/copy.glsl.gen.h"
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#ifdef DEBUG_OPENGL
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#define DEBUG_TEST_ERROR(m_section) \
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{ \
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uint32_t err = glGetError(); \
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if (err) { \
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print_line("OpenGL Error #" + itos(err) + " at: " + m_section); \
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} \
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}
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#else
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#define DEBUG_TEST_ERROR(m_section)
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#endif
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ShaderGLES2 *ShaderGLES2::active = nullptr;
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//#define DEBUG_SHADER
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#ifdef DEBUG_SHADER
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#define DEBUG_PRINT(m_text) print_line(m_text);
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#else
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#define DEBUG_PRINT(m_text)
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#endif
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GLint ShaderGLES2::get_uniform_location(int p_index) const {
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ERR_FAIL_COND_V(!version, -1);
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return version->uniform_location[p_index];
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}
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bool ShaderGLES2::bind() {
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if (active != this || !version || !(new_conditional_version == conditional_version)) {
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conditional_version = new_conditional_version;
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version = get_current_version();
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} else {
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return false;
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}
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ERR_FAIL_COND_V(!version, false);
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if (!version->ok) { //broken, unable to bind (do not throw error, you saw it before already when it failed compilation).
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glUseProgram(0);
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return false;
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}
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glUseProgram(version->id);
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DEBUG_TEST_ERROR("use program");
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active = this;
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uniforms_dirty = true;
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return true;
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}
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void ShaderGLES2::unbind() {
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version = nullptr;
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glUseProgram(0);
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uniforms_dirty = true;
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active = nullptr;
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}
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static void _display_error_with_code(const String &p_error, const Vector<const char *> &p_code) {
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int line = 1;
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String total_code;
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for (int i = 0; i < p_code.size(); i++) {
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total_code += String(p_code[i]);
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}
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Vector<String> lines = String(total_code).split("\n");
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for (int j = 0; j < lines.size(); j++) {
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print_line(vformat("%4d | %s", line, lines[j]));
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line++;
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}
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ERR_PRINT(p_error);
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}
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static String _mkid(const String &p_id) {
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String id = "m_" + p_id;
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return id.replace("__", "_dus_"); //doubleunderscore is reserved in glsl
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}
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ShaderGLES2::Version *ShaderGLES2::get_current_version() {
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Version *_v = version_map.getptr(conditional_version);
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if (_v) {
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if (conditional_version.code_version != 0) {
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CustomCode *cc = custom_code_map.getptr(conditional_version.code_version);
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ERR_FAIL_COND_V(!cc, _v);
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if (cc->version == _v->code_version) {
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return _v;
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}
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} else {
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return _v;
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}
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}
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if (!_v) {
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version_map[conditional_version] = Version();
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}
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Version &v = version_map[conditional_version];
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if (!_v) {
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v.uniform_location = memnew_arr(GLint, uniform_count);
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} else {
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if (v.ok) {
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glDeleteShader(v.vert_id);
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glDeleteShader(v.frag_id);
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glDeleteProgram(v.id);
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v.id = 0;
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}
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}
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v.ok = false;
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Vector<const char *> strings;
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#ifdef GLES_OVER_GL
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strings.push_back("#version 120\n");
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strings.push_back("#define USE_GLES_OVER_GL\n");
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#else
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strings.push_back("#version 100\n");
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//angle does not like
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#ifdef JAVASCRIPT_ENABLED
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strings.push_back("#define USE_HIGHP_PRECISION\n");
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#endif
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if (GLOBAL_GET("rendering/gles2/compatibility/enable_high_float.Android")) {
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// enable USE_HIGHP_PRECISION but safeguarded by an availability check as highp support is optional in GLES2
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// see Section 4.5.4 of the GLSL_ES_Specification_1.00
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strings.push_back("#ifdef GL_FRAGMENT_PRECISION_HIGH\n #define USE_HIGHP_PRECISION\n#endif\n");
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}
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#endif
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#ifdef ANDROID_ENABLED
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strings.push_back("#define ANDROID_ENABLED\n");
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#endif
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for (int i = 0; i < custom_defines.size(); i++) {
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strings.push_back(custom_defines[i].get_data());
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strings.push_back("\n");
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}
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for (int j = 0; j < conditional_count; j++) {
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bool enable = (conditional_version.version & (uint64_t(1) << j)) > 0;
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if (enable) {
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strings.push_back(conditional_defines[j]);
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DEBUG_PRINT(conditional_defines[j]);
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}
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}
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// keep them around during the function
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CharString code_string;
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CharString code_string2;
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CharString code_globals;
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CustomCode *cc = nullptr;
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if (conditional_version.code_version > 0) {
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cc = custom_code_map.getptr(conditional_version.code_version);
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ERR_FAIL_COND_V(!cc, nullptr);
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v.code_version = cc->version;
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}
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// program
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v.id = glCreateProgram();
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ERR_FAIL_COND_V(v.id == 0, nullptr);
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if (cc) {
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for (int i = 0; i < cc->custom_defines.size(); i++) {
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strings.push_back(cc->custom_defines.write[i]);
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DEBUG_PRINT("CD #" + itos(i) + ": " + String(cc->custom_defines[i].get_data()));
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}
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}
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// vertex shader
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int string_base_size = strings.size();
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strings.push_back(vertex_code0.get_data());
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if (cc) {
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code_globals = cc->vertex_globals.ascii();
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strings.push_back(code_globals.get_data());
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}
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strings.push_back(vertex_code1.get_data());
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if (cc) {
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code_string = cc->vertex.ascii();
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strings.push_back(code_string.get_data());
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}
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strings.push_back(vertex_code2.get_data());
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#ifdef DEBUG_SHADER
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DEBUG_PRINT("\nVertex Code:\n\n" + String(code_string.get_data()));
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#endif
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v.vert_id = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(v.vert_id, strings.size(), &strings[0], nullptr);
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glCompileShader(v.vert_id);
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GLint status;
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glGetShaderiv(v.vert_id, GL_COMPILE_STATUS, &status);
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if (status == GL_FALSE) {
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GLsizei iloglen;
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glGetShaderiv(v.vert_id, GL_INFO_LOG_LENGTH, &iloglen);
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if (iloglen < 0) {
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glDeleteShader(v.vert_id);
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glDeleteProgram(v.id);
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v.id = 0;
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ERR_PRINT("No OpenGL vertex shader compiler log. What the frick?");
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} else {
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if (iloglen == 0) {
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iloglen = 4096; // buggy driver (Adreno 220+)
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}
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char *ilogmem = (char *)Memory::alloc_static(iloglen + 1);
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ilogmem[iloglen] = '\0';
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glGetShaderInfoLog(v.vert_id, iloglen, &iloglen, ilogmem);
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String err_string = get_shader_name() + ": Vertex shader compilation failed:\n";
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err_string += ilogmem;
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_display_error_with_code(err_string, strings);
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Memory::free_static(ilogmem);
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glDeleteShader(v.vert_id);
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glDeleteProgram(v.id);
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v.id = 0;
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}
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ERR_FAIL_V(nullptr);
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}
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strings.resize(string_base_size);
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// fragment shader
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strings.push_back(fragment_code0.get_data());
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if (cc) {
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code_globals = cc->fragment_globals.ascii();
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strings.push_back(code_globals.get_data());
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}
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strings.push_back(fragment_code1.get_data());
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if (cc) {
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code_string = cc->light.ascii();
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strings.push_back(code_string.get_data());
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}
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strings.push_back(fragment_code2.get_data());
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if (cc) {
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code_string2 = cc->fragment.ascii();
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strings.push_back(code_string2.get_data());
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}
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strings.push_back(fragment_code3.get_data());
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#ifdef DEBUG_SHADER
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if (cc) {
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DEBUG_PRINT("\nFragment Code:\n\n" + String(cc->fragment_globals));
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}
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DEBUG_PRINT("\nFragment Code:\n\n" + String(code_string.get_data()));
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#endif
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v.frag_id = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(v.frag_id, strings.size(), &strings[0], nullptr);
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glCompileShader(v.frag_id);
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glGetShaderiv(v.frag_id, GL_COMPILE_STATUS, &status);
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if (status == GL_FALSE) {
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GLsizei iloglen;
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glGetShaderiv(v.frag_id, GL_INFO_LOG_LENGTH, &iloglen);
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if (iloglen < 0) {
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glDeleteShader(v.frag_id);
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glDeleteShader(v.vert_id);
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glDeleteProgram(v.id);
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v.id = 0;
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ERR_PRINT("No OpenGL fragment shader compiler log. What the frick?");
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} else {
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if (iloglen == 0) {
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iloglen = 4096; // buggy driver (Adreno 220+)
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}
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char *ilogmem = (char *)Memory::alloc_static(iloglen + 1);
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ilogmem[iloglen] = '\0';
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glGetShaderInfoLog(v.frag_id, iloglen, &iloglen, ilogmem);
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String err_string = get_shader_name() + ": Fragment shader compilation failed:\n";
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err_string += ilogmem;
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_display_error_with_code(err_string, strings);
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Memory::free_static(ilogmem);
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glDeleteShader(v.frag_id);
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glDeleteShader(v.vert_id);
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glDeleteProgram(v.id);
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v.id = 0;
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}
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ERR_FAIL_V(nullptr);
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}
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glAttachShader(v.id, v.frag_id);
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glAttachShader(v.id, v.vert_id);
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// bind the attribute locations. This has to be done before linking so that the
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// linker doesn't assign some random indices
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for (int i = 0; i < attribute_pair_count; i++) {
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glBindAttribLocation(v.id, attribute_pairs[i].index, attribute_pairs[i].name);
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}
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glLinkProgram(v.id);
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glGetProgramiv(v.id, GL_LINK_STATUS, &status);
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if (status == GL_FALSE) {
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GLsizei iloglen;
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glGetProgramiv(v.id, GL_INFO_LOG_LENGTH, &iloglen);
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if (iloglen < 0) {
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glDeleteShader(v.frag_id);
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glDeleteShader(v.vert_id);
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glDeleteProgram(v.id);
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v.id = 0;
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ERR_PRINT("No OpenGL program link log. What the frick?");
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ERR_FAIL_V(nullptr);
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}
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if (iloglen == 0) {
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iloglen = 4096; // buggy driver (Adreno 220+)
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}
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char *ilogmem = (char *)Memory::alloc_static(iloglen + 1);
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ilogmem[iloglen] = '\0';
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glGetProgramInfoLog(v.id, iloglen, &iloglen, ilogmem);
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String err_string = get_shader_name() + ": Program linking failed:\n";
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err_string += ilogmem;
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_display_error_with_code(err_string, strings);
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Memory::free_static(ilogmem);
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glDeleteShader(v.frag_id);
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glDeleteShader(v.vert_id);
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glDeleteProgram(v.id);
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v.id = 0;
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ERR_FAIL_V(nullptr);
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}
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// get uniform locations
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glUseProgram(v.id);
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for (int i = 0; i < uniform_count; i++) {
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v.uniform_location[i] = glGetUniformLocation(v.id, uniform_names[i]);
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}
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for (int i = 0; i < texunit_pair_count; i++) {
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GLint loc = glGetUniformLocation(v.id, texunit_pairs[i].name);
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if (loc >= 0) {
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if (texunit_pairs[i].index < 0) {
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glUniform1i(loc, max_image_units + texunit_pairs[i].index);
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} else {
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glUniform1i(loc, texunit_pairs[i].index);
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}
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}
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}
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if (cc) {
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// uniforms
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for (int i = 0; i < cc->custom_uniforms.size(); i++) {
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String native_uniform_name = _mkid(cc->custom_uniforms[i]);
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GLint location = glGetUniformLocation(v.id, (native_uniform_name).ascii().get_data());
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v.custom_uniform_locations[cc->custom_uniforms[i]] = location;
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}
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// textures
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for (int i = 0; i < cc->texture_uniforms.size(); i++) {
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String native_uniform_name = _mkid(cc->texture_uniforms[i]);
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GLint location = glGetUniformLocation(v.id, (native_uniform_name).ascii().get_data());
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v.custom_uniform_locations[cc->texture_uniforms[i]] = location;
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glUniform1i(location, i);
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}
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}
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glUseProgram(0);
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v.ok = true;
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if (cc) {
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cc->versions.insert(conditional_version.version);
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}
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return &v;
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}
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GLint ShaderGLES2::get_uniform_location(const String &p_name) const {
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ERR_FAIL_COND_V(!version, -1);
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return glGetUniformLocation(version->id, p_name.ascii().get_data());
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}
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void ShaderGLES2::setup(
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const char **p_conditional_defines,
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int p_conditional_count,
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const char **p_uniform_names,
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int p_uniform_count,
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const AttributePair *p_attribute_pairs,
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int p_attribute_count,
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const TexUnitPair *p_texunit_pairs,
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int p_texunit_pair_count,
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const char *p_vertex_code,
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const char *p_fragment_code,
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int p_vertex_code_start,
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int p_fragment_code_start) {
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ERR_FAIL_COND(version);
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memset(conditional_version.key, 0, sizeof(conditional_version.key));
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memset(new_conditional_version.key, 0, sizeof(new_conditional_version.key));
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uniform_count = p_uniform_count;
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conditional_count = p_conditional_count;
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conditional_defines = p_conditional_defines;
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uniform_names = p_uniform_names;
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vertex_code = p_vertex_code;
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fragment_code = p_fragment_code;
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texunit_pairs = p_texunit_pairs;
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texunit_pair_count = p_texunit_pair_count;
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vertex_code_start = p_vertex_code_start;
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fragment_code_start = p_fragment_code_start;
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attribute_pairs = p_attribute_pairs;
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attribute_pair_count = p_attribute_count;
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{
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String globals_tag = "\nVERTEX_SHADER_GLOBALS";
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String code_tag = "\nVERTEX_SHADER_CODE";
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String code = vertex_code;
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int cpos = code.find(globals_tag);
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if (cpos == -1) {
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vertex_code0 = code.ascii();
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} else {
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vertex_code0 = code.substr(0, cpos).ascii();
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code = code.substr(cpos + globals_tag.length(), code.length());
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cpos = code.find(code_tag);
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if (cpos == -1) {
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vertex_code1 = code.ascii();
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} else {
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vertex_code1 = code.substr(0, cpos).ascii();
|
|
vertex_code2 = code.substr(cpos + code_tag.length(), code.length()).ascii();
|
|
}
|
|
}
|
|
}
|
|
|
|
{
|
|
String globals_tag = "\nFRAGMENT_SHADER_GLOBALS";
|
|
String code_tag = "\nFRAGMENT_SHADER_CODE";
|
|
String light_code_tag = "\nLIGHT_SHADER_CODE";
|
|
String code = fragment_code;
|
|
int cpos = code.find(globals_tag);
|
|
if (cpos == -1) {
|
|
fragment_code0 = code.ascii();
|
|
} else {
|
|
fragment_code0 = code.substr(0, cpos).ascii();
|
|
code = code.substr(cpos + globals_tag.length(), code.length());
|
|
|
|
cpos = code.find(light_code_tag);
|
|
|
|
String code2;
|
|
|
|
if (cpos != -1) {
|
|
fragment_code1 = code.substr(0, cpos).ascii();
|
|
code2 = code.substr(cpos + light_code_tag.length(), code.length());
|
|
} else {
|
|
code2 = code;
|
|
}
|
|
|
|
cpos = code2.find(code_tag);
|
|
if (cpos == -1) {
|
|
fragment_code2 = code2.ascii();
|
|
} else {
|
|
fragment_code2 = code2.substr(0, cpos).ascii();
|
|
fragment_code3 = code2.substr(cpos + code_tag.length(), code2.length()).ascii();
|
|
}
|
|
}
|
|
}
|
|
|
|
glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &max_image_units);
|
|
}
|
|
|
|
void ShaderGLES2::finish() {
|
|
const VersionKey *V = nullptr;
|
|
|
|
while ((V = version_map.next(V))) {
|
|
Version &v = version_map[*V];
|
|
glDeleteShader(v.vert_id);
|
|
glDeleteShader(v.frag_id);
|
|
glDeleteProgram(v.id);
|
|
memdelete_arr(v.uniform_location);
|
|
}
|
|
}
|
|
|
|
void ShaderGLES2::clear_caches() {
|
|
const VersionKey *V = nullptr;
|
|
|
|
while ((V = version_map.next(V))) {
|
|
Version &v = version_map[*V];
|
|
glDeleteShader(v.vert_id);
|
|
glDeleteShader(v.frag_id);
|
|
glDeleteProgram(v.id);
|
|
memdelete_arr(v.uniform_location);
|
|
}
|
|
|
|
version_map.clear();
|
|
|
|
custom_code_map.clear();
|
|
version = nullptr;
|
|
last_custom_code = 1;
|
|
uniforms_dirty = true;
|
|
}
|
|
|
|
uint32_t ShaderGLES2::create_custom_shader() {
|
|
custom_code_map[last_custom_code] = CustomCode();
|
|
custom_code_map[last_custom_code].version = 1;
|
|
return last_custom_code++;
|
|
}
|
|
|
|
void ShaderGLES2::set_custom_shader_code(uint32_t p_code_id,
|
|
const String &p_vertex,
|
|
const String &p_vertex_globals,
|
|
const String &p_fragment,
|
|
const String &p_light,
|
|
const String &p_fragment_globals,
|
|
const Vector<StringName> &p_uniforms,
|
|
const Vector<StringName> &p_texture_uniforms,
|
|
const Vector<CharString> &p_custom_defines) {
|
|
CustomCode *cc = custom_code_map.getptr(p_code_id);
|
|
ERR_FAIL_COND(!cc);
|
|
|
|
cc->vertex = p_vertex;
|
|
cc->vertex_globals = p_vertex_globals;
|
|
cc->fragment = p_fragment;
|
|
cc->fragment_globals = p_fragment_globals;
|
|
cc->light = p_light;
|
|
cc->custom_uniforms = p_uniforms;
|
|
cc->custom_defines = p_custom_defines;
|
|
cc->texture_uniforms = p_texture_uniforms;
|
|
cc->version++;
|
|
}
|
|
|
|
void ShaderGLES2::set_custom_shader(uint32_t p_code_id) {
|
|
new_conditional_version.code_version = p_code_id;
|
|
}
|
|
|
|
void ShaderGLES2::free_custom_shader(uint32_t p_code_id) {
|
|
ERR_FAIL_COND(!custom_code_map.has(p_code_id));
|
|
if (conditional_version.code_version == p_code_id) {
|
|
conditional_version.code_version = 0; //do not keep using a version that is going away
|
|
unbind();
|
|
}
|
|
|
|
VersionKey key;
|
|
key.code_version = p_code_id;
|
|
for (Set<uint64_t>::Element *E = custom_code_map[p_code_id].versions.front(); E; E = E->next()) {
|
|
key.version = E->get();
|
|
ERR_CONTINUE(!version_map.has(key));
|
|
Version &v = version_map[key];
|
|
|
|
glDeleteShader(v.vert_id);
|
|
glDeleteShader(v.frag_id);
|
|
glDeleteProgram(v.id);
|
|
memdelete_arr(v.uniform_location);
|
|
v.id = 0;
|
|
|
|
version_map.erase(key);
|
|
}
|
|
|
|
custom_code_map.erase(p_code_id);
|
|
}
|
|
|
|
void ShaderGLES2::use_material(void *p_material) {
|
|
RasterizerStorageGLES2::Material *material = (RasterizerStorageGLES2::Material *)p_material;
|
|
|
|
if (!material) {
|
|
return;
|
|
}
|
|
|
|
if (!material->shader) {
|
|
return;
|
|
}
|
|
|
|
Version *v = version_map.getptr(conditional_version);
|
|
|
|
// bind uniforms
|
|
for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = material->shader->uniforms.front(); E; E = E->next()) {
|
|
if (E->get().texture_order >= 0) {
|
|
continue; // this is a texture, doesn't go here
|
|
}
|
|
|
|
Map<StringName, GLint>::Element *L = v->custom_uniform_locations.find(E->key());
|
|
if (!L || L->get() < 0) {
|
|
continue; //uniform not valid
|
|
}
|
|
|
|
GLuint location = L->get();
|
|
|
|
Map<StringName, Variant>::Element *V = material->params.find(E->key());
|
|
|
|
if (V) {
|
|
switch (E->get().type) {
|
|
case ShaderLanguage::TYPE_BOOL: {
|
|
bool boolean = V->get();
|
|
glUniform1i(location, boolean ? 1 : 0);
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_BVEC2: {
|
|
int flags = V->get();
|
|
glUniform2i(location, (flags & 1) ? 1 : 0, (flags & 2) ? 1 : 0);
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_BVEC3: {
|
|
int flags = V->get();
|
|
glUniform3i(location, (flags & 1) ? 1 : 0, (flags & 2) ? 1 : 0, (flags & 4) ? 1 : 0);
|
|
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_BVEC4: {
|
|
int flags = V->get();
|
|
glUniform4i(location, (flags & 1) ? 1 : 0, (flags & 2) ? 1 : 0, (flags & 4) ? 1 : 0, (flags & 8) ? 1 : 0);
|
|
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_INT:
|
|
case ShaderLanguage::TYPE_UINT: {
|
|
int value = V->get();
|
|
glUniform1i(location, value);
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_IVEC2:
|
|
case ShaderLanguage::TYPE_UVEC2: {
|
|
Array r = V->get();
|
|
const int count = 2;
|
|
if (r.size() == count) {
|
|
int values[count];
|
|
for (int i = 0; i < count; i++) {
|
|
values[i] = r[i];
|
|
}
|
|
glUniform2i(location, values[0], values[1]);
|
|
}
|
|
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_IVEC3:
|
|
case ShaderLanguage::TYPE_UVEC3: {
|
|
Array r = V->get();
|
|
const int count = 3;
|
|
if (r.size() == count) {
|
|
int values[count];
|
|
for (int i = 0; i < count; i++) {
|
|
values[i] = r[i];
|
|
}
|
|
glUniform3i(location, values[0], values[1], values[2]);
|
|
}
|
|
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_IVEC4:
|
|
case ShaderLanguage::TYPE_UVEC4: {
|
|
Array r = V->get();
|
|
const int count = 4;
|
|
if (r.size() == count) {
|
|
int values[count];
|
|
for (int i = 0; i < count; i++) {
|
|
values[i] = r[i];
|
|
}
|
|
glUniform4i(location, values[0], values[1], values[2], values[3]);
|
|
}
|
|
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_FLOAT: {
|
|
float value = V->get();
|
|
glUniform1f(location, value);
|
|
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_VEC2: {
|
|
Vector2 value = V->get();
|
|
glUniform2f(location, value.x, value.y);
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_VEC3: {
|
|
Vector3 value = V->get();
|
|
glUniform3f(location, value.x, value.y, value.z);
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_VEC4: {
|
|
if (V->get().get_type() == Variant::COLOR) {
|
|
Color value = V->get();
|
|
glUniform4f(location, value.r, value.g, value.b, value.a);
|
|
} else if (V->get().get_type() == Variant::QUATERNION) {
|
|
Quaternion value = V->get();
|
|
glUniform4f(location, value.x, value.y, value.z, value.w);
|
|
} else {
|
|
Plane value = V->get();
|
|
glUniform4f(location, value.normal.x, value.normal.y, value.normal.z, value.d);
|
|
}
|
|
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_MAT2: {
|
|
Transform2D tr = V->get();
|
|
GLfloat matrix[4] = {
|
|
/* build a 16x16 matrix */
|
|
tr.columns[0][0],
|
|
tr.columns[0][1],
|
|
tr.columns[1][0],
|
|
tr.columns[1][1],
|
|
};
|
|
glUniformMatrix2fv(location, 1, GL_FALSE, matrix);
|
|
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_MAT3: {
|
|
Basis val = V->get();
|
|
|
|
GLfloat mat[9] = {
|
|
val.rows[0][0],
|
|
val.rows[1][0],
|
|
val.rows[2][0],
|
|
val.rows[0][1],
|
|
val.rows[1][1],
|
|
val.rows[2][1],
|
|
val.rows[0][2],
|
|
val.rows[1][2],
|
|
val.rows[2][2],
|
|
};
|
|
|
|
glUniformMatrix3fv(location, 1, GL_FALSE, mat);
|
|
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_MAT4: {
|
|
if (V->get().get_type() == Variant::TRANSFORM) {
|
|
Transform tr = V->get();
|
|
GLfloat matrix[16] = { /* build a 16x16 matrix */
|
|
tr.basis.rows[0][0],
|
|
tr.basis.rows[1][0],
|
|
tr.basis.rows[2][0],
|
|
0,
|
|
tr.basis.rows[0][1],
|
|
tr.basis.rows[1][1],
|
|
tr.basis.rows[2][1],
|
|
0,
|
|
tr.basis.rows[0][2],
|
|
tr.basis.rows[1][2],
|
|
tr.basis.rows[2][2],
|
|
0,
|
|
tr.origin.x,
|
|
tr.origin.y,
|
|
tr.origin.z,
|
|
1
|
|
};
|
|
glUniformMatrix4fv(location, 1, GL_FALSE, matrix);
|
|
} else {
|
|
Transform2D tr = V->get();
|
|
GLfloat matrix[16] = { /* build a 16x16 matrix */
|
|
tr.columns[0][0],
|
|
tr.columns[0][1],
|
|
0,
|
|
0,
|
|
tr.columns[1][0],
|
|
tr.columns[1][1],
|
|
0,
|
|
0,
|
|
0,
|
|
0,
|
|
1,
|
|
0,
|
|
tr.columns[2][0],
|
|
tr.columns[2][1],
|
|
0,
|
|
1
|
|
};
|
|
glUniformMatrix4fv(location, 1, GL_FALSE, matrix);
|
|
}
|
|
|
|
} break;
|
|
|
|
default: {
|
|
ERR_PRINT("ShaderNode type missing, bug?");
|
|
} break;
|
|
}
|
|
} else if (E->get().default_value.size()) {
|
|
const Vector<ShaderLanguage::ConstantNode::Value> &values = E->get().default_value;
|
|
switch (E->get().type) {
|
|
case ShaderLanguage::TYPE_BOOL: {
|
|
glUniform1i(location, values[0].boolean);
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_BVEC2: {
|
|
glUniform2i(location, values[0].boolean, values[1].boolean);
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_BVEC3: {
|
|
glUniform3i(location, values[0].boolean, values[1].boolean, values[2].boolean);
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_BVEC4: {
|
|
glUniform4i(location, values[0].boolean, values[1].boolean, values[2].boolean, values[3].boolean);
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_INT: {
|
|
glUniform1i(location, values[0].sint);
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_IVEC2: {
|
|
glUniform2i(location, values[0].sint, values[1].sint);
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_IVEC3: {
|
|
glUniform3i(location, values[0].sint, values[1].sint, values[2].sint);
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_IVEC4: {
|
|
glUniform4i(location, values[0].sint, values[1].sint, values[2].sint, values[3].sint);
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_UINT: {
|
|
glUniform1i(location, values[0].uint);
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_UVEC2: {
|
|
glUniform2i(location, values[0].uint, values[1].uint);
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_UVEC3: {
|
|
glUniform3i(location, values[0].uint, values[1].uint, values[2].uint);
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_UVEC4: {
|
|
glUniform4i(location, values[0].uint, values[1].uint, values[2].uint, values[3].uint);
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_FLOAT: {
|
|
glUniform1f(location, values[0].real);
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_VEC2: {
|
|
glUniform2f(location, values[0].real, values[1].real);
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_VEC3: {
|
|
glUniform3f(location, values[0].real, values[1].real, values[2].real);
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_VEC4: {
|
|
glUniform4f(location, values[0].real, values[1].real, values[2].real, values[3].real);
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_MAT2: {
|
|
GLfloat mat[4];
|
|
|
|
for (int i = 0; i < 4; i++) {
|
|
mat[i] = values[i].real;
|
|
}
|
|
|
|
glUniformMatrix2fv(location, 1, GL_FALSE, mat);
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_MAT3: {
|
|
GLfloat mat[9];
|
|
|
|
for (int i = 0; i < 9; i++) {
|
|
mat[i] = values[i].real;
|
|
}
|
|
|
|
glUniformMatrix3fv(location, 1, GL_FALSE, mat);
|
|
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_MAT4: {
|
|
GLfloat mat[16];
|
|
|
|
for (int i = 0; i < 16; i++) {
|
|
mat[i] = values[i].real;
|
|
}
|
|
|
|
glUniformMatrix4fv(location, 1, GL_FALSE, mat);
|
|
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_SAMPLER2D: {
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_SAMPLEREXT: {
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_ISAMPLER2D: {
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_USAMPLER2D: {
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_SAMPLERCUBE: {
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_SAMPLER2DARRAY:
|
|
case ShaderLanguage::TYPE_ISAMPLER2DARRAY:
|
|
case ShaderLanguage::TYPE_USAMPLER2DARRAY:
|
|
case ShaderLanguage::TYPE_SAMPLER3D:
|
|
case ShaderLanguage::TYPE_ISAMPLER3D:
|
|
case ShaderLanguage::TYPE_USAMPLER3D: {
|
|
// Not implemented in GLES2
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_VOID: {
|
|
// Nothing to do?
|
|
} break;
|
|
default: {
|
|
ERR_PRINT("ShaderNode type missing, bug?");
|
|
} break;
|
|
}
|
|
} else { //zero
|
|
|
|
switch (E->get().type) {
|
|
case ShaderLanguage::TYPE_BOOL: {
|
|
glUniform1i(location, GL_FALSE);
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_BVEC2: {
|
|
glUniform2i(location, GL_FALSE, GL_FALSE);
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_BVEC3: {
|
|
glUniform3i(location, GL_FALSE, GL_FALSE, GL_FALSE);
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_BVEC4: {
|
|
glUniform4i(location, GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_INT: {
|
|
glUniform1i(location, 0);
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_IVEC2: {
|
|
glUniform2i(location, 0, 0);
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_IVEC3: {
|
|
glUniform3i(location, 0, 0, 0);
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_IVEC4: {
|
|
glUniform4i(location, 0, 0, 0, 0);
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_UINT: {
|
|
glUniform1i(location, 0);
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_UVEC2: {
|
|
glUniform2i(location, 0, 0);
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_UVEC3: {
|
|
glUniform3i(location, 0, 0, 0);
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_UVEC4: {
|
|
glUniform4i(location, 0, 0, 0, 0);
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_FLOAT: {
|
|
glUniform1f(location, 0);
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_VEC2: {
|
|
glUniform2f(location, 0, 0);
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_VEC3: {
|
|
glUniform3f(location, 0, 0, 0);
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_VEC4: {
|
|
glUniform4f(location, 0, 0, 0, 0);
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_MAT2: {
|
|
GLfloat mat[4] = { 0, 0, 0, 0 };
|
|
|
|
glUniformMatrix2fv(location, 1, GL_FALSE, mat);
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_MAT3: {
|
|
GLfloat mat[9] = { 0, 0, 0, 0, 0, 0, 0, 0, 0 };
|
|
|
|
glUniformMatrix3fv(location, 1, GL_FALSE, mat);
|
|
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_MAT4: {
|
|
GLfloat mat[16] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
|
|
|
|
glUniformMatrix4fv(location, 1, GL_FALSE, mat);
|
|
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_SAMPLER2D: {
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_SAMPLEREXT: {
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_ISAMPLER2D: {
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_USAMPLER2D: {
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_SAMPLERCUBE: {
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_SAMPLER2DARRAY:
|
|
case ShaderLanguage::TYPE_ISAMPLER2DARRAY:
|
|
case ShaderLanguage::TYPE_USAMPLER2DARRAY:
|
|
case ShaderLanguage::TYPE_SAMPLER3D:
|
|
case ShaderLanguage::TYPE_ISAMPLER3D:
|
|
case ShaderLanguage::TYPE_USAMPLER3D: {
|
|
// Not implemented in GLES2
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_VOID: {
|
|
// Nothing to do?
|
|
} break;
|
|
default: {
|
|
ERR_PRINT("ShaderNode type missing, bug?");
|
|
} break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
ShaderGLES2::ShaderGLES2() {
|
|
version = nullptr;
|
|
last_custom_code = 1;
|
|
uniforms_dirty = true;
|
|
}
|
|
|
|
ShaderGLES2::~ShaderGLES2() {
|
|
finish();
|
|
}
|