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changed shadereffect texture image unit counter and map to be non-static, get max texture units from max combined TIUs instead of max fragment shader TIUs, added the current MVP matrix as an argument to the vertex shader transform function, reduced code duplication in ShaderEffect::sendImage and sendCanvas

Alexander Szpakowski 12 years ago
parent
commit
5252ed28cd

+ 28 - 39
src/modules/graphics/opengl/ShaderEffect.cpp

@@ -19,7 +19,6 @@
  **/
  **/
 
 
 #include "ShaderEffect.h"
 #include "ShaderEffect.h"
-#include "GLee.h"
 #include "Graphics.h"
 #include "Graphics.h"
 
 
 namespace
 namespace
@@ -51,36 +50,34 @@ namespace opengl
 
 
 ShaderEffect *ShaderEffect::current = NULL;
 ShaderEffect *ShaderEffect::current = NULL;
 
 
-std::map<std::string, GLint> ShaderEffect::_texture_unit_pool;
-GLint ShaderEffect::_current_texture_unit = 0;
-GLint ShaderEffect::_max_texture_units = 0;
+ShaderEffect::ShaderEffect(const std::string &vertcode, const std::string &fragcode)
+	: _program(0)
+	, _vertcode(vertcode)
+	, _fragcode(fragcode)
+	, _current_texture_unit(0)
+{
+	glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &_max_texture_units);
+	loadVolatile();
+}
 
 
 GLint ShaderEffect::getTextureUnit(const std::string &name)
 GLint ShaderEffect::getTextureUnit(const std::string &name)
 {
 {
 	std::map<std::string, GLint>::const_iterator it = _texture_unit_pool.find(name);
 	std::map<std::string, GLint>::const_iterator it = _texture_unit_pool.find(name);
-
+	
 	if (it != _texture_unit_pool.end())
 	if (it != _texture_unit_pool.end())
 		return it->second;
 		return it->second;
-
+	
 	if (++_current_texture_unit >= _max_texture_units)
 	if (++_current_texture_unit >= _max_texture_units)
 		throw love::Exception("No more texture units available");
 		throw love::Exception("No more texture units available");
-
+	
 	_texture_unit_pool[name] = _current_texture_unit;
 	_texture_unit_pool[name] = _current_texture_unit;
 	return _current_texture_unit;
 	return _current_texture_unit;
 }
 }
 
 
-ShaderEffect::ShaderEffect(const std::string &vertcode, const std::string &fragcode)
-	: _program(0)
-	, _vertcode(vertcode)
-	, _fragcode(fragcode)
-{
-	glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &_max_texture_units);
-	loadVolatile();
-}
-
 GLuint ShaderEffect::createShader(GLenum type, const std::string &code)
 GLuint ShaderEffect::createShader(GLenum type, const std::string &code)
 {
 {
 	const char *shadertypename = NULL;
 	const char *shadertypename = NULL;
+	
 	switch (type)
 	switch (type)
 	{
 	{
 	case GL_VERTEX_SHADER:
 	case GL_VERTEX_SHADER:
@@ -138,7 +135,7 @@ void ShaderEffect::createProgram(const std::vector<GLuint> &shaders)
 	glLinkProgram(_program);
 	glLinkProgram(_program);
 	
 	
 	for (it = shaders.begin(); it != shaders.end(); ++it)
 	for (it = shaders.begin(); it != shaders.end(); ++it)
-		glDetachShader(_program, *it);
+		glDetachShader(_program, *it); // we can freely detach shaders after linking
 	
 	
 	GLint link_ok;
 	GLint link_ok;
 	glGetProgramiv(_program, GL_LINK_STATUS, &link_ok);
 	glGetProgramiv(_program, GL_LINK_STATUS, &link_ok);
@@ -162,7 +159,7 @@ bool ShaderEffect::loadVolatile()
 		shaders.push_back(createShader(GL_FRAGMENT_SHADER, _fragcode));
 		shaders.push_back(createShader(GL_FRAGMENT_SHADER, _fragcode));
 	
 	
 	if (shaders.size() == 0)
 	if (shaders.size() == 0)
-		throw love::Exception("Cannot create ShaderEffect: no source code!");
+		throw love::Exception("Cannot create shader effect: no source code!");
 	
 	
 	try
 	try
 	{
 	{
@@ -305,40 +302,32 @@ void ShaderEffect::sendMatrix(const std::string &name, int size, const GLfloat *
 	checkSetUniformError();
 	checkSetUniformError();
 }
 }
 
 
-void ShaderEffect::sendImage(const std::string &name, const Image &image)
+void ShaderEffect::sendTexture(const std::string &name, GLuint texture)
 {
 {
-	GLint texture_unit = getTextureUnit(name);
-
 	TemporaryAttacher attacher(this);
 	TemporaryAttacher attacher(this);
 	GLint location = getUniformLocation(name);
 	GLint location = getUniformLocation(name);
-
+	
+	GLint texture_unit = getTextureUnit(name);
+	
 	glActiveTexture(GL_TEXTURE0 + texture_unit);
 	glActiveTexture(GL_TEXTURE0 + texture_unit);
-	bindTexture(image.getTextureName(), true); // guarantee it gets bound
+	bindTexture(texture, true); // guarantee it gets bound
 	glUniform1i(location, texture_unit);
 	glUniform1i(location, texture_unit);
-
+	
 	// reset texture unit
 	// reset texture unit
 	glActiveTexture(GL_TEXTURE0);
 	glActiveTexture(GL_TEXTURE0);
-
+	
 	// throw error if needed
 	// throw error if needed
 	checkSetUniformError();
 	checkSetUniformError();
 }
 }
 
 
-void ShaderEffect::sendCanvas(const std::string &name, const Canvas &canvas)
+void ShaderEffect::sendImage(const std::string &name, const Image &image)
 {
 {
-	GLint texture_unit = getTextureUnit(name);
-
-	TemporaryAttacher attacher(this);
-	GLint location = getUniformLocation(name);
-
-	glActiveTexture(GL_TEXTURE0 + texture_unit);
-	bindTexture(canvas.getTextureName(), true); // guarantee it gets bound
-	glUniform1i(location, texture_unit);
-
-	// reset texture unit
-	glActiveTexture(GL_TEXTURE0);
+	sendTexture(name, image.getTextureName());
+}
 
 
-	// throw error if needed
-	checkSetUniformError();
+void ShaderEffect::sendCanvas(const std::string &name, const Canvas &canvas)
+{
+	sendTexture(name, canvas.getTextureName());
 }
 }
 
 
 GLint ShaderEffect::getUniformLocation(const std::string &name)
 GLint ShaderEffect::getUniformLocation(const std::string &name)

+ 6 - 4
src/modules/graphics/opengl/ShaderEffect.h

@@ -72,10 +72,12 @@ private:
 	std::map<std::string, GLint> _uniforms;
 	std::map<std::string, GLint> _uniforms;
 
 
 	// texture unit pool for setting images
 	// texture unit pool for setting images
-	static std::map<std::string, GLint> _texture_unit_pool;
-	static GLint _current_texture_unit;
-	static GLint _max_texture_units;
-	static GLint getTextureUnit(const std::string &name);
+	std::map<std::string, GLint> _texture_unit_pool;
+	GLint _current_texture_unit;
+	GLint _max_texture_units;
+	GLint getTextureUnit(const std::string &name);
+	
+	void sendTexture(const std::string &name, GLuint texture);
 };
 };
 
 
 } // opengl
 } // opengl

+ 7 - 3
src/scripts/graphics.lua

@@ -1299,7 +1299,7 @@ uniform sampler2D _tex0_;]],
 void main() {
 void main() {
 	gl_TexCoord[0] = gl_MultiTexCoord0;
 	gl_TexCoord[0] = gl_MultiTexCoord0;
 	gl_FrontColor = gl_Color;
 	gl_FrontColor = gl_Color;
-	gl_Position = transform(gl_Vertex);
+	gl_Position = transform(gl_ModelViewProjectionMatrix, gl_Vertex);
 }]],
 }]],
 	}
 	}
 	
 	
@@ -1349,7 +1349,7 @@ void main() {
 			fragcode = table.concat{GLSL_FRAG.HEADER, "\n", fragcode, GLSL_FRAG.FOOTER}
 			fragcode = table.concat{GLSL_FRAG.HEADER, "\n", fragcode, GLSL_FRAG.FOOTER}
 		end
 		end
 		
 		
-		return vertcode, fragcode 
+		return vertcode, fragcode
 	end
 	end
 
 
 	function love.graphics._transformGLSLErrorMessages(message)
 	function love.graphics._transformGLSLErrorMessages(message)
@@ -1366,7 +1366,11 @@ void main() {
 				linenumber, what, message = l:match("^%w+: 0:(%d+):%s*(%w+)%([^%)]+%)%s*(.+)$")
 				linenumber, what, message = l:match("^%w+: 0:(%d+):%s*(%w+)%([^%)]+%)%s*(.+)$")
 			end
 			end
 			if linenumber and what and message then
 			if linenumber and what and message then
-				linenumber = linenumber - GLSL_HEADER_LINE_COUNT
+				local headerlinecount = GLSL_FRAG.HEADER_LINE_COUNT
+				if shadertype == "vertex" then
+					headerlinecount = GLSL_VERT.HEADER_LINE_COUNT
+				end
+				linenumber = linenumber - headerlinecount
 				lines[#lines+1] = ("Line %d: %s: %s"):format(linenumber, what, message)
 				lines[#lines+1] = ("Line %d: %s: %s"):format(linenumber, what, message)
 			end
 			end
 		end
 		end

+ 16 - 4
src/scripts/graphics.lua.h

@@ -6285,7 +6285,9 @@ const unsigned char graphics_lua[] =
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+	0x77, 0x50, 0x72, 0x6f, 0x6a, 0x65, 0x63, 0x74, 0x69, 0x6f, 0x6e, 0x4d, 0x61, 0x74, 0x72, 0x69, 0x78, 0x2c, 
+	0x20, 0x67, 0x6c, 0x5f, 0x56, 0x65, 0x72, 0x74, 0x65, 0x78, 0x29, 0x3b, 0x0a,
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 	0x09, 0x0a,
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@@ -6376,7 +6378,7 @@ const unsigned char graphics_lua[] =
 	0x09, 0x09, 0x65, 0x6e, 0x64, 0x0a,
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@@ -6425,9 +6427,19 @@ const unsigned char graphics_lua[] =
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