godot/drivers/gles3/shader_gles3.cpp

1117 lines
28 KiB
C++

/*************************************************************************/
/* shader_gles3.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 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. */
/*************************************************************************/
#include "shader_gles3.h"
#include "drivers/gles3/rasterizer_platforms.h"
#ifdef GLES3_BACKEND_ENABLED
#include "rasterizer_gles3.h"
#include "rasterizer_storage_gles3.h"
#include "core/config/project_settings.h"
#include "core/os/memory.h"
#include "core/string/print_string.h"
#include "core/string/string_builder.h"
// #define DEBUG_OPENGL
// #include "shaders/copy.glsl.gen.h"
#ifdef DEBUG_OPENGL
#define DEBUG_TEST_ERROR(m_section) \
{ \
uint32_t err = glGetError(); \
if (err) { \
print_line("OpenGL Error #" + itos(err) + " at: " + m_section); \
} \
}
#else
#define DEBUG_TEST_ERROR(m_section)
#endif
ShaderGLES3 *ShaderGLES3::active = NULL;
//#define DEBUG_SHADER
#ifdef DEBUG_SHADER
#define DEBUG_PRINT(m_text) print_line(m_text);
#else
#define DEBUG_PRINT(m_text)
#endif
GLint ShaderGLES3::get_uniform_location(int p_index) const {
ERR_FAIL_COND_V(!version, -1);
return version->uniform_location[p_index];
}
bool ShaderGLES3::bind() {
if (active != this || !version || new_conditional_version.key != conditional_version.key) {
conditional_version = new_conditional_version;
version = get_current_version();
} else {
return false;
}
ERR_FAIL_COND_V(!version, false);
if (!version->ok) { //broken, unable to bind (do not throw error, you saw it before already when it failed compilation).
glUseProgram(0);
return false;
}
glUseProgram(version->id);
DEBUG_TEST_ERROR("use program");
active = this;
uniforms_dirty = true;
return true;
}
void ShaderGLES3::unbind() {
version = NULL;
glUseProgram(0);
uniforms_dirty = true;
active = NULL;
}
static void _display_error_with_code(const String &p_error, const Vector<const char *> &p_code) {
int line = 1;
String total_code;
for (int i = 0; i < p_code.size(); i++) {
total_code += String(p_code[i]);
}
Vector<String> lines = String(total_code).split("\n");
for (int j = 0; j < lines.size(); j++) {
print_line(itos(line) + ": " + lines[j]);
line++;
}
ERR_PRINT(p_error);
}
static String _mkid(const String &p_id) {
String id = "m_" + p_id;
return id.replace("__", "_dus_"); //doubleunderscore is reserved in glsl
}
ShaderGLES3::Version *ShaderGLES3::get_current_version() {
if (!valid)
return nullptr;
Version *_v = version_map.getptr(conditional_version);
if (_v) {
if (conditional_version.code_version != 0) {
CustomCode *cc = custom_code_map.getptr(conditional_version.code_version);
ERR_FAIL_COND_V(!cc, _v);
if (cc->version == _v->code_version)
return _v;
} else {
return _v;
}
}
if (!_v)
version_map[conditional_version] = Version();
Version &v = version_map[conditional_version];
if (!_v) {
v.uniform_location = memnew_arr(GLint, uniform_count);
} else {
if (v.ok) {
glDeleteShader(v.vert_id);
glDeleteShader(v.frag_id);
glDeleteProgram(v.id);
v.id = 0;
}
}
v.ok = false;
Vector<const char *> strings;
#ifdef GLES_OVER_GL
strings.push_back("#version 330\n");
strings.push_back("#define USE_GLES_OVER_GL\n");
#else
strings.push_back("#version 300 es\n");
//angle does not like
#ifdef JAVASCRIPT_ENABLED
strings.push_back("#define USE_HIGHP_PRECISION\n");
#endif
//if (GLOBAL_GET("rendering/opengl/compatibility/enable_high_float.Android")) {
// enable USE_HIGHP_PRECISION but safeguarded by an availability check as highp support is optional in OpenGL
// see Section 4.5.4 of the GLSL_ES_Specification_1.00
//strings.push_back("#ifdef GL_FRAGMENT_PRECISION_HIGH\n #define USE_HIGHP_PRECISION\n#endif\n");
//}
#endif
#ifdef ANDROID_ENABLED
strings.push_back("#define ANDROID_ENABLED\n");
#endif
for (int i = 0; i < custom_defines.size(); i++) {
strings.push_back(custom_defines[i].get_data());
strings.push_back("\n");
}
for (int j = 0; j < conditional_count; j++) {
bool enable = (conditional_version.version & (1 << j)) > 0;
if (enable) {
strings.push_back(conditional_defines[j]);
DEBUG_PRINT(conditional_defines[j]);
}
}
// keep them around during the function
CharString code_string;
CharString code_string2;
CharString code_globals;
CustomCode *cc = NULL;
if (conditional_version.code_version > 0) {
cc = custom_code_map.getptr(conditional_version.code_version);
ERR_FAIL_COND_V(!cc, NULL);
v.code_version = cc->version;
}
// program
v.id = glCreateProgram();
ERR_FAIL_COND_V(v.id == 0, NULL);
if (cc) {
for (int i = 0; i < cc->custom_defines.size(); i++) {
strings.push_back(cc->custom_defines.write[i]);
DEBUG_PRINT("CD #" + itos(i) + ": " + String(cc->custom_defines[i].get_data()));
}
}
// vertex shader
int string_base_size = strings.size();
strings.push_back(vertex_code0.get_data());
if (cc) {
code_globals = cc->vertex_globals.ascii();
strings.push_back(code_globals.get_data());
}
strings.push_back(vertex_code1.get_data());
if (cc) {
code_string = cc->vertex.ascii();
strings.push_back(code_string.get_data());
}
strings.push_back(vertex_code2.get_data());
#ifdef DEBUG_SHADER
DEBUG_PRINT("\nVertex Code:\n\n" + String(code_string.get_data()));
#endif
v.vert_id = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(v.vert_id, strings.size(), &strings[0], NULL);
glCompileShader(v.vert_id);
GLint status;
glGetShaderiv(v.vert_id, GL_COMPILE_STATUS, &status);
if (status == GL_FALSE) {
GLsizei iloglen;
glGetShaderiv(v.vert_id, GL_INFO_LOG_LENGTH, &iloglen);
if (iloglen < 0) {
glDeleteShader(v.vert_id);
glDeleteProgram(v.id);
v.id = 0;
ERR_PRINT("No OpenGL vertex shader compiler log. What the frick?");
} else {
if (iloglen == 0) {
iloglen = 4096; // buggy driver (Adreno 220+)
}
char *ilogmem = (char *)Memory::alloc_static(iloglen + 1);
ilogmem[iloglen] = '\0';
glGetShaderInfoLog(v.vert_id, iloglen, &iloglen, ilogmem);
String err_string = get_shader_name() + ": Vertex shader compilation failed:\n";
err_string += ilogmem;
_display_error_with_code(err_string, strings);
Memory::free_static(ilogmem);
glDeleteShader(v.vert_id);
glDeleteProgram(v.id);
v.id = 0;
}
ERR_FAIL_V(NULL);
}
strings.resize(string_base_size);
// fragment shader
strings.push_back(fragment_code0.get_data());
if (cc) {
code_globals = cc->fragment_globals.ascii();
strings.push_back(code_globals.get_data());
}
strings.push_back(fragment_code1.get_data());
if (cc) {
code_string = cc->light.ascii();
strings.push_back(code_string.get_data());
}
strings.push_back(fragment_code2.get_data());
if (cc) {
code_string2 = cc->fragment.ascii();
strings.push_back(code_string2.get_data());
}
strings.push_back(fragment_code3.get_data());
#ifdef DEBUG_SHADER
if (cc) {
DEBUG_PRINT("\nFragment Code:\n\n" + String(cc->fragment_globals));
}
DEBUG_PRINT("\nFragment Code:\n\n" + String(code_string.get_data()));
#endif
v.frag_id = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(v.frag_id, strings.size(), &strings[0], NULL);
glCompileShader(v.frag_id);
glGetShaderiv(v.frag_id, GL_COMPILE_STATUS, &status);
if (status == GL_FALSE) {
GLsizei iloglen;
glGetShaderiv(v.frag_id, GL_INFO_LOG_LENGTH, &iloglen);
if (iloglen < 0) {
glDeleteShader(v.frag_id);
glDeleteShader(v.vert_id);
glDeleteProgram(v.id);
v.id = 0;
ERR_PRINT("No OpenGL fragment shader compiler log. What the frick?");
} else {
if (iloglen == 0) {
iloglen = 4096; // buggy driver (Adreno 220+)
}
char *ilogmem = (char *)Memory::alloc_static(iloglen + 1);
ilogmem[iloglen] = '\0';
glGetShaderInfoLog(v.frag_id, iloglen, &iloglen, ilogmem);
String err_string = get_shader_name() + ": Fragment shader compilation failed:\n";
err_string += ilogmem;
_display_error_with_code(err_string, strings);
Memory::free_static(ilogmem);
glDeleteShader(v.frag_id);
glDeleteShader(v.vert_id);
glDeleteProgram(v.id);
v.id = 0;
}
ERR_FAIL_V(NULL);
}
glAttachShader(v.id, v.frag_id);
glAttachShader(v.id, v.vert_id);
// bind the attribute locations. This has to be done before linking so that the
// linker doesn't assign some random indices
for (int i = 0; i < attribute_pair_count; i++) {
glBindAttribLocation(v.id, attribute_pairs[i].index, attribute_pairs[i].name);
}
glLinkProgram(v.id);
glGetProgramiv(v.id, GL_LINK_STATUS, &status);
if (status == GL_FALSE) {
GLsizei iloglen;
glGetProgramiv(v.id, GL_INFO_LOG_LENGTH, &iloglen);
if (iloglen < 0) {
glDeleteShader(v.frag_id);
glDeleteShader(v.vert_id);
glDeleteProgram(v.id);
v.id = 0;
ERR_PRINT("No OpenGL program link log. What the frick?");
ERR_FAIL_V(NULL);
}
if (iloglen == 0) {
iloglen = 4096; // buggy driver (Adreno 220+)
}
char *ilogmem = (char *)Memory::alloc_static(iloglen + 1);
ilogmem[iloglen] = '\0';
glGetProgramInfoLog(v.id, iloglen, &iloglen, ilogmem);
String err_string = get_shader_name() + ": Program linking failed:\n";
err_string += ilogmem;
_display_error_with_code(err_string, strings);
Memory::free_static(ilogmem);
glDeleteShader(v.frag_id);
glDeleteShader(v.vert_id);
glDeleteProgram(v.id);
v.id = 0;
ERR_FAIL_V(NULL);
}
// get uniform locations
glUseProgram(v.id);
for (int i = 0; i < uniform_count; i++) {
v.uniform_location[i] = glGetUniformLocation(v.id, uniform_names[i]);
}
for (int i = 0; i < texunit_pair_count; i++) {
GLint loc = glGetUniformLocation(v.id, texunit_pairs[i].name);
if (loc >= 0) {
if (texunit_pairs[i].index < 0) {
glUniform1i(loc, max_image_units + texunit_pairs[i].index);
} else {
glUniform1i(loc, texunit_pairs[i].index);
}
}
}
if (cc) {
// uniforms
for (int i = 0; i < cc->custom_uniforms.size(); i++) {
String native_uniform_name = _mkid(cc->custom_uniforms[i]);
GLint location = glGetUniformLocation(v.id, (native_uniform_name).ascii().get_data());
v.custom_uniform_locations[cc->custom_uniforms[i]] = location;
}
// textures
for (int i = 0; i < cc->texture_uniforms.size(); i++) {
String native_uniform_name = _mkid(cc->texture_uniforms[i]);
GLint location = glGetUniformLocation(v.id, (native_uniform_name).ascii().get_data());
v.custom_uniform_locations[cc->texture_uniforms[i]] = location;
glUniform1i(location, i);
}
}
glUseProgram(0);
v.ok = true;
if (cc) {
cc->versions.insert(conditional_version.version);
}
return &v;
}
GLint ShaderGLES3::get_uniform_location(const String &p_name) const {
ERR_FAIL_COND_V(!version, -1);
return glGetUniformLocation(version->id, p_name.ascii().get_data());
}
void ShaderGLES3::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 char *p_vertex_code,
const char *p_fragment_code,
int p_vertex_code_start,
int p_fragment_code_start) {
ERR_FAIL_COND(version);
conditional_version.key = 0;
new_conditional_version.key = 0;
uniform_count = p_uniform_count;
conditional_count = p_conditional_count;
conditional_defines = p_conditional_defines;
uniform_names = p_uniform_names;
vertex_code = p_vertex_code;
fragment_code = p_fragment_code;
texunit_pairs = p_texunit_pairs;
texunit_pair_count = p_texunit_pair_count;
vertex_code_start = p_vertex_code_start;
fragment_code_start = p_fragment_code_start;
attribute_pairs = p_attribute_pairs;
attribute_pair_count = p_attribute_count;
{
String globals_tag = "\nVERTEX_SHADER_GLOBALS";
String code_tag = "\nVERTEX_SHADER_CODE";
String code = vertex_code;
int cpos = code.find(globals_tag);
if (cpos == -1) {
vertex_code0 = code.ascii();
} else {
vertex_code0 = code.substr(0, cpos).ascii();
code = code.substr(cpos + globals_tag.length(), code.length());
cpos = code.find(code_tag);
if (cpos == -1) {
vertex_code1 = code.ascii();
} else {
vertex_code1 = code.substr(0, cpos).ascii();
vertex_code2 = code.substr(cpos + code_tag.length(), code.length()).ascii();
}
}
}
{
String globals_tag = "\nFRAGMENT_SHADER_GLOBALS";
String code_tag = "\nFRAGMENT_SHADER_CODE";
String light_code_tag = "\nLIGHT_SHADER_CODE";
String code = fragment_code;
int cpos = code.find(globals_tag);
if (cpos == -1) {
fragment_code0 = code.ascii();
} else {
fragment_code0 = code.substr(0, cpos).ascii();
code = code.substr(cpos + globals_tag.length(), code.length());
cpos = code.find(light_code_tag);
String code2;
if (cpos != -1) {
fragment_code1 = code.substr(0, cpos).ascii();
code2 = code.substr(cpos + light_code_tag.length(), code.length());
} else {
code2 = code;
}
cpos = code2.find(code_tag);
if (cpos == -1) {
fragment_code2 = code2.ascii();
} else {
fragment_code2 = code2.substr(0, cpos).ascii();
fragment_code3 = code2.substr(cpos + code_tag.length(), code2.length()).ascii();
}
}
}
glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &max_image_units);
valid = true;
}
void ShaderGLES3::finish() {
const VersionKey *V = NULL;
while ((V = version_map.next(V))) {
Version &v = version_map[*V];
glDeleteShader(v.vert_id);
glDeleteShader(v.frag_id);
glDeleteProgram(v.id);
if (v.uniform_location)
memdelete_arr(v.uniform_location);
}
}
void ShaderGLES3::clear_caches() {
const VersionKey *V = NULL;
while ((V = version_map.next(V))) {
Version &v = version_map[*V];
glDeleteShader(v.vert_id);
glDeleteShader(v.frag_id);
glDeleteProgram(v.id);
memdelete_arr(v.uniform_location);
}
version_map.clear();
custom_code_map.clear();
version = NULL;
last_custom_code = 1;
uniforms_dirty = true;
}
uint32_t ShaderGLES3::create_custom_shader() {
custom_code_map[last_custom_code] = CustomCode();
custom_code_map[last_custom_code].version = 1;
return last_custom_code++;
}
void ShaderGLES3::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 Vector<StringName> &p_uniforms,
const Vector<StringName> &p_texture_uniforms,
const Vector<CharString> &p_custom_defines) {
CustomCode *cc = custom_code_map.getptr(p_code_id);
ERR_FAIL_COND(!cc);
cc->vertex = p_vertex;
cc->vertex_globals = p_vertex_globals;
cc->fragment = p_fragment;
cc->fragment_globals = p_fragment_globals;
cc->light = p_light;
cc->custom_uniforms = p_uniforms;
cc->custom_defines = p_custom_defines;
cc->texture_uniforms = p_texture_uniforms;
cc->version++;
}
void ShaderGLES3::set_custom_shader(uint32_t p_code_id) {
new_conditional_version.code_version = p_code_id;
}
void ShaderGLES3::free_custom_shader(uint32_t p_code_id) {
ERR_FAIL_COND(!custom_code_map.has(p_code_id));
if (conditional_version.code_version == p_code_id) {
conditional_version.code_version = 0; //do not keep using a version that is going away
unbind();
}
VersionKey key;
key.code_version = p_code_id;
for (Set<uint32_t>::Element *E = custom_code_map[p_code_id].versions.front(); E; E = E->next()) {
key.version = E->get();
ERR_CONTINUE(!version_map.has(key));
Version &v = version_map[key];
glDeleteShader(v.vert_id);
glDeleteShader(v.frag_id);
glDeleteProgram(v.id);
memdelete_arr(v.uniform_location);
v.id = 0;
version_map.erase(key);
}
custom_code_map.erase(p_code_id);
}
void ShaderGLES3::use_material(void *p_material) {
RasterizerStorageGLES3::Material *material = (RasterizerStorageGLES3::Material *)p_material;
if (!material) {
return;
}
if (!material->shader) {
return;
}
Version *v = version_map.getptr(conditional_version);
// bind uniforms
for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = material->shader->uniforms.front(); E; E = E->next()) {
if (E->get().texture_order >= 0)
continue; // this is a texture, doesn't go here
Map<StringName, GLint>::Element *L = v->custom_uniform_locations.find(E->key());
if (!L || L->get() < 0)
continue; //uniform not valid
GLuint location = L->get();
Map<StringName, Variant>::Element *V = material->params.find(E->key());
if (V) {
switch (E->get().type) {
case ShaderLanguage::TYPE_BOOL: {
bool boolean = V->get();
glUniform1i(location, boolean ? 1 : 0);
} break;
case ShaderLanguage::TYPE_BVEC2: {
int flags = V->get();
glUniform2i(location, (flags & 1) ? 1 : 0, (flags & 2) ? 1 : 0);
} break;
case ShaderLanguage::TYPE_BVEC3: {
int flags = V->get();
glUniform3i(location, (flags & 1) ? 1 : 0, (flags & 2) ? 1 : 0, (flags & 4) ? 1 : 0);
} break;
case ShaderLanguage::TYPE_BVEC4: {
int flags = V->get();
glUniform4i(location, (flags & 1) ? 1 : 0, (flags & 2) ? 1 : 0, (flags & 4) ? 1 : 0, (flags & 8) ? 1 : 0);
} break;
case ShaderLanguage::TYPE_INT:
case ShaderLanguage::TYPE_UINT: {
int value = V->get();
glUniform1i(location, value);
} break;
case ShaderLanguage::TYPE_IVEC2:
case ShaderLanguage::TYPE_UVEC2: {
Array r = V->get();
const int count = 2;
if (r.size() == count) {
int values[count];
for (int i = 0; i < count; i++) {
values[i] = r[i];
}
glUniform2i(location, values[0], values[1]);
}
} break;
case ShaderLanguage::TYPE_IVEC3:
case ShaderLanguage::TYPE_UVEC3: {
Array r = V->get();
const int count = 3;
if (r.size() == count) {
int values[count];
for (int i = 0; i < count; i++) {
values[i] = r[i];
}
glUniform3i(location, values[0], values[1], values[2]);
}
} break;
case ShaderLanguage::TYPE_IVEC4:
case ShaderLanguage::TYPE_UVEC4: {
Array r = V->get();
const int count = 4;
if (r.size() == count) {
int values[count];
for (int i = 0; i < count; i++) {
values[i] = r[i];
}
glUniform4i(location, values[0], values[1], values[2], values[3]);
}
} break;
case ShaderLanguage::TYPE_FLOAT: {
float value = V->get();
glUniform1f(location, value);
} break;
case ShaderLanguage::TYPE_VEC2: {
Vector2 value = V->get();
glUniform2f(location, value.x, value.y);
} break;
case ShaderLanguage::TYPE_VEC3: {
Vector3 value = V->get();
glUniform3f(location, value.x, value.y, value.z);
} break;
case ShaderLanguage::TYPE_VEC4: {
if (V->get().get_type() == Variant::COLOR) {
Color value = V->get();
glUniform4f(location, value.r, value.g, value.b, value.a);
} else if (V->get().get_type() == Variant::QUATERNION) {
Quaternion value = V->get();
glUniform4f(location, value.x, value.y, value.z, value.w);
} else {
Plane value = V->get();
glUniform4f(location, value.normal.x, value.normal.y, value.normal.z, value.d);
}
} break;
case ShaderLanguage::TYPE_MAT2: {
Transform2D tr = V->get();
GLfloat matrix[4] = {
/* build a 16x16 matrix */
tr.elements[0][0],
tr.elements[0][1],
tr.elements[1][0],
tr.elements[1][1],
};
glUniformMatrix2fv(location, 1, GL_FALSE, matrix);
} break;
case ShaderLanguage::TYPE_MAT3: {
Basis val = V->get();
GLfloat mat[9] = {
val.elements[0][0],
val.elements[1][0],
val.elements[2][0],
val.elements[0][1],
val.elements[1][1],
val.elements[2][1],
val.elements[0][2],
val.elements[1][2],
val.elements[2][2],
};
glUniformMatrix3fv(location, 1, GL_FALSE, mat);
} break;
case ShaderLanguage::TYPE_MAT4: {
Transform2D tr = V->get();
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(location, 1, GL_FALSE, matrix);
} break;
default: {
ERR_PRINT("ShaderNode type missing, bug?");
} break;
}
} else if (E->get().default_value.size()) {
const Vector<ShaderLanguage::ConstantNode::Value> &values = E->get().default_value;
switch (E->get().type) {
case ShaderLanguage::TYPE_BOOL: {
glUniform1i(location, values[0].boolean);
} break;
case ShaderLanguage::TYPE_BVEC2: {
glUniform2i(location, values[0].boolean, values[1].boolean);
} break;
case ShaderLanguage::TYPE_BVEC3: {
glUniform3i(location, values[0].boolean, values[1].boolean, values[2].boolean);
} break;
case ShaderLanguage::TYPE_BVEC4: {
glUniform4i(location, values[0].boolean, values[1].boolean, values[2].boolean, values[3].boolean);
} break;
case ShaderLanguage::TYPE_INT: {
glUniform1i(location, values[0].sint);
} break;
case ShaderLanguage::TYPE_IVEC2: {
glUniform2i(location, values[0].sint, values[1].sint);
} break;
case ShaderLanguage::TYPE_IVEC3: {
glUniform3i(location, values[0].sint, values[1].sint, values[2].sint);
} break;
case ShaderLanguage::TYPE_IVEC4: {
glUniform4i(location, values[0].sint, values[1].sint, values[2].sint, values[3].sint);
} break;
case ShaderLanguage::TYPE_UINT: {
glUniform1i(location, values[0].uint);
} break;
case ShaderLanguage::TYPE_UVEC2: {
glUniform2i(location, values[0].uint, values[1].uint);
} break;
case ShaderLanguage::TYPE_UVEC3: {
glUniform3i(location, values[0].uint, values[1].uint, values[2].uint);
} break;
case ShaderLanguage::TYPE_UVEC4: {
glUniform4i(location, values[0].uint, values[1].uint, values[2].uint, values[3].uint);
} break;
case ShaderLanguage::TYPE_FLOAT: {
glUniform1f(location, values[0].real);
} break;
case ShaderLanguage::TYPE_VEC2: {
glUniform2f(location, values[0].real, values[1].real);
} break;
case ShaderLanguage::TYPE_VEC3: {
glUniform3f(location, values[0].real, values[1].real, values[2].real);
} break;
case ShaderLanguage::TYPE_VEC4: {
glUniform4f(location, values[0].real, values[1].real, values[2].real, values[3].real);
} break;
case ShaderLanguage::TYPE_MAT2: {
GLfloat mat[4];
for (int i = 0; i < 4; i++) {
mat[i] = values[i].real;
}
glUniformMatrix2fv(location, 1, GL_FALSE, mat);
} break;
case ShaderLanguage::TYPE_MAT3: {
GLfloat mat[9];
for (int i = 0; i < 9; i++) {
mat[i] = values[i].real;
}
glUniformMatrix3fv(location, 1, GL_FALSE, mat);
} break;
case ShaderLanguage::TYPE_MAT4: {
GLfloat mat[16];
for (int i = 0; i < 16; i++) {
mat[i] = values[i].real;
}
glUniformMatrix4fv(location, 1, GL_FALSE, mat);
} break;
case ShaderLanguage::TYPE_SAMPLER2D: {
} break;
/*
case ShaderLanguage::TYPE_SAMPLEREXT: {
} break;
*/
case ShaderLanguage::TYPE_ISAMPLER2D: {
} break;
case ShaderLanguage::TYPE_USAMPLER2D: {
} break;
case ShaderLanguage::TYPE_SAMPLERCUBE: {
} break;
case ShaderLanguage::TYPE_SAMPLER2DARRAY:
case ShaderLanguage::TYPE_ISAMPLER2DARRAY:
case ShaderLanguage::TYPE_USAMPLER2DARRAY:
case ShaderLanguage::TYPE_SAMPLER3D:
case ShaderLanguage::TYPE_ISAMPLER3D:
case ShaderLanguage::TYPE_USAMPLER3D: {
// Not implemented in OpenGL
} break;
case ShaderLanguage::TYPE_VOID: {
// Nothing to do?
} break;
default: {
ERR_PRINT("ShaderNode type missing, bug?");
} break;
}
} else { //zero
switch (E->get().type) {
case ShaderLanguage::TYPE_BOOL: {
glUniform1i(location, GL_FALSE);
} break;
case ShaderLanguage::TYPE_BVEC2: {
glUniform2i(location, GL_FALSE, GL_FALSE);
} break;
case ShaderLanguage::TYPE_BVEC3: {
glUniform3i(location, GL_FALSE, GL_FALSE, GL_FALSE);
} break;
case ShaderLanguage::TYPE_BVEC4: {
glUniform4i(location, GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
} break;
case ShaderLanguage::TYPE_INT: {
glUniform1i(location, 0);
} break;
case ShaderLanguage::TYPE_IVEC2: {
glUniform2i(location, 0, 0);
} break;
case ShaderLanguage::TYPE_IVEC3: {
glUniform3i(location, 0, 0, 0);
} break;
case ShaderLanguage::TYPE_IVEC4: {
glUniform4i(location, 0, 0, 0, 0);
} break;
case ShaderLanguage::TYPE_UINT: {
glUniform1i(location, 0);
} break;
case ShaderLanguage::TYPE_UVEC2: {
glUniform2i(location, 0, 0);
} break;
case ShaderLanguage::TYPE_UVEC3: {
glUniform3i(location, 0, 0, 0);
} break;
case ShaderLanguage::TYPE_UVEC4: {
glUniform4i(location, 0, 0, 0, 0);
} break;
case ShaderLanguage::TYPE_FLOAT: {
glUniform1f(location, 0);
} break;
case ShaderLanguage::TYPE_VEC2: {
glUniform2f(location, 0, 0);
} break;
case ShaderLanguage::TYPE_VEC3: {
glUniform3f(location, 0, 0, 0);
} break;
case ShaderLanguage::TYPE_VEC4: {
glUniform4f(location, 0, 0, 0, 0);
} break;
case ShaderLanguage::TYPE_MAT2: {
GLfloat mat[4] = { 0, 0, 0, 0 };
glUniformMatrix2fv(location, 1, GL_FALSE, mat);
} break;
case ShaderLanguage::TYPE_MAT3: {
GLfloat mat[9] = { 0, 0, 0, 0, 0, 0, 0, 0, 0 };
glUniformMatrix3fv(location, 1, GL_FALSE, mat);
} break;
case ShaderLanguage::TYPE_MAT4: {
GLfloat mat[16] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
glUniformMatrix4fv(location, 1, GL_FALSE, mat);
} break;
case ShaderLanguage::TYPE_SAMPLER2D: {
} break;
/*
case ShaderLanguage::TYPE_SAMPLEREXT: {
} break;
*/
case ShaderLanguage::TYPE_ISAMPLER2D: {
} break;
case ShaderLanguage::TYPE_USAMPLER2D: {
} break;
case ShaderLanguage::TYPE_SAMPLERCUBE: {
} break;
case ShaderLanguage::TYPE_SAMPLER2DARRAY:
case ShaderLanguage::TYPE_ISAMPLER2DARRAY:
case ShaderLanguage::TYPE_USAMPLER2DARRAY:
case ShaderLanguage::TYPE_SAMPLER3D:
case ShaderLanguage::TYPE_ISAMPLER3D:
case ShaderLanguage::TYPE_USAMPLER3D: {
// Not implemented in OpenGL
} break;
case ShaderLanguage::TYPE_VOID: {
// Nothing to do?
} break;
default: {
ERR_PRINT("ShaderNode type missing, bug?");
} break;
}
}
}
}
ShaderGLES3::ShaderGLES3() {
version = NULL;
last_custom_code = 1;
uniforms_dirty = true;
}
ShaderGLES3::~ShaderGLES3() {
finish();
}
#endif // GLES3_BACKEND_ENABLED