godot/drivers/gles2/shader_gles2.cpp

1044 lines
27 KiB
C++

/*************************************************************************/
/* shader_gles2.cpp */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#include "shader_gles2.h"
#include "core/os/memory.h"
#include "core/print_string.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 = NULL;
//#define DEBUG_SHADER
#ifdef DEBUG_SHADER
#define DEBUG_PRINT(m_text) print_line(m_text);
#else
#define DEBUG_PRINT(m_text)
#endif
void ShaderGLES2::bind_uniforms() {
if (!uniforms_dirty)
return;
// regular uniforms
const Map<uint32_t, Variant>::Element *E = uniform_defaults.front();
while (E) {
int idx = E->key();
int location = version->uniform_location[idx];
if (location < 0) {
E = E->next();
continue;
}
Variant v;
v = E->value();
_set_uniform_variant(location, v);
E = E->next();
}
// camera uniforms
const Map<uint32_t, CameraMatrix>::Element *C = uniform_cameras.front();
while (C) {
int idx = E->key();
int location = version->uniform_location[idx];
if (location < 0) {
C = C->next();
continue;
}
glUniformMatrix4fv(location, 1, GL_FALSE, &(C->get().matrix[0][0]));
C = C->next();
}
uniforms_dirty = false;
}
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);
// find out uniform names and locations
int count;
glGetProgramiv(version->id, GL_ACTIVE_UNIFORMS, &count);
version->uniform_names.resize(count);
for (int i = 0; i < count; i++) {
GLchar uniform_name[1024];
int len = 0;
GLint size = 0;
GLenum type;
glGetActiveUniform(version->id, i, 1024, &len, &size, &type, uniform_name);
uniform_name[len] = '\0';
String name = String((const char *)uniform_name);
version->uniform_names.write[i] = name;
}
bind_uniforms();
DEBUG_TEST_ERROR("use program");
active = this;
uniforms_dirty = true;
return true;
}
void ShaderGLES2::unbind() {
version = NULL;
glUseProgram(0);
uniforms_dirty = true;
active = NULL;
}
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(itos(line) + ": " + lines[j]);
line++;
}
ERR_PRINTS(p_error);
}
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");
#endif
int define_line_ofs = 1;
for (int j = 0; j < conditional_count; j++) {
bool enable = (conditional_version.version & (1 << j)) > 0;
if (enable) {
strings.push_back(conditional_defines[j]);
define_line_ofs++;
DEBUG_PRINT(conditional_defines[j]);
}
}
// keep them around during the function
CharString code_string;
CharString code_string2;
CharString code_globals;
CustomCode *cc = NULL;
if (conditional_version.code_version > 0) {
cc = custom_code_map.getptr(conditional_version.code_version);
ERR_FAIL_COND_V(!cc, NULL);
v.code_version = cc->version;
define_line_ofs += 2;
}
// program
v.id = glCreateProgram();
ERR_FAIL_COND_V(v.id == 0, NULL);
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], NULL);
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(NULL);
}
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->fragment.ascii();
strings.push_back(code_string.get_data());
}
strings.push_back(fragment_code2.get_data());
if (cc) {
code_string2 = cc->light.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], NULL);
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(NULL);
}
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(NULL);
}
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(NULL);
}
// 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++) {
StringName native_uniform_name = "m_" + cc->custom_uniforms[i];
GLint location = glGetUniformLocation(v.id, ((String)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++) {
StringName native_uniform_name = "m_" + cc->texture_uniforms[i];
GLint location = glGetUniformLocation(v.id, ((String)native_uniform_name).ascii().get_data());
v.custom_uniform_locations[cc->texture_uniforms[i]] = location;
}
}
glUseProgram(0);
v.ok = true;
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);
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;
{
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(code_tag);
if (cpos == -1) {
fragment_code1 = code.ascii();
} else {
fragment_code1 = code.substr(0, cpos).ascii();
String code2 = code.substr(cpos + code_tag.length(), code.length());
cpos = code2.find(light_code_tag);
if (cpos == -1) {
fragment_code2 = code2.ascii();
} else {
fragment_code2 = code2.substr(0, cpos).ascii();
fragment_code3 = code2.substr(cpos + light_code_tag.length(), code2.length()).ascii();
}
}
}
}
glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &max_image_units);
}
void ShaderGLES2::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 ShaderGLES2::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 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;
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, Variant>::Element *V = material->params.find(E->key());
Pair<ShaderLanguage::DataType, Vector<ShaderLanguage::ConstantNode::Value> > value;
value.first = E->get().type;
value.second = E->get().default_value;
if (V) {
value.second = Vector<ShaderLanguage::ConstantNode::Value>();
value.second.resize(E->get().default_value.size());
switch (E->get().type) {
case ShaderLanguage::TYPE_BOOL: {
if (value.second.size() < 1)
value.second.resize(1);
value.second.write[0].boolean = V->get();
} break;
case ShaderLanguage::TYPE_BVEC2: {
if (value.second.size() < 2)
value.second.resize(2);
int flags = V->get();
value.second.write[0].boolean = flags & 1;
value.second.write[1].boolean = flags & 2;
} break;
case ShaderLanguage::TYPE_BVEC3: {
if (value.second.size() < 3)
value.second.resize(3);
int flags = V->get();
value.second.write[0].boolean = flags & 1;
value.second.write[1].boolean = flags & 2;
value.second.write[2].boolean = flags & 4;
} break;
case ShaderLanguage::TYPE_BVEC4: {
if (value.second.size() < 4)
value.second.resize(4);
int flags = V->get();
value.second.write[0].boolean = flags & 1;
value.second.write[1].boolean = flags & 2;
value.second.write[2].boolean = flags & 4;
value.second.write[3].boolean = flags & 8;
} break;
case ShaderLanguage::TYPE_INT: {
if (value.second.size() < 1)
value.second.resize(1);
int val = V->get();
value.second.write[0].sint = val;
} break;
case ShaderLanguage::TYPE_IVEC2: {
if (value.second.size() < 2)
value.second.resize(2);
PoolIntArray val = V->get();
for (int i = 0; i < val.size(); i++) {
value.second.write[i].sint = val[i];
}
} break;
case ShaderLanguage::TYPE_IVEC3: {
if (value.second.size() < 3)
value.second.resize(3);
PoolIntArray val = V->get();
for (int i = 0; i < val.size(); i++) {
value.second.write[i].sint = val[i];
}
} break;
case ShaderLanguage::TYPE_IVEC4: {
if (value.second.size() < 4)
value.second.resize(4);
PoolIntArray val = V->get();
for (int i = 0; i < val.size(); i++) {
value.second.write[i].sint = val[i];
}
} break;
case ShaderLanguage::TYPE_UINT: {
if (value.second.size() < 1)
value.second.resize(1);
uint32_t val = V->get();
value.second.write[0].uint = val;
} break;
case ShaderLanguage::TYPE_UVEC2: {
if (value.second.size() < 2)
value.second.resize(2);
PoolIntArray val = V->get();
for (int i = 0; i < val.size(); i++) {
value.second.write[i].uint = val[i];
}
} break;
case ShaderLanguage::TYPE_UVEC3: {
if (value.second.size() < 3)
value.second.resize(3);
PoolIntArray val = V->get();
for (int i = 0; i < val.size(); i++) {
value.second.write[i].uint = val[i];
}
} break;
case ShaderLanguage::TYPE_UVEC4: {
if (value.second.size() < 4)
value.second.resize(4);
PoolIntArray val = V->get();
for (int i = 0; i < val.size(); i++) {
value.second.write[i].uint = val[i];
}
} break;
case ShaderLanguage::TYPE_FLOAT: {
if (value.second.size() < 1)
value.second.resize(1);
value.second.write[0].real = V->get();
} break;
case ShaderLanguage::TYPE_VEC2: {
if (value.second.size() < 2)
value.second.resize(2);
Vector2 val = V->get();
value.second.write[0].real = val.x;
value.second.write[1].real = val.y;
} break;
case ShaderLanguage::TYPE_VEC3: {
if (value.second.size() < 3)
value.second.resize(3);
Vector3 val = V->get();
value.second.write[0].real = val.x;
value.second.write[1].real = val.y;
value.second.write[2].real = val.z;
} break;
case ShaderLanguage::TYPE_VEC4: {
if (value.second.size() < 4)
value.second.resize(4);
if (V->get().get_type() == Variant::PLANE) {
Plane val = V->get();
value.second.write[0].real = val.normal.x;
value.second.write[1].real = val.normal.y;
value.second.write[2].real = val.normal.z;
value.second.write[3].real = val.d;
} else {
Color val = V->get();
value.second.write[0].real = val.r;
value.second.write[1].real = val.g;
value.second.write[2].real = val.b;
value.second.write[3].real = val.a;
}
} break;
case ShaderLanguage::TYPE_MAT2: {
Transform2D val = V->get();
if (value.second.size() < 4) {
value.second.resize(4);
}
value.second.write[0].real = val.elements[0][0];
value.second.write[1].real = val.elements[0][1];
value.second.write[2].real = val.elements[1][0];
value.second.write[3].real = val.elements[1][1];
} break;
case ShaderLanguage::TYPE_MAT3: {
Basis val = V->get();
if (value.second.size() < 9) {
value.second.resize(9);
}
value.second.write[0].real = val.elements[0][0];
value.second.write[1].real = val.elements[0][1];
value.second.write[2].real = val.elements[0][2];
value.second.write[3].real = val.elements[1][0];
value.second.write[4].real = val.elements[1][1];
value.second.write[5].real = val.elements[1][2];
value.second.write[6].real = val.elements[2][0];
value.second.write[7].real = val.elements[2][1];
value.second.write[8].real = val.elements[2][2];
} break;
case ShaderLanguage::TYPE_MAT4: {
Transform val = V->get();
if (value.second.size() < 16) {
value.second.resize(16);
}
value.second.write[0].real = val.basis.elements[0][0];
value.second.write[1].real = val.basis.elements[0][1];
value.second.write[2].real = val.basis.elements[0][2];
value.second.write[3].real = 0;
value.second.write[4].real = val.basis.elements[1][0];
value.second.write[5].real = val.basis.elements[1][1];
value.second.write[6].real = val.basis.elements[1][2];
value.second.write[7].real = 0;
value.second.write[8].real = val.basis.elements[2][0];
value.second.write[9].real = val.basis.elements[2][1];
value.second.write[10].real = val.basis.elements[2][2];
value.second.write[11].real = 0;
value.second.write[12].real = val.origin[0];
value.second.write[13].real = val.origin[1];
value.second.write[14].real = val.origin[2];
value.second.write[15].real = 1;
} break;
default: {
} break;
}
} else {
if (value.second.size() == 0) {
// No default value set... weird, let's just use zero for everything
size_t default_arg_size = 1;
bool is_float = false;
switch (E->get().type) {
case ShaderLanguage::TYPE_BOOL:
case ShaderLanguage::TYPE_INT:
case ShaderLanguage::TYPE_UINT: {
default_arg_size = 1;
} break;
case ShaderLanguage::TYPE_FLOAT: {
default_arg_size = 1;
is_float = true;
} break;
case ShaderLanguage::TYPE_BVEC2:
case ShaderLanguage::TYPE_IVEC2:
case ShaderLanguage::TYPE_UVEC2: {
default_arg_size = 2;
} break;
case ShaderLanguage::TYPE_VEC2: {
default_arg_size = 2;
is_float = true;
} break;
case ShaderLanguage::TYPE_BVEC3:
case ShaderLanguage::TYPE_IVEC3:
case ShaderLanguage::TYPE_UVEC3: {
default_arg_size = 3;
} break;
case ShaderLanguage::TYPE_VEC3: {
default_arg_size = 3;
is_float = true;
} break;
case ShaderLanguage::TYPE_BVEC4:
case ShaderLanguage::TYPE_IVEC4:
case ShaderLanguage::TYPE_UVEC4: {
default_arg_size = 4;
} break;
case ShaderLanguage::TYPE_VEC4: {
default_arg_size = 4;
is_float = true;
} break;
default: {
// TODO matricies and all that stuff
default_arg_size = 1;
} break;
}
value.second.resize(default_arg_size);
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;
}
}
}
}
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() {
version = NULL;
last_custom_code = 1;
uniforms_dirty = true;
}
ShaderGLES2::~ShaderGLES2() {
finish();
}