mirror of
https://github.com/godotengine/godot.git
synced 2024-11-27 09:16:35 +08:00
0e29f7974b
This commit makes operator[] on Vector const and adds a write proxy to it. From now on writes to Vectors need to happen through the .write proxy. So for instance: Vector<int> vec; vec.push_back(10); std::cout << vec[0] << std::endl; vec.write[0] = 20; Failing to use the .write proxy will cause a compilation error. In addition COWable datatypes can now embed a CowData pointer to their data. This means that String, CharString, and VMap no longer use or derive from Vector. _ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug builds. This is a lot faster for Vector in the editor and while running tests. The reason why this difference used to exist is because force-inlined methods used to give a bad debugging experience. After extensive testing with modern compilers this is no longer the case.
776 lines
20 KiB
C++
776 lines
20 KiB
C++
/*************************************************************************/
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/* shader_gles3.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "shader_gles3.h"
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#include "print_string.h"
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//#define DEBUG_OPENGL
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#ifdef DEBUG_OPENGL
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#define DEBUG_TEST_ERROR(m_section) \
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{ \
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uint32_t err = glGetError(); \
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if (err) { \
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print_line("OpenGL Error #" + itos(err) + " at: " + m_section); \
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} \
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}
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#else
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#define DEBUG_TEST_ERROR(m_section)
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#endif
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ShaderGLES3 *ShaderGLES3::active = NULL;
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//#define DEBUG_SHADER
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#ifdef DEBUG_SHADER
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#define DEBUG_PRINT(m_text) print_line(m_text);
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#else
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#define DEBUG_PRINT(m_text)
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#endif
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void ShaderGLES3::bind_uniforms() {
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if (!uniforms_dirty) {
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return;
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};
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// upload default uniforms
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const Map<uint32_t, Variant>::Element *E = uniform_defaults.front();
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while (E) {
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int idx = E->key();
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int location = version->uniform_location[idx];
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if (location < 0) {
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E = E->next();
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continue;
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}
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const Variant &v = E->value();
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_set_uniform_variant(location, v);
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//print_line("uniform "+itos(location)+" value "+v+ " type "+Variant::get_type_name(v.get_type()));
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E = E->next();
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};
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const Map<uint32_t, CameraMatrix>::Element *C = uniform_cameras.front();
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while (C) {
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int location = version->uniform_location[C->key()];
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if (location < 0) {
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C = C->next();
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continue;
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}
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glUniformMatrix4fv(location, 1, false, &(C->get().matrix[0][0]));
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C = C->next();
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};
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uniforms_dirty = false;
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}
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GLint ShaderGLES3::get_uniform_location(int p_index) const {
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ERR_FAIL_COND_V(!version, -1);
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return version->uniform_location[p_index];
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}
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bool ShaderGLES3::bind() {
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if (active != this || !version || new_conditional_version.key != conditional_version.key) {
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conditional_version = new_conditional_version;
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version = get_current_version();
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} else {
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return false;
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}
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ERR_FAIL_COND_V(!version, false);
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glUseProgram(version->id);
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DEBUG_TEST_ERROR("Use Program");
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active = this;
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uniforms_dirty = true;
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/*
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* why on earth is this code here?
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for (int i=0;i<texunit_pair_count;i++) {
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glUniform1i(texunit_pairs[i].location, texunit_pairs[i].index);
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DEBUG_TEST_ERROR("Uniform 1 i");
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}
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*/
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return true;
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}
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void ShaderGLES3::unbind() {
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version = NULL;
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glUseProgram(0);
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uniforms_dirty = true;
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active = NULL;
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}
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static void _display_error_with_code(const String &p_error, const Vector<const char *> &p_code) {
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int line = 1;
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String total_code;
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for (int i = 0; i < p_code.size(); i++) {
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total_code += String(p_code[i]);
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}
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Vector<String> lines = String(total_code).split("\n");
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for (int j = 0; j < lines.size(); j++) {
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print_line(itos(line) + ": " + lines[j]);
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line++;
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}
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ERR_PRINTS(p_error);
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}
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ShaderGLES3::Version *ShaderGLES3::get_current_version() {
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Version *_v = version_map.getptr(conditional_version);
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if (_v) {
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if (conditional_version.code_version != 0) {
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CustomCode *cc = custom_code_map.getptr(conditional_version.code_version);
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ERR_FAIL_COND_V(!cc, _v);
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if (cc->version == _v->code_version)
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return _v;
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} else {
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return _v;
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}
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}
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if (!_v)
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version_map[conditional_version] = Version();
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Version &v = version_map[conditional_version];
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if (!_v) {
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v.uniform_location = memnew_arr(GLint, uniform_count);
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} else {
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if (v.ok) {
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//bye bye shaders
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glDeleteShader(v.vert_id);
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glDeleteShader(v.frag_id);
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glDeleteProgram(v.id);
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v.id = 0;
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}
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}
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v.ok = false;
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/* SETUP CONDITIONALS */
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Vector<const char *> strings;
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#ifdef GLES_OVER_GL
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strings.push_back("#version 330\n");
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strings.push_back("#define GLES_OVER_GL\n");
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#else
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strings.push_back("#version 300 es\n");
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#endif
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int define_line_ofs = 1;
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for (int i = 0; i < custom_defines.size(); i++) {
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strings.push_back(custom_defines[i].get_data());
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define_line_ofs++;
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}
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for (int j = 0; j < conditional_count; j++) {
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bool enable = ((1 << j) & conditional_version.version);
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strings.push_back(enable ? conditional_defines[j] : "");
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if (enable)
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define_line_ofs++;
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if (enable) {
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DEBUG_PRINT(conditional_defines[j]);
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}
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}
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//keep them around during the function
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CharString code_string;
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CharString code_string2;
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CharString code_globals;
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CharString material_string;
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//print_line("code version? "+itos(conditional_version.code_version));
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CustomCode *cc = NULL;
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if (conditional_version.code_version > 0) {
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//do custom code related stuff
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ERR_FAIL_COND_V(!custom_code_map.has(conditional_version.code_version), NULL);
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cc = &custom_code_map[conditional_version.code_version];
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v.code_version = cc->version;
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define_line_ofs += 2;
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}
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/* CREATE PROGRAM */
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v.id = glCreateProgram();
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ERR_FAIL_COND_V(v.id == 0, NULL);
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/* VERTEX SHADER */
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if (cc) {
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for (int i = 0; i < cc->custom_defines.size(); i++) {
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strings.push_back(cc->custom_defines[i].get_data());
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DEBUG_PRINT("CD #" + itos(i) + ": " + String(cc->custom_defines[i]));
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}
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}
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int strings_base_size = strings.size();
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//vertex precision is high
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strings.push_back("precision highp float;\n");
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strings.push_back("precision highp int;\n");
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#ifndef GLES_OVER_GL
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strings.push_back("precision highp sampler2D;\n");
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strings.push_back("precision highp samplerCube;\n");
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strings.push_back("precision highp sampler2DArray;\n");
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#endif
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strings.push_back(vertex_code0.get_data());
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if (cc) {
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material_string = cc->uniforms.ascii();
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strings.push_back(material_string.get_data());
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}
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strings.push_back(vertex_code1.get_data());
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if (cc) {
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code_globals = cc->vertex_globals.ascii();
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strings.push_back(code_globals.get_data());
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}
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strings.push_back(vertex_code2.get_data());
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if (cc) {
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code_string = cc->vertex.ascii();
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strings.push_back(code_string.get_data());
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}
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strings.push_back(vertex_code3.get_data());
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#ifdef DEBUG_SHADER
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DEBUG_PRINT("\nVertex Code:\n\n" + String(code_string.get_data()));
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for (int i = 0; i < strings.size(); i++) {
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//print_line("vert strings "+itos(i)+":"+String(strings[i]));
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}
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#endif
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v.vert_id = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(v.vert_id, strings.size(), &strings[0], NULL);
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glCompileShader(v.vert_id);
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GLint status;
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glGetShaderiv(v.vert_id, GL_COMPILE_STATUS, &status);
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if (status == GL_FALSE) {
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// error compiling
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GLsizei iloglen;
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glGetShaderiv(v.vert_id, GL_INFO_LOG_LENGTH, &iloglen);
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if (iloglen < 0) {
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glDeleteShader(v.vert_id);
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glDeleteProgram(v.id);
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v.id = 0;
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ERR_PRINT("Vertex shader compilation failed with empty log");
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} else {
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if (iloglen == 0) {
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iloglen = 4096; //buggy driver (Adreno 220+....)
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}
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char *ilogmem = (char *)memalloc(iloglen + 1);
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ilogmem[iloglen] = 0;
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glGetShaderInfoLog(v.vert_id, iloglen, &iloglen, ilogmem);
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String err_string = get_shader_name() + ": Vertex Program Compilation Failed:\n";
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err_string += ilogmem;
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_display_error_with_code(err_string, strings);
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memfree(ilogmem);
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glDeleteShader(v.vert_id);
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glDeleteProgram(v.id);
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v.id = 0;
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}
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ERR_FAIL_V(NULL);
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}
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//_display_error_with_code("pepo", strings);
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/* FRAGMENT SHADER */
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strings.resize(strings_base_size);
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//fragment precision is medium
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strings.push_back("precision highp float;\n");
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strings.push_back("precision highp int;\n");
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#ifndef GLES_OVER_GL
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strings.push_back("precision highp sampler2D;\n");
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strings.push_back("precision highp samplerCube;\n");
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strings.push_back("precision highp sampler2DArray;\n");
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#endif
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strings.push_back(fragment_code0.get_data());
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if (cc) {
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material_string = cc->uniforms.ascii();
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strings.push_back(material_string.get_data());
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}
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strings.push_back(fragment_code1.get_data());
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if (cc) {
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code_globals = cc->fragment_globals.ascii();
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strings.push_back(code_globals.get_data());
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}
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strings.push_back(fragment_code2.get_data());
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if (cc) {
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code_string = cc->light.ascii();
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strings.push_back(code_string.get_data());
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}
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strings.push_back(fragment_code3.get_data());
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if (cc) {
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code_string2 = cc->fragment.ascii();
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strings.push_back(code_string2.get_data());
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}
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strings.push_back(fragment_code4.get_data());
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#ifdef DEBUG_SHADER
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DEBUG_PRINT("\nFragment Globals:\n\n" + String(code_globals.get_data()));
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DEBUG_PRINT("\nFragment Code:\n\n" + String(code_string2.get_data()));
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for (int i = 0; i < strings.size(); i++) {
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//print_line("frag strings "+itos(i)+":"+String(strings[i]));
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}
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#endif
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v.frag_id = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(v.frag_id, strings.size(), &strings[0], NULL);
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glCompileShader(v.frag_id);
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glGetShaderiv(v.frag_id, GL_COMPILE_STATUS, &status);
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if (status == GL_FALSE) {
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// error compiling
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GLsizei iloglen;
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glGetShaderiv(v.frag_id, GL_INFO_LOG_LENGTH, &iloglen);
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if (iloglen < 0) {
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glDeleteShader(v.frag_id);
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glDeleteShader(v.vert_id);
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glDeleteProgram(v.id);
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v.id = 0;
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ERR_PRINT("Fragment shader compilation failed with empty log");
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} else {
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if (iloglen == 0) {
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iloglen = 4096; //buggy driver (Adreno 220+....)
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}
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char *ilogmem = (char *)memalloc(iloglen + 1);
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ilogmem[iloglen] = 0;
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glGetShaderInfoLog(v.frag_id, iloglen, &iloglen, ilogmem);
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String err_string = get_shader_name() + ": Fragment Program Compilation Failed:\n";
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err_string += ilogmem;
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_display_error_with_code(err_string, strings);
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ERR_PRINT(err_string.ascii().get_data());
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memfree(ilogmem);
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glDeleteShader(v.frag_id);
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glDeleteShader(v.vert_id);
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glDeleteProgram(v.id);
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v.id = 0;
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}
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ERR_FAIL_V(NULL);
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}
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glAttachShader(v.id, v.frag_id);
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glAttachShader(v.id, v.vert_id);
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// bind attributes before linking
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for (int i = 0; i < attribute_pair_count; i++) {
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glBindAttribLocation(v.id, attribute_pairs[i].index, attribute_pairs[i].name);
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}
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//if feedback exists, set it up
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if (feedback_count) {
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Vector<const char *> feedback;
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for (int i = 0; i < feedback_count; i++) {
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if (feedbacks[i].conditional == -1 || (1 << feedbacks[i].conditional) & conditional_version.version) {
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//conditional for this feedback is enabled
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feedback.push_back(feedbacks[i].name);
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}
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}
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if (feedback.size()) {
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glTransformFeedbackVaryings(v.id, feedback.size(), feedback.ptr(), GL_INTERLEAVED_ATTRIBS);
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}
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}
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glLinkProgram(v.id);
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glGetProgramiv(v.id, GL_LINK_STATUS, &status);
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if (status == GL_FALSE) {
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// error linking
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GLsizei iloglen;
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glGetProgramiv(v.id, GL_INFO_LOG_LENGTH, &iloglen);
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if (iloglen < 0) {
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glDeleteShader(v.frag_id);
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glDeleteShader(v.vert_id);
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glDeleteProgram(v.id);
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v.id = 0;
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ERR_FAIL_COND_V(iloglen <= 0, NULL);
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}
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if (iloglen == 0) {
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iloglen = 4096; //buggy driver (Adreno 220+....)
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}
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char *ilogmem = (char *)Memory::alloc_static(iloglen + 1);
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ilogmem[iloglen] = 0;
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glGetProgramInfoLog(v.id, iloglen, &iloglen, ilogmem);
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String err_string = get_shader_name() + ": Program LINK FAILED:\n";
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err_string += ilogmem;
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_display_error_with_code(err_string, strings);
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ERR_PRINT(err_string.ascii().get_data());
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Memory::free_static(ilogmem);
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glDeleteShader(v.frag_id);
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glDeleteShader(v.vert_id);
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glDeleteProgram(v.id);
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v.id = 0;
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ERR_FAIL_V(NULL);
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}
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/* UNIFORMS */
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glUseProgram(v.id);
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//print_line("uniforms: ");
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for (int j = 0; j < uniform_count; j++) {
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v.uniform_location[j] = glGetUniformLocation(v.id, uniform_names[j]);
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//print_line("uniform "+String(uniform_names[j])+" location "+itos(v.uniform_location[j]));
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}
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// set texture uniforms
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for (int i = 0; i < texunit_pair_count; i++) {
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GLint loc = glGetUniformLocation(v.id, texunit_pairs[i].name);
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if (loc >= 0) {
|
|
if (texunit_pairs[i].index < 0) {
|
|
glUniform1i(loc, max_image_units + texunit_pairs[i].index); //negative, goes down
|
|
} else {
|
|
|
|
glUniform1i(loc, texunit_pairs[i].index);
|
|
}
|
|
}
|
|
}
|
|
|
|
// assign uniform block bind points
|
|
for (int i = 0; i < ubo_count; i++) {
|
|
|
|
GLint loc = glGetUniformBlockIndex(v.id, ubo_pairs[i].name);
|
|
if (loc >= 0)
|
|
glUniformBlockBinding(v.id, loc, ubo_pairs[i].index);
|
|
}
|
|
|
|
if (cc) {
|
|
|
|
v.texture_uniform_locations.resize(cc->texture_uniforms.size());
|
|
for (int i = 0; i < cc->texture_uniforms.size(); i++) {
|
|
|
|
v.texture_uniform_locations.write[i] = glGetUniformLocation(v.id, String(cc->texture_uniforms[i]).ascii().get_data());
|
|
glUniform1i(v.texture_uniform_locations[i], i + base_material_tex_index);
|
|
}
|
|
}
|
|
|
|
glUseProgram(0);
|
|
|
|
v.ok = true;
|
|
|
|
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 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) {
|
|
|
|
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;
|
|
ubo_pairs = p_ubo_pairs;
|
|
ubo_count = p_ubo_pair_count;
|
|
feedbacks = p_feedback;
|
|
feedback_count = p_feedback_count;
|
|
|
|
//split vertex and shader code (thank you, shader compiler programmers from you know what company).
|
|
{
|
|
String globals_tag = "\nVERTEX_SHADER_GLOBALS";
|
|
String material_tag = "\nMATERIAL_UNIFORMS";
|
|
String code_tag = "\nVERTEX_SHADER_CODE";
|
|
String code = vertex_code;
|
|
int cpos = code.find(material_tag);
|
|
if (cpos == -1) {
|
|
vertex_code0 = code.ascii();
|
|
} else {
|
|
vertex_code0 = code.substr(0, cpos).ascii();
|
|
code = code.substr(cpos + material_tag.length(), code.length());
|
|
|
|
cpos = code.find(globals_tag);
|
|
|
|
if (cpos == -1) {
|
|
vertex_code1 = code.ascii();
|
|
} else {
|
|
|
|
vertex_code1 = code.substr(0, cpos).ascii();
|
|
String code2 = code.substr(cpos + globals_tag.length(), code.length());
|
|
|
|
cpos = code2.find(code_tag);
|
|
if (cpos == -1) {
|
|
vertex_code2 = code2.ascii();
|
|
} else {
|
|
|
|
vertex_code2 = code2.substr(0, cpos).ascii();
|
|
vertex_code3 = code2.substr(cpos + code_tag.length(), code2.length()).ascii();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
{
|
|
String globals_tag = "\nFRAGMENT_SHADER_GLOBALS";
|
|
String material_tag = "\nMATERIAL_UNIFORMS";
|
|
String code_tag = "\nFRAGMENT_SHADER_CODE";
|
|
String light_code_tag = "\nLIGHT_SHADER_CODE";
|
|
String code = fragment_code;
|
|
int cpos = code.find(material_tag);
|
|
if (cpos == -1) {
|
|
fragment_code0 = code.ascii();
|
|
} else {
|
|
fragment_code0 = code.substr(0, cpos).ascii();
|
|
//print_line("CODE0:\n"+String(fragment_code0.get_data()));
|
|
code = code.substr(cpos + material_tag.length(), code.length());
|
|
cpos = code.find(globals_tag);
|
|
|
|
if (cpos == -1) {
|
|
fragment_code1 = code.ascii();
|
|
} else {
|
|
|
|
fragment_code1 = code.substr(0, cpos).ascii();
|
|
//print_line("CODE1:\n"+String(fragment_code1.get_data()));
|
|
|
|
String code2 = code.substr(cpos + globals_tag.length(), code.length());
|
|
cpos = code2.find(light_code_tag);
|
|
|
|
if (cpos == -1) {
|
|
fragment_code2 = code2.ascii();
|
|
} else {
|
|
|
|
fragment_code2 = code2.substr(0, cpos).ascii();
|
|
//print_line("CODE2:\n"+String(fragment_code2.get_data()));
|
|
|
|
String code3 = code2.substr(cpos + light_code_tag.length(), code2.length());
|
|
|
|
cpos = code3.find(code_tag);
|
|
if (cpos == -1) {
|
|
fragment_code3 = code3.ascii();
|
|
} else {
|
|
|
|
fragment_code3 = code3.substr(0, cpos).ascii();
|
|
//print_line("CODE3:\n"+String(fragment_code3.get_data()));
|
|
fragment_code4 = code3.substr(cpos + code_tag.length(), code3.length()).ascii();
|
|
//print_line("CODE4:\n"+String(fragment_code4.get_data()));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &max_image_units);
|
|
}
|
|
|
|
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);
|
|
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 String &p_uniforms, const Vector<StringName> &p_texture_uniforms, const Vector<CharString> &p_custom_defines) {
|
|
|
|
ERR_FAIL_COND(!custom_code_map.has(p_code_id));
|
|
CustomCode *cc = &custom_code_map[p_code_id];
|
|
|
|
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->texture_uniforms = p_texture_uniforms;
|
|
cc->uniforms = p_uniforms;
|
|
cc->custom_defines = p_custom_defines;
|
|
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) {
|
|
|
|
/* if (! custom_code_map.has( p_code_id )) {
|
|
print_line("no code id "+itos(p_code_id));
|
|
} else {
|
|
print_line("freed code id "+itos(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; //bye
|
|
|
|
custom_code_map.erase(p_code_id);
|
|
}
|
|
|
|
void ShaderGLES3::set_base_material_tex_index(int p_idx) {
|
|
|
|
base_material_tex_index = p_idx;
|
|
}
|
|
|
|
ShaderGLES3::ShaderGLES3() {
|
|
version = NULL;
|
|
last_custom_code = 1;
|
|
uniforms_dirty = true;
|
|
base_material_tex_index = 0;
|
|
}
|
|
|
|
ShaderGLES3::~ShaderGLES3() {
|
|
|
|
finish();
|
|
}
|