/*************************************************************************/ /* shader_gles2.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2018 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. */ /*************************************************************************/ #ifndef SHADER_GLES2_H #define SHADER_GLES2_H #include #include "platform_config.h" #ifndef GLES2_INCLUDE_H #include #else #include GLES2_INCLUDE_H #endif #include "camera_matrix.h" #include "hash_map.h" #include "map.h" #include "variant.h" #include "core/pair.h" #include "servers/visual/shader_language.h" class RasterizerStorageGLES2; class ShaderGLES2 { protected: struct Enum { uint64_t mask; uint64_t shift; const char *defines[16]; }; struct EnumValue { uint64_t set_mask; uint64_t clear_mask; }; struct AttributePair { const char *name; int index; }; struct UniformPair { const char *name; Variant::Type type_hint; }; struct TexUnitPair { const char *name; int index; }; bool uniforms_dirty; private: //@TODO Optimize to a fixed set of shader pools and use a LRU int uniform_count; int texunit_pair_count; int conditional_count; int vertex_code_start; int fragment_code_start; int attribute_pair_count; struct CustomCode { String vertex; String vertex_globals; String fragment; String fragment_globals; String light; uint32_t version; Vector texture_uniforms; Vector custom_uniforms; Vector custom_defines; }; struct Version { GLuint id; GLuint vert_id; GLuint frag_id; Vector uniform_names; GLint *uniform_location; Vector texture_uniform_locations; Map custom_uniform_locations; uint32_t code_version; bool ok; Version() { code_version = 0; ok = false; uniform_location = NULL; } }; Version *version; union VersionKey { struct { uint32_t version; uint32_t code_version; }; uint64_t key; bool operator==(const VersionKey &p_key) const { return key == p_key.key; } bool operator<(const VersionKey &p_key) const { return key < p_key.key; } }; struct VersionKeyHash { static _FORCE_INLINE_ uint32_t hash(const VersionKey &p_key) { return HashMapHasherDefault::hash(p_key.key); } }; //this should use a way more cachefriendly version.. HashMap version_map; HashMap custom_code_map; uint32_t last_custom_code; VersionKey conditional_version; VersionKey new_conditional_version; virtual String get_shader_name() const = 0; const char **conditional_defines; const char **uniform_names; const AttributePair *attribute_pairs; const TexUnitPair *texunit_pairs; const char *vertex_code; const char *fragment_code; CharString fragment_code0; CharString fragment_code1; CharString fragment_code2; CharString fragment_code3; CharString vertex_code0; CharString vertex_code1; CharString vertex_code2; Vector custom_defines; Version *get_current_version(); static ShaderGLES2 *active; int max_image_units; Map uniform_defaults; Map uniform_cameras; Map > > uniform_values; protected: _FORCE_INLINE_ int _get_uniform(int p_which) const; _FORCE_INLINE_ void _set_conditional(int p_which, bool p_value); void 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); ShaderGLES2(); public: enum { CUSTOM_SHADER_DISABLED = 0 }; GLint get_uniform_location(const String &p_name) const; GLint get_uniform_location(int p_index) const; static _FORCE_INLINE_ ShaderGLES2 *get_active() { return active; } bool is_dirty() const; 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 > &value) { if (p_uniform < 0) return; const Vector &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; } } _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, const String &p_vertex_globals, const String &p_fragment, const String &p_light, const String &p_fragment_globals, const Vector &p_uniforms, const Vector &p_texture_uniforms, const Vector &p_custom_defines); void set_custom_shader(uint32_t p_code_id); void free_custom_shader(uint32_t p_code_id); 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); uint32_t get_version() const { return new_conditional_version.version; } 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()); } virtual ~ShaderGLES2(); }; // called a lot, made inline int ShaderGLES2::_get_uniform(int p_which) const { ERR_FAIL_INDEX_V(p_which, uniform_count, -1); ERR_FAIL_COND_V(!version, -1); return version->uniform_location[p_which]; } void ShaderGLES2::_set_conditional(int p_which, bool p_value) { ERR_FAIL_INDEX(p_which, conditional_count); if (p_value) new_conditional_version.version |= (1 << p_which); else new_conditional_version.version &= ~(1 << p_which); } #endif