shader_opengl.cpp 29 KB

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  1. /*************************************************************************/
  2. /* shader_opengl.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
  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_opengl.h"
  31. #include "drivers/opengl/rasterizer_platforms.h"
  32. #ifdef OPENGL_BACKEND_ENABLED
  33. #include "rasterizer_opengl.h"
  34. #include "rasterizer_storage_opengl.h"
  35. #include "core/config/project_settings.h"
  36. #include "core/os/memory.h"
  37. #include "core/string/print_string.h"
  38. #include "core/string/string_builder.h"
  39. // #define DEBUG_OPENGL
  40. // #include "shaders/copy.glsl.gen.h"
  41. #ifdef DEBUG_OPENGL
  42. #define DEBUG_TEST_ERROR(m_section) \
  43. { \
  44. uint32_t err = glGetError(); \
  45. if (err) { \
  46. print_line("OpenGL Error #" + itos(err) + " at: " + m_section); \
  47. } \
  48. }
  49. #else
  50. #define DEBUG_TEST_ERROR(m_section)
  51. #endif
  52. ShaderOpenGL *ShaderOpenGL::active = NULL;
  53. //#define DEBUG_SHADER
  54. #ifdef DEBUG_SHADER
  55. #define DEBUG_PRINT(m_text) print_line(m_text);
  56. #else
  57. #define DEBUG_PRINT(m_text)
  58. #endif
  59. GLint ShaderOpenGL::get_uniform_location(int p_index) const {
  60. ERR_FAIL_COND_V(!version, -1);
  61. return version->uniform_location[p_index];
  62. }
  63. bool ShaderOpenGL::bind() {
  64. if (active != this || !version || new_conditional_version.key != conditional_version.key) {
  65. conditional_version = new_conditional_version;
  66. version = get_current_version();
  67. } else {
  68. return false;
  69. }
  70. ERR_FAIL_COND_V(!version, false);
  71. if (!version->ok) { //broken, unable to bind (do not throw error, you saw it before already when it failed compilation).
  72. glUseProgram(0);
  73. return false;
  74. }
  75. glUseProgram(version->id);
  76. DEBUG_TEST_ERROR("use program");
  77. active = this;
  78. uniforms_dirty = true;
  79. return true;
  80. }
  81. void ShaderOpenGL::unbind() {
  82. version = NULL;
  83. glUseProgram(0);
  84. uniforms_dirty = true;
  85. active = NULL;
  86. }
  87. static void _display_error_with_code(const String &p_error, const Vector<const char *> &p_code) {
  88. int line = 1;
  89. String total_code;
  90. for (int i = 0; i < p_code.size(); i++) {
  91. total_code += String(p_code[i]);
  92. }
  93. Vector<String> lines = String(total_code).split("\n");
  94. for (int j = 0; j < lines.size(); j++) {
  95. print_line(itos(line) + ": " + lines[j]);
  96. line++;
  97. }
  98. ERR_PRINT(p_error);
  99. }
  100. static String _mkid(const String &p_id) {
  101. String id = "m_" + p_id;
  102. return id.replace("__", "_dus_"); //doubleunderscore is reserved in glsl
  103. }
  104. ShaderOpenGL::Version *ShaderOpenGL::get_current_version() {
  105. if (!valid)
  106. return nullptr;
  107. Version *_v = version_map.getptr(conditional_version);
  108. if (_v) {
  109. if (conditional_version.code_version != 0) {
  110. CustomCode *cc = custom_code_map.getptr(conditional_version.code_version);
  111. ERR_FAIL_COND_V(!cc, _v);
  112. if (cc->version == _v->code_version)
  113. return _v;
  114. } else {
  115. return _v;
  116. }
  117. }
  118. if (!_v)
  119. version_map[conditional_version] = Version();
  120. Version &v = version_map[conditional_version];
  121. if (!_v) {
  122. v.uniform_location = memnew_arr(GLint, uniform_count);
  123. } else {
  124. if (v.ok) {
  125. glDeleteShader(v.vert_id);
  126. glDeleteShader(v.frag_id);
  127. glDeleteProgram(v.id);
  128. v.id = 0;
  129. }
  130. }
  131. v.ok = false;
  132. Vector<const char *> strings;
  133. #ifdef GLES_OVER_GL
  134. strings.push_back("#version 120\n");
  135. strings.push_back("#define USE_GLES_OVER_GL\n");
  136. // test
  137. strings.push_back("#define highp\n");
  138. //#ifdef USE_GLES_OVER_GL
  139. //#define lowp
  140. //#define mediump
  141. //#define highp
  142. //#else
  143. // precision highp float;
  144. // precision highp int;
  145. //#endif
  146. #else
  147. strings.push_back("#version 100\n");
  148. //angle does not like
  149. #ifdef JAVASCRIPT_ENABLED
  150. strings.push_back("#define USE_HIGHP_PRECISION\n");
  151. #endif
  152. if (GLOBAL_GET("rendering/opengl/compatibility/enable_high_float.Android")) {
  153. // enable USE_HIGHP_PRECISION but safeguarded by an availability check as highp support is optional in OpenGL
  154. // see Section 4.5.4 of the GLSL_ES_Specification_1.00
  155. strings.push_back("#ifdef GL_FRAGMENT_PRECISION_HIGH\n #define USE_HIGHP_PRECISION\n#endif\n");
  156. }
  157. #endif
  158. #ifdef ANDROID_ENABLED
  159. strings.push_back("#define ANDROID_ENABLED\n");
  160. #endif
  161. for (int i = 0; i < custom_defines.size(); i++) {
  162. strings.push_back(custom_defines[i].get_data());
  163. strings.push_back("\n");
  164. }
  165. for (int j = 0; j < conditional_count; j++) {
  166. bool enable = (conditional_version.version & (1 << j)) > 0;
  167. if (enable) {
  168. strings.push_back(conditional_defines[j]);
  169. DEBUG_PRINT(conditional_defines[j]);
  170. }
  171. }
  172. // keep them around during the function
  173. CharString code_string;
  174. CharString code_string2;
  175. CharString code_globals;
  176. CustomCode *cc = NULL;
  177. if (conditional_version.code_version > 0) {
  178. cc = custom_code_map.getptr(conditional_version.code_version);
  179. ERR_FAIL_COND_V(!cc, NULL);
  180. v.code_version = cc->version;
  181. }
  182. // program
  183. v.id = glCreateProgram();
  184. ERR_FAIL_COND_V(v.id == 0, NULL);
  185. if (cc) {
  186. for (int i = 0; i < cc->custom_defines.size(); i++) {
  187. strings.push_back(cc->custom_defines.write[i]);
  188. DEBUG_PRINT("CD #" + itos(i) + ": " + String(cc->custom_defines[i].get_data()));
  189. }
  190. }
  191. // vertex shader
  192. int string_base_size = strings.size();
  193. strings.push_back(vertex_code0.get_data());
  194. if (cc) {
  195. code_globals = cc->vertex_globals.ascii();
  196. strings.push_back(code_globals.get_data());
  197. }
  198. strings.push_back(vertex_code1.get_data());
  199. if (cc) {
  200. code_string = cc->vertex.ascii();
  201. strings.push_back(code_string.get_data());
  202. }
  203. strings.push_back(vertex_code2.get_data());
  204. #ifdef DEBUG_SHADER
  205. DEBUG_PRINT("\nVertex Code:\n\n" + String(code_string.get_data()));
  206. #endif
  207. v.vert_id = glCreateShader(GL_VERTEX_SHADER);
  208. glShaderSource(v.vert_id, strings.size(), &strings[0], NULL);
  209. glCompileShader(v.vert_id);
  210. GLint status;
  211. glGetShaderiv(v.vert_id, GL_COMPILE_STATUS, &status);
  212. if (status == GL_FALSE) {
  213. GLsizei iloglen;
  214. glGetShaderiv(v.vert_id, GL_INFO_LOG_LENGTH, &iloglen);
  215. if (iloglen < 0) {
  216. glDeleteShader(v.vert_id);
  217. glDeleteProgram(v.id);
  218. v.id = 0;
  219. ERR_PRINT("No OpenGL vertex shader compiler log. What the frick?");
  220. } else {
  221. if (iloglen == 0) {
  222. iloglen = 4096; // buggy driver (Adreno 220+)
  223. }
  224. char *ilogmem = (char *)Memory::alloc_static(iloglen + 1);
  225. ilogmem[iloglen] = '\0';
  226. glGetShaderInfoLog(v.vert_id, iloglen, &iloglen, ilogmem);
  227. String err_string = get_shader_name() + ": Vertex shader compilation failed:\n";
  228. err_string += ilogmem;
  229. _display_error_with_code(err_string, strings);
  230. Memory::free_static(ilogmem);
  231. glDeleteShader(v.vert_id);
  232. glDeleteProgram(v.id);
  233. v.id = 0;
  234. }
  235. ERR_FAIL_V(NULL);
  236. }
  237. strings.resize(string_base_size);
  238. // fragment shader
  239. strings.push_back(fragment_code0.get_data());
  240. if (cc) {
  241. code_globals = cc->fragment_globals.ascii();
  242. strings.push_back(code_globals.get_data());
  243. }
  244. strings.push_back(fragment_code1.get_data());
  245. if (cc) {
  246. code_string = cc->light.ascii();
  247. strings.push_back(code_string.get_data());
  248. }
  249. strings.push_back(fragment_code2.get_data());
  250. if (cc) {
  251. code_string2 = cc->fragment.ascii();
  252. strings.push_back(code_string2.get_data());
  253. }
  254. strings.push_back(fragment_code3.get_data());
  255. #ifdef DEBUG_SHADER
  256. if (cc) {
  257. DEBUG_PRINT("\nFragment Code:\n\n" + String(cc->fragment_globals));
  258. }
  259. DEBUG_PRINT("\nFragment Code:\n\n" + String(code_string.get_data()));
  260. #endif
  261. v.frag_id = glCreateShader(GL_FRAGMENT_SHADER);
  262. glShaderSource(v.frag_id, strings.size(), &strings[0], NULL);
  263. glCompileShader(v.frag_id);
  264. glGetShaderiv(v.frag_id, GL_COMPILE_STATUS, &status);
  265. if (status == GL_FALSE) {
  266. GLsizei iloglen;
  267. glGetShaderiv(v.frag_id, GL_INFO_LOG_LENGTH, &iloglen);
  268. if (iloglen < 0) {
  269. glDeleteShader(v.frag_id);
  270. glDeleteShader(v.vert_id);
  271. glDeleteProgram(v.id);
  272. v.id = 0;
  273. ERR_PRINT("No OpenGL fragment shader compiler log. What the frick?");
  274. } else {
  275. if (iloglen == 0) {
  276. iloglen = 4096; // buggy driver (Adreno 220+)
  277. }
  278. char *ilogmem = (char *)Memory::alloc_static(iloglen + 1);
  279. ilogmem[iloglen] = '\0';
  280. glGetShaderInfoLog(v.frag_id, iloglen, &iloglen, ilogmem);
  281. String err_string = get_shader_name() + ": Fragment shader compilation failed:\n";
  282. err_string += ilogmem;
  283. _display_error_with_code(err_string, strings);
  284. Memory::free_static(ilogmem);
  285. glDeleteShader(v.frag_id);
  286. glDeleteShader(v.vert_id);
  287. glDeleteProgram(v.id);
  288. v.id = 0;
  289. }
  290. ERR_FAIL_V(NULL);
  291. }
  292. glAttachShader(v.id, v.frag_id);
  293. glAttachShader(v.id, v.vert_id);
  294. // bind the attribute locations. This has to be done before linking so that the
  295. // linker doesn't assign some random indices
  296. for (int i = 0; i < attribute_pair_count; i++) {
  297. glBindAttribLocation(v.id, attribute_pairs[i].index, attribute_pairs[i].name);
  298. }
  299. glLinkProgram(v.id);
  300. glGetProgramiv(v.id, GL_LINK_STATUS, &status);
  301. if (status == GL_FALSE) {
  302. GLsizei iloglen;
  303. glGetProgramiv(v.id, GL_INFO_LOG_LENGTH, &iloglen);
  304. if (iloglen < 0) {
  305. glDeleteShader(v.frag_id);
  306. glDeleteShader(v.vert_id);
  307. glDeleteProgram(v.id);
  308. v.id = 0;
  309. ERR_PRINT("No OpenGL program link log. What the frick?");
  310. ERR_FAIL_V(NULL);
  311. }
  312. if (iloglen == 0) {
  313. iloglen = 4096; // buggy driver (Adreno 220+)
  314. }
  315. char *ilogmem = (char *)Memory::alloc_static(iloglen + 1);
  316. ilogmem[iloglen] = '\0';
  317. glGetProgramInfoLog(v.id, iloglen, &iloglen, ilogmem);
  318. String err_string = get_shader_name() + ": Program linking failed:\n";
  319. err_string += ilogmem;
  320. _display_error_with_code(err_string, strings);
  321. Memory::free_static(ilogmem);
  322. glDeleteShader(v.frag_id);
  323. glDeleteShader(v.vert_id);
  324. glDeleteProgram(v.id);
  325. v.id = 0;
  326. ERR_FAIL_V(NULL);
  327. }
  328. // get uniform locations
  329. glUseProgram(v.id);
  330. for (int i = 0; i < uniform_count; i++) {
  331. v.uniform_location[i] = glGetUniformLocation(v.id, uniform_names[i]);
  332. }
  333. for (int i = 0; i < texunit_pair_count; i++) {
  334. GLint loc = glGetUniformLocation(v.id, texunit_pairs[i].name);
  335. if (loc >= 0) {
  336. if (texunit_pairs[i].index < 0) {
  337. glUniform1i(loc, max_image_units + texunit_pairs[i].index);
  338. } else {
  339. glUniform1i(loc, texunit_pairs[i].index);
  340. }
  341. }
  342. }
  343. if (cc) {
  344. // uniforms
  345. for (int i = 0; i < cc->custom_uniforms.size(); i++) {
  346. String native_uniform_name = _mkid(cc->custom_uniforms[i]);
  347. GLint location = glGetUniformLocation(v.id, (native_uniform_name).ascii().get_data());
  348. v.custom_uniform_locations[cc->custom_uniforms[i]] = location;
  349. }
  350. // textures
  351. for (int i = 0; i < cc->texture_uniforms.size(); i++) {
  352. String native_uniform_name = _mkid(cc->texture_uniforms[i]);
  353. GLint location = glGetUniformLocation(v.id, (native_uniform_name).ascii().get_data());
  354. v.custom_uniform_locations[cc->texture_uniforms[i]] = location;
  355. glUniform1i(location, i);
  356. }
  357. }
  358. glUseProgram(0);
  359. v.ok = true;
  360. if (cc) {
  361. cc->versions.insert(conditional_version.version);
  362. }
  363. return &v;
  364. }
  365. GLint ShaderOpenGL::get_uniform_location(const String &p_name) const {
  366. ERR_FAIL_COND_V(!version, -1);
  367. return glGetUniformLocation(version->id, p_name.ascii().get_data());
  368. }
  369. void ShaderOpenGL::setup(
  370. const char **p_conditional_defines,
  371. int p_conditional_count,
  372. const char **p_uniform_names,
  373. int p_uniform_count,
  374. const AttributePair *p_attribute_pairs,
  375. int p_attribute_count,
  376. const TexUnitPair *p_texunit_pairs,
  377. int p_texunit_pair_count,
  378. const char *p_vertex_code,
  379. const char *p_fragment_code,
  380. int p_vertex_code_start,
  381. int p_fragment_code_start) {
  382. ERR_FAIL_COND(version);
  383. conditional_version.key = 0;
  384. new_conditional_version.key = 0;
  385. uniform_count = p_uniform_count;
  386. conditional_count = p_conditional_count;
  387. conditional_defines = p_conditional_defines;
  388. uniform_names = p_uniform_names;
  389. vertex_code = p_vertex_code;
  390. fragment_code = p_fragment_code;
  391. texunit_pairs = p_texunit_pairs;
  392. texunit_pair_count = p_texunit_pair_count;
  393. vertex_code_start = p_vertex_code_start;
  394. fragment_code_start = p_fragment_code_start;
  395. attribute_pairs = p_attribute_pairs;
  396. attribute_pair_count = p_attribute_count;
  397. {
  398. String globals_tag = "\nVERTEX_SHADER_GLOBALS";
  399. String code_tag = "\nVERTEX_SHADER_CODE";
  400. String code = vertex_code;
  401. int cpos = code.find(globals_tag);
  402. if (cpos == -1) {
  403. vertex_code0 = code.ascii();
  404. } else {
  405. vertex_code0 = code.substr(0, cpos).ascii();
  406. code = code.substr(cpos + globals_tag.length(), code.length());
  407. cpos = code.find(code_tag);
  408. if (cpos == -1) {
  409. vertex_code1 = code.ascii();
  410. } else {
  411. vertex_code1 = code.substr(0, cpos).ascii();
  412. vertex_code2 = code.substr(cpos + code_tag.length(), code.length()).ascii();
  413. }
  414. }
  415. }
  416. {
  417. String globals_tag = "\nFRAGMENT_SHADER_GLOBALS";
  418. String code_tag = "\nFRAGMENT_SHADER_CODE";
  419. String light_code_tag = "\nLIGHT_SHADER_CODE";
  420. String code = fragment_code;
  421. int cpos = code.find(globals_tag);
  422. if (cpos == -1) {
  423. fragment_code0 = code.ascii();
  424. } else {
  425. fragment_code0 = code.substr(0, cpos).ascii();
  426. code = code.substr(cpos + globals_tag.length(), code.length());
  427. cpos = code.find(light_code_tag);
  428. String code2;
  429. if (cpos != -1) {
  430. fragment_code1 = code.substr(0, cpos).ascii();
  431. code2 = code.substr(cpos + light_code_tag.length(), code.length());
  432. } else {
  433. code2 = code;
  434. }
  435. cpos = code2.find(code_tag);
  436. if (cpos == -1) {
  437. fragment_code2 = code2.ascii();
  438. } else {
  439. fragment_code2 = code2.substr(0, cpos).ascii();
  440. fragment_code3 = code2.substr(cpos + code_tag.length(), code2.length()).ascii();
  441. }
  442. }
  443. }
  444. glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &max_image_units);
  445. valid = true;
  446. }
  447. void ShaderOpenGL::finish() {
  448. const VersionKey *V = NULL;
  449. while ((V = version_map.next(V))) {
  450. Version &v = version_map[*V];
  451. glDeleteShader(v.vert_id);
  452. glDeleteShader(v.frag_id);
  453. glDeleteProgram(v.id);
  454. if (v.uniform_location)
  455. memdelete_arr(v.uniform_location);
  456. }
  457. }
  458. void ShaderOpenGL::clear_caches() {
  459. const VersionKey *V = NULL;
  460. while ((V = version_map.next(V))) {
  461. Version &v = version_map[*V];
  462. glDeleteShader(v.vert_id);
  463. glDeleteShader(v.frag_id);
  464. glDeleteProgram(v.id);
  465. memdelete_arr(v.uniform_location);
  466. }
  467. version_map.clear();
  468. custom_code_map.clear();
  469. version = NULL;
  470. last_custom_code = 1;
  471. uniforms_dirty = true;
  472. }
  473. uint32_t ShaderOpenGL::create_custom_shader() {
  474. custom_code_map[last_custom_code] = CustomCode();
  475. custom_code_map[last_custom_code].version = 1;
  476. return last_custom_code++;
  477. }
  478. void ShaderOpenGL::set_custom_shader_code(uint32_t p_code_id,
  479. const String &p_vertex,
  480. const String &p_vertex_globals,
  481. const String &p_fragment,
  482. const String &p_light,
  483. const String &p_fragment_globals,
  484. const Vector<StringName> &p_uniforms,
  485. const Vector<StringName> &p_texture_uniforms,
  486. const Vector<CharString> &p_custom_defines) {
  487. CustomCode *cc = custom_code_map.getptr(p_code_id);
  488. ERR_FAIL_COND(!cc);
  489. cc->vertex = p_vertex;
  490. cc->vertex_globals = p_vertex_globals;
  491. cc->fragment = p_fragment;
  492. cc->fragment_globals = p_fragment_globals;
  493. cc->light = p_light;
  494. cc->custom_uniforms = p_uniforms;
  495. cc->custom_defines = p_custom_defines;
  496. cc->texture_uniforms = p_texture_uniforms;
  497. cc->version++;
  498. }
  499. void ShaderOpenGL::set_custom_shader(uint32_t p_code_id) {
  500. new_conditional_version.code_version = p_code_id;
  501. }
  502. void ShaderOpenGL::free_custom_shader(uint32_t p_code_id) {
  503. ERR_FAIL_COND(!custom_code_map.has(p_code_id));
  504. if (conditional_version.code_version == p_code_id) {
  505. conditional_version.code_version = 0; //do not keep using a version that is going away
  506. unbind();
  507. }
  508. VersionKey key;
  509. key.code_version = p_code_id;
  510. for (Set<uint32_t>::Element *E = custom_code_map[p_code_id].versions.front(); E; E = E->next()) {
  511. key.version = E->get();
  512. ERR_CONTINUE(!version_map.has(key));
  513. Version &v = version_map[key];
  514. glDeleteShader(v.vert_id);
  515. glDeleteShader(v.frag_id);
  516. glDeleteProgram(v.id);
  517. memdelete_arr(v.uniform_location);
  518. v.id = 0;
  519. version_map.erase(key);
  520. }
  521. custom_code_map.erase(p_code_id);
  522. }
  523. void ShaderOpenGL::use_material(void *p_material) {
  524. RasterizerStorageOpenGL::Material *material = (RasterizerStorageOpenGL::Material *)p_material;
  525. if (!material) {
  526. return;
  527. }
  528. if (!material->shader) {
  529. return;
  530. }
  531. Version *v = version_map.getptr(conditional_version);
  532. // bind uniforms
  533. for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = material->shader->uniforms.front(); E; E = E->next()) {
  534. if (E->get().texture_order >= 0)
  535. continue; // this is a texture, doesn't go here
  536. Map<StringName, GLint>::Element *L = v->custom_uniform_locations.find(E->key());
  537. if (!L || L->get() < 0)
  538. continue; //uniform not valid
  539. GLuint location = L->get();
  540. Map<StringName, Variant>::Element *V = material->params.find(E->key());
  541. if (V) {
  542. switch (E->get().type) {
  543. case ShaderLanguage::TYPE_BOOL: {
  544. bool boolean = V->get();
  545. glUniform1i(location, boolean ? 1 : 0);
  546. } break;
  547. case ShaderLanguage::TYPE_BVEC2: {
  548. int flags = V->get();
  549. glUniform2i(location, (flags & 1) ? 1 : 0, (flags & 2) ? 1 : 0);
  550. } break;
  551. case ShaderLanguage::TYPE_BVEC3: {
  552. int flags = V->get();
  553. glUniform3i(location, (flags & 1) ? 1 : 0, (flags & 2) ? 1 : 0, (flags & 4) ? 1 : 0);
  554. } break;
  555. case ShaderLanguage::TYPE_BVEC4: {
  556. int flags = V->get();
  557. glUniform4i(location, (flags & 1) ? 1 : 0, (flags & 2) ? 1 : 0, (flags & 4) ? 1 : 0, (flags & 8) ? 1 : 0);
  558. } break;
  559. case ShaderLanguage::TYPE_INT:
  560. case ShaderLanguage::TYPE_UINT: {
  561. int value = V->get();
  562. glUniform1i(location, value);
  563. } break;
  564. case ShaderLanguage::TYPE_IVEC2:
  565. case ShaderLanguage::TYPE_UVEC2: {
  566. Array r = V->get();
  567. const int count = 2;
  568. if (r.size() == count) {
  569. int values[count];
  570. for (int i = 0; i < count; i++) {
  571. values[i] = r[i];
  572. }
  573. glUniform2i(location, values[0], values[1]);
  574. }
  575. } break;
  576. case ShaderLanguage::TYPE_IVEC3:
  577. case ShaderLanguage::TYPE_UVEC3: {
  578. Array r = V->get();
  579. const int count = 3;
  580. if (r.size() == count) {
  581. int values[count];
  582. for (int i = 0; i < count; i++) {
  583. values[i] = r[i];
  584. }
  585. glUniform3i(location, values[0], values[1], values[2]);
  586. }
  587. } break;
  588. case ShaderLanguage::TYPE_IVEC4:
  589. case ShaderLanguage::TYPE_UVEC4: {
  590. Array r = V->get();
  591. const int count = 4;
  592. if (r.size() == count) {
  593. int values[count];
  594. for (int i = 0; i < count; i++) {
  595. values[i] = r[i];
  596. }
  597. glUniform4i(location, values[0], values[1], values[2], values[3]);
  598. }
  599. } break;
  600. case ShaderLanguage::TYPE_FLOAT: {
  601. float value = V->get();
  602. glUniform1f(location, value);
  603. } break;
  604. case ShaderLanguage::TYPE_VEC2: {
  605. Vector2 value = V->get();
  606. glUniform2f(location, value.x, value.y);
  607. } break;
  608. case ShaderLanguage::TYPE_VEC3: {
  609. Vector3 value = V->get();
  610. glUniform3f(location, value.x, value.y, value.z);
  611. } break;
  612. case ShaderLanguage::TYPE_VEC4: {
  613. if (V->get().get_type() == Variant::COLOR) {
  614. Color value = V->get();
  615. glUniform4f(location, value.r, value.g, value.b, value.a);
  616. } else if (V->get().get_type() == Variant::QUATERNION) {
  617. Quaternion value = V->get();
  618. glUniform4f(location, value.x, value.y, value.z, value.w);
  619. } else {
  620. Plane value = V->get();
  621. glUniform4f(location, value.normal.x, value.normal.y, value.normal.z, value.d);
  622. }
  623. } break;
  624. case ShaderLanguage::TYPE_MAT2: {
  625. Transform2D tr = V->get();
  626. GLfloat matrix[4] = {
  627. /* build a 16x16 matrix */
  628. tr.elements[0][0],
  629. tr.elements[0][1],
  630. tr.elements[1][0],
  631. tr.elements[1][1],
  632. };
  633. glUniformMatrix2fv(location, 1, GL_FALSE, matrix);
  634. } break;
  635. case ShaderLanguage::TYPE_MAT3: {
  636. Basis val = V->get();
  637. GLfloat mat[9] = {
  638. val.elements[0][0],
  639. val.elements[1][0],
  640. val.elements[2][0],
  641. val.elements[0][1],
  642. val.elements[1][1],
  643. val.elements[2][1],
  644. val.elements[0][2],
  645. val.elements[1][2],
  646. val.elements[2][2],
  647. };
  648. glUniformMatrix3fv(location, 1, GL_FALSE, mat);
  649. } break;
  650. case ShaderLanguage::TYPE_MAT4: {
  651. Transform2D tr = V->get();
  652. GLfloat matrix[16] = { /* build a 16x16 matrix */
  653. tr.elements[0][0],
  654. tr.elements[0][1],
  655. 0,
  656. 0,
  657. tr.elements[1][0],
  658. tr.elements[1][1],
  659. 0,
  660. 0,
  661. 0,
  662. 0,
  663. 1,
  664. 0,
  665. tr.elements[2][0],
  666. tr.elements[2][1],
  667. 0,
  668. 1
  669. };
  670. glUniformMatrix4fv(location, 1, GL_FALSE, matrix);
  671. } break;
  672. default: {
  673. ERR_PRINT("ShaderNode type missing, bug?");
  674. } break;
  675. }
  676. } else if (E->get().default_value.size()) {
  677. const Vector<ShaderLanguage::ConstantNode::Value> &values = E->get().default_value;
  678. switch (E->get().type) {
  679. case ShaderLanguage::TYPE_BOOL: {
  680. glUniform1i(location, values[0].boolean);
  681. } break;
  682. case ShaderLanguage::TYPE_BVEC2: {
  683. glUniform2i(location, values[0].boolean, values[1].boolean);
  684. } break;
  685. case ShaderLanguage::TYPE_BVEC3: {
  686. glUniform3i(location, values[0].boolean, values[1].boolean, values[2].boolean);
  687. } break;
  688. case ShaderLanguage::TYPE_BVEC4: {
  689. glUniform4i(location, values[0].boolean, values[1].boolean, values[2].boolean, values[3].boolean);
  690. } break;
  691. case ShaderLanguage::TYPE_INT: {
  692. glUniform1i(location, values[0].sint);
  693. } break;
  694. case ShaderLanguage::TYPE_IVEC2: {
  695. glUniform2i(location, values[0].sint, values[1].sint);
  696. } break;
  697. case ShaderLanguage::TYPE_IVEC3: {
  698. glUniform3i(location, values[0].sint, values[1].sint, values[2].sint);
  699. } break;
  700. case ShaderLanguage::TYPE_IVEC4: {
  701. glUniform4i(location, values[0].sint, values[1].sint, values[2].sint, values[3].sint);
  702. } break;
  703. case ShaderLanguage::TYPE_UINT: {
  704. glUniform1i(location, values[0].uint);
  705. } break;
  706. case ShaderLanguage::TYPE_UVEC2: {
  707. glUniform2i(location, values[0].uint, values[1].uint);
  708. } break;
  709. case ShaderLanguage::TYPE_UVEC3: {
  710. glUniform3i(location, values[0].uint, values[1].uint, values[2].uint);
  711. } break;
  712. case ShaderLanguage::TYPE_UVEC4: {
  713. glUniform4i(location, values[0].uint, values[1].uint, values[2].uint, values[3].uint);
  714. } break;
  715. case ShaderLanguage::TYPE_FLOAT: {
  716. glUniform1f(location, values[0].real);
  717. } break;
  718. case ShaderLanguage::TYPE_VEC2: {
  719. glUniform2f(location, values[0].real, values[1].real);
  720. } break;
  721. case ShaderLanguage::TYPE_VEC3: {
  722. glUniform3f(location, values[0].real, values[1].real, values[2].real);
  723. } break;
  724. case ShaderLanguage::TYPE_VEC4: {
  725. glUniform4f(location, values[0].real, values[1].real, values[2].real, values[3].real);
  726. } break;
  727. case ShaderLanguage::TYPE_MAT2: {
  728. GLfloat mat[4];
  729. for (int i = 0; i < 4; i++) {
  730. mat[i] = values[i].real;
  731. }
  732. glUniformMatrix2fv(location, 1, GL_FALSE, mat);
  733. } break;
  734. case ShaderLanguage::TYPE_MAT3: {
  735. GLfloat mat[9];
  736. for (int i = 0; i < 9; i++) {
  737. mat[i] = values[i].real;
  738. }
  739. glUniformMatrix3fv(location, 1, GL_FALSE, mat);
  740. } break;
  741. case ShaderLanguage::TYPE_MAT4: {
  742. GLfloat mat[16];
  743. for (int i = 0; i < 16; i++) {
  744. mat[i] = values[i].real;
  745. }
  746. glUniformMatrix4fv(location, 1, GL_FALSE, mat);
  747. } break;
  748. case ShaderLanguage::TYPE_SAMPLER2D: {
  749. } break;
  750. /*
  751. case ShaderLanguage::TYPE_SAMPLEREXT: {
  752. } break;
  753. */
  754. case ShaderLanguage::TYPE_ISAMPLER2D: {
  755. } break;
  756. case ShaderLanguage::TYPE_USAMPLER2D: {
  757. } break;
  758. case ShaderLanguage::TYPE_SAMPLERCUBE: {
  759. } break;
  760. case ShaderLanguage::TYPE_SAMPLER2DARRAY:
  761. case ShaderLanguage::TYPE_ISAMPLER2DARRAY:
  762. case ShaderLanguage::TYPE_USAMPLER2DARRAY:
  763. case ShaderLanguage::TYPE_SAMPLER3D:
  764. case ShaderLanguage::TYPE_ISAMPLER3D:
  765. case ShaderLanguage::TYPE_USAMPLER3D: {
  766. // Not implemented in OpenGL
  767. } break;
  768. case ShaderLanguage::TYPE_VOID: {
  769. // Nothing to do?
  770. } break;
  771. default: {
  772. ERR_PRINT("ShaderNode type missing, bug?");
  773. } break;
  774. }
  775. } else { //zero
  776. switch (E->get().type) {
  777. case ShaderLanguage::TYPE_BOOL: {
  778. glUniform1i(location, GL_FALSE);
  779. } break;
  780. case ShaderLanguage::TYPE_BVEC2: {
  781. glUniform2i(location, GL_FALSE, GL_FALSE);
  782. } break;
  783. case ShaderLanguage::TYPE_BVEC3: {
  784. glUniform3i(location, GL_FALSE, GL_FALSE, GL_FALSE);
  785. } break;
  786. case ShaderLanguage::TYPE_BVEC4: {
  787. glUniform4i(location, GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
  788. } break;
  789. case ShaderLanguage::TYPE_INT: {
  790. glUniform1i(location, 0);
  791. } break;
  792. case ShaderLanguage::TYPE_IVEC2: {
  793. glUniform2i(location, 0, 0);
  794. } break;
  795. case ShaderLanguage::TYPE_IVEC3: {
  796. glUniform3i(location, 0, 0, 0);
  797. } break;
  798. case ShaderLanguage::TYPE_IVEC4: {
  799. glUniform4i(location, 0, 0, 0, 0);
  800. } break;
  801. case ShaderLanguage::TYPE_UINT: {
  802. glUniform1i(location, 0);
  803. } break;
  804. case ShaderLanguage::TYPE_UVEC2: {
  805. glUniform2i(location, 0, 0);
  806. } break;
  807. case ShaderLanguage::TYPE_UVEC3: {
  808. glUniform3i(location, 0, 0, 0);
  809. } break;
  810. case ShaderLanguage::TYPE_UVEC4: {
  811. glUniform4i(location, 0, 0, 0, 0);
  812. } break;
  813. case ShaderLanguage::TYPE_FLOAT: {
  814. glUniform1f(location, 0);
  815. } break;
  816. case ShaderLanguage::TYPE_VEC2: {
  817. glUniform2f(location, 0, 0);
  818. } break;
  819. case ShaderLanguage::TYPE_VEC3: {
  820. glUniform3f(location, 0, 0, 0);
  821. } break;
  822. case ShaderLanguage::TYPE_VEC4: {
  823. glUniform4f(location, 0, 0, 0, 0);
  824. } break;
  825. case ShaderLanguage::TYPE_MAT2: {
  826. GLfloat mat[4] = { 0, 0, 0, 0 };
  827. glUniformMatrix2fv(location, 1, GL_FALSE, mat);
  828. } break;
  829. case ShaderLanguage::TYPE_MAT3: {
  830. GLfloat mat[9] = { 0, 0, 0, 0, 0, 0, 0, 0, 0 };
  831. glUniformMatrix3fv(location, 1, GL_FALSE, mat);
  832. } break;
  833. case ShaderLanguage::TYPE_MAT4: {
  834. GLfloat mat[16] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
  835. glUniformMatrix4fv(location, 1, GL_FALSE, mat);
  836. } break;
  837. case ShaderLanguage::TYPE_SAMPLER2D: {
  838. } break;
  839. /*
  840. case ShaderLanguage::TYPE_SAMPLEREXT: {
  841. } break;
  842. */
  843. case ShaderLanguage::TYPE_ISAMPLER2D: {
  844. } break;
  845. case ShaderLanguage::TYPE_USAMPLER2D: {
  846. } break;
  847. case ShaderLanguage::TYPE_SAMPLERCUBE: {
  848. } break;
  849. case ShaderLanguage::TYPE_SAMPLER2DARRAY:
  850. case ShaderLanguage::TYPE_ISAMPLER2DARRAY:
  851. case ShaderLanguage::TYPE_USAMPLER2DARRAY:
  852. case ShaderLanguage::TYPE_SAMPLER3D:
  853. case ShaderLanguage::TYPE_ISAMPLER3D:
  854. case ShaderLanguage::TYPE_USAMPLER3D: {
  855. // Not implemented in OpenGL
  856. } break;
  857. case ShaderLanguage::TYPE_VOID: {
  858. // Nothing to do?
  859. } break;
  860. default: {
  861. ERR_PRINT("ShaderNode type missing, bug?");
  862. } break;
  863. }
  864. }
  865. }
  866. }
  867. ShaderOpenGL::ShaderOpenGL() {
  868. version = NULL;
  869. last_custom_code = 1;
  870. uniforms_dirty = true;
  871. }
  872. ShaderOpenGL::~ShaderOpenGL() {
  873. finish();
  874. }
  875. #endif // OPENGL_BACKEND_ENABLED