OGLShaderVariation.cpp 4.5 KB

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  1. //
  2. // Urho3D Engine
  3. // Copyright (c) 2008-2012 Lasse Öörni
  4. //
  5. // Permission is hereby granted, free of charge, to any person obtaining a copy
  6. // of this software and associated documentation files (the "Software"), to deal
  7. // in the Software without restriction, including without limitation the rights
  8. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  9. // copies of the Software, and to permit persons to whom the Software is
  10. // furnished to do so, subject to the following conditions:
  11. //
  12. // The above copyright notice and this permission notice shall be included in
  13. // all copies or substantial portions of the Software.
  14. //
  15. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  16. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  17. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  18. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  19. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  20. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  21. // THE SOFTWARE.
  22. //
  23. #include "Precompiled.h"
  24. #include "Graphics.h"
  25. #include "GraphicsImpl.h"
  26. #include "Shader.h"
  27. #include "ShaderProgram.h"
  28. #include "ShaderVariation.h"
  29. #include "DebugNew.h"
  30. ShaderVariation::ShaderVariation(Shader* owner, ShaderType type) :
  31. GPUObject(owner->GetSubsystem<Graphics>()),
  32. shaderType_(type),
  33. sourceCodeLength_(0),
  34. compiled_(false)
  35. {
  36. }
  37. ShaderVariation::~ShaderVariation()
  38. {
  39. Release();
  40. }
  41. void ShaderVariation::Release()
  42. {
  43. if (object_)
  44. {
  45. if (!graphics_)
  46. return;
  47. if (shaderType_ == VS)
  48. {
  49. if (graphics_->GetVertexShader() == this)
  50. graphics_->SetShaders(0, 0);
  51. }
  52. else
  53. {
  54. if (graphics_->GetPixelShader() == this)
  55. graphics_->SetShaders(0, 0);
  56. }
  57. glDeleteShader(object_);
  58. object_ = 0;
  59. compiled_ = false;
  60. compilerOutput_.Clear();
  61. graphics_->CleanupShaderPrograms();
  62. }
  63. }
  64. bool ShaderVariation::Create()
  65. {
  66. Release();
  67. if (!sourceCode_ || !sourceCodeLength_)
  68. return false;
  69. object_ = glCreateShader(shaderType_ == VS ? GL_VERTEX_SHADER : GL_FRAGMENT_SHADER);
  70. if (!object_)
  71. {
  72. compilerOutput_ = "Could not create shader object";
  73. return false;
  74. }
  75. // Prepend the defines to the shader code
  76. // Check if there is a version definition; it must stay in the beginning
  77. String shaderCode(sourceCode_.Get(), sourceCodeLength_);
  78. String defines;
  79. String version;
  80. if (shaderCode.StartsWith("#version"))
  81. {
  82. unsigned firstLineEnd = shaderCode.Find('\n') + 1;
  83. if (firstLineEnd != String::NPOS)
  84. {
  85. version = shaderCode.Substring(0, firstLineEnd);
  86. shaderCode = shaderCode.Substring(firstLineEnd);
  87. }
  88. }
  89. for (unsigned i = 0; i < defines_.Size(); ++i)
  90. {
  91. Vector<String> nameAndValue = defines_[i].Split('=');
  92. if (nameAndValue.Size() < 2)
  93. defines += "#define " + defines_[i] + "\n";
  94. else
  95. defines += "#define " + nameAndValue[0] + " " + nameAndValue[1] + "\n";
  96. }
  97. if (!defines_.Empty())
  98. defines += "\n";
  99. #ifdef GL_ES_VERSION_2_0
  100. if (shaderType_ == PS)
  101. {
  102. defines += "precision mediump float;\n";
  103. shaderCode.Replace("sampler2DShadow", "sampler2D");
  104. }
  105. #endif
  106. shaderCode = version + defines + shaderCode;
  107. const char* shaderCStr = shaderCode.CString();
  108. glShaderSource(object_, 1, &shaderCStr, 0);
  109. glCompileShader(object_);
  110. int compiled, length;
  111. glGetShaderiv(object_, GL_COMPILE_STATUS, &compiled);
  112. compiled_ = compiled != 0;
  113. if (!compiled_)
  114. {
  115. glGetShaderiv(object_, GL_INFO_LOG_LENGTH, &length);
  116. compilerOutput_.Resize(length);
  117. int outLength;
  118. glGetShaderInfoLog(object_, length, &outLength, &compilerOutput_[0]);
  119. }
  120. else
  121. compilerOutput_.Clear();
  122. return compiled_;
  123. }
  124. void ShaderVariation::SetName(const String& name)
  125. {
  126. name_ = name;
  127. }
  128. void ShaderVariation::SetSourceCode(const SharedArrayPtr<char>& code, unsigned length)
  129. {
  130. sourceCode_ = code;
  131. sourceCodeLength_ = length;
  132. }
  133. void ShaderVariation::SetDefines(const Vector<String>& defines)
  134. {
  135. defines_ = defines;
  136. }