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- /*************************************************************************/
- /* shader_gles3.h */
- /*************************************************************************/
- /* 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. */
- /*************************************************************************/
- #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());
- }
- void get_custom_defines(Vector<String> *p_defines) {
- for (int i = 0; i < custom_defines.size(); i++) {
- p_defines->push_back(custom_defines[i].get_data());
- }
- }
- void remove_custom_define(const String &p_define) {
- custom_defines.erase(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
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