OGLShaderVariation.cpp 6.0 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195
  1. //
  2. // Copyright (c) 2008-2017 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #include "../../Precompiled.h"
  23. #include "../../Graphics/Graphics.h"
  24. #include "../../Graphics/GraphicsImpl.h"
  25. #include "../../Graphics/Shader.h"
  26. #include "../../Graphics/ShaderProgram.h"
  27. #include "../../Graphics/ShaderVariation.h"
  28. #include "../../IO/Log.h"
  29. #include "../../DebugNew.h"
  30. namespace Atomic
  31. {
  32. const char* ShaderVariation::elementSemanticNames[] =
  33. {
  34. "POS",
  35. "NORMAL",
  36. "BINORMAL",
  37. "TANGENT",
  38. "TEXCOORD",
  39. "COLOR",
  40. "BLENDWEIGHT",
  41. "BLENDINDICES",
  42. "OBJECTINDEX"
  43. };
  44. void ShaderVariation::OnDeviceLost()
  45. {
  46. GPUObject::OnDeviceLost();
  47. compilerOutput_.Clear();
  48. }
  49. void ShaderVariation::Release()
  50. {
  51. if (object_.name_)
  52. {
  53. if (!graphics_)
  54. return;
  55. if (!graphics_->IsDeviceLost())
  56. {
  57. if (type_ == VS)
  58. {
  59. if (graphics_->GetVertexShader() == this)
  60. graphics_->SetShaders(0, 0);
  61. }
  62. else
  63. {
  64. if (graphics_->GetPixelShader() == this)
  65. graphics_->SetShaders(0, 0);
  66. }
  67. glDeleteShader(object_.name_);
  68. }
  69. object_.name_ = 0;
  70. graphics_->CleanupShaderPrograms(this);
  71. }
  72. compilerOutput_.Clear();
  73. }
  74. bool ShaderVariation::Create()
  75. {
  76. Release();
  77. if (!owner_)
  78. {
  79. compilerOutput_ = "Owner shader has expired";
  80. return false;
  81. }
  82. object_.name_ = glCreateShader(type_ == VS ? GL_VERTEX_SHADER : GL_FRAGMENT_SHADER);
  83. if (!object_.name_)
  84. {
  85. compilerOutput_ = "Could not create shader object";
  86. return false;
  87. }
  88. const String& originalShaderCode = owner_->GetSourceCode(type_);
  89. String shaderCode;
  90. // Check if the shader code contains a version define
  91. unsigned verStart = originalShaderCode.Find('#');
  92. unsigned verEnd = 0;
  93. if (verStart != String::NPOS)
  94. {
  95. if (originalShaderCode.Substring(verStart + 1, 7) == "version")
  96. {
  97. verEnd = verStart + 9;
  98. while (verEnd < originalShaderCode.Length())
  99. {
  100. if (IsDigit((unsigned)originalShaderCode[verEnd]))
  101. ++verEnd;
  102. else
  103. break;
  104. }
  105. // If version define found, insert it first
  106. String versionDefine = originalShaderCode.Substring(verStart, verEnd - verStart);
  107. shaderCode += versionDefine + "\n";
  108. }
  109. }
  110. // Force GLSL version 150 if no version define and GL3 is being used
  111. if (!verEnd && Graphics::GetGL3Support())
  112. shaderCode += "#version 150\n";
  113. // Distinguish between VS and PS compile in case the shader code wants to include/omit different things
  114. shaderCode += type_ == VS ? "#define COMPILEVS\n" : "#define COMPILEPS\n";
  115. // Add define for the maximum number of supported bones
  116. shaderCode += "#define MAXBONES " + String(Graphics::GetMaxBones()) + "\n";
  117. // Prepend the defines to the shader code
  118. Vector<String> defineVec = defines_.Split(' ');
  119. for (unsigned i = 0; i < defineVec.Size(); ++i)
  120. {
  121. // Add extra space for the checking code below
  122. String defineString = "#define " + defineVec[i].Replaced('=', ' ') + " \n";
  123. shaderCode += defineString;
  124. // In debug mode, check that all defines are referenced by the shader code
  125. #ifdef _DEBUG
  126. String defineCheck = defineString.Substring(8, defineString.Find(' ', 8) - 8);
  127. if (originalShaderCode.Find(defineCheck) == String::NPOS)
  128. ATOMIC_LOGWARNING("Shader " + GetFullName() + " does not use the define " + defineCheck);
  129. #endif
  130. }
  131. #ifdef RPI
  132. if (type_ == VS)
  133. shaderCode += "#define RPI\n";
  134. #endif
  135. #ifdef __EMSCRIPTEN__
  136. shaderCode += "#define WEBGL\n";
  137. #endif
  138. if (Graphics::GetGL3Support())
  139. shaderCode += "#define GL3\n";
  140. // When version define found, do not insert it a second time
  141. if (verEnd > 0)
  142. shaderCode += (originalShaderCode.CString() + verEnd);
  143. else
  144. shaderCode += originalShaderCode;
  145. const char* shaderCStr = shaderCode.CString();
  146. glShaderSource(object_.name_, 1, &shaderCStr, 0);
  147. glCompileShader(object_.name_);
  148. int compiled, length;
  149. glGetShaderiv(object_.name_, GL_COMPILE_STATUS, &compiled);
  150. if (!compiled)
  151. {
  152. glGetShaderiv(object_.name_, GL_INFO_LOG_LENGTH, &length);
  153. compilerOutput_.Resize((unsigned)length);
  154. int outLength;
  155. glGetShaderInfoLog(object_.name_, length, &outLength, &compilerOutput_[0]);
  156. glDeleteShader(object_.name_);
  157. object_.name_ = 0;
  158. }
  159. else
  160. compilerOutput_.Clear();
  161. return object_.name_ != 0;
  162. }
  163. void ShaderVariation::SetDefines(const String& defines)
  164. {
  165. defines_ = defines;
  166. }
  167. }