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- //
- // Urho3D Engine
- // Copyright (c) 2008-2011 Lasse Öörni
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to deal
- // in the Software without restriction, including without limitation the rights
- // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- // copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- // THE SOFTWARE.
- //
- #include "Precompiled.h"
- #include "Graphics.h"
- #include "GraphicsImpl.h"
- #include "ShaderProgram.h"
- #include "ShaderVariation.h"
- #include <GLee.h>
- #include "DebugNew.h"
- ShaderProgram::ShaderProgram(Graphics* graphics, ShaderVariation* vertexShader, ShaderVariation* pixelShader) :
- GPUObject(graphics),
- vertexShader_(vertexShader),
- pixelShader_(pixelShader),
- lastParameterFrame_(0),
- linked_(false)
- {
- for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i)
- useTextureUnit_[i] = false;
- }
- ShaderProgram::~ShaderProgram()
- {
- Release();
- }
- void ShaderProgram::Release()
- {
- if (object_)
- {
- if (!graphics_)
- return;
-
- if ((vertexShader_) && (vertexShader_->GetGPUObject()))
- glDetachShader(object_, vertexShader_->GetGPUObject());
- if ((pixelShader_) && (pixelShader_->GetGPUObject()))
- glDetachShader(object_, pixelShader_->GetGPUObject());
-
- for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i)
- useTextureUnit_[i] = false;
- uniformInfos_.Clear();
-
- glDeleteProgram(object_);
- object_ = 0;
- linked_ = false;
- linkerOutput_.Clear();
- }
- }
- bool ShaderProgram::Link()
- {
- Release();
-
- if ((!vertexShader_) || (!pixelShader_) || (!vertexShader_->GetGPUObject()) || (!pixelShader_->GetGPUObject()))
- return false;
-
- object_ = glCreateProgram();
- if (!object_)
- {
- linkerOutput_ = "Could not create shader program";
- return false;
- }
-
- glAttachShader(object_, vertexShader_->GetGPUObject());
- glAttachShader(object_, pixelShader_->GetGPUObject());
- glLinkProgram(object_);
-
- int linked, length;
- glGetProgramiv(object_, GL_LINK_STATUS, &linked);
- linked_ = linked != 0;
- if (!linked_)
- {
- glGetProgramiv(object_, GL_INFO_LOG_LENGTH, &length);
- linkerOutput_.Resize(length);
- glGetShaderInfoLog(object_, length, &length, &linkerOutput_[0]);
- }
- else
- linkerOutput_.Clear();
-
- if (!linked_)
- return false;
-
- const int MAX_PARAMETER_NAME_LENGTH = 256;
- char uniformName[MAX_PARAMETER_NAME_LENGTH];
- int uniformCount;
-
- glUseProgram(object_);
- glGetProgramiv(object_, GL_ACTIVE_UNIFORMS, &uniformCount);
-
- for (int i = 0; i < uniformCount; ++i)
- {
- int location;
- unsigned type;
- int count;
-
- glGetActiveUniform(object_, i, MAX_PARAMETER_NAME_LENGTH, 0, &count, &type, uniformName);
- location = glGetUniformLocation(object_, uniformName);
-
- // Skip inbuilt or disabled uniforms
- if (location < 0)
- continue;
-
- // Check for array index included in the name and strip it
- String name(uniformName);
- unsigned index = name.Find('[');
- if (index != String::NPOS)
- {
- // If not the first index, skip
- if (name.Find("[0]") == String::NPOS)
- continue;
-
- name = name.Substring(0, index);
- }
-
- if (name[0] == 'c')
- {
- // Store the constant uniform mapping
- ShaderParameter param = graphics_->GetShaderParameter(name.Substring(1));
- if (param < MAX_SHADER_PARAMETERS)
- {
- UniformInfo newInfo;
- newInfo.location_ = location;
- newInfo.type_ = type;
-
- uniformInfos_[param] = newInfo;
- }
- }
- else if (name[0] == 's')
- {
- // Set the samplers here so that they do not have to be set later
- int unit = graphics_->GetTextureUnit(name.Substring(1));
- if (unit < MAX_TEXTURE_UNITS)
- {
- useTextureUnit_[unit] = true;
- glUniform1iv(location, 1, &unit);
- }
- }
- }
-
- // Query the vertex attribute bindings
- attributeLocations_[0] = glGetAttribLocation(object_, "iPosition");
- attributeLocations_[1] = glGetAttribLocation(object_, "iNormal");
- attributeLocations_[2] = glGetAttribLocation(object_, "iColor");
- attributeLocations_[3] = glGetAttribLocation(object_, "iTexCoord");
- attributeLocations_[4] = glGetAttribLocation(object_, "iTexCoord2");
- attributeLocations_[5] = glGetAttribLocation(object_, "iCubeTexCoord");
- attributeLocations_[6] = glGetAttribLocation(object_, "iCubeTexCoord2");
- attributeLocations_[7] = glGetAttribLocation(object_, "iTangent");
- attributeLocations_[8] = glGetAttribLocation(object_, "iBlendWeights");
- attributeLocations_[9] = glGetAttribLocation(object_, "iBlendIndices");
-
- return true;
- }
- bool ShaderProgram::NeedParameterUpdate(ShaderParameter param, const void* source, unsigned int frame)
- {
- // If global parameter frame has changed, clear all remembered sources
- if (frame != lastParameterFrame_)
- {
- lastParameterFrame_ = frame;
- lastParameterSources_.Clear();
- }
-
- if (uniformInfos_.Find(param) == uniformInfos_.End())
- return false;
-
- HashMap<ShaderParameter, const void*>::Iterator i = lastParameterSources_.Find(param);
- if (i != lastParameterSources_.End())
- {
- if (i->second_ == source)
- return false;
-
- i->second_ = source;
- return true;
- }
-
- lastParameterSources_[param] = source;
- return true;
- }
- void ShaderProgram::ClearParameterSource(ShaderParameter param)
- {
- lastParameterSources_.Erase(param);
- }
- ShaderVariation* ShaderProgram::GetVertexShader() const
- {
- return vertexShader_;
- }
- ShaderVariation* ShaderProgram::GetPixelShader() const
- {
- return pixelShader_;
- }
- bool ShaderProgram::HasParameter(ShaderParameter param) const
- {
- return uniformInfos_.Find(param) != uniformInfos_.End();
- }
- const UniformInfo* ShaderProgram::GetUniformInfo(ShaderParameter param) const
- {
- HashMap<ShaderParameter, UniformInfo>::ConstIterator i = uniformInfos_.Find(param);
- if (i != uniformInfos_.End())
- return &i->second_;
- else
- return 0;
- }
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