shader_gles2.cpp 29 KB

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  1. /**************************************************************************/
  2. /* shader_gles2.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #include "shader_gles2.h"
  31. #include "core/os/memory.h"
  32. #include "core/print_string.h"
  33. #include "core/project_settings.h"
  34. #include "core/string_builder.h"
  35. #include "rasterizer_gles2.h"
  36. #include "rasterizer_storage_gles2.h"
  37. // #define DEBUG_OPENGL
  38. // #include "shaders/copy.glsl.gen.h"
  39. #ifdef DEBUG_OPENGL
  40. #define DEBUG_TEST_ERROR(m_section) \
  41. { \
  42. uint32_t err = glGetError(); \
  43. if (err) { \
  44. print_line("OpenGL Error #" + itos(err) + " at: " + m_section); \
  45. } \
  46. }
  47. #else
  48. #define DEBUG_TEST_ERROR(m_section)
  49. #endif
  50. ShaderGLES2 *ShaderGLES2::active = nullptr;
  51. //#define DEBUG_SHADER
  52. #ifdef DEBUG_SHADER
  53. #define DEBUG_PRINT(m_text) print_line(m_text);
  54. #else
  55. #define DEBUG_PRINT(m_text)
  56. #endif
  57. GLint ShaderGLES2::get_uniform_location(int p_index) const {
  58. ERR_FAIL_COND_V(!version, -1);
  59. return version->uniform_location[p_index];
  60. }
  61. bool ShaderGLES2::bind() {
  62. if (active != this || !version || !(new_conditional_version == conditional_version)) {
  63. conditional_version = new_conditional_version;
  64. version = get_current_version();
  65. } else {
  66. return false;
  67. }
  68. ERR_FAIL_COND_V(!version, false);
  69. if (!version->ok) { //broken, unable to bind (do not throw error, you saw it before already when it failed compilation).
  70. glUseProgram(0);
  71. return false;
  72. }
  73. glUseProgram(version->id);
  74. DEBUG_TEST_ERROR("use program");
  75. active = this;
  76. uniforms_dirty = true;
  77. return true;
  78. }
  79. void ShaderGLES2::unbind() {
  80. version = nullptr;
  81. glUseProgram(0);
  82. uniforms_dirty = true;
  83. active = nullptr;
  84. }
  85. static void _display_error_with_code(const String &p_error, const Vector<const char *> &p_code) {
  86. int line = 1;
  87. String total_code;
  88. for (int i = 0; i < p_code.size(); i++) {
  89. total_code += String(p_code[i]);
  90. }
  91. Vector<String> lines = String(total_code).split("\n");
  92. for (int j = 0; j < lines.size(); j++) {
  93. print_line(vformat("%4d | %s", line, lines[j]));
  94. line++;
  95. }
  96. ERR_PRINT(p_error);
  97. }
  98. String ShaderGLES2::_mkid(const String &p_id) {
  99. String id = "m_" + p_id;
  100. return id.replace("__", "_dus_"); //doubleunderscore is reserved in glsl
  101. }
  102. ShaderGLES2::Version *ShaderGLES2::get_current_version() {
  103. Version *_v = version_map.getptr(conditional_version);
  104. if (_v) {
  105. if (conditional_version.code_version != 0) {
  106. CustomCode *cc = custom_code_map.getptr(conditional_version.code_version);
  107. ERR_FAIL_COND_V(!cc, _v);
  108. if (cc->version == _v->code_version) {
  109. return _v;
  110. }
  111. } else {
  112. return _v;
  113. }
  114. }
  115. if (!_v) {
  116. version_map[conditional_version] = Version();
  117. }
  118. Version &v = version_map[conditional_version];
  119. if (!_v) {
  120. v.uniform_location = memnew_arr(GLint, uniform_count);
  121. } else {
  122. if (v.ok) {
  123. glDeleteShader(v.vert_id);
  124. glDeleteShader(v.frag_id);
  125. glDeleteProgram(v.id);
  126. v.id = 0;
  127. }
  128. }
  129. v.ok = false;
  130. Vector<const char *> strings;
  131. #ifdef GLES_OVER_GL
  132. strings.push_back("#version 120\n");
  133. strings.push_back("#define USE_GLES_OVER_GL\n");
  134. #else
  135. strings.push_back("#version 100\n");
  136. //angle does not like
  137. #ifdef JAVASCRIPT_ENABLED
  138. strings.push_back("#define USE_HIGHP_PRECISION\n");
  139. #endif
  140. if (GLOBAL_GET("rendering/gles2/compatibility/enable_high_float.Android")) {
  141. // enable USE_HIGHP_PRECISION but safeguarded by an availability check as highp support is optional in GLES2
  142. // see Section 4.5.4 of the GLSL_ES_Specification_1.00
  143. strings.push_back("#ifdef GL_FRAGMENT_PRECISION_HIGH\n #define USE_HIGHP_PRECISION\n#endif\n");
  144. }
  145. #endif
  146. #ifdef ANDROID_ENABLED
  147. strings.push_back("#define ANDROID_ENABLED\n");
  148. #endif
  149. for (int i = 0; i < custom_defines.size(); i++) {
  150. strings.push_back(custom_defines[i].get_data());
  151. strings.push_back("\n");
  152. }
  153. for (int j = 0; j < conditional_count; j++) {
  154. bool enable = (conditional_version.version & (uint64_t(1) << j)) > 0;
  155. if (enable) {
  156. strings.push_back(conditional_defines[j]);
  157. DEBUG_PRINT(conditional_defines[j]);
  158. }
  159. }
  160. // keep them around during the function
  161. CharString code_string;
  162. CharString code_string2;
  163. CharString code_globals;
  164. CustomCode *cc = nullptr;
  165. if (conditional_version.code_version > 0) {
  166. cc = custom_code_map.getptr(conditional_version.code_version);
  167. ERR_FAIL_COND_V(!cc, nullptr);
  168. v.code_version = cc->version;
  169. }
  170. // program
  171. v.id = glCreateProgram();
  172. ERR_FAIL_COND_V(v.id == 0, nullptr);
  173. if (cc) {
  174. for (int i = 0; i < cc->custom_defines.size(); i++) {
  175. strings.push_back(cc->custom_defines.write[i]);
  176. DEBUG_PRINT("CD #" + itos(i) + ": " + String(cc->custom_defines[i].get_data()));
  177. }
  178. }
  179. // vertex shader
  180. int string_base_size = strings.size();
  181. strings.push_back(vertex_code0.get_data());
  182. if (cc) {
  183. code_globals = cc->vertex_globals.ascii();
  184. strings.push_back(code_globals.get_data());
  185. }
  186. strings.push_back(vertex_code1.get_data());
  187. if (cc) {
  188. code_string = cc->vertex.ascii();
  189. strings.push_back(code_string.get_data());
  190. }
  191. strings.push_back(vertex_code2.get_data());
  192. #ifdef DEBUG_SHADER
  193. DEBUG_PRINT("\nVertex Code:\n\n" + String(code_string.get_data()));
  194. #endif
  195. v.vert_id = glCreateShader(GL_VERTEX_SHADER);
  196. glShaderSource(v.vert_id, strings.size(), &strings[0], nullptr);
  197. glCompileShader(v.vert_id);
  198. GLint status;
  199. glGetShaderiv(v.vert_id, GL_COMPILE_STATUS, &status);
  200. if (status == GL_FALSE) {
  201. GLsizei iloglen;
  202. glGetShaderiv(v.vert_id, GL_INFO_LOG_LENGTH, &iloglen);
  203. if (iloglen < 0) {
  204. glDeleteShader(v.vert_id);
  205. glDeleteProgram(v.id);
  206. v.id = 0;
  207. ERR_PRINT("No OpenGL vertex shader compiler log. What the frick?");
  208. } else {
  209. if (iloglen == 0) {
  210. iloglen = 4096; // buggy driver (Adreno 220+)
  211. }
  212. char *ilogmem = (char *)Memory::alloc_static(iloglen + 1);
  213. ilogmem[iloglen] = '\0';
  214. glGetShaderInfoLog(v.vert_id, iloglen, &iloglen, ilogmem);
  215. String err_string = get_shader_name() + ": Vertex shader compilation failed:\n";
  216. err_string += ilogmem;
  217. _display_error_with_code(err_string, strings);
  218. Memory::free_static(ilogmem);
  219. glDeleteShader(v.vert_id);
  220. glDeleteProgram(v.id);
  221. v.id = 0;
  222. }
  223. ERR_FAIL_V(nullptr);
  224. }
  225. strings.resize(string_base_size);
  226. // fragment shader
  227. strings.push_back(fragment_code0.get_data());
  228. if (cc) {
  229. code_globals = cc->fragment_globals.ascii();
  230. strings.push_back(code_globals.get_data());
  231. }
  232. strings.push_back(fragment_code1.get_data());
  233. if (cc) {
  234. code_string = cc->light.ascii();
  235. strings.push_back(code_string.get_data());
  236. }
  237. strings.push_back(fragment_code2.get_data());
  238. if (cc) {
  239. code_string2 = cc->fragment.ascii();
  240. strings.push_back(code_string2.get_data());
  241. }
  242. strings.push_back(fragment_code3.get_data());
  243. #ifdef DEBUG_SHADER
  244. if (cc) {
  245. DEBUG_PRINT("\nFragment Code:\n\n" + String(cc->fragment_globals));
  246. }
  247. DEBUG_PRINT("\nFragment Code:\n\n" + String(code_string.get_data()));
  248. #endif
  249. v.frag_id = glCreateShader(GL_FRAGMENT_SHADER);
  250. glShaderSource(v.frag_id, strings.size(), &strings[0], nullptr);
  251. glCompileShader(v.frag_id);
  252. glGetShaderiv(v.frag_id, GL_COMPILE_STATUS, &status);
  253. if (status == GL_FALSE) {
  254. GLsizei iloglen;
  255. glGetShaderiv(v.frag_id, GL_INFO_LOG_LENGTH, &iloglen);
  256. if (iloglen < 0) {
  257. glDeleteShader(v.frag_id);
  258. glDeleteShader(v.vert_id);
  259. glDeleteProgram(v.id);
  260. v.id = 0;
  261. ERR_PRINT("No OpenGL fragment shader compiler log. What the frick?");
  262. } else {
  263. if (iloglen == 0) {
  264. iloglen = 4096; // buggy driver (Adreno 220+)
  265. }
  266. char *ilogmem = (char *)Memory::alloc_static(iloglen + 1);
  267. ilogmem[iloglen] = '\0';
  268. glGetShaderInfoLog(v.frag_id, iloglen, &iloglen, ilogmem);
  269. String err_string = get_shader_name() + ": Fragment shader compilation failed:\n";
  270. err_string += ilogmem;
  271. _display_error_with_code(err_string, strings);
  272. Memory::free_static(ilogmem);
  273. glDeleteShader(v.frag_id);
  274. glDeleteShader(v.vert_id);
  275. glDeleteProgram(v.id);
  276. v.id = 0;
  277. }
  278. ERR_FAIL_V(nullptr);
  279. }
  280. glAttachShader(v.id, v.frag_id);
  281. glAttachShader(v.id, v.vert_id);
  282. // bind the attribute locations. This has to be done before linking so that the
  283. // linker doesn't assign some random indices
  284. for (int i = 0; i < attribute_pair_count; i++) {
  285. glBindAttribLocation(v.id, attribute_pairs[i].index, attribute_pairs[i].name);
  286. }
  287. glLinkProgram(v.id);
  288. glGetProgramiv(v.id, GL_LINK_STATUS, &status);
  289. if (status == GL_FALSE) {
  290. GLsizei iloglen;
  291. glGetProgramiv(v.id, GL_INFO_LOG_LENGTH, &iloglen);
  292. if (iloglen < 0) {
  293. glDeleteShader(v.frag_id);
  294. glDeleteShader(v.vert_id);
  295. glDeleteProgram(v.id);
  296. v.id = 0;
  297. ERR_PRINT("No OpenGL program link log. What the frick?");
  298. ERR_FAIL_V(nullptr);
  299. }
  300. if (iloglen == 0) {
  301. iloglen = 4096; // buggy driver (Adreno 220+)
  302. }
  303. char *ilogmem = (char *)Memory::alloc_static(iloglen + 1);
  304. ilogmem[iloglen] = '\0';
  305. glGetProgramInfoLog(v.id, iloglen, &iloglen, ilogmem);
  306. String err_string = get_shader_name() + ": Program linking failed:\n";
  307. err_string += ilogmem;
  308. _display_error_with_code(err_string, strings);
  309. Memory::free_static(ilogmem);
  310. glDeleteShader(v.frag_id);
  311. glDeleteShader(v.vert_id);
  312. glDeleteProgram(v.id);
  313. v.id = 0;
  314. ERR_FAIL_V(nullptr);
  315. }
  316. // get uniform locations
  317. glUseProgram(v.id);
  318. for (int i = 0; i < uniform_count; i++) {
  319. v.uniform_location[i] = glGetUniformLocation(v.id, uniform_names[i]);
  320. }
  321. for (int i = 0; i < texunit_pair_count; i++) {
  322. GLint loc = glGetUniformLocation(v.id, texunit_pairs[i].name);
  323. if (loc >= 0) {
  324. if (texunit_pairs[i].index < 0) {
  325. glUniform1i(loc, max_image_units + texunit_pairs[i].index);
  326. } else {
  327. glUniform1i(loc, texunit_pairs[i].index);
  328. }
  329. }
  330. }
  331. if (cc) {
  332. // uniforms
  333. for (int i = 0; i < cc->custom_uniforms.size(); i++) {
  334. String native_uniform_name = _mkid(cc->custom_uniforms[i]);
  335. GLint location = glGetUniformLocation(v.id, (native_uniform_name).ascii().get_data());
  336. v.custom_uniform_locations[cc->custom_uniforms[i]] = location;
  337. }
  338. // textures
  339. for (int i = 0; i < cc->texture_uniforms.size(); i++) {
  340. String native_uniform_name = _mkid(cc->texture_uniforms[i]);
  341. GLint location = glGetUniformLocation(v.id, (native_uniform_name).ascii().get_data());
  342. v.custom_uniform_locations[cc->texture_uniforms[i]] = location;
  343. glUniform1i(location, i);
  344. }
  345. }
  346. glUseProgram(0);
  347. v.ok = true;
  348. if (cc) {
  349. cc->versions.insert(conditional_version.version);
  350. }
  351. return &v;
  352. }
  353. GLint ShaderGLES2::get_uniform_location(const String &p_name) const {
  354. ERR_FAIL_COND_V(!version, -1);
  355. return glGetUniformLocation(version->id, p_name.ascii().get_data());
  356. }
  357. void ShaderGLES2::setup(
  358. const char **p_conditional_defines,
  359. int p_conditional_count,
  360. const char **p_uniform_names,
  361. int p_uniform_count,
  362. const AttributePair *p_attribute_pairs,
  363. int p_attribute_count,
  364. const TexUnitPair *p_texunit_pairs,
  365. int p_texunit_pair_count,
  366. const char *p_vertex_code,
  367. const char *p_fragment_code,
  368. int p_vertex_code_start,
  369. int p_fragment_code_start) {
  370. ERR_FAIL_COND(version);
  371. memset(conditional_version.key, 0, sizeof(conditional_version.key));
  372. memset(new_conditional_version.key, 0, sizeof(new_conditional_version.key));
  373. uniform_count = p_uniform_count;
  374. conditional_count = p_conditional_count;
  375. conditional_defines = p_conditional_defines;
  376. uniform_names = p_uniform_names;
  377. vertex_code = p_vertex_code;
  378. fragment_code = p_fragment_code;
  379. texunit_pairs = p_texunit_pairs;
  380. texunit_pair_count = p_texunit_pair_count;
  381. vertex_code_start = p_vertex_code_start;
  382. fragment_code_start = p_fragment_code_start;
  383. attribute_pairs = p_attribute_pairs;
  384. attribute_pair_count = p_attribute_count;
  385. {
  386. String globals_tag = "\nVERTEX_SHADER_GLOBALS";
  387. String code_tag = "\nVERTEX_SHADER_CODE";
  388. String code = vertex_code;
  389. int cpos = code.find(globals_tag);
  390. if (cpos == -1) {
  391. vertex_code0 = code.ascii();
  392. } else {
  393. vertex_code0 = code.substr(0, cpos).ascii();
  394. code = code.substr(cpos + globals_tag.length(), code.length());
  395. cpos = code.find(code_tag);
  396. if (cpos == -1) {
  397. vertex_code1 = code.ascii();
  398. } else {
  399. vertex_code1 = code.substr(0, cpos).ascii();
  400. vertex_code2 = code.substr(cpos + code_tag.length(), code.length()).ascii();
  401. }
  402. }
  403. }
  404. {
  405. String globals_tag = "\nFRAGMENT_SHADER_GLOBALS";
  406. String code_tag = "\nFRAGMENT_SHADER_CODE";
  407. String light_code_tag = "\nLIGHT_SHADER_CODE";
  408. String code = fragment_code;
  409. int cpos = code.find(globals_tag);
  410. if (cpos == -1) {
  411. fragment_code0 = code.ascii();
  412. } else {
  413. fragment_code0 = code.substr(0, cpos).ascii();
  414. code = code.substr(cpos + globals_tag.length(), code.length());
  415. cpos = code.find(light_code_tag);
  416. String code2;
  417. if (cpos != -1) {
  418. fragment_code1 = code.substr(0, cpos).ascii();
  419. code2 = code.substr(cpos + light_code_tag.length(), code.length());
  420. } else {
  421. code2 = code;
  422. }
  423. cpos = code2.find(code_tag);
  424. if (cpos == -1) {
  425. fragment_code2 = code2.ascii();
  426. } else {
  427. fragment_code2 = code2.substr(0, cpos).ascii();
  428. fragment_code3 = code2.substr(cpos + code_tag.length(), code2.length()).ascii();
  429. }
  430. }
  431. }
  432. glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &max_image_units);
  433. }
  434. void ShaderGLES2::finish() {
  435. const VersionKey *V = nullptr;
  436. while ((V = version_map.next(V))) {
  437. Version &v = version_map[*V];
  438. glDeleteShader(v.vert_id);
  439. glDeleteShader(v.frag_id);
  440. glDeleteProgram(v.id);
  441. memdelete_arr(v.uniform_location);
  442. }
  443. }
  444. void ShaderGLES2::clear_caches() {
  445. const VersionKey *V = nullptr;
  446. while ((V = version_map.next(V))) {
  447. Version &v = version_map[*V];
  448. glDeleteShader(v.vert_id);
  449. glDeleteShader(v.frag_id);
  450. glDeleteProgram(v.id);
  451. memdelete_arr(v.uniform_location);
  452. }
  453. version_map.clear();
  454. custom_code_map.clear();
  455. version = nullptr;
  456. last_custom_code = 1;
  457. uniforms_dirty = true;
  458. }
  459. uint32_t ShaderGLES2::create_custom_shader() {
  460. custom_code_map[last_custom_code] = CustomCode();
  461. custom_code_map[last_custom_code].version = 1;
  462. return last_custom_code++;
  463. }
  464. void ShaderGLES2::set_custom_shader_code(uint32_t p_code_id,
  465. const String &p_vertex,
  466. const String &p_vertex_globals,
  467. const String &p_fragment,
  468. const String &p_light,
  469. const String &p_fragment_globals,
  470. const Vector<StringName> &p_uniforms,
  471. const Vector<StringName> &p_texture_uniforms,
  472. const Vector<CharString> &p_custom_defines) {
  473. CustomCode *cc = custom_code_map.getptr(p_code_id);
  474. ERR_FAIL_COND(!cc);
  475. cc->vertex = p_vertex;
  476. cc->vertex_globals = p_vertex_globals;
  477. cc->fragment = p_fragment;
  478. cc->fragment_globals = p_fragment_globals;
  479. cc->light = p_light;
  480. cc->custom_uniforms = p_uniforms;
  481. cc->custom_defines = p_custom_defines;
  482. cc->texture_uniforms = p_texture_uniforms;
  483. cc->version++;
  484. }
  485. void ShaderGLES2::set_custom_shader(uint32_t p_code_id) {
  486. new_conditional_version.code_version = p_code_id;
  487. }
  488. void ShaderGLES2::free_custom_shader(uint32_t p_code_id) {
  489. ERR_FAIL_COND(!custom_code_map.has(p_code_id));
  490. if (conditional_version.code_version == p_code_id) {
  491. conditional_version.code_version = 0; //do not keep using a version that is going away
  492. unbind();
  493. }
  494. VersionKey key;
  495. key.code_version = p_code_id;
  496. for (Set<uint64_t>::Element *E = custom_code_map[p_code_id].versions.front(); E; E = E->next()) {
  497. key.version = E->get();
  498. ERR_CONTINUE(!version_map.has(key));
  499. Version &v = version_map[key];
  500. glDeleteShader(v.vert_id);
  501. glDeleteShader(v.frag_id);
  502. glDeleteProgram(v.id);
  503. memdelete_arr(v.uniform_location);
  504. v.id = 0;
  505. version_map.erase(key);
  506. }
  507. custom_code_map.erase(p_code_id);
  508. }
  509. void ShaderGLES2::use_material(void *p_material) {
  510. RasterizerStorageGLES2::Material *material = (RasterizerStorageGLES2::Material *)p_material;
  511. if (!material) {
  512. return;
  513. }
  514. if (!material->shader) {
  515. return;
  516. }
  517. Version *v = version_map.getptr(conditional_version);
  518. // bind uniforms
  519. for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = material->shader->uniforms.front(); E; E = E->next()) {
  520. if (E->get().texture_order >= 0) {
  521. continue; // this is a texture, doesn't go here
  522. }
  523. Map<StringName, GLint>::Element *L = v->custom_uniform_locations.find(E->key());
  524. if (!L || L->get() < 0) {
  525. continue; //uniform not valid
  526. }
  527. GLuint location = L->get();
  528. Map<StringName, Variant>::Element *V = material->params.find(E->key());
  529. if (V) {
  530. switch (E->get().type) {
  531. case ShaderLanguage::TYPE_BOOL: {
  532. bool boolean = V->get();
  533. glUniform1i(location, boolean ? 1 : 0);
  534. } break;
  535. case ShaderLanguage::TYPE_BVEC2: {
  536. int flags = V->get();
  537. glUniform2i(location, (flags & 1) ? 1 : 0, (flags & 2) ? 1 : 0);
  538. } break;
  539. case ShaderLanguage::TYPE_BVEC3: {
  540. int flags = V->get();
  541. glUniform3i(location, (flags & 1) ? 1 : 0, (flags & 2) ? 1 : 0, (flags & 4) ? 1 : 0);
  542. } break;
  543. case ShaderLanguage::TYPE_BVEC4: {
  544. int flags = V->get();
  545. glUniform4i(location, (flags & 1) ? 1 : 0, (flags & 2) ? 1 : 0, (flags & 4) ? 1 : 0, (flags & 8) ? 1 : 0);
  546. } break;
  547. case ShaderLanguage::TYPE_INT:
  548. case ShaderLanguage::TYPE_UINT: {
  549. int value = V->get();
  550. glUniform1i(location, value);
  551. } break;
  552. case ShaderLanguage::TYPE_IVEC2:
  553. case ShaderLanguage::TYPE_UVEC2: {
  554. Array r = V->get();
  555. const int count = 2;
  556. if (r.size() == count) {
  557. int values[count];
  558. for (int i = 0; i < count; i++) {
  559. values[i] = r[i];
  560. }
  561. glUniform2i(location, values[0], values[1]);
  562. }
  563. } break;
  564. case ShaderLanguage::TYPE_IVEC3:
  565. case ShaderLanguage::TYPE_UVEC3: {
  566. Array r = V->get();
  567. const int count = 3;
  568. if (r.size() == count) {
  569. int values[count];
  570. for (int i = 0; i < count; i++) {
  571. values[i] = r[i];
  572. }
  573. glUniform3i(location, values[0], values[1], values[2]);
  574. }
  575. } break;
  576. case ShaderLanguage::TYPE_IVEC4:
  577. case ShaderLanguage::TYPE_UVEC4: {
  578. Array r = V->get();
  579. const int count = 4;
  580. if (r.size() == count) {
  581. int values[count];
  582. for (int i = 0; i < count; i++) {
  583. values[i] = r[i];
  584. }
  585. glUniform4i(location, values[0], values[1], values[2], values[3]);
  586. }
  587. } break;
  588. case ShaderLanguage::TYPE_FLOAT: {
  589. float value = V->get();
  590. glUniform1f(location, value);
  591. } break;
  592. case ShaderLanguage::TYPE_VEC2: {
  593. Vector2 value = V->get();
  594. glUniform2f(location, value.x, value.y);
  595. } break;
  596. case ShaderLanguage::TYPE_VEC3: {
  597. Vector3 value = V->get();
  598. glUniform3f(location, value.x, value.y, value.z);
  599. } break;
  600. case ShaderLanguage::TYPE_VEC4: {
  601. if (V->get().get_type() == Variant::COLOR) {
  602. Color value = V->get();
  603. glUniform4f(location, value.r, value.g, value.b, value.a);
  604. } else if (V->get().get_type() == Variant::QUAT) {
  605. Quat value = V->get();
  606. glUniform4f(location, value.x, value.y, value.z, value.w);
  607. } else {
  608. Plane value = V->get();
  609. glUniform4f(location, value.normal.x, value.normal.y, value.normal.z, value.d);
  610. }
  611. } break;
  612. case ShaderLanguage::TYPE_MAT2: {
  613. Transform2D tr = V->get();
  614. GLfloat matrix[4] = {
  615. /* build a 16x16 matrix */
  616. tr.elements[0][0],
  617. tr.elements[0][1],
  618. tr.elements[1][0],
  619. tr.elements[1][1],
  620. };
  621. glUniformMatrix2fv(location, 1, GL_FALSE, matrix);
  622. } break;
  623. case ShaderLanguage::TYPE_MAT3: {
  624. Basis val = V->get();
  625. GLfloat mat[9] = {
  626. val.elements[0][0],
  627. val.elements[1][0],
  628. val.elements[2][0],
  629. val.elements[0][1],
  630. val.elements[1][1],
  631. val.elements[2][1],
  632. val.elements[0][2],
  633. val.elements[1][2],
  634. val.elements[2][2],
  635. };
  636. glUniformMatrix3fv(location, 1, GL_FALSE, mat);
  637. } break;
  638. case ShaderLanguage::TYPE_MAT4: {
  639. if (V->get().get_type() == Variant::TRANSFORM) {
  640. Transform tr = V->get();
  641. GLfloat matrix[16] = { /* build a 16x16 matrix */
  642. tr.basis.elements[0][0],
  643. tr.basis.elements[1][0],
  644. tr.basis.elements[2][0],
  645. 0,
  646. tr.basis.elements[0][1],
  647. tr.basis.elements[1][1],
  648. tr.basis.elements[2][1],
  649. 0,
  650. tr.basis.elements[0][2],
  651. tr.basis.elements[1][2],
  652. tr.basis.elements[2][2],
  653. 0,
  654. tr.origin.x,
  655. tr.origin.y,
  656. tr.origin.z,
  657. 1
  658. };
  659. glUniformMatrix4fv(location, 1, GL_FALSE, matrix);
  660. } else {
  661. Transform2D tr = V->get();
  662. GLfloat matrix[16] = { /* build a 16x16 matrix */
  663. tr.elements[0][0],
  664. tr.elements[0][1],
  665. 0,
  666. 0,
  667. tr.elements[1][0],
  668. tr.elements[1][1],
  669. 0,
  670. 0,
  671. 0,
  672. 0,
  673. 1,
  674. 0,
  675. tr.elements[2][0],
  676. tr.elements[2][1],
  677. 0,
  678. 1
  679. };
  680. glUniformMatrix4fv(location, 1, GL_FALSE, matrix);
  681. }
  682. } break;
  683. default: {
  684. ERR_PRINT("ShaderNode type missing, bug?");
  685. } break;
  686. }
  687. } else if (E->get().default_value.size()) {
  688. const Vector<ShaderLanguage::ConstantNode::Value> &values = E->get().default_value;
  689. switch (E->get().type) {
  690. case ShaderLanguage::TYPE_BOOL: {
  691. glUniform1i(location, values[0].boolean);
  692. } break;
  693. case ShaderLanguage::TYPE_BVEC2: {
  694. glUniform2i(location, values[0].boolean, values[1].boolean);
  695. } break;
  696. case ShaderLanguage::TYPE_BVEC3: {
  697. glUniform3i(location, values[0].boolean, values[1].boolean, values[2].boolean);
  698. } break;
  699. case ShaderLanguage::TYPE_BVEC4: {
  700. glUniform4i(location, values[0].boolean, values[1].boolean, values[2].boolean, values[3].boolean);
  701. } break;
  702. case ShaderLanguage::TYPE_INT: {
  703. glUniform1i(location, values[0].sint);
  704. } break;
  705. case ShaderLanguage::TYPE_IVEC2: {
  706. glUniform2i(location, values[0].sint, values[1].sint);
  707. } break;
  708. case ShaderLanguage::TYPE_IVEC3: {
  709. glUniform3i(location, values[0].sint, values[1].sint, values[2].sint);
  710. } break;
  711. case ShaderLanguage::TYPE_IVEC4: {
  712. glUniform4i(location, values[0].sint, values[1].sint, values[2].sint, values[3].sint);
  713. } break;
  714. case ShaderLanguage::TYPE_UINT: {
  715. glUniform1i(location, values[0].uint);
  716. } break;
  717. case ShaderLanguage::TYPE_UVEC2: {
  718. glUniform2i(location, values[0].uint, values[1].uint);
  719. } break;
  720. case ShaderLanguage::TYPE_UVEC3: {
  721. glUniform3i(location, values[0].uint, values[1].uint, values[2].uint);
  722. } break;
  723. case ShaderLanguage::TYPE_UVEC4: {
  724. glUniform4i(location, values[0].uint, values[1].uint, values[2].uint, values[3].uint);
  725. } break;
  726. case ShaderLanguage::TYPE_FLOAT: {
  727. glUniform1f(location, values[0].real);
  728. } break;
  729. case ShaderLanguage::TYPE_VEC2: {
  730. glUniform2f(location, values[0].real, values[1].real);
  731. } break;
  732. case ShaderLanguage::TYPE_VEC3: {
  733. glUniform3f(location, values[0].real, values[1].real, values[2].real);
  734. } break;
  735. case ShaderLanguage::TYPE_VEC4: {
  736. glUniform4f(location, values[0].real, values[1].real, values[2].real, values[3].real);
  737. } break;
  738. case ShaderLanguage::TYPE_MAT2: {
  739. GLfloat mat[4];
  740. for (int i = 0; i < 4; i++) {
  741. mat[i] = values[i].real;
  742. }
  743. glUniformMatrix2fv(location, 1, GL_FALSE, mat);
  744. } break;
  745. case ShaderLanguage::TYPE_MAT3: {
  746. GLfloat mat[9];
  747. for (int i = 0; i < 9; i++) {
  748. mat[i] = values[i].real;
  749. }
  750. glUniformMatrix3fv(location, 1, GL_FALSE, mat);
  751. } break;
  752. case ShaderLanguage::TYPE_MAT4: {
  753. GLfloat mat[16];
  754. for (int i = 0; i < 16; i++) {
  755. mat[i] = values[i].real;
  756. }
  757. glUniformMatrix4fv(location, 1, GL_FALSE, mat);
  758. } break;
  759. case ShaderLanguage::TYPE_SAMPLER2D: {
  760. } break;
  761. case ShaderLanguage::TYPE_SAMPLEREXT: {
  762. } break;
  763. case ShaderLanguage::TYPE_ISAMPLER2D: {
  764. } break;
  765. case ShaderLanguage::TYPE_USAMPLER2D: {
  766. } break;
  767. case ShaderLanguage::TYPE_SAMPLERCUBE: {
  768. } break;
  769. case ShaderLanguage::TYPE_SAMPLER2DARRAY:
  770. case ShaderLanguage::TYPE_ISAMPLER2DARRAY:
  771. case ShaderLanguage::TYPE_USAMPLER2DARRAY:
  772. case ShaderLanguage::TYPE_SAMPLER3D:
  773. case ShaderLanguage::TYPE_ISAMPLER3D:
  774. case ShaderLanguage::TYPE_USAMPLER3D: {
  775. // Not implemented in GLES2
  776. } break;
  777. case ShaderLanguage::TYPE_VOID: {
  778. // Nothing to do?
  779. } break;
  780. default: {
  781. ERR_PRINT("ShaderNode type missing, bug?");
  782. } break;
  783. }
  784. } else { //zero
  785. switch (E->get().type) {
  786. case ShaderLanguage::TYPE_BOOL: {
  787. glUniform1i(location, GL_FALSE);
  788. } break;
  789. case ShaderLanguage::TYPE_BVEC2: {
  790. glUniform2i(location, GL_FALSE, GL_FALSE);
  791. } break;
  792. case ShaderLanguage::TYPE_BVEC3: {
  793. glUniform3i(location, GL_FALSE, GL_FALSE, GL_FALSE);
  794. } break;
  795. case ShaderLanguage::TYPE_BVEC4: {
  796. glUniform4i(location, GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
  797. } break;
  798. case ShaderLanguage::TYPE_INT: {
  799. glUniform1i(location, 0);
  800. } break;
  801. case ShaderLanguage::TYPE_IVEC2: {
  802. glUniform2i(location, 0, 0);
  803. } break;
  804. case ShaderLanguage::TYPE_IVEC3: {
  805. glUniform3i(location, 0, 0, 0);
  806. } break;
  807. case ShaderLanguage::TYPE_IVEC4: {
  808. glUniform4i(location, 0, 0, 0, 0);
  809. } break;
  810. case ShaderLanguage::TYPE_UINT: {
  811. glUniform1i(location, 0);
  812. } break;
  813. case ShaderLanguage::TYPE_UVEC2: {
  814. glUniform2i(location, 0, 0);
  815. } break;
  816. case ShaderLanguage::TYPE_UVEC3: {
  817. glUniform3i(location, 0, 0, 0);
  818. } break;
  819. case ShaderLanguage::TYPE_UVEC4: {
  820. glUniform4i(location, 0, 0, 0, 0);
  821. } break;
  822. case ShaderLanguage::TYPE_FLOAT: {
  823. glUniform1f(location, 0);
  824. } break;
  825. case ShaderLanguage::TYPE_VEC2: {
  826. glUniform2f(location, 0, 0);
  827. } break;
  828. case ShaderLanguage::TYPE_VEC3: {
  829. glUniform3f(location, 0, 0, 0);
  830. } break;
  831. case ShaderLanguage::TYPE_VEC4: {
  832. glUniform4f(location, 0, 0, 0, 0);
  833. } break;
  834. case ShaderLanguage::TYPE_MAT2: {
  835. GLfloat mat[4] = { 0, 0, 0, 0 };
  836. glUniformMatrix2fv(location, 1, GL_FALSE, mat);
  837. } break;
  838. case ShaderLanguage::TYPE_MAT3: {
  839. GLfloat mat[9] = { 0, 0, 0, 0, 0, 0, 0, 0, 0 };
  840. glUniformMatrix3fv(location, 1, GL_FALSE, mat);
  841. } break;
  842. case ShaderLanguage::TYPE_MAT4: {
  843. GLfloat mat[16] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
  844. glUniformMatrix4fv(location, 1, GL_FALSE, mat);
  845. } break;
  846. case ShaderLanguage::TYPE_SAMPLER2D: {
  847. } break;
  848. case ShaderLanguage::TYPE_SAMPLEREXT: {
  849. } break;
  850. case ShaderLanguage::TYPE_ISAMPLER2D: {
  851. } break;
  852. case ShaderLanguage::TYPE_USAMPLER2D: {
  853. } break;
  854. case ShaderLanguage::TYPE_SAMPLERCUBE: {
  855. } break;
  856. case ShaderLanguage::TYPE_SAMPLER2DARRAY:
  857. case ShaderLanguage::TYPE_ISAMPLER2DARRAY:
  858. case ShaderLanguage::TYPE_USAMPLER2DARRAY:
  859. case ShaderLanguage::TYPE_SAMPLER3D:
  860. case ShaderLanguage::TYPE_ISAMPLER3D:
  861. case ShaderLanguage::TYPE_USAMPLER3D: {
  862. // Not implemented in GLES2
  863. } break;
  864. case ShaderLanguage::TYPE_VOID: {
  865. // Nothing to do?
  866. } break;
  867. default: {
  868. ERR_PRINT("ShaderNode type missing, bug?");
  869. } break;
  870. }
  871. }
  872. }
  873. }
  874. ShaderGLES2::ShaderGLES2() {
  875. version = nullptr;
  876. last_custom_code = 1;
  877. uniforms_dirty = true;
  878. }
  879. ShaderGLES2::~ShaderGLES2() {
  880. finish();
  881. }