godot/drivers/gles3/shader_gles3.h

400 lines
9.8 KiB
C++

/*************************************************************************/
/* shader_gles2.h */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#ifndef SHADER_GLES3_H
#define SHADER_GLES3_H
#include <stdio.h>
#include "platform_config.h"
#ifndef GLES3_INCLUDE_H
#include <GLES3/gl3.h>
#else
#include GLES3_INCLUDE_H
#endif
#include "hash_map.h"
#include "map.h"
#include "variant.h"
#include "camera_matrix.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class ShaderGLES3 {
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;
};
struct UBOPair {
const char *name;
int index;
};
struct Feedback {
const char *name;
int conditional;
};
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 ubo_count;
int feedback_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;
String uniforms;
uint32_t version;
Vector<StringName> texture_uniforms;
Vector<CharString> custom_defines;
};
struct Version {
GLuint id;
GLuint vert_id;
GLuint frag_id;
GLint *uniform_location;
Vector<GLint> texture_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 HashMapHahserDefault::hash(p_key.key); };
};
//this should use a way more cachefriendly version..
HashMap<VersionKey,Version,VersionKeyHash> version_map;
HashMap<uint32_t,CustomCode> 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 UBOPair *ubo_pairs;
const Feedback *feedbacks;
const char* vertex_code;
const char* fragment_code;
CharString fragment_code0;
CharString fragment_code1;
CharString fragment_code2;
CharString fragment_code3;
CharString fragment_code4;
CharString vertex_code0;
CharString vertex_code1;
CharString vertex_code2;
CharString vertex_code3;
Vector<CharString> custom_defines;
int base_material_tex_index;
Version * get_current_version();
static ShaderGLES3 *active;
int max_image_units;
_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::MATRIX32: {
Matrix32 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::MATRIX3:
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;
default: { ERR_FAIL(); } // do nothing
}
}
Map<uint32_t,Variant> uniform_defaults;
Map<uint32_t,CameraMatrix> uniform_cameras;
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 UBOPair *p_ubo_pairs,int p_ubo_pair_count, const Feedback* p_feedback, int p_feedback_count,const char*p_vertex_code, const char *p_fragment_code,int p_vertex_code_start,int p_fragment_code_start);
ShaderGLES3();
public:
enum {
CUSTOM_SHADER_DISABLED=0
};
GLint get_uniform_location(const String& p_name) const;
GLint get_uniform_location(int p_uniform) const;
static _FORCE_INLINE_ ShaderGLES3 *get_active() { return active; };
bool bind();
void unbind();
void bind_uniforms();
inline GLuint get_program() const { return version?version->id:0; }
void clear_caches();
uint32_t create_custom_shader();
void set_custom_shader_code(uint32_t p_id,const String& p_vertex, const String& p_vertex_globals,const String& p_fragment,const String& p_p_light,const String& p_fragment_globals,const String& p_uniforms,const Vector<StringName>& p_texture_uniforms,const Vector<CharString> &p_custom_defines);
void set_custom_shader(uint32_t p_id);
void free_custom_shader(uint32_t p_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;
}
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 ~ShaderGLES3();
};
// called a lot, made inline
int ShaderGLES3::_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 ShaderGLES3::_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