/*************************************************************************/ /* shader_gles2.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */ /* */ /* 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_gles3.h" #include "print_string.h" //#define DEBUG_OPENGL #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 ShaderGLES3 *ShaderGLES3::active=NULL; //#define DEBUG_SHADER #ifdef DEBUG_SHADER #define DEBUG_PRINT(m_text) print_line(m_text); #else #define DEBUG_PRINT(m_text) #endif void ShaderGLES3::bind_uniforms() { if (!uniforms_dirty) { return; }; // upload default uniforms const Map::Element *E =uniform_defaults.front(); while(E) { int idx=E->key(); int location=version->uniform_location[idx]; if (location<0) { E=E->next(); continue; } const Variant &v=E->value(); _set_uniform_variant(location, v); //print_line("uniform "+itos(location)+" value "+v+ " type "+Variant::get_type_name(v.get_type())); E=E->next(); }; const Map::Element* C = uniform_cameras.front(); while (C) { int location = version->uniform_location[C->key()]; if (location<0) { C=C->next(); continue; } glUniformMatrix4fv(location,1,false,&(C->get().matrix[0][0])); C = C->next(); }; uniforms_dirty = false; }; GLint ShaderGLES3::get_uniform_location(int p_idx) const { ERR_FAIL_COND_V(!version, -1); return version->uniform_location[p_idx]; }; bool ShaderGLES3::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); glUseProgram( version->id ); DEBUG_TEST_ERROR("Use Program"); active=this; uniforms_dirty = true; /* * why on earth is this code here? for (int i=0;i& p_code) { int line=1; String total_code; for(int i=0;i lines = String(total_code).split("\n"); for(int j=0;jversion==_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) { //bye bye shaders glDeleteShader( v.vert_id ); glDeleteShader( v.frag_id ); glDeleteProgram( v.id ); v.id=0; } } v.ok=false; /* SETUP CONDITIONALS */ Vector strings; #ifdef GLES_OVER_GL strings.push_back("#version 330\n"); //strings.push_back("#version 300 es\n"); #else strings.push_back("#version 300 es\n"); //ATI requieres this before anything #endif int define_line_ofs=1; for(int i=0;i0 ) { //do custom code related stuff ERR_FAIL_COND_V( !custom_code_map.has( conditional_version.code_version ), NULL ); cc=&custom_code_map[conditional_version.code_version]; v.code_version=cc->version; define_line_ofs+=2; } /* CREATE PROGRAM */ v.id = glCreateProgram(); ERR_FAIL_COND_V(v.id==0, NULL); /* VERTEX SHADER */ if (cc) { for(int i=0;icustom_defines.size();i++) { strings.push_back(cc->custom_defines[i].get_data()); DEBUG_PRINT("CD #"+itos(i)+": "+String(cc->custom_defines[i])); } } int strings_base_size=strings.size(); //vertex precision is high strings.push_back("precision highp float;\n"); strings.push_back("precision highp int;\n"); #if 0 if (cc) { String _code_string = "#define VERTEX_SHADER_CODE "+cc->vertex+"\n"; String _code_globals = "#define VERTEX_SHADER_GLOBALS "+cc->vertex_globals+"\n"; code_string=_code_string.ascii(); code_globals=_code_globals.ascii(); DEBUG_PRINT( code_globals.get_data() ); DEBUG_PRINT( code_string.get_data() ); strings.push_back(code_globals); strings.push_back(code_string); } #endif 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) { material_string=cc->uniforms.ascii(); strings.push_back(material_string.get_data()); } strings.push_back(vertex_code2.get_data()); if (cc) { code_string=cc->vertex.ascii(); strings.push_back(code_string.get_data()); } strings.push_back(vertex_code3.get_data()); #ifdef DEBUG_SHADER DEBUG_PRINT("\nVertex Code:\n\n"+String(code_string.get_data())); for(int i=0;ifragment+"\n"; String _code_globals = "#define FRAGMENT_SHADER_GLOBALS "+cc->fragment_globals+"\n"; code_string=_code_string.ascii(); code_globals=_code_globals.ascii(); DEBUG_PRINT( code_globals.get_data() ); DEBUG_PRINT( code_string.get_data() ); strings.push_back(code_globals); strings.push_back(code_string); } #endif 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) { material_string=cc->uniforms.ascii(); strings.push_back(material_string.get_data()); } strings.push_back(fragment_code2.get_data()); if (cc) { code_string=cc->fragment.ascii(); strings.push_back(code_string.get_data()); } strings.push_back(fragment_code3.get_data()); if (cc) { code_string2=cc->light.ascii(); strings.push_back(code_string2.get_data()); } strings.push_back(fragment_code4.get_data()); #ifdef DEBUG_SHADER DEBUG_PRINT("\nFragment Code:\n\n"+String(code_string.get_data())); for(int i=0;i=0) { if (texunit_pairs[i].index<0) { glUniform1i(loc,max_image_units+texunit_pairs[i].index); //negative, goes down } else { glUniform1i(loc,texunit_pairs[i].index); } } } // assign uniform block bind points for (int i=0;i=0) glUniformBlockBinding(v.id,loc,ubo_pairs[i].index); } if ( cc ) { v.texture_uniform_locations.resize(cc->texture_uniforms.size()); for(int i=0;itexture_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())); } } } } } glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS,&max_image_units); } 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 &p_texture_uniforms, const Vector &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; } ShaderGLES3::~ShaderGLES3() { finish(); }