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Diffstat (limited to 'drivers/gles2/shader_gles2.h')
-rw-r--r-- | drivers/gles2/shader_gles2.h | 359 |
1 files changed, 0 insertions, 359 deletions
diff --git a/drivers/gles2/shader_gles2.h b/drivers/gles2/shader_gles2.h deleted file mode 100644 index 32b979807d..0000000000 --- a/drivers/gles2/shader_gles2.h +++ /dev/null @@ -1,359 +0,0 @@ -/*************************************************************************/ -/* shader_gles2.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* http://www.godotengine.org */ -/*************************************************************************/ -/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2017 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_GLES2_H -#define SHADER_GLES2_H - -#ifdef GLES2_ENABLED - -#include "platform_config.h" -#ifndef GLES2_INCLUDE_H -#include <GLES2/gl2.h> -#else -#include GLES2_INCLUDE_H -#endif - -#include "camera_matrix.h" -#include "hash_map.h" -#include "map.h" -#include "variant.h" - -/** - @author Juan Linietsky <reduzio@gmail.com> -*/ - -class ShaderGLES2 { -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; - }; - - 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 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; - uint32_t version; - Vector<StringName> custom_uniforms; - Vector<const char *> custom_defines; - }; - - struct Version { - - GLuint id; - GLuint vert_id; - GLuint frag_id; - GLint *uniform_location; - Vector<GLint> custom_uniform_locations; - uint32_t code_version; - bool ok; - Version() { - code_version = 0; - ok = false; - uniform_location = NULL; - } - }; - - 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 char *vertex_code; - const char *fragment_code; - CharString fragment_code0; - CharString fragment_code1; - CharString fragment_code2; - CharString fragment_code3; - - CharString vertex_code0; - CharString vertex_code1; - CharString vertex_code2; - - Version *get_current_version(); - - static ShaderGLES2 *active; - - _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::MATRIX32: { - - 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::MATRIX3: - 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 char *p_vertex_code, const char *p_fragment_code, int p_vertex_code_start, int p_fragment_code_start); - - ShaderGLES2(); - -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_ ShaderGLES2 *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 Vector<StringName> &p_uniforms, const Vector<const char *> &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; } - - void set_uniform_camera(int p_idx, const CameraMatrix &p_mat) { - - uniform_cameras[p_idx] = p_mat; - uniforms_dirty = true; - }; - - _FORCE_INLINE_ void set_custom_uniform(int p_idx, const Variant &p_value) { - - ERR_FAIL_COND(!version); - ERR_FAIL_INDEX(p_idx, version->custom_uniform_locations.size()); - _set_uniform_variant(version->custom_uniform_locations[p_idx], p_value); - } - - _FORCE_INLINE_ GLint get_custom_uniform_location(int p_idx) { - - ERR_FAIL_COND_V(!version, -1); - ERR_FAIL_INDEX_V(p_idx, version->custom_uniform_locations.size(), -1); - return version->custom_uniform_locations[p_idx]; - } - - virtual void init() = 0; - void finish(); - - virtual ~ShaderGLES2(); -}; - -// called a lot, made inline - -int ShaderGLES2::_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 ShaderGLES2::_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 -#endif |