virtualx-engine/drivers/gles2/shader_gles2.h

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/*************************************************************************/
/* shader_gles2.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef SHADER_GLES2_H
#define SHADER_GLES2_H
#ifdef GLES2_ENABLED
#include "platform_config.h"
#ifndef GLES2_INCLUDE_H
#include <GLES2/gl2.h>
#else
#include GLES2_INCLUDE_H
#endif
#include "camera_matrix.h"
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#include "hash_map.h"
#include "map.h"
#include "variant.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class ShaderGLES2 {
protected:
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struct Enum {
uint64_t mask;
uint64_t shift;
const char *defines[16];
};
struct EnumValue {
uint64_t set_mask;
uint64_t clear_mask;
};
struct AttributePair {
const char *name;
int index;
};
struct UniformPair {
const char *name;
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Variant::Type type_hint;
};
struct TexUnitPair {
const char *name;
int index;
};
bool uniforms_dirty;
private:
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//@TODO Optimize to a fixed set of shader pools and use a LRU
int uniform_count;
int texunit_pair_count;
int conditional_count;
int vertex_code_start;
int fragment_code_start;
int attribute_pair_count;
struct CustomCode {
String vertex;
String vertex_globals;
String fragment;
String fragment_globals;
String light;
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uint32_t version;
Vector<StringName> custom_uniforms;
Vector<const char *> custom_defines;
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};
struct Version {
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GLuint id;
GLuint vert_id;
GLuint frag_id;
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GLint *uniform_location;
Vector<GLint> custom_uniform_locations;
uint32_t code_version;
bool ok;
Version() {
code_version = 0;
ok = false;
uniform_location = NULL;
}
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};
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Version *version;
union VersionKey {
struct {
uint32_t version;
uint32_t code_version;
};
uint64_t key;
bool operator==(const VersionKey &p_key) const { return key == p_key.key; }
bool operator<(const VersionKey &p_key) const { return key < p_key.key; }
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};
struct VersionKeyHash {
static _FORCE_INLINE_ uint32_t hash(const VersionKey &p_key) { return HashMapHasherDefault::hash(p_key.key); };
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};
//this should use a way more cachefriendly version..
HashMap<VersionKey, Version, VersionKeyHash> version_map;
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HashMap<uint32_t, CustomCode> custom_code_map;
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uint32_t last_custom_code;
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VersionKey conditional_version;
VersionKey new_conditional_version;
virtual String get_shader_name() const = 0;
const char **conditional_defines;
const char **uniform_names;
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const AttributePair *attribute_pairs;
const TexUnitPair *texunit_pairs;
const char *vertex_code;
const char *fragment_code;
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CharString fragment_code0;
CharString fragment_code1;
CharString fragment_code2;
CharString fragment_code3;
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CharString vertex_code0;
CharString vertex_code1;
CharString vertex_code2;
Version *get_current_version();
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static ShaderGLES2 *active;
_FORCE_INLINE_ void _set_uniform_variant(GLint p_uniform, const Variant &p_value) {
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if (p_uniform < 0)
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return; // do none
switch (p_value.get_type()) {
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case Variant::BOOL:
case Variant::INT: /* {
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int val=p_value;
glUniform1i( p_uniform, val );
} break; */
case Variant::REAL: {
real_t val = p_value;
glUniform1f(p_uniform, val);
} break;
case Variant::COLOR: {
Color val = p_value;
glUniform4f(p_uniform, val.r, val.g, val.b, val.a);
} break;
case Variant::VECTOR2: {
Vector2 val = p_value;
glUniform2f(p_uniform, val.x, val.y);
} break;
case Variant::VECTOR3: {
Vector3 val = p_value;
glUniform3f(p_uniform, val.x, val.y, val.z);
} break;
case Variant::PLANE: {
Plane val = p_value;
glUniform4f(p_uniform, val.normal.x, val.normal.y, val.normal.z, val.d);
} break;
case Variant::QUAT: {
Quat val = p_value;
glUniform4f(p_uniform, val.x, val.y, val.z, val.w);
} break;
case Variant::MATRIX32: {
Transform2D tr = p_value;
GLfloat matrix[16] = { /* build a 16x16 matrix */
tr.elements[0][0],
tr.elements[0][1],
0,
0,
tr.elements[1][0],
tr.elements[1][1],
0,
0,
0,
0,
1,
0,
tr.elements[2][0],
tr.elements[2][1],
0,
1
};
glUniformMatrix4fv(p_uniform, 1, false, matrix);
} break;
case Variant::MATRIX3:
case Variant::TRANSFORM: {
Transform tr = p_value;
GLfloat matrix[16] = { /* build a 16x16 matrix */
tr.basis.elements[0][0],
tr.basis.elements[1][0],
tr.basis.elements[2][0],
0,
tr.basis.elements[0][1],
tr.basis.elements[1][1],
tr.basis.elements[2][1],
0,
tr.basis.elements[0][2],
tr.basis.elements[1][2],
tr.basis.elements[2][2],
0,
tr.origin.x,
tr.origin.y,
tr.origin.z,
1
};
glUniformMatrix4fv(p_uniform, 1, false, matrix);
} break;
default: { ERR_FAIL(); } // do nothing
}
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}
Map<uint32_t, Variant> uniform_defaults;
Map<uint32_t, CameraMatrix> uniform_cameras;
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protected:
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_FORCE_INLINE_ int _get_uniform(int p_which) const;
_FORCE_INLINE_ void _set_conditional(int p_which, bool p_value);
void setup(const char **p_conditional_defines, int p_conditional_count, const char **p_uniform_names, int p_uniform_count, const AttributePair *p_attribute_pairs, int p_attribute_count, const TexUnitPair *p_texunit_pairs, int p_texunit_pair_count, const char *p_vertex_code, const char *p_fragment_code, int p_vertex_code_start, int p_fragment_code_start);
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ShaderGLES2();
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public:
enum {
CUSTOM_SHADER_DISABLED = 0
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};
GLint get_uniform_location(const String &p_name) const;
GLint get_uniform_location(int p_index) const;
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static _FORCE_INLINE_ ShaderGLES2 *get_active() { return active; };
bool bind();
void unbind();
void bind_uniforms();
inline GLuint get_program() const { return version ? version->id : 0; }
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void clear_caches();
uint32_t create_custom_shader();
void 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<const char *> &p_custom_defines);
void set_custom_shader(uint32_t p_code_id);
void free_custom_shader(uint32_t p_code_id);
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void set_uniform_default(int p_idx, const Variant &p_value) {
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if (p_value.get_type() == Variant::NIL) {
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uniform_defaults.erase(p_idx);
} else {
uniform_defaults[p_idx] = p_value;
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}
uniforms_dirty = true;
};
uint32_t get_version() const { return new_conditional_version.version; }
void set_uniform_camera(int p_idx, const CameraMatrix &p_mat) {
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uniform_cameras[p_idx] = p_mat;
uniforms_dirty = true;
};
_FORCE_INLINE_ void set_custom_uniform(int p_idx, const Variant &p_value) {
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ERR_FAIL_COND(!version);
ERR_FAIL_INDEX(p_idx, version->custom_uniform_locations.size());
_set_uniform_variant(version->custom_uniform_locations[p_idx], p_value);
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}
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_FORCE_INLINE_ GLint get_custom_uniform_location(int p_idx) {
ERR_FAIL_COND_V(!version, -1);
ERR_FAIL_INDEX_V(p_idx, version->custom_uniform_locations.size(), -1);
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return version->custom_uniform_locations[p_idx];
}
virtual void init() = 0;
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void finish();
virtual ~ShaderGLES2();
};
// called a lot, made inline
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int ShaderGLES2::_get_uniform(int p_which) const {
ERR_FAIL_INDEX_V(p_which, uniform_count, -1);
ERR_FAIL_COND_V(!version, -1);
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return version->uniform_location[p_which];
}
void ShaderGLES2::_set_conditional(int p_which, bool p_value) {
ERR_FAIL_INDEX(p_which, conditional_count);
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if (p_value)
new_conditional_version.version |= (1 << p_which);
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else
new_conditional_version.version &= ~(1 << p_which);
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}
#endif
#endif