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- /**
- * Copyright (c) 2006-2017 LOVE Development Team
- *
- * This software is provided 'as-is', without any express or implied
- * warranty. In no event will the authors be held liable for any damages
- * arising from the use of this software.
- *
- * Permission is granted to anyone to use this software for any purpose,
- * including commercial applications, and to alter it and redistribute it
- * freely, subject to the following restrictions:
- *
- * 1. The origin of this software must not be misrepresented; you must not
- * claim that you wrote the original software. If you use this software
- * in a product, an acknowledgment in the product documentation would be
- * appreciated but is not required.
- * 2. Altered source versions must be plainly marked as such, and must not be
- * misrepresented as being the original software.
- * 3. This notice may not be removed or altered from any source distribution.
- **/
- // LOVE
- #include "common/config.h"
- #include "Shader.h"
- #include "Graphics.h"
- // C++
- #include <algorithm>
- #include <limits>
- #include <sstream>
- namespace love
- {
- namespace graphics
- {
- namespace opengl
- {
- Shader::Shader(const ShaderSource &source)
- : love::graphics::Shader(source)
- , program(0)
- , builtinUniforms()
- , builtinAttributes()
- , canvasWasActive(false)
- , lastViewport()
- , lastPointSize(0.0f)
- , videoTextureUnits()
- {
- // load shader source and create program object
- loadVolatile();
- }
- Shader::~Shader()
- {
- unloadVolatile();
- for (const auto &p : uniforms)
- {
- // Allocated with malloc().
- if (p.second.data != nullptr)
- free(p.second.data);
- if (p.second.baseType == UNIFORM_SAMPLER)
- {
- for (int i = 0; i < p.second.count; i++)
- {
- if (p.second.textures[i] != nullptr)
- p.second.textures[i]->release();
- }
- delete[] p.second.textures;
- }
- }
- }
- GLuint Shader::compileCode(ShaderStage stage, const std::string &code)
- {
- GLenum glstage;
- const char *typestr;
- if (!getConstant(stage, typestr))
- typestr = "";
- switch (stage)
- {
- case STAGE_VERTEX:
- glstage = GL_VERTEX_SHADER;
- break;
- case STAGE_PIXEL:
- glstage = GL_FRAGMENT_SHADER;
- break;
- default:
- throw love::Exception("Cannot create shader object: unknown shader type.");
- break;
- }
- GLuint shaderid = glCreateShader(glstage);
- if (shaderid == 0)
- {
- if (glGetError() == GL_INVALID_ENUM)
- throw love::Exception("Cannot create %s shader object: %s shaders not supported.", typestr, typestr);
- else
- throw love::Exception("Cannot create %s shader object.", typestr);
- }
- const char *src = code.c_str();
- GLint srclen = (GLint) code.length();
- glShaderSource(shaderid, 1, (const GLchar **)&src, &srclen);
- glCompileShader(shaderid);
- GLint infologlen;
- glGetShaderiv(shaderid, GL_INFO_LOG_LENGTH, &infologlen);
- // Get any warnings the shader compiler may have produced.
- if (infologlen > 0)
- {
- GLchar *infolog = new GLchar[infologlen];
- glGetShaderInfoLog(shaderid, infologlen, nullptr, infolog);
- // Save any warnings for later querying.
- shaderWarnings[stage] = infolog;
- delete[] infolog;
- }
- GLint status;
- glGetShaderiv(shaderid, GL_COMPILE_STATUS, &status);
- if (status == GL_FALSE)
- {
- glDeleteShader(shaderid);
- throw love::Exception("Cannot compile %s shader code:\n%s",
- typestr, shaderWarnings[stage].c_str());
- }
- return shaderid;
- }
- void Shader::mapActiveUniforms()
- {
- // Built-in uniform locations default to -1 (nonexistent.)
- for (int i = 0; i < int(BUILTIN_MAX_ENUM); i++)
- builtinUniforms[i] = -1;
- GLint activeprogram = 0;
- glGetIntegerv(GL_CURRENT_PROGRAM, &activeprogram);
- gl.useProgram(program);
- GLint numuniforms;
- glGetProgramiv(program, GL_ACTIVE_UNIFORMS, &numuniforms);
- GLchar cname[256];
- const GLint bufsize = (GLint) (sizeof(cname) / sizeof(GLchar));
- std::map<std::string, UniformInfo> olduniforms = uniforms;
- uniforms.clear();
- for (int i = 0; i < numuniforms; i++)
- {
- GLsizei namelen = 0;
- GLenum gltype = 0;
- UniformInfo u = {};
- glGetActiveUniform(program, (GLuint) i, bufsize, &namelen, &u.count, &gltype, cname);
- u.name = std::string(cname, (size_t) namelen);
- u.location = glGetUniformLocation(program, u.name.c_str());
- u.baseType = getUniformBaseType(gltype);
- if (u.baseType == UNIFORM_MATRIX)
- u.matrix = getMatrixSize(gltype);
- else
- u.components = getUniformTypeComponents(gltype);
- // glGetActiveUniform appends "[0]" to the end of array uniform names...
- if (u.name.length() > 3)
- {
- size_t findpos = u.name.find("[0]");
- if (findpos != std::string::npos && findpos == u.name.length() - 3)
- u.name.erase(u.name.length() - 3);
- }
- // If this is a built-in (LOVE-created) uniform, store the location.
- BuiltinUniform builtin;
- if (getConstant(u.name.c_str(), builtin))
- builtinUniforms[int(builtin)] = u.location;
- if (u.location == -1)
- continue;
- // Make sure previously set uniform data is preserved, and shader-
- // initialized values are retrieved.
- auto oldu = olduniforms.find(u.name);
- if (oldu != olduniforms.end())
- {
- u.data = oldu->second.data;
- u.textures = oldu->second.textures;
- updateUniform(&u, u.count, true);
- if (u.baseType == UNIFORM_SAMPLER)
- {
- // Make sure all stored textures have their Volatiles loaded
- // before the sendTextures call, since it calls getHandle().
- for (int i = 0; i < u.count; i++)
- {
- if (u.textures[i] == nullptr)
- continue;
- Volatile *v = dynamic_cast<Volatile *>(u.textures[i]);
- if (v != nullptr)
- v->loadVolatile();
- }
- sendTextures(&u, u.textures, u.count, true);
- }
- }
- else
- {
- size_t datasize = 0;
- switch (u.baseType)
- {
- case UNIFORM_FLOAT:
- datasize = sizeof(float) * u.components * u.count;
- u.data = malloc(datasize);
- break;
- case UNIFORM_INT:
- case UNIFORM_BOOL:
- case UNIFORM_SAMPLER:
- datasize = sizeof(int) * u.components * u.count;
- u.data = malloc(datasize);
- break;
- case UNIFORM_UINT:
- datasize = sizeof(unsigned int) * u.components * u.count;
- u.data = malloc(datasize);
- break;
- case UNIFORM_MATRIX:
- datasize = sizeof(float) * (u.matrix.rows * u.matrix.columns) * u.count;
- u.data = malloc(datasize);
- break;
- default:
- break;
- }
- if (datasize > 0)
- {
- memset(u.data, 0, datasize);
- if (u.baseType == UNIFORM_SAMPLER)
- {
- // Initialize all samplers to 0. Both GLSL and GLSL ES are
- // supposed to do this themselves, but some Android devices
- // (galaxy tab 3 and 4) don't seem to do it...
- glUniform1iv(u.location, u.count, u.ints);
- u.textures = new Texture*[u.count];
- memset(u.textures, 0, sizeof(Texture *) * u.count);
- }
- }
- size_t offset = 0;
- // Store any shader-initialized values in our own memory.
- for (int i = 0; i < u.count; i++)
- {
- GLint location = u.location;
- if (u.count > 1)
- {
- std::ostringstream ss;
- ss << i;
- std::string indexname = u.name + "[" + ss.str() + "]";
- location = glGetUniformLocation(program, indexname.c_str());
- }
- if (location == -1)
- continue;
- switch (u.baseType)
- {
- case UNIFORM_FLOAT:
- glGetUniformfv(program, location, &u.floats[offset]);
- offset += u.components;
- break;
- case UNIFORM_INT:
- case UNIFORM_BOOL:
- glGetUniformiv(program, location, &u.ints[offset]);
- offset += u.components;
- break;
- case UNIFORM_UINT:
- glGetUniformuiv(program, location, &u.uints[offset]);
- offset += u.components;
- break;
- case UNIFORM_MATRIX:
- glGetUniformfv(program, location, &u.floats[offset]);
- offset += u.matrix.rows * u.matrix.columns;
- break;
- default:
- break;
- }
- }
- }
- uniforms[u.name] = u;
- }
- // Make sure uniforms that existed before but don't exist anymore are
- // cleaned up. This theoretically shouldn't happen, but...
- for (const auto &p : olduniforms)
- {
- if (uniforms.find(p.first) == uniforms.end())
- {
- free(p.second.data);
- if (p.second.baseType != UNIFORM_SAMPLER)
- continue;
- for (int i = 0; i < p.second.count; i++)
- {
- if (p.second.textures[i] != nullptr)
- p.second.textures[i]->release();
- }
- delete[] p.second.textures;
- }
- }
- gl.useProgram(activeprogram);
- }
- bool Shader::loadVolatile()
- {
- OpenGL::TempDebugGroup debuggroup("Shader load");
- // Recreating the shader program will invalidate uniforms that rely on these.
- canvasWasActive = false;
- lastViewport = Rect();
- lastPointSize = -1.0f;
- // Invalidate the cached matrices by setting some elements to NaN.
- float nan = std::numeric_limits<float>::quiet_NaN();
- lastProjectionMatrix.setTranslation(nan, nan);
- lastTransformMatrix.setTranslation(nan, nan);
- for (int i = 0; i < 3; i++)
- videoTextureUnits[i] = 0;
- // zero out active texture list
- textureUnits.clear();
- textureUnits.resize(gl.getMaxTextureUnits(), TextureUnit());
- std::vector<GLuint> shaderids;
- auto gfx = Module::getInstance<love::graphics::Graphics>(Module::M_GRAPHICS);
- const ShaderSource &defaults = gfx->getCurrentDefaultShaderCode();
- // The shader program must have both vertex and pixel shader stages.
- const std::string &vertexcode = shaderSource.vertex.empty() ? defaults.vertex : shaderSource.vertex;
- const std::string &pixelcode = shaderSource.pixel.empty() ? defaults.pixel : shaderSource.pixel;
- try
- {
- shaderids.push_back(compileCode(STAGE_VERTEX, vertexcode));
- shaderids.push_back(compileCode(STAGE_PIXEL, pixelcode));
- }
- catch (love::Exception &)
- {
- for (GLuint id : shaderids)
- glDeleteShader(id);
- throw;
- }
- program = glCreateProgram();
- if (program == 0)
- {
- for (GLuint id : shaderids)
- glDeleteShader(id);
- throw love::Exception("Cannot create shader program object.");
- }
- for (GLuint id : shaderids)
- glAttachShader(program, id);
- // Bind generic vertex attribute indices to names in the shader.
- for (int i = 0; i < int(ATTRIB_MAX_ENUM); i++)
- {
- const char *name = nullptr;
- if (getConstant((VertexAttribID) i, name))
- glBindAttribLocation(program, i, (const GLchar *) name);
- }
- glLinkProgram(program);
- // Flag shaders for auto-deletion when the program object is deleted.
- for (GLuint id : shaderids)
- glDeleteShader(id);
- GLint status;
- glGetProgramiv(program, GL_LINK_STATUS, &status);
- if (status == GL_FALSE)
- {
- std::string warnings = getProgramWarnings();
- glDeleteProgram(program);
- program = 0;
- throw love::Exception("Cannot link shader program object:\n%s", warnings.c_str());
- }
- // Get all active uniform variables in this shader from OpenGL.
- mapActiveUniforms();
- for (int i = 0; i < int(ATTRIB_MAX_ENUM); i++)
- {
- const char *name = nullptr;
- if (getConstant(VertexAttribID(i), name))
- builtinAttributes[i] = glGetAttribLocation(program, name);
- else
- builtinAttributes[i] = -1;
- }
- if (current == this)
- {
- // make sure glUseProgram gets called.
- current = nullptr;
- attach();
- updateBuiltinUniforms();
- }
- return true;
- }
- void Shader::unloadVolatile()
- {
- if (program != 0)
- {
- if (current == this)
- gl.useProgram(0);
- glDeleteProgram(program);
- program = 0;
- }
- // active texture list is probably invalid, clear it
- textureUnits.clear();
- textureUnits.resize(gl.getMaxTextureUnits(), TextureUnit());
- attributes.clear();
- // And the locations of any built-in uniform variables.
- for (int i = 0; i < int(BUILTIN_MAX_ENUM); i++)
- builtinUniforms[i] = -1;
- shaderWarnings.clear();
- }
- std::string Shader::getProgramWarnings() const
- {
- GLint strsize, nullpos;
- glGetProgramiv(program, GL_INFO_LOG_LENGTH, &strsize);
- if (strsize == 0)
- return "";
- char *tempstr = new char[strsize];
- // be extra sure that the error string will be 0-terminated
- memset(tempstr, '\0', strsize);
- glGetProgramInfoLog(program, strsize, &nullpos, tempstr);
- tempstr[nullpos] = '\0';
- std::string warnings(tempstr);
- delete[] tempstr;
- return warnings;
- }
- std::string Shader::getWarnings() const
- {
- std::string warnings;
- const char *stagestr;
- // Get the individual shader stage warnings
- for (const auto &warning : shaderWarnings)
- {
- if (getConstant(warning.first, stagestr))
- warnings += std::string(stagestr) + std::string(" shader:\n") + warning.second;
- }
- warnings += getProgramWarnings();
- return warnings;
- }
- void Shader::attach(bool temporary)
- {
- if (current != this)
- {
- gl.useProgram(program);
- current = this;
- // retain/release happens in Graphics::setShader.
- if (!temporary)
- {
- // Make sure all textures are properly bound to their respective
- // texture units.
- for (int i = 1; i < (int) textureUnits.size(); ++i)
- {
- if (textureUnits[i].active)
- gl.bindTextureToUnit(textureUnits[i].texture, i, false);
- }
- // send any pending uniforms to the shader program.
- for (const auto &p : pendingUniformUpdates)
- updateUniform(p.first, p.second);
- pendingUniformUpdates.clear();
- }
- }
- }
- const Shader::UniformInfo *Shader::getUniformInfo(const std::string &name) const
- {
- const auto it = uniforms.find(name);
- if (it == uniforms.end())
- return nullptr;
- return &(it->second);
- }
- void Shader::updateUniform(const UniformInfo *info, int count, bool internalUpdate)
- {
- if (current != this)
- {
- pendingUniformUpdates.push_back(std::make_pair(info, count));
- return;
- }
- if (!internalUpdate)
- flushStreamDraws();
- int location = info->location;
- UniformType type = info->baseType;
- if (type == UNIFORM_FLOAT)
- {
- switch (info->components)
- {
- case 1:
- glUniform1fv(location, count, info->floats);
- break;
- case 2:
- glUniform2fv(location, count, info->floats);
- break;
- case 3:
- glUniform3fv(location, count, info->floats);
- break;
- case 4:
- glUniform4fv(location, count, info->floats);
- break;
- }
- }
- else if (type == UNIFORM_INT || type == UNIFORM_BOOL || type == UNIFORM_SAMPLER)
- {
- switch (info->components)
- {
- case 1:
- glUniform1iv(location, count, info->ints);
- break;
- case 2:
- glUniform2iv(location, count, info->ints);
- break;
- case 3:
- glUniform3iv(location, count, info->ints);
- break;
- case 4:
- glUniform4iv(location, count, info->ints);
- break;
- }
- }
- else if (type == UNIFORM_UINT)
- {
- switch (info->components)
- {
- case 1:
- glUniform1uiv(location, count, info->uints);
- break;
- case 2:
- glUniform2uiv(location, count, info->uints);
- break;
- case 3:
- glUniform3uiv(location, count, info->uints);
- break;
- case 4:
- glUniform4uiv(location, count, info->uints);
- break;
- }
- }
- else if (type == UNIFORM_MATRIX)
- {
- int columns = info->matrix.columns;
- int rows = info->matrix.rows;
- if (columns == 2 && rows == 2)
- glUniformMatrix2fv(location, count, GL_FALSE, info->floats);
- else if (columns == 3 && rows == 3)
- glUniformMatrix3fv(location, count, GL_FALSE, info->floats);
- else if (columns == 4 && rows == 4)
- glUniformMatrix4fv(location, count, GL_FALSE, info->floats);
- else if (columns == 2 && rows == 3)
- glUniformMatrix2x3fv(location, count, GL_FALSE, info->floats);
- else if (columns == 2 && rows == 4)
- glUniformMatrix2x4fv(location, count, GL_FALSE, info->floats);
- else if (columns == 3 && rows == 2)
- glUniformMatrix3x2fv(location, count, GL_FALSE, info->floats);
- else if (columns == 3 && rows == 4)
- glUniformMatrix3x4fv(location, count, GL_FALSE, info->floats);
- else if (columns == 4 && rows == 2)
- glUniformMatrix4x2fv(location, count, GL_FALSE, info->floats);
- else if (columns == 4 && rows == 3)
- glUniformMatrix4x3fv(location, count, GL_FALSE, info->floats);
- }
- }
- int Shader::getFreeTextureUnits(int count)
- {
- int startunit = -1;
- // Ignore the first texture unit for Shader-local texture bindings.
- for (int i = 1; i < (int) textureUnits.size(); i++)
- {
- if (!textureUnits[i].active && i + count <= (int) textureUnits.size())
- {
- startunit = i;
- break;
- }
- }
- if (startunit == -1)
- throw love::Exception("No more texture units available for shader.");
- return startunit;
- }
- void Shader::sendTextures(const UniformInfo *info, Texture **textures, int count, bool internalUpdate)
- {
- if (info->baseType != UNIFORM_SAMPLER)
- return;
- bool shaderactive = current == this;
- if (!internalUpdate && shaderactive)
- flushStreamDraws();
- count = std::min(count, info->count);
- bool updateuniform = false;
- // Make sure the shader's samplers are associated with texture units.
- for (int i = 0; i < count; i++)
- {
- if (info->ints[i] == 0 && textures[i] != nullptr)
- {
- int texunit = getFreeTextureUnits(1);
- textureUnits[texunit].active = true;
- info->ints[i] = texunit;
- updateuniform = true;
- }
- }
- if (updateuniform)
- updateUniform(info, count, internalUpdate);
- // Bind the textures to the texture units.
- for (int i = 0; i < count; i++)
- {
- if (textures[i] != nullptr)
- textures[i]->retain();
- if (info->textures[i] != nullptr)
- info->textures[i]->release();
- info->textures[i] = textures[i];
- int texunit = info->ints[i];
- if (textures[i] != nullptr)
- {
- GLuint gltex = (GLuint) textures[i]->getHandle();
- if (shaderactive)
- gl.bindTextureToUnit(gltex, texunit, false);
- // Store texture id so it can be re-bound to the texture unit later.
- textureUnits[texunit].texture = gltex;
- }
- else
- {
- if (shaderactive)
- gl.bindTextureToUnit((GLuint) 0, texunit, false);
- textureUnits[texunit].texture = 0;
- textureUnits[texunit].active = false;
- }
- }
- }
- void Shader::flushStreamDraws() const
- {
- if (current == this)
- {
- auto gfx = Module::getInstance<graphics::Graphics>(Module::M_GRAPHICS);
- if (gfx != nullptr)
- gfx->flushStreamDraws();
- }
- }
- bool Shader::hasUniform(const std::string &name) const
- {
- return uniforms.find(name) != uniforms.end();
- }
- GLint Shader::getAttribLocation(const std::string &name)
- {
- auto it = attributes.find(name);
- if (it != attributes.end())
- return it->second;
- GLint location = glGetAttribLocation(program, name.c_str());
- attributes[name] = location;
- return location;
- }
- void Shader::setVideoTextures(ptrdiff_t ytexture, ptrdiff_t cbtexture, ptrdiff_t crtexture)
- {
- // Set up the texture units that will be used by the shader to sample from
- // the textures, if they haven't been set up yet.
- if (videoTextureUnits[0] == 0)
- {
- const BuiltinUniform builtins[3] = {
- BUILTIN_VIDEO_Y_CHANNEL,
- BUILTIN_VIDEO_CB_CHANNEL,
- BUILTIN_VIDEO_CR_CHANNEL,
- };
- for (int i = 0; i < 3; i++)
- {
- GLint loc = builtinUniforms[builtins[i]];
- const char *name = nullptr;;
- if (loc >= 0 && getConstant(builtins[i], name) && name != nullptr)
- {
- const UniformInfo *info = getUniformInfo(name);
- if (info == nullptr)
- continue;
- videoTextureUnits[i] = getFreeTextureUnits(1);
- textureUnits[videoTextureUnits[i]].active = true;
- info->ints[0] = videoTextureUnits[i];
- updateUniform(info, 1);
- }
- }
- }
- const GLuint textures[3] = {(GLuint) ytexture, (GLuint) cbtexture, (GLuint) crtexture};
- // Bind the textures to their respective texture units.
- for (int i = 0; i < 3; i++)
- {
- if (videoTextureUnits[i] != 0)
- {
- // Store texture id so it can be re-bound later.
- textureUnits[videoTextureUnits[i]].texture = textures[i];
- if (current == this)
- gl.bindTextureToUnit(textures[i], videoTextureUnits[i], false);
- }
- }
- }
- void Shader::updateScreenParams()
- {
- Rect view = gl.getViewport();
- auto gfx = Module::getInstance<Graphics>(Module::M_GRAPHICS);
- bool canvasActive = gfx->isCanvasActive();
- if ((view == lastViewport && canvasWasActive == canvasActive) || current != this)
- return;
- // In the shader, we do pixcoord.y = gl_FragCoord.y * params.z + params.w.
- // This lets us flip pixcoord.y when needed, to be consistent (drawing with
- // no Canvas active makes the y-values for pixel coordinates flipped.)
- GLfloat params[] = {
- (GLfloat) view.w, (GLfloat) view.h,
- 0.0f, 0.0f,
- };
- if (canvasActive)
- {
- // No flipping: pixcoord.y = gl_FragCoord.y * 1.0 + 0.0.
- params[2] = 1.0f;
- params[3] = 0.0f;
- }
- else
- {
- // gl_FragCoord.y is flipped when drawing to the screen, so we un-flip:
- // pixcoord.y = gl_FragCoord.y * -1.0 + height.
- params[2] = -1.0f;
- params[3] = (GLfloat) view.h;
- }
- GLint location = builtinUniforms[BUILTIN_SCREEN_SIZE];
- if (location >= 0)
- glUniform4fv(location, 1, params);
- canvasWasActive = canvasActive;
- lastViewport = view;
- }
- void Shader::updatePointSize(float size)
- {
- if (size == lastPointSize || current != this)
- return;
- GLint location = builtinUniforms[BUILTIN_POINT_SIZE];
- if (location >= 0)
- glUniform1f(location, size);
- lastPointSize = size;
- }
- void Shader::updateBuiltinUniforms()
- {
- if (current != this)
- return;
- updateScreenParams();
- if (GLAD_ES_VERSION_2_0)
- updatePointSize(gl.getPointSize());
- auto gfx = Module::getInstance<graphics::Graphics>(Module::M_GRAPHICS);
- const Matrix4 &curproj = gfx->getProjection();
- const Matrix4 &curxform = gfx->getTransform();
- bool tpmatrixneedsupdate = false;
- // Only upload the matrices if they've changed.
- if (memcmp(curxform.getElements(), lastTransformMatrix.getElements(), sizeof(float) * 16) != 0)
- {
- GLint location = builtinUniforms[BUILTIN_TRANSFORM_MATRIX];
- if (location >= 0)
- glUniformMatrix4fv(location, 1, GL_FALSE, curxform.getElements());
- // Also upload the re-calculated normal matrix, if possible. The normal
- // matrix is the transpose of the inverse of the rotation portion
- // (top-left 3x3) of the transform matrix.
- location = builtinUniforms[BUILTIN_NORMAL_MATRIX];
- if (location >= 0)
- {
- Matrix3 normalmatrix = Matrix3(curxform).transposedInverse();
- glUniformMatrix3fv(location, 1, GL_FALSE, normalmatrix.getElements());
- }
- tpmatrixneedsupdate = true;
- lastTransformMatrix = curxform;
- }
- if (memcmp(curproj.getElements(), lastProjectionMatrix.getElements(), sizeof(float) * 16) != 0)
- {
- GLint location = builtinUniforms[BUILTIN_PROJECTION_MATRIX];
- if (location >= 0)
- glUniformMatrix4fv(location, 1, GL_FALSE, curproj.getElements());
- tpmatrixneedsupdate = true;
- lastProjectionMatrix = curproj;
- }
- if (tpmatrixneedsupdate)
- {
- GLint location = builtinUniforms[BUILTIN_TRANSFORM_PROJECTION_MATRIX];
- if (location >= 0)
- {
- Matrix4 tp_matrix(curproj, curxform);
- glUniformMatrix4fv(location, 1, GL_FALSE, tp_matrix.getElements());
- }
- }
- }
- std::string Shader::getGLSLVersion()
- {
- const char *tmp = (const char *) glGetString(GL_SHADING_LANGUAGE_VERSION);
- if (tmp == nullptr)
- return "0.0";
- // the version string always begins with a version number of the format
- // major_number.minor_number
- // or
- // major_number.minor_number.release_number
- // we can keep release_number, since it does not affect the check below.
- std::string versionstring(tmp);
- size_t minorendpos = versionstring.find(' ');
- return versionstring.substr(0, minorendpos);
- }
- bool Shader::isSupported()
- {
- return GLAD_ES_VERSION_2_0 || (getGLSLVersion() >= "1.2");
- }
- int Shader::getUniformTypeComponents(GLenum type) const
- {
- switch (type)
- {
- case GL_INT:
- case GL_UNSIGNED_INT:
- case GL_FLOAT:
- case GL_BOOL:
- case GL_SAMPLER_1D:
- case GL_SAMPLER_2D:
- case GL_SAMPLER_3D:
- return 1;
- case GL_INT_VEC2:
- case GL_UNSIGNED_INT_VEC2:
- case GL_FLOAT_VEC2:
- case GL_FLOAT_MAT2:
- case GL_BOOL_VEC2:
- return 2;
- case GL_INT_VEC3:
- case GL_UNSIGNED_INT_VEC3:
- case GL_FLOAT_VEC3:
- case GL_FLOAT_MAT3:
- case GL_BOOL_VEC3:
- return 3;
- case GL_INT_VEC4:
- case GL_UNSIGNED_INT_VEC4:
- case GL_FLOAT_VEC4:
- case GL_FLOAT_MAT4:
- case GL_BOOL_VEC4:
- return 4;
- default:
- return 1;
- }
- }
- Shader::MatrixSize Shader::getMatrixSize(GLenum type) const
- {
- MatrixSize m;
- switch (type)
- {
- case GL_FLOAT_MAT2:
- m.columns = m.rows = 2;
- break;
- case GL_FLOAT_MAT3:
- m.columns = m.rows = 3;
- break;
- case GL_FLOAT_MAT4:
- m.columns = m.rows = 4;
- break;
- case GL_FLOAT_MAT2x3:
- m.columns = 2;
- m.rows = 3;
- break;
- case GL_FLOAT_MAT2x4:
- m.columns = 2;
- m.rows = 4;
- break;
- case GL_FLOAT_MAT3x2:
- m.columns = 3;
- m.rows = 2;
- break;
- case GL_FLOAT_MAT3x4:
- m.columns = 3;
- m.rows = 4;
- break;
- case GL_FLOAT_MAT4x2:
- m.columns = 4;
- m.rows = 2;
- break;
- case GL_FLOAT_MAT4x3:
- m.columns = 4;
- m.rows = 3;
- break;
- }
- return m;
- }
- Shader::UniformType Shader::getUniformBaseType(GLenum type) const
- {
- switch (type)
- {
- case GL_INT:
- case GL_INT_VEC2:
- case GL_INT_VEC3:
- case GL_INT_VEC4:
- return UNIFORM_INT;
- case GL_UNSIGNED_INT:
- case GL_UNSIGNED_INT_VEC2:
- case GL_UNSIGNED_INT_VEC3:
- case GL_UNSIGNED_INT_VEC4:
- return UNIFORM_UINT;
- case GL_FLOAT:
- case GL_FLOAT_VEC2:
- case GL_FLOAT_VEC3:
- case GL_FLOAT_VEC4:
- return UNIFORM_FLOAT;
- case GL_FLOAT_MAT2:
- case GL_FLOAT_MAT3:
- case GL_FLOAT_MAT4:
- case GL_FLOAT_MAT2x3:
- case GL_FLOAT_MAT2x4:
- case GL_FLOAT_MAT3x2:
- case GL_FLOAT_MAT3x4:
- case GL_FLOAT_MAT4x2:
- case GL_FLOAT_MAT4x3:
- return UNIFORM_MATRIX;
- case GL_BOOL:
- case GL_BOOL_VEC2:
- case GL_BOOL_VEC3:
- case GL_BOOL_VEC4:
- return UNIFORM_BOOL;
- case GL_SAMPLER_1D:
- case GL_SAMPLER_1D_SHADOW:
- case GL_SAMPLER_1D_ARRAY:
- case GL_SAMPLER_1D_ARRAY_SHADOW:
- case GL_SAMPLER_2D:
- case GL_SAMPLER_2D_MULTISAMPLE:
- case GL_SAMPLER_2D_MULTISAMPLE_ARRAY:
- case GL_SAMPLER_2D_RECT:
- case GL_SAMPLER_2D_RECT_SHADOW:
- case GL_SAMPLER_2D_SHADOW:
- case GL_SAMPLER_2D_ARRAY:
- case GL_SAMPLER_2D_ARRAY_SHADOW:
- case GL_SAMPLER_3D:
- case GL_SAMPLER_CUBE:
- case GL_SAMPLER_CUBE_SHADOW:
- case GL_SAMPLER_CUBE_MAP_ARRAY:
- case GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW:
- return UNIFORM_SAMPLER;
- default:
- return UNIFORM_UNKNOWN;
- }
- }
- } // opengl
- } // graphics
- } // love
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