shader_gles2.cpp 29 KB

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  1. /*************************************************************************/
  2. /* shader_gles2.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "shader_gles2.h"
  31. #include "core/os/memory.h"
  32. #include "core/print_string.h"
  33. #include "core/project_settings.h"
  34. #include "core/string_builder.h"
  35. #include "rasterizer_gles2.h"
  36. #include "rasterizer_storage_gles2.h"
  37. // #define DEBUG_OPENGL
  38. // #include "shaders/copy.glsl.gen.h"
  39. #ifdef DEBUG_OPENGL
  40. #define DEBUG_TEST_ERROR(m_section) \
  41. { \
  42. uint32_t err = glGetError(); \
  43. if (err) { \
  44. print_line("OpenGL Error #" + itos(err) + " at: " + m_section); \
  45. } \
  46. }
  47. #else
  48. #define DEBUG_TEST_ERROR(m_section)
  49. #endif
  50. ShaderGLES2 *ShaderGLES2::active = NULL;
  51. //#define DEBUG_SHADER
  52. #ifdef DEBUG_SHADER
  53. #define DEBUG_PRINT(m_text) print_line(m_text);
  54. #else
  55. #define DEBUG_PRINT(m_text)
  56. #endif
  57. GLint ShaderGLES2::get_uniform_location(int p_index) const {
  58. ERR_FAIL_COND_V(!version, -1);
  59. return version->uniform_location[p_index];
  60. }
  61. bool ShaderGLES2::bind() {
  62. if (active != this || !version || new_conditional_version.key != conditional_version.key) {
  63. conditional_version = new_conditional_version;
  64. version = get_current_version();
  65. } else {
  66. return false;
  67. }
  68. ERR_FAIL_COND_V(!version, false);
  69. if (!version->ok) { //broken, unable to bind (do not throw error, you saw it before already when it failed compilation).
  70. glUseProgram(0);
  71. return false;
  72. }
  73. glUseProgram(version->id);
  74. DEBUG_TEST_ERROR("use program");
  75. active = this;
  76. uniforms_dirty = true;
  77. return true;
  78. }
  79. void ShaderGLES2::unbind() {
  80. version = NULL;
  81. glUseProgram(0);
  82. uniforms_dirty = true;
  83. active = NULL;
  84. }
  85. static void _display_error_with_code(const String &p_error, const Vector<const char *> &p_code) {
  86. int line = 1;
  87. String total_code;
  88. for (int i = 0; i < p_code.size(); i++) {
  89. total_code += String(p_code[i]);
  90. }
  91. Vector<String> lines = String(total_code).split("\n");
  92. for (int j = 0; j < lines.size(); j++) {
  93. print_line(itos(line) + ": " + lines[j]);
  94. line++;
  95. }
  96. ERR_PRINTS(p_error);
  97. }
  98. static String _mkid(const String &p_id) {
  99. String id = "m_" + p_id;
  100. return id.replace("__", "_dus_"); //doubleunderscore is reserved in glsl
  101. }
  102. ShaderGLES2::Version *ShaderGLES2::get_current_version() {
  103. Version *_v = version_map.getptr(conditional_version);
  104. if (_v) {
  105. if (conditional_version.code_version != 0) {
  106. CustomCode *cc = custom_code_map.getptr(conditional_version.code_version);
  107. ERR_FAIL_COND_V(!cc, _v);
  108. if (cc->version == _v->code_version)
  109. return _v;
  110. } else {
  111. return _v;
  112. }
  113. }
  114. if (!_v)
  115. version_map[conditional_version] = Version();
  116. Version &v = version_map[conditional_version];
  117. if (!_v) {
  118. v.uniform_location = memnew_arr(GLint, uniform_count);
  119. } else {
  120. if (v.ok) {
  121. glDeleteShader(v.vert_id);
  122. glDeleteShader(v.frag_id);
  123. glDeleteProgram(v.id);
  124. v.id = 0;
  125. }
  126. }
  127. v.ok = false;
  128. Vector<const char *> strings;
  129. #ifdef GLES_OVER_GL
  130. strings.push_back("#version 120\n");
  131. strings.push_back("#define USE_GLES_OVER_GL\n");
  132. #else
  133. strings.push_back("#version 100\n");
  134. //angle does not like
  135. #ifdef JAVASCRIPT_ENABLED
  136. strings.push_back("#define USE_HIGHP_PRECISION\n");
  137. #endif
  138. if (GLOBAL_GET("rendering/gles2/compatibility/enable_high_float.Android")) {
  139. // enable USE_HIGHP_PRECISION but safeguarded by an availability check as highp support is optional in GLES2
  140. // see Section 4.5.4 of the GLSL_ES_Specification_1.00
  141. strings.push_back("#ifdef GL_FRAGMENT_PRECISION_HIGH\n #define USE_HIGHP_PRECISION\n#endif\n");
  142. }
  143. #endif
  144. #ifdef ANDROID_ENABLED
  145. strings.push_back("#define ANDROID_ENABLED\n");
  146. #endif
  147. for (int i = 0; i < custom_defines.size(); i++) {
  148. strings.push_back(custom_defines[i].get_data());
  149. strings.push_back("\n");
  150. }
  151. for (int j = 0; j < conditional_count; j++) {
  152. bool enable = (conditional_version.version & (1 << j)) > 0;
  153. if (enable) {
  154. strings.push_back(conditional_defines[j]);
  155. DEBUG_PRINT(conditional_defines[j]);
  156. }
  157. }
  158. // keep them around during the function
  159. CharString code_string;
  160. CharString code_string2;
  161. CharString code_globals;
  162. CustomCode *cc = NULL;
  163. if (conditional_version.code_version > 0) {
  164. cc = custom_code_map.getptr(conditional_version.code_version);
  165. ERR_FAIL_COND_V(!cc, NULL);
  166. v.code_version = cc->version;
  167. }
  168. // program
  169. v.id = glCreateProgram();
  170. ERR_FAIL_COND_V(v.id == 0, NULL);
  171. if (cc) {
  172. for (int i = 0; i < cc->custom_defines.size(); i++) {
  173. strings.push_back(cc->custom_defines.write[i]);
  174. DEBUG_PRINT("CD #" + itos(i) + ": " + String(cc->custom_defines[i].get_data()));
  175. }
  176. }
  177. // vertex shader
  178. int string_base_size = strings.size();
  179. strings.push_back(vertex_code0.get_data());
  180. if (cc) {
  181. code_globals = cc->vertex_globals.ascii();
  182. strings.push_back(code_globals.get_data());
  183. }
  184. strings.push_back(vertex_code1.get_data());
  185. if (cc) {
  186. code_string = cc->vertex.ascii();
  187. strings.push_back(code_string.get_data());
  188. }
  189. strings.push_back(vertex_code2.get_data());
  190. #ifdef DEBUG_SHADER
  191. DEBUG_PRINT("\nVertex Code:\n\n" + String(code_string.get_data()));
  192. #endif
  193. v.vert_id = glCreateShader(GL_VERTEX_SHADER);
  194. glShaderSource(v.vert_id, strings.size(), &strings[0], NULL);
  195. glCompileShader(v.vert_id);
  196. GLint status;
  197. glGetShaderiv(v.vert_id, GL_COMPILE_STATUS, &status);
  198. if (status == GL_FALSE) {
  199. GLsizei iloglen;
  200. glGetShaderiv(v.vert_id, GL_INFO_LOG_LENGTH, &iloglen);
  201. if (iloglen < 0) {
  202. glDeleteShader(v.vert_id);
  203. glDeleteProgram(v.id);
  204. v.id = 0;
  205. ERR_PRINT("No OpenGL vertex shader compiler log. What the frick?");
  206. } else {
  207. if (iloglen == 0) {
  208. iloglen = 4096; // buggy driver (Adreno 220+)
  209. }
  210. char *ilogmem = (char *)Memory::alloc_static(iloglen + 1);
  211. ilogmem[iloglen] = '\0';
  212. glGetShaderInfoLog(v.vert_id, iloglen, &iloglen, ilogmem);
  213. String err_string = get_shader_name() + ": Vertex shader compilation failed:\n";
  214. err_string += ilogmem;
  215. _display_error_with_code(err_string, strings);
  216. Memory::free_static(ilogmem);
  217. glDeleteShader(v.vert_id);
  218. glDeleteProgram(v.id);
  219. v.id = 0;
  220. }
  221. ERR_FAIL_V(NULL);
  222. }
  223. strings.resize(string_base_size);
  224. // fragment shader
  225. strings.push_back(fragment_code0.get_data());
  226. if (cc) {
  227. code_globals = cc->fragment_globals.ascii();
  228. strings.push_back(code_globals.get_data());
  229. }
  230. strings.push_back(fragment_code1.get_data());
  231. if (cc) {
  232. code_string = cc->light.ascii();
  233. strings.push_back(code_string.get_data());
  234. }
  235. strings.push_back(fragment_code2.get_data());
  236. if (cc) {
  237. code_string2 = cc->fragment.ascii();
  238. strings.push_back(code_string2.get_data());
  239. }
  240. strings.push_back(fragment_code3.get_data());
  241. #ifdef DEBUG_SHADER
  242. if (cc) {
  243. DEBUG_PRINT("\nFragment Code:\n\n" + String(cc->fragment_globals));
  244. }
  245. DEBUG_PRINT("\nFragment Code:\n\n" + String(code_string.get_data()));
  246. #endif
  247. v.frag_id = glCreateShader(GL_FRAGMENT_SHADER);
  248. glShaderSource(v.frag_id, strings.size(), &strings[0], NULL);
  249. glCompileShader(v.frag_id);
  250. glGetShaderiv(v.frag_id, GL_COMPILE_STATUS, &status);
  251. if (status == GL_FALSE) {
  252. GLsizei iloglen;
  253. glGetShaderiv(v.frag_id, GL_INFO_LOG_LENGTH, &iloglen);
  254. if (iloglen < 0) {
  255. glDeleteShader(v.frag_id);
  256. glDeleteShader(v.vert_id);
  257. glDeleteProgram(v.id);
  258. v.id = 0;
  259. ERR_PRINT("No OpenGL fragment shader compiler log. What the frick?");
  260. } else {
  261. if (iloglen == 0) {
  262. iloglen = 4096; // buggy driver (Adreno 220+)
  263. }
  264. char *ilogmem = (char *)Memory::alloc_static(iloglen + 1);
  265. ilogmem[iloglen] = '\0';
  266. glGetShaderInfoLog(v.frag_id, iloglen, &iloglen, ilogmem);
  267. String err_string = get_shader_name() + ": Fragment shader compilation failed:\n";
  268. err_string += ilogmem;
  269. _display_error_with_code(err_string, strings);
  270. Memory::free_static(ilogmem);
  271. glDeleteShader(v.frag_id);
  272. glDeleteShader(v.vert_id);
  273. glDeleteProgram(v.id);
  274. v.id = 0;
  275. }
  276. ERR_FAIL_V(NULL);
  277. }
  278. glAttachShader(v.id, v.frag_id);
  279. glAttachShader(v.id, v.vert_id);
  280. // bind the attribute locations. This has to be done before linking so that the
  281. // linker doesn't assign some random indices
  282. for (int i = 0; i < attribute_pair_count; i++) {
  283. glBindAttribLocation(v.id, attribute_pairs[i].index, attribute_pairs[i].name);
  284. }
  285. glLinkProgram(v.id);
  286. glGetProgramiv(v.id, GL_LINK_STATUS, &status);
  287. if (status == GL_FALSE) {
  288. GLsizei iloglen;
  289. glGetProgramiv(v.id, GL_INFO_LOG_LENGTH, &iloglen);
  290. if (iloglen < 0) {
  291. glDeleteShader(v.frag_id);
  292. glDeleteShader(v.vert_id);
  293. glDeleteProgram(v.id);
  294. v.id = 0;
  295. ERR_PRINT("No OpenGL program link log. What the frick?");
  296. ERR_FAIL_V(NULL);
  297. }
  298. if (iloglen == 0) {
  299. iloglen = 4096; // buggy driver (Adreno 220+)
  300. }
  301. char *ilogmem = (char *)Memory::alloc_static(iloglen + 1);
  302. ilogmem[iloglen] = '\0';
  303. glGetProgramInfoLog(v.id, iloglen, &iloglen, ilogmem);
  304. String err_string = get_shader_name() + ": Program linking failed:\n";
  305. err_string += ilogmem;
  306. _display_error_with_code(err_string, strings);
  307. Memory::free_static(ilogmem);
  308. glDeleteShader(v.frag_id);
  309. glDeleteShader(v.vert_id);
  310. glDeleteProgram(v.id);
  311. v.id = 0;
  312. ERR_FAIL_V(NULL);
  313. }
  314. // get uniform locations
  315. glUseProgram(v.id);
  316. for (int i = 0; i < uniform_count; i++) {
  317. v.uniform_location[i] = glGetUniformLocation(v.id, uniform_names[i]);
  318. }
  319. for (int i = 0; i < texunit_pair_count; i++) {
  320. GLint loc = glGetUniformLocation(v.id, texunit_pairs[i].name);
  321. if (loc >= 0) {
  322. if (texunit_pairs[i].index < 0) {
  323. glUniform1i(loc, max_image_units + texunit_pairs[i].index);
  324. } else {
  325. glUniform1i(loc, texunit_pairs[i].index);
  326. }
  327. }
  328. }
  329. if (cc) {
  330. // uniforms
  331. for (int i = 0; i < cc->custom_uniforms.size(); i++) {
  332. String native_uniform_name = _mkid(cc->custom_uniforms[i]);
  333. GLint location = glGetUniformLocation(v.id, (native_uniform_name).ascii().get_data());
  334. v.custom_uniform_locations[cc->custom_uniforms[i]] = location;
  335. }
  336. // textures
  337. for (int i = 0; i < cc->texture_uniforms.size(); i++) {
  338. String native_uniform_name = _mkid(cc->texture_uniforms[i]);
  339. GLint location = glGetUniformLocation(v.id, (native_uniform_name).ascii().get_data());
  340. v.custom_uniform_locations[cc->texture_uniforms[i]] = location;
  341. glUniform1i(location, i);
  342. }
  343. }
  344. glUseProgram(0);
  345. v.ok = true;
  346. if (cc) {
  347. cc->versions.insert(conditional_version.version);
  348. }
  349. return &v;
  350. }
  351. GLint ShaderGLES2::get_uniform_location(const String &p_name) const {
  352. ERR_FAIL_COND_V(!version, -1);
  353. return glGetUniformLocation(version->id, p_name.ascii().get_data());
  354. }
  355. void ShaderGLES2::setup(
  356. const char **p_conditional_defines,
  357. int p_conditional_count,
  358. const char **p_uniform_names,
  359. int p_uniform_count,
  360. const AttributePair *p_attribute_pairs,
  361. int p_attribute_count,
  362. const TexUnitPair *p_texunit_pairs,
  363. int p_texunit_pair_count,
  364. const char *p_vertex_code,
  365. const char *p_fragment_code,
  366. int p_vertex_code_start,
  367. int p_fragment_code_start) {
  368. ERR_FAIL_COND(version);
  369. conditional_version.key = 0;
  370. new_conditional_version.key = 0;
  371. uniform_count = p_uniform_count;
  372. conditional_count = p_conditional_count;
  373. conditional_defines = p_conditional_defines;
  374. uniform_names = p_uniform_names;
  375. vertex_code = p_vertex_code;
  376. fragment_code = p_fragment_code;
  377. texunit_pairs = p_texunit_pairs;
  378. texunit_pair_count = p_texunit_pair_count;
  379. vertex_code_start = p_vertex_code_start;
  380. fragment_code_start = p_fragment_code_start;
  381. attribute_pairs = p_attribute_pairs;
  382. attribute_pair_count = p_attribute_count;
  383. {
  384. String globals_tag = "\nVERTEX_SHADER_GLOBALS";
  385. String code_tag = "\nVERTEX_SHADER_CODE";
  386. String code = vertex_code;
  387. int cpos = code.find(globals_tag);
  388. if (cpos == -1) {
  389. vertex_code0 = code.ascii();
  390. } else {
  391. vertex_code0 = code.substr(0, cpos).ascii();
  392. code = code.substr(cpos + globals_tag.length(), code.length());
  393. cpos = code.find(code_tag);
  394. if (cpos == -1) {
  395. vertex_code1 = code.ascii();
  396. } else {
  397. vertex_code1 = code.substr(0, cpos).ascii();
  398. vertex_code2 = code.substr(cpos + code_tag.length(), code.length()).ascii();
  399. }
  400. }
  401. }
  402. {
  403. String globals_tag = "\nFRAGMENT_SHADER_GLOBALS";
  404. String code_tag = "\nFRAGMENT_SHADER_CODE";
  405. String light_code_tag = "\nLIGHT_SHADER_CODE";
  406. String code = fragment_code;
  407. int cpos = code.find(globals_tag);
  408. if (cpos == -1) {
  409. fragment_code0 = code.ascii();
  410. } else {
  411. fragment_code0 = code.substr(0, cpos).ascii();
  412. code = code.substr(cpos + globals_tag.length(), code.length());
  413. cpos = code.find(light_code_tag);
  414. String code2;
  415. if (cpos != -1) {
  416. fragment_code1 = code.substr(0, cpos).ascii();
  417. code2 = code.substr(cpos + light_code_tag.length(), code.length());
  418. } else {
  419. code2 = code;
  420. }
  421. cpos = code2.find(code_tag);
  422. if (cpos == -1) {
  423. fragment_code2 = code2.ascii();
  424. } else {
  425. fragment_code2 = code2.substr(0, cpos).ascii();
  426. fragment_code3 = code2.substr(cpos + code_tag.length(), code2.length()).ascii();
  427. }
  428. }
  429. }
  430. glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &max_image_units);
  431. }
  432. void ShaderGLES2::finish() {
  433. const VersionKey *V = NULL;
  434. while ((V = version_map.next(V))) {
  435. Version &v = version_map[*V];
  436. glDeleteShader(v.vert_id);
  437. glDeleteShader(v.frag_id);
  438. glDeleteProgram(v.id);
  439. memdelete_arr(v.uniform_location);
  440. }
  441. }
  442. void ShaderGLES2::clear_caches() {
  443. const VersionKey *V = NULL;
  444. while ((V = version_map.next(V))) {
  445. Version &v = version_map[*V];
  446. glDeleteShader(v.vert_id);
  447. glDeleteShader(v.frag_id);
  448. glDeleteProgram(v.id);
  449. memdelete_arr(v.uniform_location);
  450. }
  451. version_map.clear();
  452. custom_code_map.clear();
  453. version = NULL;
  454. last_custom_code = 1;
  455. uniforms_dirty = true;
  456. }
  457. uint32_t ShaderGLES2::create_custom_shader() {
  458. custom_code_map[last_custom_code] = CustomCode();
  459. custom_code_map[last_custom_code].version = 1;
  460. return last_custom_code++;
  461. }
  462. void ShaderGLES2::set_custom_shader_code(uint32_t p_code_id,
  463. const String &p_vertex,
  464. const String &p_vertex_globals,
  465. const String &p_fragment,
  466. const String &p_light,
  467. const String &p_fragment_globals,
  468. const Vector<StringName> &p_uniforms,
  469. const Vector<StringName> &p_texture_uniforms,
  470. const Vector<CharString> &p_custom_defines) {
  471. CustomCode *cc = custom_code_map.getptr(p_code_id);
  472. ERR_FAIL_COND(!cc);
  473. cc->vertex = p_vertex;
  474. cc->vertex_globals = p_vertex_globals;
  475. cc->fragment = p_fragment;
  476. cc->fragment_globals = p_fragment_globals;
  477. cc->light = p_light;
  478. cc->custom_uniforms = p_uniforms;
  479. cc->custom_defines = p_custom_defines;
  480. cc->texture_uniforms = p_texture_uniforms;
  481. cc->version++;
  482. }
  483. void ShaderGLES2::set_custom_shader(uint32_t p_code_id) {
  484. new_conditional_version.code_version = p_code_id;
  485. }
  486. void ShaderGLES2::free_custom_shader(uint32_t p_code_id) {
  487. ERR_FAIL_COND(!custom_code_map.has(p_code_id));
  488. if (conditional_version.code_version == p_code_id) {
  489. conditional_version.code_version = 0; //do not keep using a version that is going away
  490. unbind();
  491. }
  492. VersionKey key;
  493. key.code_version = p_code_id;
  494. for (Set<uint32_t>::Element *E = custom_code_map[p_code_id].versions.front(); E; E = E->next()) {
  495. key.version = E->get();
  496. ERR_CONTINUE(!version_map.has(key));
  497. Version &v = version_map[key];
  498. glDeleteShader(v.vert_id);
  499. glDeleteShader(v.frag_id);
  500. glDeleteProgram(v.id);
  501. memdelete_arr(v.uniform_location);
  502. v.id = 0;
  503. version_map.erase(key);
  504. }
  505. custom_code_map.erase(p_code_id);
  506. }
  507. void ShaderGLES2::use_material(void *p_material) {
  508. RasterizerStorageGLES2::Material *material = (RasterizerStorageGLES2::Material *)p_material;
  509. if (!material) {
  510. return;
  511. }
  512. if (!material->shader) {
  513. return;
  514. }
  515. Version *v = version_map.getptr(conditional_version);
  516. // bind uniforms
  517. for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = material->shader->uniforms.front(); E; E = E->next()) {
  518. if (E->get().texture_order >= 0)
  519. continue; // this is a texture, doesn't go here
  520. Map<StringName, GLint>::Element *L = v->custom_uniform_locations.find(E->key());
  521. if (!L || L->get() < 0)
  522. continue; //uniform not valid
  523. GLuint location = L->get();
  524. Map<StringName, Variant>::Element *V = material->params.find(E->key());
  525. if (V) {
  526. switch (E->get().type) {
  527. case ShaderLanguage::TYPE_BOOL: {
  528. bool boolean = V->get();
  529. glUniform1i(location, boolean ? 1 : 0);
  530. } break;
  531. case ShaderLanguage::TYPE_BVEC2: {
  532. int flags = V->get();
  533. glUniform2i(location, (flags & 1) ? 1 : 0, (flags & 2) ? 1 : 0);
  534. } break;
  535. case ShaderLanguage::TYPE_BVEC3: {
  536. int flags = V->get();
  537. glUniform3i(location, (flags & 1) ? 1 : 0, (flags & 2) ? 1 : 0, (flags & 4) ? 1 : 0);
  538. } break;
  539. case ShaderLanguage::TYPE_BVEC4: {
  540. int flags = V->get();
  541. glUniform4i(location, (flags & 1) ? 1 : 0, (flags & 2) ? 1 : 0, (flags & 4) ? 1 : 0, (flags & 8) ? 1 : 0);
  542. } break;
  543. case ShaderLanguage::TYPE_INT:
  544. case ShaderLanguage::TYPE_UINT: {
  545. int value = V->get();
  546. glUniform1i(location, value);
  547. } break;
  548. case ShaderLanguage::TYPE_IVEC2:
  549. case ShaderLanguage::TYPE_UVEC2: {
  550. Array r = V->get();
  551. const int count = 2;
  552. if (r.size() == count) {
  553. int values[count];
  554. for (int i = 0; i < count; i++) {
  555. values[i] = r[i];
  556. }
  557. glUniform2i(location, values[0], values[1]);
  558. }
  559. } break;
  560. case ShaderLanguage::TYPE_IVEC3:
  561. case ShaderLanguage::TYPE_UVEC3: {
  562. Array r = V->get();
  563. const int count = 3;
  564. if (r.size() == count) {
  565. int values[count];
  566. for (int i = 0; i < count; i++) {
  567. values[i] = r[i];
  568. }
  569. glUniform3i(location, values[0], values[1], values[2]);
  570. }
  571. } break;
  572. case ShaderLanguage::TYPE_IVEC4:
  573. case ShaderLanguage::TYPE_UVEC4: {
  574. Array r = V->get();
  575. const int count = 4;
  576. if (r.size() == count) {
  577. int values[count];
  578. for (int i = 0; i < count; i++) {
  579. values[i] = r[i];
  580. }
  581. glUniform4i(location, values[0], values[1], values[2], values[3]);
  582. }
  583. } break;
  584. case ShaderLanguage::TYPE_FLOAT: {
  585. float value = V->get();
  586. glUniform1f(location, value);
  587. } break;
  588. case ShaderLanguage::TYPE_VEC2: {
  589. Vector2 value = V->get();
  590. glUniform2f(location, value.x, value.y);
  591. } break;
  592. case ShaderLanguage::TYPE_VEC3: {
  593. Vector3 value = V->get();
  594. glUniform3f(location, value.x, value.y, value.z);
  595. } break;
  596. case ShaderLanguage::TYPE_VEC4: {
  597. if (V->get().get_type() == Variant::COLOR) {
  598. Color value = V->get();
  599. glUniform4f(location, value.r, value.g, value.b, value.a);
  600. } else if (V->get().get_type() == Variant::QUAT) {
  601. Quat value = V->get();
  602. glUniform4f(location, value.x, value.y, value.z, value.w);
  603. } else {
  604. Plane value = V->get();
  605. glUniform4f(location, value.normal.x, value.normal.y, value.normal.z, value.d);
  606. }
  607. } break;
  608. case ShaderLanguage::TYPE_MAT2: {
  609. Transform2D tr = V->get();
  610. GLfloat matrix[4] = {
  611. /* build a 16x16 matrix */
  612. tr.elements[0][0],
  613. tr.elements[0][1],
  614. tr.elements[1][0],
  615. tr.elements[1][1],
  616. };
  617. glUniformMatrix2fv(location, 1, GL_FALSE, matrix);
  618. } break;
  619. case ShaderLanguage::TYPE_MAT3: {
  620. Basis val = V->get();
  621. GLfloat mat[9] = {
  622. val.elements[0][0],
  623. val.elements[1][0],
  624. val.elements[2][0],
  625. val.elements[0][1],
  626. val.elements[1][1],
  627. val.elements[2][1],
  628. val.elements[0][2],
  629. val.elements[1][2],
  630. val.elements[2][2],
  631. };
  632. glUniformMatrix3fv(location, 1, GL_FALSE, mat);
  633. } break;
  634. case ShaderLanguage::TYPE_MAT4: {
  635. if (V->get().get_type() == Variant::TRANSFORM) {
  636. Transform tr = V->get();
  637. GLfloat matrix[16] = { /* build a 16x16 matrix */
  638. tr.basis.elements[0][0],
  639. tr.basis.elements[1][0],
  640. tr.basis.elements[2][0],
  641. 0,
  642. tr.basis.elements[0][1],
  643. tr.basis.elements[1][1],
  644. tr.basis.elements[2][1],
  645. 0,
  646. tr.basis.elements[0][2],
  647. tr.basis.elements[1][2],
  648. tr.basis.elements[2][2],
  649. 0,
  650. tr.origin.x,
  651. tr.origin.y,
  652. tr.origin.z,
  653. 1
  654. };
  655. glUniformMatrix4fv(location, 1, GL_FALSE, matrix);
  656. } else {
  657. Transform2D tr = V->get();
  658. GLfloat matrix[16] = { /* build a 16x16 matrix */
  659. tr.elements[0][0],
  660. tr.elements[0][1],
  661. 0,
  662. 0,
  663. tr.elements[1][0],
  664. tr.elements[1][1],
  665. 0,
  666. 0,
  667. 0,
  668. 0,
  669. 1,
  670. 0,
  671. tr.elements[2][0],
  672. tr.elements[2][1],
  673. 0,
  674. 1
  675. };
  676. glUniformMatrix4fv(location, 1, GL_FALSE, matrix);
  677. }
  678. } break;
  679. default: {
  680. ERR_PRINT("ShaderNode type missing, bug?");
  681. } break;
  682. }
  683. } else if (E->get().default_value.size()) {
  684. const Vector<ShaderLanguage::ConstantNode::Value> &values = E->get().default_value;
  685. switch (E->get().type) {
  686. case ShaderLanguage::TYPE_BOOL: {
  687. glUniform1i(location, values[0].boolean);
  688. } break;
  689. case ShaderLanguage::TYPE_BVEC2: {
  690. glUniform2i(location, values[0].boolean, values[1].boolean);
  691. } break;
  692. case ShaderLanguage::TYPE_BVEC3: {
  693. glUniform3i(location, values[0].boolean, values[1].boolean, values[2].boolean);
  694. } break;
  695. case ShaderLanguage::TYPE_BVEC4: {
  696. glUniform4i(location, values[0].boolean, values[1].boolean, values[2].boolean, values[3].boolean);
  697. } break;
  698. case ShaderLanguage::TYPE_INT: {
  699. glUniform1i(location, values[0].sint);
  700. } break;
  701. case ShaderLanguage::TYPE_IVEC2: {
  702. glUniform2i(location, values[0].sint, values[1].sint);
  703. } break;
  704. case ShaderLanguage::TYPE_IVEC3: {
  705. glUniform3i(location, values[0].sint, values[1].sint, values[2].sint);
  706. } break;
  707. case ShaderLanguage::TYPE_IVEC4: {
  708. glUniform4i(location, values[0].sint, values[1].sint, values[2].sint, values[3].sint);
  709. } break;
  710. case ShaderLanguage::TYPE_UINT: {
  711. glUniform1i(location, values[0].uint);
  712. } break;
  713. case ShaderLanguage::TYPE_UVEC2: {
  714. glUniform2i(location, values[0].uint, values[1].uint);
  715. } break;
  716. case ShaderLanguage::TYPE_UVEC3: {
  717. glUniform3i(location, values[0].uint, values[1].uint, values[2].uint);
  718. } break;
  719. case ShaderLanguage::TYPE_UVEC4: {
  720. glUniform4i(location, values[0].uint, values[1].uint, values[2].uint, values[3].uint);
  721. } break;
  722. case ShaderLanguage::TYPE_FLOAT: {
  723. glUniform1f(location, values[0].real);
  724. } break;
  725. case ShaderLanguage::TYPE_VEC2: {
  726. glUniform2f(location, values[0].real, values[1].real);
  727. } break;
  728. case ShaderLanguage::TYPE_VEC3: {
  729. glUniform3f(location, values[0].real, values[1].real, values[2].real);
  730. } break;
  731. case ShaderLanguage::TYPE_VEC4: {
  732. glUniform4f(location, values[0].real, values[1].real, values[2].real, values[3].real);
  733. } break;
  734. case ShaderLanguage::TYPE_MAT2: {
  735. GLfloat mat[4];
  736. for (int i = 0; i < 4; i++) {
  737. mat[i] = values[i].real;
  738. }
  739. glUniformMatrix2fv(location, 1, GL_FALSE, mat);
  740. } break;
  741. case ShaderLanguage::TYPE_MAT3: {
  742. GLfloat mat[9];
  743. for (int i = 0; i < 9; i++) {
  744. mat[i] = values[i].real;
  745. }
  746. glUniformMatrix3fv(location, 1, GL_FALSE, mat);
  747. } break;
  748. case ShaderLanguage::TYPE_MAT4: {
  749. GLfloat mat[16];
  750. for (int i = 0; i < 16; i++) {
  751. mat[i] = values[i].real;
  752. }
  753. glUniformMatrix4fv(location, 1, GL_FALSE, mat);
  754. } break;
  755. case ShaderLanguage::TYPE_SAMPLER2D: {
  756. } break;
  757. case ShaderLanguage::TYPE_SAMPLEREXT: {
  758. } break;
  759. case ShaderLanguage::TYPE_ISAMPLER2D: {
  760. } break;
  761. case ShaderLanguage::TYPE_USAMPLER2D: {
  762. } break;
  763. case ShaderLanguage::TYPE_SAMPLERCUBE: {
  764. } break;
  765. case ShaderLanguage::TYPE_SAMPLER2DARRAY:
  766. case ShaderLanguage::TYPE_ISAMPLER2DARRAY:
  767. case ShaderLanguage::TYPE_USAMPLER2DARRAY:
  768. case ShaderLanguage::TYPE_SAMPLER3D:
  769. case ShaderLanguage::TYPE_ISAMPLER3D:
  770. case ShaderLanguage::TYPE_USAMPLER3D: {
  771. // Not implemented in GLES2
  772. } break;
  773. case ShaderLanguage::TYPE_VOID: {
  774. // Nothing to do?
  775. } break;
  776. default: {
  777. ERR_PRINT("ShaderNode type missing, bug?");
  778. } break;
  779. }
  780. } else { //zero
  781. switch (E->get().type) {
  782. case ShaderLanguage::TYPE_BOOL: {
  783. glUniform1i(location, GL_FALSE);
  784. } break;
  785. case ShaderLanguage::TYPE_BVEC2: {
  786. glUniform2i(location, GL_FALSE, GL_FALSE);
  787. } break;
  788. case ShaderLanguage::TYPE_BVEC3: {
  789. glUniform3i(location, GL_FALSE, GL_FALSE, GL_FALSE);
  790. } break;
  791. case ShaderLanguage::TYPE_BVEC4: {
  792. glUniform4i(location, GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
  793. } break;
  794. case ShaderLanguage::TYPE_INT: {
  795. glUniform1i(location, 0);
  796. } break;
  797. case ShaderLanguage::TYPE_IVEC2: {
  798. glUniform2i(location, 0, 0);
  799. } break;
  800. case ShaderLanguage::TYPE_IVEC3: {
  801. glUniform3i(location, 0, 0, 0);
  802. } break;
  803. case ShaderLanguage::TYPE_IVEC4: {
  804. glUniform4i(location, 0, 0, 0, 0);
  805. } break;
  806. case ShaderLanguage::TYPE_UINT: {
  807. glUniform1i(location, 0);
  808. } break;
  809. case ShaderLanguage::TYPE_UVEC2: {
  810. glUniform2i(location, 0, 0);
  811. } break;
  812. case ShaderLanguage::TYPE_UVEC3: {
  813. glUniform3i(location, 0, 0, 0);
  814. } break;
  815. case ShaderLanguage::TYPE_UVEC4: {
  816. glUniform4i(location, 0, 0, 0, 0);
  817. } break;
  818. case ShaderLanguage::TYPE_FLOAT: {
  819. glUniform1f(location, 0);
  820. } break;
  821. case ShaderLanguage::TYPE_VEC2: {
  822. glUniform2f(location, 0, 0);
  823. } break;
  824. case ShaderLanguage::TYPE_VEC3: {
  825. glUniform3f(location, 0, 0, 0);
  826. } break;
  827. case ShaderLanguage::TYPE_VEC4: {
  828. glUniform4f(location, 0, 0, 0, 0);
  829. } break;
  830. case ShaderLanguage::TYPE_MAT2: {
  831. GLfloat mat[4] = { 0, 0, 0, 0 };
  832. glUniformMatrix2fv(location, 1, GL_FALSE, mat);
  833. } break;
  834. case ShaderLanguage::TYPE_MAT3: {
  835. GLfloat mat[9] = { 0, 0, 0, 0, 0, 0, 0, 0, 0 };
  836. glUniformMatrix3fv(location, 1, GL_FALSE, mat);
  837. } break;
  838. case ShaderLanguage::TYPE_MAT4: {
  839. GLfloat mat[16] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
  840. glUniformMatrix4fv(location, 1, GL_FALSE, mat);
  841. } break;
  842. case ShaderLanguage::TYPE_SAMPLER2D: {
  843. } break;
  844. case ShaderLanguage::TYPE_SAMPLEREXT: {
  845. } break;
  846. case ShaderLanguage::TYPE_ISAMPLER2D: {
  847. } break;
  848. case ShaderLanguage::TYPE_USAMPLER2D: {
  849. } break;
  850. case ShaderLanguage::TYPE_SAMPLERCUBE: {
  851. } break;
  852. case ShaderLanguage::TYPE_SAMPLER2DARRAY:
  853. case ShaderLanguage::TYPE_ISAMPLER2DARRAY:
  854. case ShaderLanguage::TYPE_USAMPLER2DARRAY:
  855. case ShaderLanguage::TYPE_SAMPLER3D:
  856. case ShaderLanguage::TYPE_ISAMPLER3D:
  857. case ShaderLanguage::TYPE_USAMPLER3D: {
  858. // Not implemented in GLES2
  859. } break;
  860. case ShaderLanguage::TYPE_VOID: {
  861. // Nothing to do?
  862. } break;
  863. default: {
  864. ERR_PRINT("ShaderNode type missing, bug?");
  865. } break;
  866. }
  867. }
  868. }
  869. }
  870. ShaderGLES2::ShaderGLES2() {
  871. version = NULL;
  872. last_custom_code = 1;
  873. uniforms_dirty = true;
  874. }
  875. ShaderGLES2::~ShaderGLES2() {
  876. finish();
  877. }