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- /**
- * Copyright (c) 2006-2016 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 "Canvas.h"
- // C++
- #include <algorithm>
- #include <limits>
- namespace love
- {
- namespace graphics
- {
- namespace opengl
- {
- namespace
- {
- // temporarily attaches a shader program (for setting uniforms, etc)
- // reattaches the originally active program when destroyed
- struct TemporaryAttacher
- {
- TemporaryAttacher(Shader *shader)
- : curShader(shader)
- , prevShader(Shader::current)
- {
- curShader->attach(true);
- }
- ~TemporaryAttacher()
- {
- if (prevShader != nullptr)
- prevShader->attach();
- else
- curShader->detach();
- }
- Shader *curShader;
- Shader *prevShader;
- };
- } // anonymous namespace
- Shader *Shader::current = nullptr;
- Shader *Shader::defaultShader = nullptr;
- Shader *Shader::defaultVideoShader = nullptr;
- Shader::ShaderSource Shader::defaultCode[Graphics::RENDERER_MAX_ENUM][2];
- Shader::ShaderSource Shader::defaultVideoCode[Graphics::RENDERER_MAX_ENUM][2];
- std::vector<int> Shader::textureCounters;
- Shader::Shader(const ShaderSource &source)
- : shaderSource(source)
- , program(0)
- , builtinUniforms()
- , builtinAttributes()
- , lastCanvas((Canvas *) -1)
- , lastViewport()
- , lastPointSize(0.0f)
- , videoTextureUnits()
- {
- if (source.vertex.empty() && source.pixel.empty())
- throw love::Exception("Cannot create shader: no source code!");
- // initialize global texture id counters if needed
- if ((int) textureCounters.size() < gl.getMaxTextureUnits() - 1)
- textureCounters.resize(gl.getMaxTextureUnits() - 1, 0);
- // load shader source and create program object
- loadVolatile();
- }
- Shader::~Shader()
- {
- if (current == this)
- detach();
- for (const auto &retainable : boundRetainables)
- retainable.second->release();
- boundRetainables.clear();
- unloadVolatile();
- }
- GLuint Shader::compileCode(ShaderStage stage, const std::string &code)
- {
- GLenum glstage;
- const char *typestr;
- if (!stageNames.find(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 (nonexistant.)
- for (int i = 0; i < int(BUILTIN_MAX_ENUM); i++)
- builtinUniforms[i] = -1;
- uniforms.clear();
- GLint activeprogram = 0;
- glGetIntegerv(GL_CURRENT_PROGRAM, &activeprogram);
- glUseProgram(program);
- GLint numuniforms;
- glGetProgramiv(program, GL_ACTIVE_UNIFORMS, &numuniforms);
- GLchar cname[256];
- const GLint bufsize = (GLint) (sizeof(cname) / sizeof(GLchar));
- for (int i = 0; i < numuniforms; i++)
- {
- GLsizei namelen = 0;
- Uniform u = {};
- glGetActiveUniform(program, (GLuint) i, bufsize, &namelen, &u.count, &u.type, cname);
- u.name = std::string(cname, (size_t) namelen);
- u.location = glGetUniformLocation(program, u.name.c_str());
- u.baseType = getUniformBaseType(u.type);
- // 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...
- if (u.baseType == UNIFORM_SAMPLER)
- glUniform1i(u.location, 0);
- // 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 (builtinNames.find(u.name.c_str(), builtin))
- builtinUniforms[int(builtin)] = u.location;
- if (u.location != -1)
- uniforms[u.name] = u;
- }
- glUseProgram(activeprogram);
- }
- bool Shader::loadVolatile()
- {
- OpenGL::TempDebugGroup debuggroup("Shader load");
- // Recreating the shader program will invalidate uniforms that rely on these.
- lastCanvas = (Canvas *) -1;
- lastViewport = OpenGL::Viewport();
- 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
- activeTexUnits.clear();
- activeTexUnits.insert(activeTexUnits.begin(), gl.getMaxTextureUnits() - 1, 0);
- std::vector<GLuint> shaderids;
- bool gammacorrect = graphics::isGammaCorrect();
- const ShaderSource *defaults = &defaultCode[Graphics::RENDERER_OPENGL][gammacorrect ? 1 : 0];
- if (GLAD_ES_VERSION_2_0)
- defaults = &defaultCode[Graphics::RENDERER_OPENGLES][gammacorrect ? 1 : 0];
- // 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 (attribNames.find((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 (attribNames.find(VertexAttribID(i), name))
- builtinAttributes[i] = glGetAttribLocation(program, name);
- else
- builtinAttributes[i] = -1;
- }
- if (current == this)
- {
- // make sure glUseProgram gets called.
- current = nullptr;
- attach();
- checkSetBuiltinUniforms();
- }
- return true;
- }
- void Shader::unloadVolatile()
- {
- if (current == this)
- glUseProgram(0);
- if (program != 0)
- {
- glDeleteProgram(program);
- program = 0;
- }
- // decrement global texture id counters for texture units which had textures bound from this shader
- for (size_t i = 0; i < activeTexUnits.size(); ++i)
- {
- if (activeTexUnits[i] > 0)
- textureCounters[i] = std::max(textureCounters[i] - 1, 0);
- }
- // active texture list is probably invalid, clear it
- activeTexUnits.clear();
- activeTexUnits.resize(gl.getMaxTextureUnits() - 1, 0);
- attributes.clear();
- // same with uniform location list
- uniforms.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 (stageNames.find(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)
- {
- glUseProgram(program);
- current = this;
- // retain/release happens in Graphics::setShader.
- }
- if (!temporary)
- {
- // make sure all sent textures are properly bound to their respective texture units
- // note: list potentially contains texture ids of deleted/invalid textures!
- for (size_t i = 0; i < activeTexUnits.size(); ++i)
- {
- if (activeTexUnits[i] > 0)
- gl.bindTextureToUnit(activeTexUnits[i], i + 1, false);
- }
- // We always want to use texture unit 0 for everyhing else.
- gl.setTextureUnit(0);
- }
- }
- void Shader::detach()
- {
- if (defaultShader)
- {
- if (current != defaultShader)
- defaultShader->attach();
- return;
- }
- if (current != nullptr)
- glUseProgram(0);
- current = nullptr;
- }
- const Shader::Uniform &Shader::getUniform(const std::string &name) const
- {
- std::map<std::string, Uniform>::const_iterator it = uniforms.find(name);
- if (it == uniforms.end())
- throw love::Exception("Variable '%s' does not exist.\n"
- "A common error is to define but not use the variable.", name.c_str());
- return it->second;
- }
- void Shader::checkSetUniformError(const Uniform &u, int size, int count, UniformType sendtype) const
- {
- if (!program)
- throw love::Exception("No active shader program.");
- int realsize = getUniformTypeSize(u.type);
- if (size != realsize)
- throw love::Exception("Value size of %d does not match variable size of %d.", size, realsize);
- if ((u.count == 1 && count > 1) || count < 0)
- throw love::Exception("Invalid number of values (expected %d, got %d).", u.count, count);
- if (u.baseType == UNIFORM_SAMPLER && sendtype != u.baseType)
- throw love::Exception("Cannot send a value of this type to an Image variable.");
- if ((sendtype == UNIFORM_FLOAT && u.baseType == UNIFORM_INT) || (sendtype == UNIFORM_INT && u.baseType == UNIFORM_FLOAT))
- throw love::Exception("Cannot convert between float and int.");
- }
- void Shader::sendInt(const std::string &name, int size, const GLint *vec, int count)
- {
- TemporaryAttacher attacher(this);
- const Uniform &u = getUniform(name);
- checkSetUniformError(u, size, count, UNIFORM_INT);
- switch (size)
- {
- case 4:
- glUniform4iv(u.location, count, vec);
- break;
- case 3:
- glUniform3iv(u.location, count, vec);
- break;
- case 2:
- glUniform2iv(u.location, count, vec);
- break;
- case 1:
- default:
- glUniform1iv(u.location, count, vec);
- break;
- }
- }
- void Shader::sendFloat(const std::string &name, int size, const GLfloat *vec, int count)
- {
- TemporaryAttacher attacher(this);
- const Uniform &u = getUniform(name);
- checkSetUniformError(u, size, count, UNIFORM_FLOAT);
- switch (size)
- {
- case 4:
- glUniform4fv(u.location, count, vec);
- break;
- case 3:
- glUniform3fv(u.location, count, vec);
- break;
- case 2:
- glUniform2fv(u.location, count, vec);
- break;
- case 1:
- default:
- glUniform1fv(u.location, count, vec);
- break;
- }
- }
- void Shader::sendMatrix(const std::string &name, int size, const GLfloat *m, int count)
- {
- TemporaryAttacher attacher(this);
- if (size < 2 || size > 4)
- {
- throw love::Exception("Invalid matrix size: %dx%d "
- "(can only set 2x2, 3x3 or 4x4 matrices.)", size,size);
- }
- const Uniform &u = getUniform(name);
- checkSetUniformError(u, size, count, UNIFORM_FLOAT);
- switch (size)
- {
- case 4:
- glUniformMatrix4fv(u.location, count, GL_FALSE, m);
- break;
- case 3:
- glUniformMatrix3fv(u.location, count, GL_FALSE, m);
- break;
- case 2:
- default:
- glUniformMatrix2fv(u.location, count, GL_FALSE, m);
- break;
- }
- }
- void Shader::sendTexture(const std::string &name, Texture *texture)
- {
- GLuint gltex = *(GLuint *) texture->getHandle();
- TemporaryAttacher attacher(this);
- int texunit = getTextureUnit(name);
- const Uniform &u = getUniform(name);
- checkSetUniformError(u, 1, 1, UNIFORM_SAMPLER);
- // bind texture to assigned texture unit and send uniform to shader program
- gl.bindTextureToUnit(gltex, texunit, true);
- glUniform1i(u.location, texunit);
- // increment global shader texture id counter for this texture unit, if we haven't already
- if (activeTexUnits[texunit-1] == 0)
- ++textureCounters[texunit-1];
- // store texture id so it can be re-bound to the proper texture unit later
- activeTexUnits[texunit-1] = gltex;
- retainObject(name, texture);
- }
- void Shader::retainObject(const std::string &name, Object *object)
- {
- object->retain();
- auto it = boundRetainables.find(name);
- if (it != boundRetainables.end())
- it->second->release();
- boundRetainables[name] = object;
- }
- int Shader::getTextureUnit(const std::string &name)
- {
- auto it = texUnitPool.find(name);
- if (it != texUnitPool.end())
- return it->second;
- int texunit = 1;
- // prefer texture units which are unused by all other shaders
- auto freeunit_it = std::find(textureCounters.begin(), textureCounters.end(), 0);
- if (freeunit_it != textureCounters.end())
- {
- // we don't want to use unit 0
- texunit = (int) std::distance(textureCounters.begin(), freeunit_it) + 1;
- }
- else
- {
- // no completely unused texture units exist, try to use next free slot in our own list
- auto nextunit_it = std::find(activeTexUnits.begin(), activeTexUnits.end(), 0);
- if (nextunit_it == activeTexUnits.end())
- throw love::Exception("No more texture units available for shader.");
- // we don't want to use unit 0
- texunit = (int) std::distance(activeTexUnits.begin(), nextunit_it) + 1;
- }
- texUnitPool[name] = texunit;
- return texunit;
- }
- Shader::UniformType Shader::getExternVariable(const std::string &name, int &components, int &count)
- {
- auto it = uniforms.find(name);
- if (it == uniforms.end())
- {
- components = 0;
- count = 0;
- return UNIFORM_UNKNOWN;
- }
- components = getUniformTypeSize(it->second.type);
- count = (int) it->second.count;
- return it->second.baseType;
- }
- 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;
- }
- bool Shader::hasVertexAttrib(VertexAttribID attrib) const
- {
- return builtinAttributes[int(attrib)] != -1;
- }
- void Shader::setVideoTextures(GLuint ytexture, GLuint cbtexture, GLuint crtexture)
- {
- TemporaryAttacher attacher(this);
- // 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 GLint locs[3] = {
- builtinUniforms[BUILTIN_VIDEO_Y_CHANNEL],
- builtinUniforms[BUILTIN_VIDEO_CB_CHANNEL],
- builtinUniforms[BUILTIN_VIDEO_CR_CHANNEL]
- };
- const char *names[3] = {nullptr, nullptr, nullptr};
- builtinNames.find(BUILTIN_VIDEO_Y_CHANNEL, names[0]);
- builtinNames.find(BUILTIN_VIDEO_CB_CHANNEL, names[1]);
- builtinNames.find(BUILTIN_VIDEO_CR_CHANNEL, names[2]);
- for (int i = 0; i < 3; i++)
- {
- if (locs[i] >= 0 && names[i] != nullptr)
- {
- videoTextureUnits[i] = getTextureUnit(names[i]);
- // Increment global shader texture id counter for this texture
- // unit, if we haven't already.
- if (activeTexUnits[videoTextureUnits[i] - 1] == 0)
- ++textureCounters[videoTextureUnits[i] - 1];
- glUniform1i(locs[i], videoTextureUnits[i]);
- }
- }
- }
- const GLuint textures[3] = {ytexture, cbtexture, 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.
- activeTexUnits[videoTextureUnits[i] - 1] = textures[i];
- gl.bindTextureToUnit(textures[i], videoTextureUnits[i], false);
- }
- }
- gl.setTextureUnit(0);
- }
- void Shader::checkSetScreenParams()
- {
- OpenGL::Viewport view = gl.getViewport();
- if (view == lastViewport && lastCanvas == Canvas::current)
- 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 (Canvas::current != nullptr)
- {
- // 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)
- {
- TemporaryAttacher attacher(this);
- glUniform4fv(location, 1, params);
- }
- lastCanvas = Canvas::current;
- lastViewport = view;
- }
- void Shader::checkSetPointSize(float size)
- {
- if (size == lastPointSize)
- return;
- GLint location = builtinUniforms[BUILTIN_POINT_SIZE];
- if (location >= 0)
- {
- TemporaryAttacher attacher(this);
- glUniform1f(location, size);
- }
- lastPointSize = size;
- }
- void Shader::checkSetBuiltinUniforms()
- {
- checkSetScreenParams();
- // We use a more efficient method for sending transformation matrices to
- // the GPU on desktop GL.
- if (GLAD_ES_VERSION_2_0)
- {
- checkSetPointSize(gl.getPointSize());
- const Matrix4 &curxform = gl.matrices.transform.back();
- const Matrix4 &curproj = gl.matrices.projection.back();
- TemporaryAttacher attacher(this);
- 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());
- }
- }
- }
- }
- const std::map<std::string, Object *> &Shader::getBoundRetainables() const
- {
- return boundRetainables;
- }
- 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::getUniformTypeSize(GLenum type) const
- {
- switch (type)
- {
- case GL_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_FLOAT_VEC2:
- case GL_FLOAT_MAT2:
- case GL_BOOL_VEC2:
- return 2;
- case GL_INT_VEC3:
- case GL_FLOAT_VEC3:
- case GL_FLOAT_MAT3:
- case GL_BOOL_VEC3:
- return 3;
- case GL_INT_VEC4:
- case GL_FLOAT_VEC4:
- case GL_FLOAT_MAT4:
- case GL_BOOL_VEC4:
- return 4;
- default:
- return 1;
- }
- }
- 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_FLOAT:
- case GL_FLOAT_VEC2:
- case GL_FLOAT_VEC3:
- case GL_FLOAT_VEC4:
- 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_FLOAT;
- 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;
- }
- }
- bool Shader::getConstant(const char *in, UniformType &out)
- {
- return uniformTypes.find(in, out);
- }
- bool Shader::getConstant(UniformType in, const char *&out)
- {
- return uniformTypes.find(in, out);
- }
- bool Shader::getConstant(const char *in, VertexAttribID &out)
- {
- return attribNames.find(in, out);
- }
- bool Shader::getConstant(VertexAttribID in, const char *&out)
- {
- return attribNames.find(in, out);
- }
- StringMap<Shader::ShaderStage, Shader::STAGE_MAX_ENUM>::Entry Shader::stageNameEntries[] =
- {
- {"vertex", Shader::STAGE_VERTEX},
- {"pixel", Shader::STAGE_PIXEL},
- };
- StringMap<Shader::ShaderStage, Shader::STAGE_MAX_ENUM> Shader::stageNames(Shader::stageNameEntries, sizeof(Shader::stageNameEntries));
- StringMap<Shader::UniformType, Shader::UNIFORM_MAX_ENUM>::Entry Shader::uniformTypeEntries[] =
- {
- {"float", Shader::UNIFORM_FLOAT},
- {"int", Shader::UNIFORM_INT},
- {"bool", Shader::UNIFORM_BOOL},
- {"image", Shader::UNIFORM_SAMPLER},
- {"unknown", Shader::UNIFORM_UNKNOWN},
- };
- StringMap<Shader::UniformType, Shader::UNIFORM_MAX_ENUM> Shader::uniformTypes(Shader::uniformTypeEntries, sizeof(Shader::uniformTypeEntries));
- StringMap<VertexAttribID, ATTRIB_MAX_ENUM>::Entry Shader::attribNameEntries[] =
- {
- {"VertexPosition", ATTRIB_POS},
- {"VertexTexCoord", ATTRIB_TEXCOORD},
- {"VertexColor", ATTRIB_COLOR},
- {"ConstantColor", ATTRIB_CONSTANTCOLOR},
- };
- StringMap<VertexAttribID, ATTRIB_MAX_ENUM> Shader::attribNames(Shader::attribNameEntries, sizeof(Shader::attribNameEntries));
- StringMap<Shader::BuiltinUniform, Shader::BUILTIN_MAX_ENUM>::Entry Shader::builtinNameEntries[] =
- {
- {"TransformMatrix", Shader::BUILTIN_TRANSFORM_MATRIX},
- {"ProjectionMatrix", Shader::BUILTIN_PROJECTION_MATRIX},
- {"TransformProjectionMatrix", Shader::BUILTIN_TRANSFORM_PROJECTION_MATRIX},
- {"NormalMatrix", Shader::BUILTIN_NORMAL_MATRIX},
- {"love_PointSize", Shader::BUILTIN_POINT_SIZE},
- {"love_ScreenSize", Shader::BUILTIN_SCREEN_SIZE},
- {"love_VideoYChannel", Shader::BUILTIN_VIDEO_Y_CHANNEL},
- {"love_VideoCbChannel", Shader::BUILTIN_VIDEO_CB_CHANNEL},
- {"love_VideoCrChannel", Shader::BUILTIN_VIDEO_CR_CHANNEL},
- };
- StringMap<Shader::BuiltinUniform, Shader::BUILTIN_MAX_ENUM> Shader::builtinNames(Shader::builtinNameEntries, sizeof(Shader::builtinNameEntries));
- } // opengl
- } // graphics
- } // love
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