Massive improvement to GLES2 performance, rewrote most ShaderGLES2 class.
This fixes #26337
This commit is contained in:
parent
9ca6ffa341
commit
5efd693384
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@ -1265,9 +1265,9 @@ bool RasterizerSceneGLES2::_setup_material(RasterizerStorageGLES2::Material *p_m
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}
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int tc = p_material->textures.size();
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Pair<StringName, RID> *textures = p_material->textures.ptrw();
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const Pair<StringName, RID> *textures = p_material->textures.ptr();
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ShaderLanguage::ShaderNode::Uniform::Hint *texture_hints = p_material->shader->texture_hints.ptrw();
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const ShaderLanguage::ShaderNode::Uniform::Hint *texture_hints = p_material->shader->texture_hints.ptr();
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state.scene_shader.set_uniform(SceneShaderGLES2::SKELETON_TEXTURE_SIZE, p_skeleton_tex_size);
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@ -69,51 +69,6 @@ ShaderGLES2 *ShaderGLES2::active = NULL;
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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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@ -139,28 +94,6 @@ bool ShaderGLES2::bind() {
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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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@ -513,6 +446,7 @@ ShaderGLES2::Version *ShaderGLES2::get_current_version() {
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String native_uniform_name = _mkid(cc->texture_uniforms[i]);
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GLint location = glGetUniformLocation(v.id, (native_uniform_name).ascii().get_data());
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v.custom_uniform_locations[cc->texture_uniforms[i]] = location;
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glUniform1i(location, i);
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}
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}
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@ -732,340 +666,315 @@ void ShaderGLES2::use_material(void *p_material) {
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if (E->get().texture_order >= 0)
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continue; // this is a texture, doesn't go here
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Map<StringName, GLint>::Element *L = v->custom_uniform_locations.find(E->key());
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if (!L || L->get() < 0)
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continue; //uniform not valid
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GLuint location = L->get();
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Map<StringName, Variant>::Element *V = material->params.find(E->key());
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Pair<ShaderLanguage::DataType, Vector<ShaderLanguage::ConstantNode::Value> > value;
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value.first = E->get().type;
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value.second = E->get().default_value;
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if (V) {
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value.second = Vector<ShaderLanguage::ConstantNode::Value>();
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value.second.resize(E->get().default_value.size());
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switch (E->get().type) {
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case ShaderLanguage::TYPE_BOOL: {
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if (value.second.size() < 1)
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value.second.resize(1);
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value.second.write[0].boolean = V->get();
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bool boolean = V->get();
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glUniform1i(location, boolean ? 1 : 0);
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} break;
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case ShaderLanguage::TYPE_BVEC2: {
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if (value.second.size() < 2)
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value.second.resize(2);
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int flags = V->get();
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value.second.write[0].boolean = flags & 1;
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value.second.write[1].boolean = flags & 2;
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glUniform2i(location, (flags & 1) ? 1 : 0, (flags & 2) ? 1 : 0);
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} break;
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case ShaderLanguage::TYPE_BVEC3: {
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if (value.second.size() < 3)
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value.second.resize(3);
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int flags = V->get();
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value.second.write[0].boolean = flags & 1;
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value.second.write[1].boolean = flags & 2;
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value.second.write[2].boolean = flags & 4;
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glUniform3i(location, (flags & 1) ? 1 : 0, (flags & 2) ? 1 : 0, (flags & 4) ? 1 : 0);
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} break;
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case ShaderLanguage::TYPE_BVEC4: {
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if (value.second.size() < 4)
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value.second.resize(4);
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int flags = V->get();
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value.second.write[0].boolean = flags & 1;
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value.second.write[1].boolean = flags & 2;
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value.second.write[2].boolean = flags & 4;
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value.second.write[3].boolean = flags & 8;
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} break;
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case ShaderLanguage::TYPE_INT: {
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if (value.second.size() < 1)
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value.second.resize(1);
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int val = V->get();
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value.second.write[0].sint = val;
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} break;
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case ShaderLanguage::TYPE_IVEC2: {
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if (value.second.size() < 2)
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value.second.resize(2);
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PoolIntArray val = V->get();
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for (int i = 0; i < val.size(); i++) {
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value.second.write[i].sint = val[i];
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}
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} break;
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case ShaderLanguage::TYPE_IVEC3: {
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if (value.second.size() < 3)
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value.second.resize(3);
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PoolIntArray val = V->get();
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for (int i = 0; i < val.size(); i++) {
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value.second.write[i].sint = val[i];
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}
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} break;
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case ShaderLanguage::TYPE_IVEC4: {
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if (value.second.size() < 4)
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value.second.resize(4);
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PoolIntArray val = V->get();
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for (int i = 0; i < val.size(); i++) {
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value.second.write[i].sint = val[i];
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}
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glUniform4i(location, (flags & 1) ? 1 : 0, (flags & 2) ? 1 : 0, (flags & 4) ? 1 : 0, (flags & 8) ? 1 : 0);
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} break;
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case ShaderLanguage::TYPE_INT:
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case ShaderLanguage::TYPE_UINT: {
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if (value.second.size() < 1)
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value.second.resize(1);
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uint32_t val = V->get();
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value.second.write[0].uint = val;
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int value = V->get();
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glUniform1i(location, value);
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} break;
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case ShaderLanguage::TYPE_IVEC2:
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case ShaderLanguage::TYPE_UVEC2: {
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if (value.second.size() < 2)
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value.second.resize(2);
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PoolIntArray val = V->get();
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for (int i = 0; i < val.size(); i++) {
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value.second.write[i].uint = val[i];
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Array r = V->get();
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const int count = 2;
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if (r.size() == count) {
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int values[count];
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for (int i = 0; i < count; i++) {
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values[i] = r[i];
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}
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glUniform2i(location, values[0], values[1]);
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}
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} break;
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case ShaderLanguage::TYPE_IVEC3:
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case ShaderLanguage::TYPE_UVEC3: {
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if (value.second.size() < 3)
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value.second.resize(3);
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PoolIntArray val = V->get();
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for (int i = 0; i < val.size(); i++) {
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value.second.write[i].uint = val[i];
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Array r = V->get();
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const int count = 3;
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if (r.size() == count) {
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int values[count];
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for (int i = 0; i < count; i++) {
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values[i] = r[i];
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}
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glUniform3i(location, values[0], values[1], values[2]);
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}
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} break;
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case ShaderLanguage::TYPE_IVEC4:
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case ShaderLanguage::TYPE_UVEC4: {
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if (value.second.size() < 4)
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value.second.resize(4);
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PoolIntArray val = V->get();
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for (int i = 0; i < val.size(); i++) {
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value.second.write[i].uint = val[i];
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Array r = V->get();
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const int count = 4;
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if (r.size() == count) {
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int values[count];
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for (int i = 0; i < count; i++) {
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values[i] = r[i];
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}
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glUniform4i(location, values[0], values[1], values[2], values[3]);
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}
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} break;
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case ShaderLanguage::TYPE_FLOAT: {
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if (value.second.size() < 1)
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value.second.resize(1);
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value.second.write[0].real = V->get();
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float value = V->get();
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glUniform1f(location, value);
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} break;
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case ShaderLanguage::TYPE_VEC2: {
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if (value.second.size() < 2)
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value.second.resize(2);
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Vector2 val = V->get();
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value.second.write[0].real = val.x;
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value.second.write[1].real = val.y;
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Vector2 value = V->get();
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glUniform2f(location, value.x, value.y);
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} break;
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case ShaderLanguage::TYPE_VEC3: {
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if (value.second.size() < 3)
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value.second.resize(3);
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Vector3 val = V->get();
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value.second.write[0].real = val.x;
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value.second.write[1].real = val.y;
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value.second.write[2].real = val.z;
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Vector3 value = V->get();
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glUniform3f(location, value.x, value.y, value.z);
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} break;
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case ShaderLanguage::TYPE_VEC4: {
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if (value.second.size() < 4)
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value.second.resize(4);
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if (V->get().get_type() == Variant::PLANE) {
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Plane val = V->get();
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value.second.write[0].real = val.normal.x;
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value.second.write[1].real = val.normal.y;
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value.second.write[2].real = val.normal.z;
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value.second.write[3].real = val.d;
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if (V->get().get_type() == Variant::COLOR) {
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Color value = V->get();
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glUniform4f(location, value.r, value.g, value.b, value.a);
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} else if (V->get().get_type() == Variant::QUAT) {
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Quat value = V->get();
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glUniform4f(location, value.x, value.y, value.z, value.w);
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} else {
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Color val = V->get();
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value.second.write[0].real = val.r;
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value.second.write[1].real = val.g;
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value.second.write[2].real = val.b;
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value.second.write[3].real = val.a;
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Plane value = V->get();
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glUniform4f(location, value.normal.x, value.normal.y, value.normal.z, value.d);
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}
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} break;
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case ShaderLanguage::TYPE_MAT2: {
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Transform2D val = V->get();
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if (value.second.size() < 4) {
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value.second.resize(4);
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}
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value.second.write[0].real = val.elements[0][0];
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value.second.write[1].real = val.elements[0][1];
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value.second.write[2].real = val.elements[1][0];
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value.second.write[3].real = val.elements[1][1];
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Transform2D tr = V->get();
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GLfloat matrix[4] = {
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/* build a 16x16 matrix */
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tr.elements[0][0],
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tr.elements[0][1],
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tr.elements[1][0],
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tr.elements[1][1],
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};
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glUniformMatrix2fv(location, 1, GL_FALSE, matrix);
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} break;
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case ShaderLanguage::TYPE_MAT3: {
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Basis val = V->get();
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if (value.second.size() < 9) {
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value.second.resize(9);
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}
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GLfloat mat[9] = {
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val.elements[0][0],
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val.elements[1][0],
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val.elements[2][0],
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val.elements[0][1],
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val.elements[1][1],
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val.elements[2][1],
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val.elements[0][2],
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val.elements[1][2],
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val.elements[2][2],
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};
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glUniformMatrix3fv(location, 1, GL_FALSE, mat);
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value.second.write[0].real = val.elements[0][0];
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value.second.write[1].real = val.elements[0][1];
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value.second.write[2].real = val.elements[0][2];
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value.second.write[3].real = val.elements[1][0];
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value.second.write[4].real = val.elements[1][1];
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value.second.write[5].real = val.elements[1][2];
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value.second.write[6].real = val.elements[2][0];
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value.second.write[7].real = val.elements[2][1];
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value.second.write[8].real = val.elements[2][2];
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} break;
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case ShaderLanguage::TYPE_MAT4: {
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Transform val = V->get();
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if (value.second.size() < 16) {
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value.second.resize(16);
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}
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Transform2D tr = V->get();
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GLfloat matrix[16] = { /* build a 16x16 matrix */
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tr.elements[0][0],
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tr.elements[0][1],
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0,
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0,
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tr.elements[1][0],
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tr.elements[1][1],
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0,
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0,
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0,
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0,
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1,
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0,
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tr.elements[2][0],
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tr.elements[2][1],
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0,
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1
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};
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glUniformMatrix4fv(location, 1, GL_FALSE, matrix);
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value.second.write[0].real = val.basis.elements[0][0];
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value.second.write[1].real = val.basis.elements[0][1];
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value.second.write[2].real = val.basis.elements[0][2];
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value.second.write[3].real = 0;
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value.second.write[4].real = val.basis.elements[1][0];
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value.second.write[5].real = val.basis.elements[1][1];
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value.second.write[6].real = val.basis.elements[1][2];
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value.second.write[7].real = 0;
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value.second.write[8].real = val.basis.elements[2][0];
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value.second.write[9].real = val.basis.elements[2][1];
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value.second.write[10].real = val.basis.elements[2][2];
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value.second.write[11].real = 0;
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value.second.write[12].real = val.origin[0];
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value.second.write[13].real = val.origin[1];
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value.second.write[14].real = val.origin[2];
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value.second.write[15].real = 1;
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} break;
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default: {
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ERR_PRINT("type missing, bug?");
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} break;
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}
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} else {
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if (value.second.size() == 0) {
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// No default value set... weird, let's just use zero for everything
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size_t default_arg_size = 1;
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bool is_float = false;
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switch (E->get().type) {
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case ShaderLanguage::TYPE_BOOL:
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case ShaderLanguage::TYPE_INT:
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case ShaderLanguage::TYPE_UINT: {
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default_arg_size = 1;
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} break;
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} else if (E->get().default_value.size()) {
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const Vector<ShaderLanguage::ConstantNode::Value> &values = E->get().default_value;
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switch (E->get().type) {
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case ShaderLanguage::TYPE_BOOL: {
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glUniform1i(location, values[0].boolean);
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} break;
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case ShaderLanguage::TYPE_FLOAT: {
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default_arg_size = 1;
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is_float = true;
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} break;
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case ShaderLanguage::TYPE_BVEC2: {
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glUniform2i(location, values[0].boolean, values[1].boolean);
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} break;
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case ShaderLanguage::TYPE_BVEC2:
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case ShaderLanguage::TYPE_IVEC2:
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case ShaderLanguage::TYPE_UVEC2: {
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default_arg_size = 2;
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} break;
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case ShaderLanguage::TYPE_BVEC3: {
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glUniform3i(location, values[0].boolean, values[1].boolean, values[2].boolean);
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} break;
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case ShaderLanguage::TYPE_VEC2: {
|
||||
default_arg_size = 2;
|
||||
is_float = true;
|
||||
} break;
|
||||
case ShaderLanguage::TYPE_BVEC4: {
|
||||
glUniform4i(location, values[0].boolean, values[1].boolean, values[2].boolean, values[3].boolean);
|
||||
} break;
|
||||
|
||||
case ShaderLanguage::TYPE_BVEC3:
|
||||
case ShaderLanguage::TYPE_IVEC3:
|
||||
case ShaderLanguage::TYPE_UVEC3: {
|
||||
default_arg_size = 3;
|
||||
} break;
|
||||
case ShaderLanguage::TYPE_INT: {
|
||||
glUniform1i(location, values[0].sint);
|
||||
} break;
|
||||
|
||||
case ShaderLanguage::TYPE_VEC3: {
|
||||
default_arg_size = 3;
|
||||
is_float = true;
|
||||
} break;
|
||||
case ShaderLanguage::TYPE_IVEC2: {
|
||||
glUniform2i(location, values[0].sint, values[1].sint);
|
||||
} break;
|
||||
|
||||
case ShaderLanguage::TYPE_BVEC4:
|
||||
case ShaderLanguage::TYPE_IVEC4:
|
||||
case ShaderLanguage::TYPE_UVEC4: {
|
||||
default_arg_size = 4;
|
||||
} break;
|
||||
case ShaderLanguage::TYPE_IVEC3: {
|
||||
glUniform3i(location, values[0].sint, values[1].sint, values[2].sint);
|
||||
} break;
|
||||
|
||||
case ShaderLanguage::TYPE_VEC4: {
|
||||
default_arg_size = 4;
|
||||
is_float = true;
|
||||
} break;
|
||||
case ShaderLanguage::TYPE_IVEC4: {
|
||||
glUniform4i(location, values[0].sint, values[1].sint, values[2].sint, values[3].sint);
|
||||
} break;
|
||||
|
||||
default: {
|
||||
// TODO matricies and all that stuff
|
||||
default_arg_size = 1;
|
||||
} break;
|
||||
}
|
||||
case ShaderLanguage::TYPE_UINT: {
|
||||
glUniform1i(location, values[0].uint);
|
||||
} break;
|
||||
|
||||
value.second.resize(default_arg_size);
|
||||
case ShaderLanguage::TYPE_UVEC2: {
|
||||
glUniform2i(location, values[0].uint, values[1].uint);
|
||||
} break;
|
||||
|
||||
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;
|
||||
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_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("type missing, bug?");
|
||||
} break;
|
||||
}
|
||||
}
|
||||
|
||||
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() {
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/*************************************************************************/
|
||||
/*************************************************************************/
|
||||
/* shader_gles2.h */
|
||||
/*************************************************************************/
|
||||
/* This file is part of: */
|
||||
|
@ -112,7 +112,6 @@ private:
|
|||
GLuint id;
|
||||
GLuint vert_id;
|
||||
GLuint frag_id;
|
||||
Vector<StringName> uniform_names;
|
||||
GLint *uniform_location;
|
||||
Vector<GLint> texture_uniform_locations;
|
||||
Map<StringName, GLint> custom_uniform_locations;
|
||||
|
@ -177,9 +176,6 @@ private:
|
|||
|
||||
int max_image_units;
|
||||
|
||||
Map<uint32_t, Variant> uniform_defaults;
|
||||
Map<uint32_t, CameraMatrix> uniform_cameras;
|
||||
|
||||
Map<StringName, Pair<ShaderLanguage::DataType, Vector<ShaderLanguage::ConstantNode::Value> > > uniform_values;
|
||||
|
||||
protected:
|
||||
|
@ -212,246 +208,11 @@ public:
|
|||
static _FORCE_INLINE_ ShaderGLES2 *get_active() { return active; }
|
||||
bool bind();
|
||||
void unbind();
|
||||
void bind_uniforms();
|
||||
|
||||
inline GLuint get_program() const { return version ? version->id : 0; }
|
||||
|
||||
void clear_caches();
|
||||
|
||||
_FORCE_INLINE_ void _set_uniform_value(GLint p_uniform, const Pair<ShaderLanguage::DataType, Vector<ShaderLanguage::ConstantNode::Value> > &value) {
|
||||
if (p_uniform < 0)
|
||||
return;
|
||||
|
||||
const Vector<ShaderLanguage::ConstantNode::Value> &values = value.second;
|
||||
|
||||
switch (value.first) {
|
||||
case ShaderLanguage::TYPE_BOOL: {
|
||||
glUniform1i(p_uniform, values[0].boolean);
|
||||
} break;
|
||||
|
||||
case ShaderLanguage::TYPE_BVEC2: {
|
||||
glUniform2i(p_uniform, values[0].boolean, values[1].boolean);
|
||||
} break;
|
||||
|
||||
case ShaderLanguage::TYPE_BVEC3: {
|
||||
glUniform3i(p_uniform, values[0].boolean, values[1].boolean, values[2].boolean);
|
||||
} break;
|
||||
|
||||
case ShaderLanguage::TYPE_BVEC4: {
|
||||
glUniform4i(p_uniform, values[0].boolean, values[1].boolean, values[2].boolean, values[3].boolean);
|
||||
} break;
|
||||
|
||||
case ShaderLanguage::TYPE_INT: {
|
||||
glUniform1i(p_uniform, values[0].sint);
|
||||
} break;
|
||||
|
||||
case ShaderLanguage::TYPE_IVEC2: {
|
||||
glUniform2i(p_uniform, values[0].sint, values[1].sint);
|
||||
} break;
|
||||
|
||||
case ShaderLanguage::TYPE_IVEC3: {
|
||||
glUniform3i(p_uniform, values[0].sint, values[1].sint, values[2].sint);
|
||||
} break;
|
||||
|
||||
case ShaderLanguage::TYPE_IVEC4: {
|
||||
glUniform4i(p_uniform, values[0].sint, values[1].sint, values[2].sint, values[3].sint);
|
||||
} break;
|
||||
|
||||
case ShaderLanguage::TYPE_UINT: {
|
||||
glUniform1i(p_uniform, values[0].uint);
|
||||
} break;
|
||||
|
||||
case ShaderLanguage::TYPE_UVEC2: {
|
||||
glUniform2i(p_uniform, values[0].uint, values[1].uint);
|
||||
} break;
|
||||
|
||||
case ShaderLanguage::TYPE_UVEC3: {
|
||||
glUniform3i(p_uniform, values[0].uint, values[1].uint, values[2].uint);
|
||||
} break;
|
||||
|
||||
case ShaderLanguage::TYPE_UVEC4: {
|
||||
glUniform4i(p_uniform, values[0].uint, values[1].uint, values[2].uint, values[3].uint);
|
||||
} break;
|
||||
|
||||
case ShaderLanguage::TYPE_FLOAT: {
|
||||
glUniform1f(p_uniform, values[0].real);
|
||||
} break;
|
||||
|
||||
case ShaderLanguage::TYPE_VEC2: {
|
||||
glUniform2f(p_uniform, values[0].real, values[1].real);
|
||||
} break;
|
||||
|
||||
case ShaderLanguage::TYPE_VEC3: {
|
||||
glUniform3f(p_uniform, values[0].real, values[1].real, values[2].real);
|
||||
} break;
|
||||
|
||||
case ShaderLanguage::TYPE_VEC4: {
|
||||
glUniform4f(p_uniform, 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(p_uniform, 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(p_uniform, 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(p_uniform, 1, GL_FALSE, mat);
|
||||
|
||||
} break;
|
||||
|
||||
case ShaderLanguage::TYPE_SAMPLER2D: {
|
||||
|
||||
} 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;
|
||||
}
|
||||
}
|
||||
|
||||
_FORCE_INLINE_ void _set_uniform_variant(GLint p_uniform, const Variant &p_value) {
|
||||
|
||||
if (p_uniform < 0)
|
||||
return; // do none
|
||||
switch (p_value.get_type()) {
|
||||
|
||||
case Variant::BOOL:
|
||||
case Variant::INT: {
|
||||
|
||||
int val = p_value;
|
||||
glUniform1i(p_uniform, val);
|
||||
} break;
|
||||
case Variant::REAL: {
|
||||
|
||||
real_t val = p_value;
|
||||
glUniform1f(p_uniform, val);
|
||||
} break;
|
||||
case Variant::COLOR: {
|
||||
|
||||
Color val = p_value;
|
||||
glUniform4f(p_uniform, val.r, val.g, val.b, val.a);
|
||||
} break;
|
||||
case Variant::VECTOR2: {
|
||||
|
||||
Vector2 val = p_value;
|
||||
glUniform2f(p_uniform, val.x, val.y);
|
||||
} break;
|
||||
case Variant::VECTOR3: {
|
||||
|
||||
Vector3 val = p_value;
|
||||
glUniform3f(p_uniform, val.x, val.y, val.z);
|
||||
} break;
|
||||
case Variant::PLANE: {
|
||||
|
||||
Plane val = p_value;
|
||||
glUniform4f(p_uniform, val.normal.x, val.normal.y, val.normal.z, val.d);
|
||||
} break;
|
||||
case Variant::QUAT: {
|
||||
|
||||
Quat val = p_value;
|
||||
glUniform4f(p_uniform, val.x, val.y, val.z, val.w);
|
||||
} break;
|
||||
|
||||
case Variant::TRANSFORM2D: {
|
||||
|
||||
Transform2D tr = p_value;
|
||||
GLfloat matrix[16] = { /* build a 16x16 matrix */
|
||||
tr.elements[0][0],
|
||||
tr.elements[0][1],
|
||||
0,
|
||||
0,
|
||||
tr.elements[1][0],
|
||||
tr.elements[1][1],
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
1,
|
||||
0,
|
||||
tr.elements[2][0],
|
||||
tr.elements[2][1],
|
||||
0,
|
||||
1
|
||||
};
|
||||
|
||||
glUniformMatrix4fv(p_uniform, 1, false, matrix);
|
||||
|
||||
} break;
|
||||
case Variant::BASIS:
|
||||
case Variant::TRANSFORM: {
|
||||
|
||||
Transform tr = p_value;
|
||||
GLfloat matrix[16] = { /* build a 16x16 matrix */
|
||||
tr.basis.elements[0][0],
|
||||
tr.basis.elements[1][0],
|
||||
tr.basis.elements[2][0],
|
||||
0,
|
||||
tr.basis.elements[0][1],
|
||||
tr.basis.elements[1][1],
|
||||
tr.basis.elements[2][1],
|
||||
0,
|
||||
tr.basis.elements[0][2],
|
||||
tr.basis.elements[1][2],
|
||||
tr.basis.elements[2][2],
|
||||
0,
|
||||
tr.origin.x,
|
||||
tr.origin.y,
|
||||
tr.origin.z,
|
||||
1
|
||||
};
|
||||
|
||||
glUniformMatrix4fv(p_uniform, 1, false, matrix);
|
||||
} break;
|
||||
case Variant::OBJECT: {
|
||||
|
||||
} break;
|
||||
default: { ERR_FAIL(); } // do nothing
|
||||
}
|
||||
}
|
||||
|
||||
uint32_t create_custom_shader();
|
||||
void set_custom_shader_code(uint32_t p_code_id,
|
||||
const String &p_vertex,
|
||||
|
@ -468,18 +229,6 @@ public:
|
|||
|
||||
uint32_t get_version_key() const { return conditional_version.version; }
|
||||
|
||||
void set_uniform_default(int p_idx, const Variant &p_value) {
|
||||
|
||||
if (p_value.get_type() == Variant::NIL) {
|
||||
|
||||
uniform_defaults.erase(p_idx);
|
||||
} else {
|
||||
|
||||
uniform_defaults[p_idx] = p_value;
|
||||
}
|
||||
uniforms_dirty = true;
|
||||
}
|
||||
|
||||
// this void* is actually a RasterizerStorageGLES2::Material, but C++ doesn't
|
||||
// like forward declared nested classes.
|
||||
void use_material(void *p_material);
|
||||
|
@ -487,31 +236,9 @@ public:
|
|||
_FORCE_INLINE_ uint32_t get_version() const { return new_conditional_version.version; }
|
||||
_FORCE_INLINE_ bool is_version_valid() const { return version && version->ok; }
|
||||
|
||||
void set_uniform_camera(int p_idx, const CameraMatrix &p_mat) {
|
||||
|
||||
uniform_cameras[p_idx] = p_mat;
|
||||
uniforms_dirty = true;
|
||||
}
|
||||
|
||||
_FORCE_INLINE_ void set_texture_uniform(int p_idx, const Variant &p_value) {
|
||||
|
||||
ERR_FAIL_COND(!version);
|
||||
ERR_FAIL_INDEX(p_idx, version->texture_uniform_locations.size());
|
||||
_set_uniform_variant(version->texture_uniform_locations[p_idx], p_value);
|
||||
}
|
||||
|
||||
_FORCE_INLINE_ GLint get_texture_uniform_location(int p_idx) {
|
||||
|
||||
ERR_FAIL_COND_V(!version, -1);
|
||||
ERR_FAIL_INDEX_V(p_idx, version->texture_uniform_locations.size(), -1);
|
||||
return version->texture_uniform_locations[p_idx];
|
||||
}
|
||||
|
||||
virtual void init() = 0;
|
||||
void finish();
|
||||
|
||||
void set_base_material_tex_index(int p_idx);
|
||||
|
||||
void add_custom_define(const String &p_define) {
|
||||
custom_defines.push_back(p_define.utf8());
|
||||
}
|
||||
|
|
|
@ -133,15 +133,6 @@ bool ShaderGLES3::bind() {
|
|||
|
||||
active = this;
|
||||
uniforms_dirty = true;
|
||||
/*
|
||||
* why on earth is this code here?
|
||||
for (int i=0;i<texunit_pair_count;i++) {
|
||||
|
||||
glUniform1i(texunit_pairs[i].location, texunit_pairs[i].index);
|
||||
DEBUG_TEST_ERROR("Uniform 1 i");
|
||||
}
|
||||
|
||||
*/
|
||||
return true;
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue