/*************************************************************************/ /* shader_gles2.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */ /* */ /* 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. */ /*************************************************************************/ #ifndef SHADER_GLES3_H #define SHADER_GLES3_H #include "platform_config.h" #ifndef GLES3_INCLUDE_H #include #else #include GLES3_INCLUDE_H #endif #include "hash_map.h" #include "map.h" #include "variant.h" #include "camera_matrix.h" /** @author Juan Linietsky */ class ShaderGLES3 { protected: struct Enum { uint64_t mask; uint64_t shift; const char *defines[16]; }; struct EnumValue { uint64_t set_mask; uint64_t clear_mask; }; struct AttributePair { const char *name; int index; }; struct UniformPair { const char* name; Variant::Type type_hint; }; struct TexUnitPair { const char *name; int index; }; struct UBOPair { const char *name; int index; }; bool uniforms_dirty; private: //@TODO Optimize to a fixed set of shader pools and use a LRU int uniform_count; int texunit_pair_count; int conditional_count; int ubo_count; int vertex_code_start; int fragment_code_start; int attribute_pair_count; struct CustomCode { String vertex; String vertex_globals; String fragment; String fragment_globals; String light; uint32_t version; Vector custom_uniforms; Vector custom_defines; }; struct Version { GLuint id; GLuint vert_id; GLuint frag_id; GLint *uniform_location; Vector custom_uniform_locations; uint32_t code_version; bool ok; Version() { code_version=0; ok=false; uniform_location=NULL; } }; Version *version; union VersionKey { struct { uint32_t version; uint32_t code_version; }; uint64_t key; bool operator==(const VersionKey& p_key) const { return key==p_key.key; } bool operator<(const VersionKey& p_key) const { return key version_map; HashMap custom_code_map; uint32_t last_custom_code; VersionKey conditional_version; VersionKey new_conditional_version; virtual String get_shader_name() const=0; const char** conditional_defines; const char** uniform_names; const AttributePair *attribute_pairs; const TexUnitPair *texunit_pairs; const UBOPair *ubo_pairs; const char* vertex_code; const char* fragment_code; CharString fragment_code0; CharString fragment_code1; CharString fragment_code2; CharString fragment_code3; CharString vertex_code0; CharString vertex_code1; CharString vertex_code2; Version * get_current_version(); static ShaderGLES3 *active; int max_image_units; _FORCE_INLINE_ void _set_uniform_variant(GLint p_uniform,const Variant& p_value) { if (p_uniform<0) return; // do none switch(p_value.get_type()) { case Variant::BOOL: case Variant::INT: { int val=p_value; glUniform1i( p_uniform, val ); } break; case Variant::REAL: { real_t val=p_value; glUniform1f( p_uniform, val ); } break; case Variant::COLOR: { Color val=p_value; glUniform4f( p_uniform, val.r, val.g,val.b,val.a ); } break; case Variant::VECTOR2: { Vector2 val=p_value; glUniform2f( p_uniform, val.x,val.y ); } break; case Variant::VECTOR3: { Vector3 val=p_value; glUniform3f( p_uniform, val.x,val.y,val.z ); } break; case Variant::PLANE: { Plane val=p_value; glUniform4f( p_uniform, val.normal.x,val.normal.y,val.normal.z,val.d ); } break; case Variant::QUAT: { Quat val=p_value; glUniform4f( p_uniform, val.x,val.y,val.z,val.w ); } break; case Variant::MATRIX32: { Matrix32 tr=p_value; GLfloat matrix[16]={ /* build a 16x16 matrix */ tr.elements[0][0], tr.elements[0][1], 0, 0, tr.elements[1][0], tr.elements[1][1], 0, 0, 0, 0, 1, 0, tr.elements[2][0], tr.elements[2][1], 0, 1 }; glUniformMatrix4fv(p_uniform,1,false,matrix); } break; case Variant::MATRIX3: case Variant::TRANSFORM: { Transform tr=p_value; GLfloat matrix[16]={ /* build a 16x16 matrix */ tr.basis.elements[0][0], tr.basis.elements[1][0], tr.basis.elements[2][0], 0, tr.basis.elements[0][1], tr.basis.elements[1][1], tr.basis.elements[2][1], 0, tr.basis.elements[0][2], tr.basis.elements[1][2], tr.basis.elements[2][2], 0, tr.origin.x, tr.origin.y, tr.origin.z, 1 }; glUniformMatrix4fv(p_uniform,1,false,matrix); } break; default: { ERR_FAIL(); } // do nothing } } Map uniform_defaults; Map uniform_cameras; protected: _FORCE_INLINE_ int _get_uniform(int p_which) const; _FORCE_INLINE_ void _set_conditional(int p_which, bool p_value); void setup(const char** p_conditional_defines, int p_conditional_count,const char** p_uniform_names,int p_uniform_count, const AttributePair* p_attribute_pairs, int p_attribute_count, const TexUnitPair *p_texunit_pairs, int p_texunit_pair_count, const UBOPair *p_ubo_pairs, int p_ubo_pair_count,const char*p_vertex_code, const char *p_fragment_code,int p_vertex_code_start,int p_fragment_code_start); ShaderGLES3(); public: enum { CUSTOM_SHADER_DISABLED=0 }; GLint get_uniform_location(const String& p_name) const; GLint get_uniform_location(int p_uniform) const; static _FORCE_INLINE_ ShaderGLES3 *get_active() { return active; }; bool bind(); void unbind(); void bind_uniforms(); inline GLuint get_program() const { return version?version->id:0; } void clear_caches(); uint32_t create_custom_shader(); void set_custom_shader_code(uint32_t p_id,const String& p_vertex, const String& p_vertex_globals,const String& p_fragment,const String& p_p_light,const String& p_fragment_globals,const Vector& p_uniforms,const Vector &p_custom_defines); void set_custom_shader(uint32_t p_id); void free_custom_shader(uint32_t p_id); void set_uniform_default(int p_idx, const Variant& p_value) { if (p_value.get_type()==Variant::NIL) { uniform_defaults.erase(p_idx); } else { uniform_defaults[p_idx]=p_value; } uniforms_dirty = true; } uint32_t get_version() const { return new_conditional_version.version; } void set_uniform_camera(int p_idx, const CameraMatrix& p_mat) { uniform_cameras[p_idx] = p_mat; uniforms_dirty = true; }; _FORCE_INLINE_ void set_custom_uniform(int p_idx, const Variant& p_value) { ERR_FAIL_COND(!version); ERR_FAIL_INDEX(p_idx,version->custom_uniform_locations.size()); _set_uniform_variant( version->custom_uniform_locations[p_idx], p_value ); } _FORCE_INLINE_ GLint get_custom_uniform_location(int p_idx) { ERR_FAIL_COND_V(!version,-1); ERR_FAIL_INDEX_V(p_idx,version->custom_uniform_locations.size(),-1); return version->custom_uniform_locations[p_idx]; } virtual void init()=0; void finish(); virtual ~ShaderGLES3(); }; // called a lot, made inline int ShaderGLES3::_get_uniform(int p_which) const { ERR_FAIL_INDEX_V( p_which, uniform_count,-1 ); ERR_FAIL_COND_V( !version, -1 ); return version->uniform_location[p_which]; } void ShaderGLES3::_set_conditional(int p_which, bool p_value) { ERR_FAIL_INDEX(p_which,conditional_count); if (p_value) new_conditional_version.version|=(1<