b16c309f82
Happy new year to the wonderful Godot community!
1051 lines
27 KiB
C++
1051 lines
27 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) 2007-2019 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2019 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/print_string.h"
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#include "core/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 = NULL;
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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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void ShaderGLES2::bind_uniforms() {
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if (!uniforms_dirty)
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return;
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// regular uniforms
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const Map<uint32_t, Variant>::Element *E = uniform_defaults.front();
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while (E) {
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int idx = E->key();
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int location = version->uniform_location[idx];
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if (location < 0) {
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E = E->next();
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continue;
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}
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Variant v;
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v = E->value();
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_set_uniform_variant(location, v);
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E = E->next();
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}
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// camera uniforms
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const Map<uint32_t, CameraMatrix>::Element *C = uniform_cameras.front();
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while (C) {
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int idx = C->key();
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int location = version->uniform_location[idx];
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if (location < 0) {
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C = C->next();
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continue;
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}
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glUniformMatrix4fv(location, 1, GL_FALSE, &(C->get().matrix[0][0]));
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C = C->next();
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}
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uniforms_dirty = false;
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}
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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.key != conditional_version.key) {
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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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// find out uniform names and locations
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int count;
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glGetProgramiv(version->id, GL_ACTIVE_UNIFORMS, &count);
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version->uniform_names.resize(count);
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for (int i = 0; i < count; i++) {
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GLchar uniform_name[1024];
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int len = 0;
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GLint size = 0;
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GLenum type;
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glGetActiveUniform(version->id, i, 1024, &len, &size, &type, uniform_name);
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uniform_name[len] = '\0';
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String name = String((const char *)uniform_name);
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version->uniform_names.write[i] = name;
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}
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bind_uniforms();
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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 = NULL;
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glUseProgram(0);
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uniforms_dirty = true;
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active = NULL;
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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(itos(line) + ": " + lines[j]);
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line++;
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}
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ERR_PRINTS(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 reserverd 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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} 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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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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#endif
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int define_line_ofs = 1;
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for (int j = 0; j < conditional_count; j++) {
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bool enable = (conditional_version.version & (1 << j)) > 0;
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if (enable) {
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strings.push_back(conditional_defines[j]);
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define_line_ofs++;
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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 = NULL;
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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, NULL);
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v.code_version = cc->version;
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define_line_ofs += 2;
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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, NULL);
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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], NULL);
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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(NULL);
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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], NULL);
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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(NULL);
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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(NULL);
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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(NULL);
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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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}
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}
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glUseProgram(0);
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v.ok = true;
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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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conditional_version.key = 0;
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new_conditional_version.key = 0;
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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;
|
|
texunit_pairs = p_texunit_pairs;
|
|
texunit_pair_count = p_texunit_pair_count;
|
|
vertex_code_start = p_vertex_code_start;
|
|
fragment_code_start = p_fragment_code_start;
|
|
attribute_pairs = p_attribute_pairs;
|
|
attribute_pair_count = p_attribute_count;
|
|
|
|
{
|
|
String globals_tag = "\nVERTEX_SHADER_GLOBALS";
|
|
String code_tag = "\nVERTEX_SHADER_CODE";
|
|
String code = vertex_code;
|
|
int cpos = code.find(globals_tag);
|
|
if (cpos == -1) {
|
|
vertex_code0 = code.ascii();
|
|
} else {
|
|
vertex_code0 = code.substr(0, cpos).ascii();
|
|
code = code.substr(cpos + globals_tag.length(), code.length());
|
|
|
|
cpos = code.find(code_tag);
|
|
|
|
if (cpos == -1) {
|
|
vertex_code1 = code.ascii();
|
|
} else {
|
|
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 = NULL;
|
|
|
|
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 = NULL;
|
|
|
|
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 = NULL;
|
|
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;
|
|
|
|
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, Variant>::Element *V = material->params.find(E->key());
|
|
|
|
Pair<ShaderLanguage::DataType, Vector<ShaderLanguage::ConstantNode::Value> > value;
|
|
|
|
value.first = E->get().type;
|
|
value.second = E->get().default_value;
|
|
|
|
if (V) {
|
|
value.second = Vector<ShaderLanguage::ConstantNode::Value>();
|
|
value.second.resize(E->get().default_value.size());
|
|
switch (E->get().type) {
|
|
case ShaderLanguage::TYPE_BOOL: {
|
|
if (value.second.size() < 1)
|
|
value.second.resize(1);
|
|
value.second.write[0].boolean = V->get();
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_BVEC2: {
|
|
if (value.second.size() < 2)
|
|
value.second.resize(2);
|
|
int flags = V->get();
|
|
value.second.write[0].boolean = flags & 1;
|
|
value.second.write[1].boolean = flags & 2;
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_BVEC3: {
|
|
if (value.second.size() < 3)
|
|
value.second.resize(3);
|
|
int flags = V->get();
|
|
value.second.write[0].boolean = flags & 1;
|
|
value.second.write[1].boolean = flags & 2;
|
|
value.second.write[2].boolean = flags & 4;
|
|
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_BVEC4: {
|
|
if (value.second.size() < 4)
|
|
value.second.resize(4);
|
|
int flags = V->get();
|
|
value.second.write[0].boolean = flags & 1;
|
|
value.second.write[1].boolean = flags & 2;
|
|
value.second.write[2].boolean = flags & 4;
|
|
value.second.write[3].boolean = flags & 8;
|
|
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_INT: {
|
|
if (value.second.size() < 1)
|
|
value.second.resize(1);
|
|
int val = V->get();
|
|
value.second.write[0].sint = val;
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_IVEC2: {
|
|
if (value.second.size() < 2)
|
|
value.second.resize(2);
|
|
PoolIntArray val = V->get();
|
|
for (int i = 0; i < val.size(); i++) {
|
|
value.second.write[i].sint = val[i];
|
|
}
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_IVEC3: {
|
|
if (value.second.size() < 3)
|
|
value.second.resize(3);
|
|
PoolIntArray val = V->get();
|
|
for (int i = 0; i < val.size(); i++) {
|
|
value.second.write[i].sint = val[i];
|
|
}
|
|
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_IVEC4: {
|
|
if (value.second.size() < 4)
|
|
value.second.resize(4);
|
|
PoolIntArray val = V->get();
|
|
for (int i = 0; i < val.size(); i++) {
|
|
value.second.write[i].sint = val[i];
|
|
}
|
|
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_UINT: {
|
|
if (value.second.size() < 1)
|
|
value.second.resize(1);
|
|
uint32_t val = V->get();
|
|
value.second.write[0].uint = val;
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_UVEC2: {
|
|
if (value.second.size() < 2)
|
|
value.second.resize(2);
|
|
PoolIntArray val = V->get();
|
|
for (int i = 0; i < val.size(); i++) {
|
|
value.second.write[i].uint = val[i];
|
|
}
|
|
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_UVEC3: {
|
|
if (value.second.size() < 3)
|
|
value.second.resize(3);
|
|
PoolIntArray val = V->get();
|
|
for (int i = 0; i < val.size(); i++) {
|
|
value.second.write[i].uint = val[i];
|
|
}
|
|
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_UVEC4: {
|
|
if (value.second.size() < 4)
|
|
value.second.resize(4);
|
|
PoolIntArray val = V->get();
|
|
for (int i = 0; i < val.size(); i++) {
|
|
value.second.write[i].uint = val[i];
|
|
}
|
|
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_FLOAT: {
|
|
if (value.second.size() < 1)
|
|
value.second.resize(1);
|
|
value.second.write[0].real = V->get();
|
|
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_VEC2: {
|
|
if (value.second.size() < 2)
|
|
value.second.resize(2);
|
|
Vector2 val = V->get();
|
|
value.second.write[0].real = val.x;
|
|
value.second.write[1].real = val.y;
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_VEC3: {
|
|
if (value.second.size() < 3)
|
|
value.second.resize(3);
|
|
Vector3 val = V->get();
|
|
value.second.write[0].real = val.x;
|
|
value.second.write[1].real = val.y;
|
|
value.second.write[2].real = val.z;
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_VEC4: {
|
|
if (value.second.size() < 4)
|
|
value.second.resize(4);
|
|
if (V->get().get_type() == Variant::PLANE) {
|
|
Plane val = V->get();
|
|
value.second.write[0].real = val.normal.x;
|
|
value.second.write[1].real = val.normal.y;
|
|
value.second.write[2].real = val.normal.z;
|
|
value.second.write[3].real = val.d;
|
|
} else {
|
|
Color val = V->get();
|
|
value.second.write[0].real = val.r;
|
|
value.second.write[1].real = val.g;
|
|
value.second.write[2].real = val.b;
|
|
value.second.write[3].real = val.a;
|
|
}
|
|
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_MAT2: {
|
|
Transform2D val = V->get();
|
|
|
|
if (value.second.size() < 4) {
|
|
value.second.resize(4);
|
|
}
|
|
|
|
value.second.write[0].real = val.elements[0][0];
|
|
value.second.write[1].real = val.elements[0][1];
|
|
value.second.write[2].real = val.elements[1][0];
|
|
value.second.write[3].real = val.elements[1][1];
|
|
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_MAT3: {
|
|
Basis val = V->get();
|
|
|
|
if (value.second.size() < 9) {
|
|
value.second.resize(9);
|
|
}
|
|
|
|
value.second.write[0].real = val.elements[0][0];
|
|
value.second.write[1].real = val.elements[0][1];
|
|
value.second.write[2].real = val.elements[0][2];
|
|
value.second.write[3].real = val.elements[1][0];
|
|
value.second.write[4].real = val.elements[1][1];
|
|
value.second.write[5].real = val.elements[1][2];
|
|
value.second.write[6].real = val.elements[2][0];
|
|
value.second.write[7].real = val.elements[2][1];
|
|
value.second.write[8].real = val.elements[2][2];
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_MAT4: {
|
|
Transform val = V->get();
|
|
|
|
if (value.second.size() < 16) {
|
|
value.second.resize(16);
|
|
}
|
|
|
|
value.second.write[0].real = val.basis.elements[0][0];
|
|
value.second.write[1].real = val.basis.elements[0][1];
|
|
value.second.write[2].real = val.basis.elements[0][2];
|
|
value.second.write[3].real = 0;
|
|
value.second.write[4].real = val.basis.elements[1][0];
|
|
value.second.write[5].real = val.basis.elements[1][1];
|
|
value.second.write[6].real = val.basis.elements[1][2];
|
|
value.second.write[7].real = 0;
|
|
value.second.write[8].real = val.basis.elements[2][0];
|
|
value.second.write[9].real = val.basis.elements[2][1];
|
|
value.second.write[10].real = val.basis.elements[2][2];
|
|
value.second.write[11].real = 0;
|
|
value.second.write[12].real = val.origin[0];
|
|
value.second.write[13].real = val.origin[1];
|
|
value.second.write[14].real = val.origin[2];
|
|
value.second.write[15].real = 1;
|
|
} break;
|
|
|
|
default: {
|
|
|
|
} break;
|
|
}
|
|
} else {
|
|
if (value.second.size() == 0) {
|
|
// No default value set... weird, let's just use zero for everything
|
|
size_t default_arg_size = 1;
|
|
bool is_float = false;
|
|
switch (E->get().type) {
|
|
case ShaderLanguage::TYPE_BOOL:
|
|
case ShaderLanguage::TYPE_INT:
|
|
case ShaderLanguage::TYPE_UINT: {
|
|
default_arg_size = 1;
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_FLOAT: {
|
|
default_arg_size = 1;
|
|
is_float = true;
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_BVEC2:
|
|
case ShaderLanguage::TYPE_IVEC2:
|
|
case ShaderLanguage::TYPE_UVEC2: {
|
|
default_arg_size = 2;
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_VEC2: {
|
|
default_arg_size = 2;
|
|
is_float = true;
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_BVEC3:
|
|
case ShaderLanguage::TYPE_IVEC3:
|
|
case ShaderLanguage::TYPE_UVEC3: {
|
|
default_arg_size = 3;
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_VEC3: {
|
|
default_arg_size = 3;
|
|
is_float = true;
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_BVEC4:
|
|
case ShaderLanguage::TYPE_IVEC4:
|
|
case ShaderLanguage::TYPE_UVEC4: {
|
|
default_arg_size = 4;
|
|
} break;
|
|
|
|
case ShaderLanguage::TYPE_VEC4: {
|
|
default_arg_size = 4;
|
|
is_float = true;
|
|
} break;
|
|
|
|
default: {
|
|
// TODO matricies and all that stuff
|
|
default_arg_size = 1;
|
|
} break;
|
|
}
|
|
|
|
value.second.resize(default_arg_size);
|
|
|
|
for (size_t i = 0; i < default_arg_size; i++) {
|
|
if (is_float) {
|
|
value.second.write[i].real = 0.0;
|
|
} else {
|
|
value.second.write[i].uint = 0;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
GLint location;
|
|
if (v->custom_uniform_locations.has(E->key())) {
|
|
location = v->custom_uniform_locations[E->key()];
|
|
} else {
|
|
int idx = v->uniform_names.find(E->key()); // TODO maybe put those in a Map?
|
|
if (idx < 0) {
|
|
location = -1;
|
|
} else {
|
|
location = v->uniform_location[idx];
|
|
}
|
|
}
|
|
|
|
_set_uniform_value(location, value);
|
|
}
|
|
|
|
// bind textures
|
|
int tc = material->textures.size();
|
|
Pair<StringName, RID> *textures = material->textures.ptrw();
|
|
|
|
for (int i = 0; i < tc; i++) {
|
|
|
|
Pair<ShaderLanguage::DataType, Vector<ShaderLanguage::ConstantNode::Value> > value;
|
|
value.first = ShaderLanguage::TYPE_INT;
|
|
value.second.resize(1);
|
|
value.second.write[0].sint = i;
|
|
|
|
// GLint location = get_uniform_location(textures[i].first);
|
|
|
|
// if (location < 0) {
|
|
// location = material->shader->uniform_locations[textures[i].first];
|
|
// }
|
|
GLint location = -1;
|
|
if (v->custom_uniform_locations.has(textures[i].first)) {
|
|
location = v->custom_uniform_locations[textures[i].first];
|
|
} else {
|
|
location = get_uniform_location(textures[i].first);
|
|
}
|
|
|
|
_set_uniform_value(location, value);
|
|
}
|
|
}
|
|
|
|
void ShaderGLES2::set_base_material_tex_index(int p_idx) {
|
|
}
|
|
|
|
ShaderGLES2::ShaderGLES2() {
|
|
version = NULL;
|
|
last_custom_code = 1;
|
|
uniforms_dirty = true;
|
|
}
|
|
|
|
ShaderGLES2::~ShaderGLES2() {
|
|
finish();
|
|
}
|