virtualx-engine/drivers/gles2/shader_gles2.cpp
Omar El Sheikh d274284069 Octahedral Normal/Tangent Compression
Implement Octahedral Compression for normal/tangent vectors
*Oct32 for uncompressed vectors
*Oct16 for compressed vectors

Reduces vertex size for each attribute by
*Uncompressed: 12 bytes, vec4<float32> -> vec2<unorm16>
*Compressed: 2 bytes, vec4<unorm8> -> vec2<unorm8>

Binormal sign is encoded in the y coordinate of the encoded tangent

Added conversion functions to go from octahedral mapping to cartesian
for normal and tangent vectors

sprite_3d and soft_body meshes write to their vertex buffer memory
directly and need to convert their normals and tangents to the new oct
format before writing

Created a new mesh flag to specify whether a mesh is using octahedral
compression or not
Updated documentation to discuss new flag/defaults

Created shader flags to specify whether octahedral or cartesian vectors
are being used

Updated importers to use octahedral representation as the default format
for importing meshes

Updated ShaderGLES2 to support 64 bit version codes as we hit the limit
of the 32-bit integer that was previously used as a bitset to store
enabled/disabled flags
2021-07-30 10:29:09 -04:00

1127 lines
29 KiB
C++

/*************************************************************************/
/* shader_gles2.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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. */
/*************************************************************************/
#include "shader_gles2.h"
#include "core/os/memory.h"
#include "core/print_string.h"
#include "core/project_settings.h"
#include "core/string_builder.h"
#include "rasterizer_gles2.h"
#include "rasterizer_storage_gles2.h"
// #define DEBUG_OPENGL
// #include "shaders/copy.glsl.gen.h"
#ifdef DEBUG_OPENGL
#define DEBUG_TEST_ERROR(m_section) \
{ \
uint32_t err = glGetError(); \
if (err) { \
print_line("OpenGL Error #" + itos(err) + " at: " + m_section); \
} \
}
#else
#define DEBUG_TEST_ERROR(m_section)
#endif
ShaderGLES2 *ShaderGLES2::active = nullptr;
//#define DEBUG_SHADER
#ifdef DEBUG_SHADER
#define DEBUG_PRINT(m_text) print_line(m_text);
#else
#define DEBUG_PRINT(m_text)
#endif
GLint ShaderGLES2::get_uniform_location(int p_index) const {
ERR_FAIL_COND_V(!version, -1);
return version->uniform_location[p_index];
}
bool ShaderGLES2::bind() {
if (active != this || !version || new_conditional_version.key != conditional_version.key) {
conditional_version = new_conditional_version;
version = get_current_version();
} else {
return false;
}
ERR_FAIL_COND_V(!version, false);
if (!version->ok) { //broken, unable to bind (do not throw error, you saw it before already when it failed compilation).
glUseProgram(0);
return false;
}
glUseProgram(version->id);
DEBUG_TEST_ERROR("use program");
active = this;
uniforms_dirty = true;
return true;
}
void ShaderGLES2::unbind() {
version = nullptr;
glUseProgram(0);
uniforms_dirty = true;
active = nullptr;
}
static void _display_error_with_code(const String &p_error, const Vector<const char *> &p_code) {
int line = 1;
String total_code;
for (int i = 0; i < p_code.size(); i++) {
total_code += String(p_code[i]);
}
Vector<String> lines = String(total_code).split("\n");
for (int j = 0; j < lines.size(); j++) {
print_line(vformat("%4d | %s", line, lines[j]));
line++;
}
ERR_PRINT(p_error);
}
static String _mkid(const String &p_id) {
String id = "m_" + p_id;
return id.replace("__", "_dus_"); //doubleunderscore is reserved in glsl
}
ShaderGLES2::Version *ShaderGLES2::get_current_version() {
Version *_v = version_map.getptr(conditional_version);
if (_v) {
if (conditional_version.code_version != 0) {
CustomCode *cc = custom_code_map.getptr(conditional_version.code_version);
ERR_FAIL_COND_V(!cc, _v);
if (cc->version == _v->code_version) {
return _v;
}
} else {
return _v;
}
}
if (!_v) {
version_map[conditional_version] = Version();
}
Version &v = version_map[conditional_version];
if (!_v) {
v.uniform_location = memnew_arr(GLint, uniform_count);
} else {
if (v.ok) {
glDeleteShader(v.vert_id);
glDeleteShader(v.frag_id);
glDeleteProgram(v.id);
v.id = 0;
}
}
v.ok = false;
Vector<const char *> strings;
#ifdef GLES_OVER_GL
strings.push_back("#version 120\n");
strings.push_back("#define USE_GLES_OVER_GL\n");
#else
strings.push_back("#version 100\n");
//angle does not like
#ifdef JAVASCRIPT_ENABLED
strings.push_back("#define USE_HIGHP_PRECISION\n");
#endif
if (GLOBAL_GET("rendering/gles2/compatibility/enable_high_float.Android")) {
// enable USE_HIGHP_PRECISION but safeguarded by an availability check as highp support is optional in GLES2
// see Section 4.5.4 of the GLSL_ES_Specification_1.00
strings.push_back("#ifdef GL_FRAGMENT_PRECISION_HIGH\n #define USE_HIGHP_PRECISION\n#endif\n");
}
#endif
#ifdef ANDROID_ENABLED
strings.push_back("#define ANDROID_ENABLED\n");
#endif
for (int i = 0; i < custom_defines.size(); i++) {
strings.push_back(custom_defines[i].get_data());
strings.push_back("\n");
}
for (int j = 0; j < conditional_count; j++) {
bool enable = (conditional_version.version & (uint64_t(1) << j)) > 0;
if (enable) {
strings.push_back(conditional_defines[j]);
DEBUG_PRINT(conditional_defines[j]);
}
}
// keep them around during the function
CharString code_string;
CharString code_string2;
CharString code_globals;
CustomCode *cc = nullptr;
if (conditional_version.code_version > 0) {
cc = custom_code_map.getptr(conditional_version.code_version);
ERR_FAIL_COND_V(!cc, nullptr);
v.code_version = cc->version;
}
// program
v.id = glCreateProgram();
ERR_FAIL_COND_V(v.id == 0, nullptr);
if (cc) {
for (int i = 0; i < cc->custom_defines.size(); i++) {
strings.push_back(cc->custom_defines.write[i]);
DEBUG_PRINT("CD #" + itos(i) + ": " + String(cc->custom_defines[i].get_data()));
}
}
// vertex shader
int string_base_size = strings.size();
strings.push_back(vertex_code0.get_data());
if (cc) {
code_globals = cc->vertex_globals.ascii();
strings.push_back(code_globals.get_data());
}
strings.push_back(vertex_code1.get_data());
if (cc) {
code_string = cc->vertex.ascii();
strings.push_back(code_string.get_data());
}
strings.push_back(vertex_code2.get_data());
#ifdef DEBUG_SHADER
DEBUG_PRINT("\nVertex Code:\n\n" + String(code_string.get_data()));
#endif
v.vert_id = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(v.vert_id, strings.size(), &strings[0], nullptr);
glCompileShader(v.vert_id);
GLint status;
glGetShaderiv(v.vert_id, GL_COMPILE_STATUS, &status);
if (status == GL_FALSE) {
GLsizei iloglen;
glGetShaderiv(v.vert_id, GL_INFO_LOG_LENGTH, &iloglen);
if (iloglen < 0) {
glDeleteShader(v.vert_id);
glDeleteProgram(v.id);
v.id = 0;
ERR_PRINT("No OpenGL vertex shader compiler log. What the frick?");
} else {
if (iloglen == 0) {
iloglen = 4096; // buggy driver (Adreno 220+)
}
char *ilogmem = (char *)Memory::alloc_static(iloglen + 1);
ilogmem[iloglen] = '\0';
glGetShaderInfoLog(v.vert_id, iloglen, &iloglen, ilogmem);
String err_string = get_shader_name() + ": Vertex shader compilation failed:\n";
err_string += ilogmem;
_display_error_with_code(err_string, strings);
Memory::free_static(ilogmem);
glDeleteShader(v.vert_id);
glDeleteProgram(v.id);
v.id = 0;
}
ERR_FAIL_V(nullptr);
}
strings.resize(string_base_size);
// fragment shader
strings.push_back(fragment_code0.get_data());
if (cc) {
code_globals = cc->fragment_globals.ascii();
strings.push_back(code_globals.get_data());
}
strings.push_back(fragment_code1.get_data());
if (cc) {
code_string = cc->light.ascii();
strings.push_back(code_string.get_data());
}
strings.push_back(fragment_code2.get_data());
if (cc) {
code_string2 = cc->fragment.ascii();
strings.push_back(code_string2.get_data());
}
strings.push_back(fragment_code3.get_data());
#ifdef DEBUG_SHADER
if (cc) {
DEBUG_PRINT("\nFragment Code:\n\n" + String(cc->fragment_globals));
}
DEBUG_PRINT("\nFragment Code:\n\n" + String(code_string.get_data()));
#endif
v.frag_id = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(v.frag_id, strings.size(), &strings[0], nullptr);
glCompileShader(v.frag_id);
glGetShaderiv(v.frag_id, GL_COMPILE_STATUS, &status);
if (status == GL_FALSE) {
GLsizei iloglen;
glGetShaderiv(v.frag_id, GL_INFO_LOG_LENGTH, &iloglen);
if (iloglen < 0) {
glDeleteShader(v.frag_id);
glDeleteShader(v.vert_id);
glDeleteProgram(v.id);
v.id = 0;
ERR_PRINT("No OpenGL fragment shader compiler log. What the frick?");
} else {
if (iloglen == 0) {
iloglen = 4096; // buggy driver (Adreno 220+)
}
char *ilogmem = (char *)Memory::alloc_static(iloglen + 1);
ilogmem[iloglen] = '\0';
glGetShaderInfoLog(v.frag_id, iloglen, &iloglen, ilogmem);
String err_string = get_shader_name() + ": Fragment shader compilation failed:\n";
err_string += ilogmem;
_display_error_with_code(err_string, strings);
Memory::free_static(ilogmem);
glDeleteShader(v.frag_id);
glDeleteShader(v.vert_id);
glDeleteProgram(v.id);
v.id = 0;
}
ERR_FAIL_V(nullptr);
}
glAttachShader(v.id, v.frag_id);
glAttachShader(v.id, v.vert_id);
// bind the attribute locations. This has to be done before linking so that the
// linker doesn't assign some random indices
for (int i = 0; i < attribute_pair_count; i++) {
glBindAttribLocation(v.id, attribute_pairs[i].index, attribute_pairs[i].name);
}
glLinkProgram(v.id);
glGetProgramiv(v.id, GL_LINK_STATUS, &status);
if (status == GL_FALSE) {
GLsizei iloglen;
glGetProgramiv(v.id, GL_INFO_LOG_LENGTH, &iloglen);
if (iloglen < 0) {
glDeleteShader(v.frag_id);
glDeleteShader(v.vert_id);
glDeleteProgram(v.id);
v.id = 0;
ERR_PRINT("No OpenGL program link log. What the frick?");
ERR_FAIL_V(nullptr);
}
if (iloglen == 0) {
iloglen = 4096; // buggy driver (Adreno 220+)
}
char *ilogmem = (char *)Memory::alloc_static(iloglen + 1);
ilogmem[iloglen] = '\0';
glGetProgramInfoLog(v.id, iloglen, &iloglen, ilogmem);
String err_string = get_shader_name() + ": Program linking failed:\n";
err_string += ilogmem;
_display_error_with_code(err_string, strings);
Memory::free_static(ilogmem);
glDeleteShader(v.frag_id);
glDeleteShader(v.vert_id);
glDeleteProgram(v.id);
v.id = 0;
ERR_FAIL_V(nullptr);
}
// get uniform locations
glUseProgram(v.id);
for (int i = 0; i < uniform_count; i++) {
v.uniform_location[i] = glGetUniformLocation(v.id, uniform_names[i]);
}
for (int i = 0; i < texunit_pair_count; i++) {
GLint loc = glGetUniformLocation(v.id, texunit_pairs[i].name);
if (loc >= 0) {
if (texunit_pairs[i].index < 0) {
glUniform1i(loc, max_image_units + texunit_pairs[i].index);
} else {
glUniform1i(loc, texunit_pairs[i].index);
}
}
}
if (cc) {
// uniforms
for (int i = 0; i < cc->custom_uniforms.size(); i++) {
String native_uniform_name = _mkid(cc->custom_uniforms[i]);
GLint location = glGetUniformLocation(v.id, (native_uniform_name).ascii().get_data());
v.custom_uniform_locations[cc->custom_uniforms[i]] = location;
}
// textures
for (int i = 0; i < cc->texture_uniforms.size(); i++) {
String native_uniform_name = _mkid(cc->texture_uniforms[i]);
GLint location = glGetUniformLocation(v.id, (native_uniform_name).ascii().get_data());
v.custom_uniform_locations[cc->texture_uniforms[i]] = location;
glUniform1i(location, i);
}
}
glUseProgram(0);
v.ok = true;
if (cc) {
cc->versions.insert(conditional_version.version);
}
return &v;
}
GLint ShaderGLES2::get_uniform_location(const String &p_name) const {
ERR_FAIL_COND_V(!version, -1);
return glGetUniformLocation(version->id, p_name.ascii().get_data());
}
void ShaderGLES2::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) {
ERR_FAIL_COND(version);
memset(conditional_version.key, 0, sizeof(conditional_version.key));
memset(new_conditional_version.key, 0, sizeof(new_conditional_version.key));
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;
{
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 = nullptr;
while ((V = version_map.next(V))) {
Version &v = version_map[*V];
glDeleteShader(v.vert_id);
glDeleteShader(v.frag_id);
glDeleteProgram(v.id);
memdelete_arr(v.uniform_location);
}
}
void ShaderGLES2::clear_caches() {
const VersionKey *V = nullptr;
while ((V = version_map.next(V))) {
Version &v = version_map[*V];
glDeleteShader(v.vert_id);
glDeleteShader(v.frag_id);
glDeleteProgram(v.id);
memdelete_arr(v.uniform_location);
}
version_map.clear();
custom_code_map.clear();
version = nullptr;
last_custom_code = 1;
uniforms_dirty = true;
}
uint32_t ShaderGLES2::create_custom_shader() {
custom_code_map[last_custom_code] = CustomCode();
custom_code_map[last_custom_code].version = 1;
return last_custom_code++;
}
void ShaderGLES2::set_custom_shader_code(uint32_t p_code_id,
const String &p_vertex,
const String &p_vertex_globals,
const String &p_fragment,
const String &p_light,
const String &p_fragment_globals,
const Vector<StringName> &p_uniforms,
const Vector<StringName> &p_texture_uniforms,
const Vector<CharString> &p_custom_defines) {
CustomCode *cc = custom_code_map.getptr(p_code_id);
ERR_FAIL_COND(!cc);
cc->vertex = p_vertex;
cc->vertex_globals = p_vertex_globals;
cc->fragment = p_fragment;
cc->fragment_globals = p_fragment_globals;
cc->light = p_light;
cc->custom_uniforms = p_uniforms;
cc->custom_defines = p_custom_defines;
cc->texture_uniforms = p_texture_uniforms;
cc->version++;
}
void ShaderGLES2::set_custom_shader(uint32_t p_code_id) {
new_conditional_version.code_version = p_code_id;
}
void ShaderGLES2::free_custom_shader(uint32_t p_code_id) {
ERR_FAIL_COND(!custom_code_map.has(p_code_id));
if (conditional_version.code_version == p_code_id) {
conditional_version.code_version = 0; //do not keep using a version that is going away
unbind();
}
VersionKey key;
key.code_version = p_code_id;
for (Set<uint64_t>::Element *E = custom_code_map[p_code_id].versions.front(); E; E = E->next()) {
key.version = E->get();
ERR_CONTINUE(!version_map.has(key));
Version &v = version_map[key];
glDeleteShader(v.vert_id);
glDeleteShader(v.frag_id);
glDeleteProgram(v.id);
memdelete_arr(v.uniform_location);
v.id = 0;
version_map.erase(key);
}
custom_code_map.erase(p_code_id);
}
void ShaderGLES2::use_material(void *p_material) {
RasterizerStorageGLES2::Material *material = (RasterizerStorageGLES2::Material *)p_material;
if (!material) {
return;
}
if (!material->shader) {
return;
}
Version *v = version_map.getptr(conditional_version);
// bind uniforms
for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = material->shader->uniforms.front(); E; E = E->next()) {
if (E->get().texture_order >= 0) {
continue; // this is a texture, doesn't go here
}
Map<StringName, GLint>::Element *L = v->custom_uniform_locations.find(E->key());
if (!L || L->get() < 0) {
continue; //uniform not valid
}
GLuint location = L->get();
Map<StringName, Variant>::Element *V = material->params.find(E->key());
if (V) {
switch (E->get().type) {
case ShaderLanguage::TYPE_BOOL: {
bool boolean = V->get();
glUniform1i(location, boolean ? 1 : 0);
} break;
case ShaderLanguage::TYPE_BVEC2: {
int flags = V->get();
glUniform2i(location, (flags & 1) ? 1 : 0, (flags & 2) ? 1 : 0);
} break;
case ShaderLanguage::TYPE_BVEC3: {
int flags = V->get();
glUniform3i(location, (flags & 1) ? 1 : 0, (flags & 2) ? 1 : 0, (flags & 4) ? 1 : 0);
} break;
case ShaderLanguage::TYPE_BVEC4: {
int flags = V->get();
glUniform4i(location, (flags & 1) ? 1 : 0, (flags & 2) ? 1 : 0, (flags & 4) ? 1 : 0, (flags & 8) ? 1 : 0);
} break;
case ShaderLanguage::TYPE_INT:
case ShaderLanguage::TYPE_UINT: {
int value = V->get();
glUniform1i(location, value);
} break;
case ShaderLanguage::TYPE_IVEC2:
case ShaderLanguage::TYPE_UVEC2: {
Array r = V->get();
const int count = 2;
if (r.size() == count) {
int values[count];
for (int i = 0; i < count; i++) {
values[i] = r[i];
}
glUniform2i(location, values[0], values[1]);
}
} break;
case ShaderLanguage::TYPE_IVEC3:
case ShaderLanguage::TYPE_UVEC3: {
Array r = V->get();
const int count = 3;
if (r.size() == count) {
int values[count];
for (int i = 0; i < count; i++) {
values[i] = r[i];
}
glUniform3i(location, values[0], values[1], values[2]);
}
} break;
case ShaderLanguage::TYPE_IVEC4:
case ShaderLanguage::TYPE_UVEC4: {
Array r = V->get();
const int count = 4;
if (r.size() == count) {
int values[count];
for (int i = 0; i < count; i++) {
values[i] = r[i];
}
glUniform4i(location, values[0], values[1], values[2], values[3]);
}
} break;
case ShaderLanguage::TYPE_FLOAT: {
float value = V->get();
glUniform1f(location, value);
} break;
case ShaderLanguage::TYPE_VEC2: {
Vector2 value = V->get();
glUniform2f(location, value.x, value.y);
} break;
case ShaderLanguage::TYPE_VEC3: {
Vector3 value = V->get();
glUniform3f(location, value.x, value.y, value.z);
} break;
case ShaderLanguage::TYPE_VEC4: {
if (V->get().get_type() == Variant::COLOR) {
Color value = V->get();
glUniform4f(location, value.r, value.g, value.b, value.a);
} else if (V->get().get_type() == Variant::QUAT) {
Quat value = V->get();
glUniform4f(location, value.x, value.y, value.z, value.w);
} else {
Plane value = V->get();
glUniform4f(location, value.normal.x, value.normal.y, value.normal.z, value.d);
}
} break;
case ShaderLanguage::TYPE_MAT2: {
Transform2D tr = V->get();
GLfloat matrix[4] = {
/* build a 16x16 matrix */
tr.elements[0][0],
tr.elements[0][1],
tr.elements[1][0],
tr.elements[1][1],
};
glUniformMatrix2fv(location, 1, GL_FALSE, matrix);
} break;
case ShaderLanguage::TYPE_MAT3: {
Basis val = V->get();
GLfloat mat[9] = {
val.elements[0][0],
val.elements[1][0],
val.elements[2][0],
val.elements[0][1],
val.elements[1][1],
val.elements[2][1],
val.elements[0][2],
val.elements[1][2],
val.elements[2][2],
};
glUniformMatrix3fv(location, 1, GL_FALSE, mat);
} break;
case ShaderLanguage::TYPE_MAT4: {
if (V->get().get_type() == Variant::TRANSFORM) {
Transform tr = V->get();
GLfloat matrix[16] = { /* build a 16x16 matrix */
tr.basis.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(location, 1, GL_FALSE, matrix);
} else {
Transform2D tr = V->get();
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(location, 1, GL_FALSE, matrix);
}
} break;
default: {
ERR_PRINT("ShaderNode type missing, bug?");
} break;
}
} else if (E->get().default_value.size()) {
const Vector<ShaderLanguage::ConstantNode::Value> &values = E->get().default_value;
switch (E->get().type) {
case ShaderLanguage::TYPE_BOOL: {
glUniform1i(location, values[0].boolean);
} break;
case ShaderLanguage::TYPE_BVEC2: {
glUniform2i(location, values[0].boolean, values[1].boolean);
} break;
case ShaderLanguage::TYPE_BVEC3: {
glUniform3i(location, values[0].boolean, values[1].boolean, values[2].boolean);
} break;
case ShaderLanguage::TYPE_BVEC4: {
glUniform4i(location, values[0].boolean, values[1].boolean, values[2].boolean, values[3].boolean);
} break;
case ShaderLanguage::TYPE_INT: {
glUniform1i(location, values[0].sint);
} break;
case ShaderLanguage::TYPE_IVEC2: {
glUniform2i(location, values[0].sint, values[1].sint);
} break;
case ShaderLanguage::TYPE_IVEC3: {
glUniform3i(location, values[0].sint, values[1].sint, values[2].sint);
} break;
case ShaderLanguage::TYPE_IVEC4: {
glUniform4i(location, values[0].sint, values[1].sint, values[2].sint, values[3].sint);
} break;
case ShaderLanguage::TYPE_UINT: {
glUniform1i(location, values[0].uint);
} break;
case ShaderLanguage::TYPE_UVEC2: {
glUniform2i(location, values[0].uint, values[1].uint);
} break;
case ShaderLanguage::TYPE_UVEC3: {
glUniform3i(location, values[0].uint, values[1].uint, values[2].uint);
} break;
case ShaderLanguage::TYPE_UVEC4: {
glUniform4i(location, values[0].uint, values[1].uint, values[2].uint, values[3].uint);
} break;
case ShaderLanguage::TYPE_FLOAT: {
glUniform1f(location, values[0].real);
} break;
case ShaderLanguage::TYPE_VEC2: {
glUniform2f(location, values[0].real, values[1].real);
} break;
case ShaderLanguage::TYPE_VEC3: {
glUniform3f(location, values[0].real, values[1].real, values[2].real);
} break;
case ShaderLanguage::TYPE_VEC4: {
glUniform4f(location, values[0].real, values[1].real, values[2].real, values[3].real);
} break;
case ShaderLanguage::TYPE_MAT2: {
GLfloat mat[4];
for (int i = 0; i < 4; i++) {
mat[i] = values[i].real;
}
glUniformMatrix2fv(location, 1, GL_FALSE, mat);
} break;
case ShaderLanguage::TYPE_MAT3: {
GLfloat mat[9];
for (int i = 0; i < 9; i++) {
mat[i] = values[i].real;
}
glUniformMatrix3fv(location, 1, GL_FALSE, mat);
} break;
case ShaderLanguage::TYPE_MAT4: {
GLfloat mat[16];
for (int i = 0; i < 16; i++) {
mat[i] = values[i].real;
}
glUniformMatrix4fv(location, 1, GL_FALSE, mat);
} break;
case ShaderLanguage::TYPE_SAMPLER2D: {
} break;
case ShaderLanguage::TYPE_SAMPLEREXT: {
} break;
case ShaderLanguage::TYPE_ISAMPLER2D: {
} break;
case ShaderLanguage::TYPE_USAMPLER2D: {
} break;
case ShaderLanguage::TYPE_SAMPLERCUBE: {
} break;
case ShaderLanguage::TYPE_SAMPLER2DARRAY:
case ShaderLanguage::TYPE_ISAMPLER2DARRAY:
case ShaderLanguage::TYPE_USAMPLER2DARRAY:
case ShaderLanguage::TYPE_SAMPLER3D:
case ShaderLanguage::TYPE_ISAMPLER3D:
case ShaderLanguage::TYPE_USAMPLER3D: {
// Not implemented in GLES2
} break;
case ShaderLanguage::TYPE_VOID: {
// Nothing to do?
} break;
default: {
ERR_PRINT("ShaderNode type missing, bug?");
} break;
}
} else { //zero
switch (E->get().type) {
case ShaderLanguage::TYPE_BOOL: {
glUniform1i(location, GL_FALSE);
} break;
case ShaderLanguage::TYPE_BVEC2: {
glUniform2i(location, GL_FALSE, GL_FALSE);
} break;
case ShaderLanguage::TYPE_BVEC3: {
glUniform3i(location, GL_FALSE, GL_FALSE, GL_FALSE);
} break;
case ShaderLanguage::TYPE_BVEC4: {
glUniform4i(location, GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
} break;
case ShaderLanguage::TYPE_INT: {
glUniform1i(location, 0);
} break;
case ShaderLanguage::TYPE_IVEC2: {
glUniform2i(location, 0, 0);
} break;
case ShaderLanguage::TYPE_IVEC3: {
glUniform3i(location, 0, 0, 0);
} break;
case ShaderLanguage::TYPE_IVEC4: {
glUniform4i(location, 0, 0, 0, 0);
} break;
case ShaderLanguage::TYPE_UINT: {
glUniform1i(location, 0);
} break;
case ShaderLanguage::TYPE_UVEC2: {
glUniform2i(location, 0, 0);
} break;
case ShaderLanguage::TYPE_UVEC3: {
glUniform3i(location, 0, 0, 0);
} break;
case ShaderLanguage::TYPE_UVEC4: {
glUniform4i(location, 0, 0, 0, 0);
} break;
case ShaderLanguage::TYPE_FLOAT: {
glUniform1f(location, 0);
} break;
case ShaderLanguage::TYPE_VEC2: {
glUniform2f(location, 0, 0);
} break;
case ShaderLanguage::TYPE_VEC3: {
glUniform3f(location, 0, 0, 0);
} break;
case ShaderLanguage::TYPE_VEC4: {
glUniform4f(location, 0, 0, 0, 0);
} break;
case ShaderLanguage::TYPE_MAT2: {
GLfloat mat[4] = { 0, 0, 0, 0 };
glUniformMatrix2fv(location, 1, GL_FALSE, mat);
} break;
case ShaderLanguage::TYPE_MAT3: {
GLfloat mat[9] = { 0, 0, 0, 0, 0, 0, 0, 0, 0 };
glUniformMatrix3fv(location, 1, GL_FALSE, mat);
} break;
case ShaderLanguage::TYPE_MAT4: {
GLfloat mat[16] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
glUniformMatrix4fv(location, 1, GL_FALSE, mat);
} break;
case ShaderLanguage::TYPE_SAMPLER2D: {
} break;
case ShaderLanguage::TYPE_SAMPLEREXT: {
} break;
case ShaderLanguage::TYPE_ISAMPLER2D: {
} break;
case ShaderLanguage::TYPE_USAMPLER2D: {
} break;
case ShaderLanguage::TYPE_SAMPLERCUBE: {
} break;
case ShaderLanguage::TYPE_SAMPLER2DARRAY:
case ShaderLanguage::TYPE_ISAMPLER2DARRAY:
case ShaderLanguage::TYPE_USAMPLER2DARRAY:
case ShaderLanguage::TYPE_SAMPLER3D:
case ShaderLanguage::TYPE_ISAMPLER3D:
case ShaderLanguage::TYPE_USAMPLER3D: {
// Not implemented in GLES2
} break;
case ShaderLanguage::TYPE_VOID: {
// Nothing to do?
} break;
default: {
ERR_PRINT("ShaderNode type missing, bug?");
} break;
}
}
}
}
ShaderGLES2::ShaderGLES2() {
version = nullptr;
last_custom_code = 1;
uniforms_dirty = true;
}
ShaderGLES2::~ShaderGLES2() {
finish();
}