godot/drivers/gles3/shader_gles3.h
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00

393 lines
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/*************************************************************************/
/* shader_gles3.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 "core/hash_map.h"
#include "core/map.h"
#include "core/math/camera_matrix.h"
#include "core/variant.h"
#include "platform_config.h"
#ifndef GLES3_INCLUDE_H
#include <GLES3/gl3.h>
#else
#include GLES3_INCLUDE_H
#endif
#include <stdio.h>
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;
};
struct Feedback {
const char *name;
int conditional;
};
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 feedback_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;
String uniforms;
uint32_t version;
Vector<StringName> texture_uniforms;
Vector<CharString> custom_defines;
Set<uint32_t> versions;
};
struct Version {
GLuint id;
GLuint vert_id;
GLuint frag_id;
GLint *uniform_location;
Vector<GLint> texture_uniform_locations;
uint32_t code_version;
bool ok;
Version() :
id(0),
vert_id(0),
frag_id(0),
uniform_location(NULL),
code_version(0),
ok(false) {}
};
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 < p_key.key; }
};
struct VersionKeyHash {
static _FORCE_INLINE_ uint32_t hash(const VersionKey &p_key) { return HashMapHasherDefault::hash(p_key.key); };
};
//this should use a way more cachefriendly version..
HashMap<VersionKey, Version, VersionKeyHash> version_map;
HashMap<uint32_t, CustomCode> 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 Feedback *feedbacks;
const char *vertex_code;
const char *fragment_code;
CharString fragment_code0;
CharString fragment_code1;
CharString fragment_code2;
CharString fragment_code3;
CharString fragment_code4;
CharString vertex_code0;
CharString vertex_code1;
CharString vertex_code2;
CharString vertex_code3;
Vector<CharString> custom_defines;
int base_material_tex_index;
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::TRANSFORM2D: {
Transform2D 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::BASIS:
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<uint32_t, Variant> uniform_defaults;
Map<uint32_t, CameraMatrix> 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 Feedback *p_feedback, int p_feedback_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_index) 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_code_id, const String &p_vertex, const String &p_vertex_globals, const String &p_fragment, const String &p_light, const String &p_fragment_globals, const String &p_uniforms, const Vector<StringName> &p_texture_uniforms, const Vector<CharString> &p_custom_defines);
void set_custom_shader(uint32_t p_code_id);
void free_custom_shader(uint32_t p_code_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; }
_FORCE_INLINE_ bool is_version_valid() const { return version && version->ok; }
void set_uniform_camera(int p_idx, const CameraMatrix &p_mat) {
uniform_cameras[p_idx] = p_mat;
uniforms_dirty = true;
};
_FORCE_INLINE_ void set_texture_uniform(int p_idx, const Variant &p_value) {
ERR_FAIL_COND(!version);
ERR_FAIL_INDEX(p_idx, version->texture_uniform_locations.size());
_set_uniform_variant(version->texture_uniform_locations[p_idx], p_value);
}
_FORCE_INLINE_ GLint get_texture_uniform_location(int p_idx) {
ERR_FAIL_COND_V(!version, -1);
ERR_FAIL_INDEX_V(p_idx, version->texture_uniform_locations.size(), -1);
return version->texture_uniform_locations[p_idx];
}
virtual void init() = 0;
void finish();
void set_base_material_tex_index(int p_idx);
void add_custom_define(const String &p_define) {
custom_defines.push_back(p_define.utf8());
}
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 << p_which);
else
new_conditional_version.version &= ~(1 << p_which);
}
#endif