817 lines
20 KiB
C++
817 lines
20 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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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
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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_gles3.h"
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#include "print_string.h"
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//#define DEBUG_OPENGL
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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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ShaderGLES3 *ShaderGLES3::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 ShaderGLES3::bind_uniforms() {
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if (!uniforms_dirty) {
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return;
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};
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// upload default 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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const Variant &v=E->value();
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_set_uniform_variant(location, v);
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//print_line("uniform "+itos(location)+" value "+v+ " type "+Variant::get_type_name(v.get_type()));
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E=E->next();
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};
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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 location = version->uniform_location[C->key()];
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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,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 ShaderGLES3::get_uniform_location(int p_idx) const {
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ERR_FAIL_COND_V(!version, -1);
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return version->uniform_location[p_idx];
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};
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bool ShaderGLES3::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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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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/*
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* why on earth is this code here?
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for (int i=0;i<texunit_pair_count;i++) {
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glUniform1i(texunit_pairs[i].location, texunit_pairs[i].index);
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DEBUG_TEST_ERROR("Uniform 1 i");
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}
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*/
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return true;
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}
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void ShaderGLES3::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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ShaderGLES3::Version* ShaderGLES3::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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//bye bye shaders
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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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/* SETUP CONDITIONALS */
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Vector<const char*> strings;
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#ifdef GLEW_ENABLED
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//strings.push_back("#version 330\n");
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strings.push_back("#version 300 es\n");
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#else
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strings.push_back("#version 300 es\n"); //ATI requieres this before anything
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#endif
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int define_line_ofs=1;
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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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define_line_ofs++;
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}
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for(int j=0;j<conditional_count;j++) {
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bool enable=((1<<j)&conditional_version.version);
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strings.push_back(enable?conditional_defines[j]:"");
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if (enable)
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define_line_ofs++;
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if (enable) {
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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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CharString material_string;
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//print_line("code version? "+itos(conditional_version.code_version));
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CustomCode *cc=NULL;
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if ( conditional_version.code_version>0 ) {
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//do custom code related stuff
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ERR_FAIL_COND_V( !custom_code_map.has( conditional_version.code_version ), NULL );
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cc=&custom_code_map[conditional_version.code_version];
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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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/* CREATE PROGRAM */
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v.id = glCreateProgram();
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ERR_FAIL_COND_V(v.id==0, NULL);
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/* VERTEX SHADER */
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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[i].get_data());
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DEBUG_PRINT("CD #"+itos(i)+": "+String(cc->custom_defines[i]));
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}
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}
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int strings_base_size=strings.size();
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//vertex precision is high
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strings.push_back("precision highp float;\n");
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strings.push_back("precision highp int;\n");
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#if 0
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if (cc) {
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String _code_string = "#define VERTEX_SHADER_CODE "+cc->vertex+"\n";
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String _code_globals = "#define VERTEX_SHADER_GLOBALS "+cc->vertex_globals+"\n";
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code_string=_code_string.ascii();
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code_globals=_code_globals.ascii();
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DEBUG_PRINT( code_globals.get_data() );
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DEBUG_PRINT( code_string.get_data() );
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strings.push_back(code_globals);
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strings.push_back(code_string);
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}
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#endif
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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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material_string=cc->uniforms.ascii();
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strings.push_back(material_string.get_data());
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}
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strings.push_back(vertex_code2.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_code3.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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for(int i=0;i<strings.size();i++) {
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//print_line("vert strings "+itos(i)+":"+String(strings[i]));
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}
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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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// error compiling
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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 LOG, WTF");
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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 Program 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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/* FRAGMENT SHADER */
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strings.resize(strings_base_size);
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//fragment precision is medium
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strings.push_back("precision mediump float;\n");
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strings.push_back("precision mediump int;\n");
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#if 0
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if (cc) {
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String _code_string = "#define FRAGMENT_SHADER_CODE "+cc->fragment+"\n";
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String _code_globals = "#define FRAGMENT_SHADER_GLOBALS "+cc->fragment_globals+"\n";
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code_string=_code_string.ascii();
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code_globals=_code_globals.ascii();
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DEBUG_PRINT( code_globals.get_data() );
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DEBUG_PRINT( code_string.get_data() );
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strings.push_back(code_globals);
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strings.push_back(code_string);
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}
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#endif
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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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material_string=cc->uniforms.ascii();
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strings.push_back(material_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_string=cc->fragment.ascii();
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strings.push_back(code_string.get_data());
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}
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strings.push_back(fragment_code3.get_data());
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if (cc) {
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code_string2=cc->light.ascii();
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strings.push_back(code_string2.get_data());
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}
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strings.push_back(fragment_code4.get_data());
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#ifdef DEBUG_SHADER
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DEBUG_PRINT("\nFragment Code:\n\n"+String(code_string.get_data()));
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for(int i=0;i<strings.size();i++) {
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//print_line("frag strings "+itos(i)+":"+String(strings[i]));
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}
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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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// error compiling
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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 LOG, WTF");
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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 Program 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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ERR_PRINT(err_string.ascii().get_data());
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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 attributes before linking
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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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// error linking
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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_FAIL_COND_V(iloglen<=0, 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 LINK FAILED:\n";
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err_string+=ilogmem;
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_display_error_with_code(err_string,strings);
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ERR_PRINT(err_string.ascii().get_data());
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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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/* UNIFORMS */
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glUseProgram(v.id);
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//print_line("uniforms: ");
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for(int j=0;j<uniform_count;j++) {
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v.uniform_location[j]=glGetUniformLocation(v.id,uniform_names[j]);
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// print_line("uniform "+String(uniform_names[j])+" location "+itos(v.uniform_location[j]));
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}
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// set texture uniforms
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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); //negative, goes down
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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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|
}
|
|
|
|
// assign uniform block bind points
|
|
for (int i=0;i<ubo_count;i++) {
|
|
|
|
GLint loc = glGetUniformBlockIndex(v.id,ubo_pairs[i].name);
|
|
if (loc>=0)
|
|
glUniformBlockBinding(v.id,loc,ubo_pairs[i].index);
|
|
}
|
|
|
|
if ( cc ) {
|
|
|
|
v.texture_uniform_locations.resize(cc->texture_uniforms.size());
|
|
for(int i=0;i<cc->texture_uniforms.size();i++) {
|
|
|
|
v.texture_uniform_locations[i]=glGetUniformLocation(v.id,String(cc->texture_uniforms[i]).ascii().get_data());
|
|
glUniform1i(v.texture_uniform_locations[i],i+base_material_tex_index);
|
|
}
|
|
}
|
|
|
|
glUseProgram(0);
|
|
|
|
|
|
v.ok=true;
|
|
|
|
return &v;
|
|
}
|
|
|
|
GLint ShaderGLES3::get_uniform_location(const String& p_name) const {
|
|
|
|
ERR_FAIL_COND_V(!version,-1);
|
|
return glGetUniformLocation(version->id,p_name.ascii().get_data());
|
|
}
|
|
|
|
|
|
void ShaderGLES3::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 UBOPair *p_ubo_pairs, int p_ubo_pair_count,const char*p_vertex_code, const char *p_fragment_code,int p_vertex_code_start,int p_fragment_code_start) {
|
|
|
|
ERR_FAIL_COND(version);
|
|
conditional_version.key=0;
|
|
new_conditional_version.key=0;
|
|
uniform_count=p_uniform_count;
|
|
conditional_count=p_conditional_count;
|
|
conditional_defines=p_conditional_defines;
|
|
uniform_names=p_uniform_names;
|
|
vertex_code=p_vertex_code;
|
|
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;
|
|
ubo_pairs=p_ubo_pairs;
|
|
ubo_count=p_ubo_pair_count;
|
|
|
|
//split vertex and shader code (thank you, retarded shader compiler programmers from you know what company).
|
|
{
|
|
String globals_tag="\nVERTEX_SHADER_GLOBALS";
|
|
String material_tag="\nMATERIAL_UNIFORMS";
|
|
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(material_tag);
|
|
|
|
if (cpos==-1) {
|
|
vertex_code1=code.ascii();
|
|
} else {
|
|
|
|
vertex_code1=code.substr(0,cpos).ascii();
|
|
String code2 = code.substr(cpos+material_tag.length(),code.length());
|
|
|
|
cpos = code2.find(code_tag);
|
|
if (cpos==-1) {
|
|
vertex_code2=code2.ascii();
|
|
} else {
|
|
|
|
vertex_code2=code2.substr(0,cpos).ascii();
|
|
vertex_code3 = code2.substr(cpos+code_tag.length(),code2.length()).ascii();
|
|
}
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
{
|
|
String globals_tag="\nFRAGMENT_SHADER_GLOBALS";
|
|
String material_tag="\nMATERIAL_UNIFORMS";
|
|
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();
|
|
//print_line("CODE0:\n"+String(fragment_code0.get_data()));
|
|
code = code.substr(cpos+globals_tag.length(),code.length());
|
|
cpos = code.find(material_tag);
|
|
|
|
if (cpos==-1) {
|
|
fragment_code1=code.ascii();
|
|
} else {
|
|
|
|
fragment_code1=code.substr(0,cpos).ascii();
|
|
//print_line("CODE1:\n"+String(fragment_code1.get_data()));
|
|
|
|
String code2 = code.substr(cpos+material_tag.length(),code.length());
|
|
cpos = code2.find(code_tag);
|
|
|
|
if (cpos==-1) {
|
|
fragment_code2=code2.ascii();
|
|
} else {
|
|
|
|
fragment_code2=code2.substr(0,cpos).ascii();
|
|
//print_line("CODE2:\n"+String(fragment_code2.get_data()));
|
|
|
|
String code3 = code2.substr(cpos+code_tag.length(),code2.length());
|
|
|
|
cpos = code3.find(light_code_tag);
|
|
if (cpos==-1) {
|
|
fragment_code3=code3.ascii();
|
|
} else {
|
|
|
|
fragment_code3=code3.substr(0,cpos).ascii();
|
|
// print_line("CODE3:\n"+String(fragment_code3.get_data()));
|
|
fragment_code4 = code3.substr(cpos+light_code_tag.length(),code3.length()).ascii();
|
|
//print_line("CODE4:\n"+String(fragment_code4.get_data()));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
void ShaderGLES3::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 ShaderGLES3::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 ShaderGLES3::create_custom_shader() {
|
|
|
|
custom_code_map[last_custom_code]=CustomCode();
|
|
custom_code_map[last_custom_code].version=1;
|
|
return last_custom_code++;
|
|
}
|
|
|
|
void ShaderGLES3::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 String &p_uniforms, const Vector<StringName> &p_texture_uniforms, const Vector<CharString> &p_custom_defines) {
|
|
|
|
ERR_FAIL_COND(!custom_code_map.has(p_code_id));
|
|
CustomCode *cc=&custom_code_map[p_code_id];
|
|
|
|
|
|
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->texture_uniforms=p_texture_uniforms;
|
|
cc->uniforms=p_uniforms;
|
|
cc->custom_defines=p_custom_defines;
|
|
cc->version++;
|
|
}
|
|
|
|
void ShaderGLES3::set_custom_shader(uint32_t p_code_id) {
|
|
|
|
new_conditional_version.code_version=p_code_id;
|
|
}
|
|
|
|
void ShaderGLES3::free_custom_shader(uint32_t p_code_id) {
|
|
|
|
/* if (! custom_code_map.has( p_code_id )) {
|
|
print_line("no code id "+itos(p_code_id));
|
|
} else {
|
|
print_line("freed code id "+itos(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; //bye
|
|
|
|
custom_code_map.erase(p_code_id);
|
|
|
|
}
|
|
|
|
void ShaderGLES3::set_base_material_tex_index(int p_idx) {
|
|
|
|
base_material_tex_index=p_idx;
|
|
}
|
|
|
|
ShaderGLES3::ShaderGLES3() {
|
|
version=NULL;
|
|
last_custom_code=1;
|
|
uniforms_dirty = true;
|
|
base_material_tex_index=0;
|
|
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS,&max_image_units);
|
|
}
|
|
|
|
|
|
ShaderGLES3::~ShaderGLES3() {
|
|
|
|
finish();
|
|
}
|
|
|
|
|
|
|