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- //
- // Copyright (c) 2008-2014 the Urho3D project.
- //
- // 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 "DebugNew.h"
- namespace Urho3D
- {
- ShaderProgram::ShaderProgram(Graphics* graphics, ShaderVariation* vertexShader, ShaderVariation* pixelShader) :
- GPUObject(graphics),
- vertexShader_(vertexShader),
- pixelShader_(pixelShader)
- {
- for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i)
- useTextureUnit_[i] = false;
- }
- ShaderProgram::~ShaderProgram()
- {
- Release();
- }
- void ShaderProgram::OnDeviceLost()
- {
- GPUObject::OnDeviceLost();
-
- if (graphics_ && graphics_->GetShaderProgram() == this)
- graphics_->SetShaders(0, 0);
-
- linkerOutput_.Clear();
- }
- void ShaderProgram::Release()
- {
- if (object_)
- {
- if (!graphics_)
- return;
-
- if (!graphics_->IsDeviceLost())
- {
- if (graphics_->GetShaderProgram() == this)
- graphics_->SetShaders(0, 0);
-
- glDeleteProgram(object_);
- }
-
- object_ = 0;
- linkerOutput_.Clear();
- shaderParameters_.Clear();
-
- for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i)
- useTextureUnit_[i] = false;
- }
- }
- 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;
- }
-
- // Bind vertex attribute locations to ensure they are the same in all shaders
- // Note: this is not the same order as in VertexBuffer, instead a remapping is used to ensure everything except cube texture
- // coordinates fit to the first 8 for better GLES2 device compatibility
- glBindAttribLocation(object_, 0, "iPos");
- glBindAttribLocation(object_, 1, "iNormal");
- glBindAttribLocation(object_, 2, "iColor");
- glBindAttribLocation(object_, 3, "iTexCoord");
- glBindAttribLocation(object_, 4, "iTexCoord2");
- glBindAttribLocation(object_, 5, "iTangent");
- glBindAttribLocation(object_, 6, "iBlendWeights");
- glBindAttribLocation(object_, 7, "iBlendIndices");
- glBindAttribLocation(object_, 8, "iCubeTexCoord");
- glBindAttribLocation(object_, 9, "iCubeTexCoord2");
- #ifndef GL_ES_VERSION_2_0
- glBindAttribLocation(object_, 10, "iInstanceMatrix1");
- glBindAttribLocation(object_, 11, "iInstanceMatrix2");
- glBindAttribLocation(object_, 12, "iInstanceMatrix3");
- #endif
-
- glAttachShader(object_, vertexShader_->GetGPUObject());
- glAttachShader(object_, pixelShader_->GetGPUObject());
- glLinkProgram(object_);
-
- int linked, length;
- glGetProgramiv(object_, GL_LINK_STATUS, &linked);
- if (!linked)
- {
- glGetProgramiv(object_, GL_INFO_LOG_LENGTH, &length);
- linkerOutput_.Resize(length);
- int outLength;
- glGetProgramInfoLog(object_, length, &outLength, &linkerOutput_[0]);
- glDeleteProgram(object_);
- object_ = 0;
- }
- else
- linkerOutput_.Clear();
-
- if (!object_)
- 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);
-
- // Check for shader parameters and texture units
- for (int i = 0; i < uniformCount; ++i)
- {
- unsigned type;
- int count;
-
- glGetActiveUniform(object_, i, MAX_PARAMETER_NAME_LENGTH, 0, &count, &type, uniformName);
- int 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]", index) == String::NPOS)
- continue;
-
- name = name.Substring(0, index);
- }
-
- if (name[0] == 'c')
- {
- // Store the constant uniform mapping
- String paramName = name.Substring(1);
- ShaderParameter newParam;
- newParam.location_ = location;
- newParam.type_ = type;
- shaderParameters_[StringHash(paramName)] = newParam;
- }
- 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)
- {
- // If texture unit name is not recognized, search for a digit in the name and use that as the unit index
- for (unsigned j = 1; j < name.Length(); ++j)
- {
- if (name[j] >= '0' && name[j] <= '9')
- {
- unit = name[j] - '0';
- break;
- }
- }
- }
-
- if (unit < MAX_TEXTURE_UNITS)
- {
- useTextureUnit_[unit] = true;
- glUniform1iv(location, 1, &unit);
- }
- }
- }
-
- // Rehash the parameter map to ensure minimal load factor
- shaderParameters_.Rehash(NextPowerOfTwo(shaderParameters_.Size()));
-
- return true;
- }
- ShaderVariation* ShaderProgram::GetVertexShader() const
- {
- return vertexShader_;
- }
- ShaderVariation* ShaderProgram::GetPixelShader() const
- {
- return pixelShader_;
- }
- bool ShaderProgram::HasParameter(StringHash param) const
- {
- return shaderParameters_.Find(param) != shaderParameters_.End();
- }
- const ShaderParameter* ShaderProgram::GetParameter(StringHash param) const
- {
- HashMap<StringHash, ShaderParameter>::ConstIterator i = shaderParameters_.Find(param);
- if (i != shaderParameters_.End())
- return &i->second_;
- else
- return 0;
- }
- }
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