diff options
Diffstat (limited to 'drivers/gles3/shader_gles3.cpp')
-rw-r--r-- | drivers/gles3/shader_gles3.cpp | 628 |
1 files changed, 289 insertions, 339 deletions
diff --git a/drivers/gles3/shader_gles3.cpp b/drivers/gles3/shader_gles3.cpp index a148d68a91..3894f24295 100644 --- a/drivers/gles3/shader_gles3.cpp +++ b/drivers/gles3/shader_gles3.cpp @@ -28,29 +28,26 @@ /*************************************************************************/ #include "shader_gles3.h" - #include "print_string.h" //#define DEBUG_OPENGL #ifdef DEBUG_OPENGL -#define DEBUG_TEST_ERROR(m_section)\ -{\ - uint32_t err = glGetError();\ - if (err) {\ - print_line("OpenGL Error #"+itos(err)+" at: "+m_section);\ - }\ -} +#define DEBUG_TEST_ERROR(m_section) \ + { \ + uint32_t err = glGetError(); \ + if (err) { \ + print_line("OpenGL Error #" + itos(err) + " at: " + m_section); \ + } \ + } #else #define DEBUG_TEST_ERROR(m_section) #endif -ShaderGLES3 *ShaderGLES3::active=NULL; - - +ShaderGLES3 *ShaderGLES3::active = NULL; //#define DEBUG_SHADER @@ -64,7 +61,6 @@ ShaderGLES3 *ShaderGLES3::active=NULL; #endif - void ShaderGLES3::bind_uniforms() { if (!uniforms_dirty) { @@ -72,34 +68,33 @@ void ShaderGLES3::bind_uniforms() { }; // upload default uniforms - const Map<uint32_t,Variant>::Element *E =uniform_defaults.front(); + const Map<uint32_t, Variant>::Element *E = uniform_defaults.front(); - while(E) { - int idx=E->key(); - int location=version->uniform_location[idx]; + while (E) { + int idx = E->key(); + int location = version->uniform_location[idx]; - if (location<0) { - E=E->next(); + if (location < 0) { + E = E->next(); continue; - } - const Variant &v=E->value(); + const Variant &v = E->value(); _set_uniform_variant(location, v); //print_line("uniform "+itos(location)+" value "+v+ " type "+Variant::get_type_name(v.get_type())); - E=E->next(); + E = E->next(); }; - const Map<uint32_t,CameraMatrix>::Element* C = uniform_cameras.front(); + const Map<uint32_t, CameraMatrix>::Element *C = uniform_cameras.front(); while (C) { int location = version->uniform_location[C->key()]; - if (location<0) { - C=C->next(); + if (location < 0) { + C = C->next(); continue; } - glUniformMatrix4fv(location,1,false,&(C->get().matrix[0][0])); + glUniformMatrix4fv(location, 1, false, &(C->get().matrix[0][0])); C = C->next(); }; @@ -114,24 +109,24 @@ GLint ShaderGLES3::get_uniform_location(int p_idx) const { }; bool ShaderGLES3::bind() { - - if (active!=this || !version || new_conditional_version.key!=conditional_version.key) { - conditional_version=new_conditional_version; + + if (active != this || !version || new_conditional_version.key != conditional_version.key) { + conditional_version = new_conditional_version; version = get_current_version(); } else { return false; } - - ERR_FAIL_COND_V(!version,false); - glUseProgram( version->id ); + ERR_FAIL_COND_V(!version, false); + + glUseProgram(version->id); DEBUG_TEST_ERROR("Use Program"); - active=this; + active = this; uniforms_dirty = true; -/* + /* * why on earth is this code here? for (int i=0;i<texunit_pair_count;i++) { @@ -145,152 +140,133 @@ bool ShaderGLES3::bind() { void ShaderGLES3::unbind() { - version=NULL; + version = NULL; glUseProgram(0); uniforms_dirty = true; - active=NULL; + active = NULL; } +static void _display_error_with_code(const String &p_error, const Vector<const char *> &p_code) { -static void _display_error_with_code(const String& p_error,const Vector<const char*>& p_code) { - - - int line=1; + int line = 1; String total_code; - for(int i=0;i<p_code.size();i++) { - total_code+=String(p_code[i]); + for (int i = 0; i < p_code.size(); i++) { + total_code += String(p_code[i]); } Vector<String> lines = String(total_code).split("\n"); - for(int j=0;j<lines.size();j++) { + for (int j = 0; j < lines.size(); j++) { - print_line(itos(line)+": "+lines[j]); + print_line(itos(line) + ": " + lines[j]); line++; } ERR_PRINTS(p_error); - } -ShaderGLES3::Version* ShaderGLES3::get_current_version() { +ShaderGLES3::Version *ShaderGLES3::get_current_version() { - Version *_v=version_map.getptr(conditional_version); + Version *_v = version_map.getptr(conditional_version); if (_v) { - if (conditional_version.code_version!=0) { - CustomCode *cc=custom_code_map.getptr(conditional_version.code_version); - ERR_FAIL_COND_V(!cc,_v); - if (cc->version==_v->code_version) + if (conditional_version.code_version != 0) { + CustomCode *cc = custom_code_map.getptr(conditional_version.code_version); + ERR_FAIL_COND_V(!cc, _v); + if (cc->version == _v->code_version) return _v; } else { return _v; } - } - - if (!_v) - version_map[conditional_version]=Version(); - + version_map[conditional_version] = Version(); Version &v = version_map[conditional_version]; if (!_v) { - v.uniform_location = memnew_arr( GLint, uniform_count ); + v.uniform_location = memnew_arr(GLint, uniform_count); } else { if (v.ok) { //bye bye shaders - glDeleteShader( v.vert_id ); - glDeleteShader( v.frag_id ); - glDeleteProgram( v.id ); - v.id=0; + glDeleteShader(v.vert_id); + glDeleteShader(v.frag_id); + glDeleteProgram(v.id); + v.id = 0; } - } - - - v.ok=false; + v.ok = false; /* SETUP CONDITIONALS */ - - Vector<const char*> strings; + + Vector<const char *> strings; #ifdef GLES_OVER_GL strings.push_back("#version 330\n"); #else strings.push_back("#version 300 es\n"); #endif + int define_line_ofs = 1; - - int define_line_ofs=1; - - for(int i=0;i<custom_defines.size();i++) { + for (int i = 0; i < custom_defines.size(); i++) { strings.push_back(custom_defines[i].get_data()); define_line_ofs++; } - for(int j=0;j<conditional_count;j++) { - - bool enable=((1<<j)&conditional_version.version); - strings.push_back(enable?conditional_defines[j]:""); + for (int j = 0; j < conditional_count; j++) { + + bool enable = ((1 << j) & conditional_version.version); + strings.push_back(enable ? conditional_defines[j] : ""); if (enable) define_line_ofs++; if (enable) { DEBUG_PRINT(conditional_defines[j]); } - } - - //keep them around during the function CharString code_string; CharString code_string2; CharString code_globals; CharString material_string; - //print_line("code version? "+itos(conditional_version.code_version)); - CustomCode *cc=NULL; + CustomCode *cc = NULL; - if ( conditional_version.code_version>0 ) { + if (conditional_version.code_version > 0) { //do custom code related stuff - ERR_FAIL_COND_V( !custom_code_map.has( conditional_version.code_version ), NULL ); - cc=&custom_code_map[conditional_version.code_version]; - v.code_version=cc->version; - define_line_ofs+=2; - + ERR_FAIL_COND_V(!custom_code_map.has(conditional_version.code_version), NULL); + cc = &custom_code_map[conditional_version.code_version]; + v.code_version = cc->version; + define_line_ofs += 2; } - /* CREATE PROGRAM */ - + v.id = glCreateProgram(); - - ERR_FAIL_COND_V(v.id==0, NULL); - - /* VERTEX SHADER */ + ERR_FAIL_COND_V(v.id == 0, NULL); + + /* VERTEX SHADER */ if (cc) { - for(int i=0;i<cc->custom_defines.size();i++) { + for (int i = 0; i < cc->custom_defines.size(); i++) { strings.push_back(cc->custom_defines[i].get_data()); - DEBUG_PRINT("CD #"+itos(i)+": "+String(cc->custom_defines[i])); + DEBUG_PRINT("CD #" + itos(i) + ": " + String(cc->custom_defines[i])); } } - int strings_base_size=strings.size(); + int strings_base_size = strings.size(); //vertex precision is high strings.push_back("precision highp float;\n"); @@ -311,83 +287,78 @@ ShaderGLES3::Version* ShaderGLES3::get_current_version() { } #endif - strings.push_back(vertex_code0.get_data()); if (cc) { - code_globals=cc->vertex_globals.ascii(); + code_globals = cc->vertex_globals.ascii(); strings.push_back(code_globals.get_data()); } strings.push_back(vertex_code1.get_data()); if (cc) { - material_string=cc->uniforms.ascii(); + material_string = cc->uniforms.ascii(); strings.push_back(material_string.get_data()); } strings.push_back(vertex_code2.get_data()); if (cc) { - code_string=cc->vertex.ascii(); + code_string = cc->vertex.ascii(); strings.push_back(code_string.get_data()); } strings.push_back(vertex_code3.get_data()); #ifdef DEBUG_SHADER - DEBUG_PRINT("\nVertex Code:\n\n"+String(code_string.get_data())); - for(int i=0;i<strings.size();i++) { + DEBUG_PRINT("\nVertex Code:\n\n" + String(code_string.get_data())); + for (int i = 0; i < strings.size(); i++) { //print_line("vert strings "+itos(i)+":"+String(strings[i])); } #endif - v.vert_id = glCreateShader(GL_VERTEX_SHADER); - glShaderSource(v.vert_id,strings.size(),&strings[0],NULL); + glShaderSource(v.vert_id, strings.size(), &strings[0], NULL); glCompileShader(v.vert_id); - + GLint status; - - glGetShaderiv(v.vert_id,GL_COMPILE_STATUS,&status); - if (status==GL_FALSE) { - // error compiling + + glGetShaderiv(v.vert_id, GL_COMPILE_STATUS, &status); + if (status == GL_FALSE) { + // error compiling GLsizei iloglen; - glGetShaderiv(v.vert_id,GL_INFO_LOG_LENGTH,&iloglen); - - if (iloglen<0) { - + glGetShaderiv(v.vert_id, GL_INFO_LOG_LENGTH, &iloglen); + + if (iloglen < 0) { + glDeleteShader(v.vert_id); - glDeleteProgram( v.id ); - v.id=0; - + glDeleteProgram(v.id); + v.id = 0; + ERR_PRINT("NO LOG, WTF"); } else { - if (iloglen==0) { + if (iloglen == 0) { iloglen = 4096; //buggy driver (Adreno 220+....) } - - char *ilogmem = (char*)memalloc(iloglen+1); - ilogmem[iloglen]=0; - glGetShaderInfoLog(v.vert_id, iloglen, &iloglen, ilogmem); - - String err_string=get_shader_name()+": Vertex Program Compilation Failed:\n"; - - err_string+=ilogmem; - _display_error_with_code(err_string,strings); + char *ilogmem = (char *)memalloc(iloglen + 1); + ilogmem[iloglen] = 0; + glGetShaderInfoLog(v.vert_id, iloglen, &iloglen, ilogmem); + + String err_string = get_shader_name() + ": Vertex Program Compilation Failed:\n"; + + err_string += ilogmem; + _display_error_with_code(err_string, strings); memfree(ilogmem); glDeleteShader(v.vert_id); - glDeleteProgram( v.id ); - v.id=0; - + glDeleteProgram(v.id); + v.id = 0; } - - ERR_FAIL_V(NULL); - } + ERR_FAIL_V(NULL); + } /* FRAGMENT SHADER */ @@ -411,317 +382,308 @@ ShaderGLES3::Version* ShaderGLES3::get_current_version() { } #endif - strings.push_back(fragment_code0.get_data()); if (cc) { - code_globals=cc->fragment_globals.ascii(); + code_globals = cc->fragment_globals.ascii(); strings.push_back(code_globals.get_data()); } strings.push_back(fragment_code1.get_data()); if (cc) { - material_string=cc->uniforms.ascii(); + material_string = cc->uniforms.ascii(); strings.push_back(material_string.get_data()); } strings.push_back(fragment_code2.get_data()); if (cc) { - code_string=cc->fragment.ascii(); + code_string = cc->fragment.ascii(); strings.push_back(code_string.get_data()); } strings.push_back(fragment_code3.get_data()); if (cc) { - code_string2=cc->light.ascii(); + code_string2 = cc->light.ascii(); strings.push_back(code_string2.get_data()); } strings.push_back(fragment_code4.get_data()); #ifdef DEBUG_SHADER - DEBUG_PRINT("\nFragment Code:\n\n"+String(code_string.get_data())); - for(int i=0;i<strings.size();i++) { + DEBUG_PRINT("\nFragment Code:\n\n" + String(code_string.get_data())); + for (int i = 0; i < strings.size(); i++) { //print_line("frag strings "+itos(i)+":"+String(strings[i])); } #endif v.frag_id = glCreateShader(GL_FRAGMENT_SHADER); - glShaderSource(v.frag_id,strings.size(),&strings[0],NULL); + glShaderSource(v.frag_id, strings.size(), &strings[0], NULL); glCompileShader(v.frag_id); - - glGetShaderiv(v.frag_id,GL_COMPILE_STATUS,&status); - if (status==GL_FALSE) { - // error compiling + + glGetShaderiv(v.frag_id, GL_COMPILE_STATUS, &status); + if (status == GL_FALSE) { + // error compiling GLsizei iloglen; - glGetShaderiv(v.frag_id,GL_INFO_LOG_LENGTH,&iloglen); - - if (iloglen<0) { + glGetShaderiv(v.frag_id, GL_INFO_LOG_LENGTH, &iloglen); + + if (iloglen < 0) { glDeleteShader(v.frag_id); glDeleteShader(v.vert_id); - glDeleteProgram( v.id ); - v.id=0; + glDeleteProgram(v.id); + v.id = 0; ERR_PRINT("NO LOG, WTF"); } else { - - if (iloglen==0) { + + if (iloglen == 0) { iloglen = 4096; //buggy driver (Adreno 220+....) } - char *ilogmem = (char*)memalloc(iloglen+1); - ilogmem[iloglen]=0; - glGetShaderInfoLog(v.frag_id, iloglen, &iloglen, ilogmem); - - String err_string=get_shader_name()+": Fragment Program Compilation Failed:\n"; - - err_string+=ilogmem; - _display_error_with_code(err_string,strings); + char *ilogmem = (char *)memalloc(iloglen + 1); + ilogmem[iloglen] = 0; + glGetShaderInfoLog(v.frag_id, iloglen, &iloglen, ilogmem); + + String err_string = get_shader_name() + ": Fragment Program Compilation Failed:\n"; + + err_string += ilogmem; + _display_error_with_code(err_string, strings); ERR_PRINT(err_string.ascii().get_data()); memfree(ilogmem); glDeleteShader(v.frag_id); glDeleteShader(v.vert_id); - glDeleteProgram( v.id ); - v.id=0; - + glDeleteProgram(v.id); + v.id = 0; } - - ERR_FAIL_V( NULL ); - } - glAttachShader(v.id,v.frag_id); - glAttachShader(v.id,v.vert_id); + ERR_FAIL_V(NULL); + } + + glAttachShader(v.id, v.frag_id); + glAttachShader(v.id, v.vert_id); // bind attributes before linking - for (int i=0;i<attribute_pair_count;i++) { + for (int i = 0; i < attribute_pair_count; i++) { - glBindAttribLocation(v.id, attribute_pairs[i].index, attribute_pairs[i].name ); + glBindAttribLocation(v.id, attribute_pairs[i].index, attribute_pairs[i].name); } //if feedback exists, set it up if (feedback_count) { - Vector<const char*> feedback; - for(int i=0;i<feedback_count;i++) { + Vector<const char *> feedback; + for (int i = 0; i < feedback_count; i++) { - if (feedbacks[i].conditional==-1 || (1<<feedbacks[i].conditional)&conditional_version.version) { + if (feedbacks[i].conditional == -1 || (1 << feedbacks[i].conditional) & conditional_version.version) { //conditional for this feedback is enabled - print_line("tf varying: "+itos(feedback.size())+" "+String(feedbacks[i].name)); + print_line("tf varying: " + itos(feedback.size()) + " " + String(feedbacks[i].name)); feedback.push_back(feedbacks[i].name); } } if (feedback.size()) { - glTransformFeedbackVaryings(v.id,feedback.size(),feedback.ptr(),GL_INTERLEAVED_ATTRIBS ); + glTransformFeedbackVaryings(v.id, feedback.size(), feedback.ptr(), GL_INTERLEAVED_ATTRIBS); } - } glLinkProgram(v.id); - + glGetProgramiv(v.id, GL_LINK_STATUS, &status); - - if (status==GL_FALSE) { - // error linking + + if (status == GL_FALSE) { + // error linking GLsizei iloglen; - glGetProgramiv(v.id,GL_INFO_LOG_LENGTH,&iloglen); - - if (iloglen<0) { - + glGetProgramiv(v.id, GL_INFO_LOG_LENGTH, &iloglen); + + if (iloglen < 0) { + glDeleteShader(v.frag_id); glDeleteShader(v.vert_id); - glDeleteProgram( v.id ); - v.id=0; - ERR_FAIL_COND_V(iloglen<=0, NULL); + glDeleteProgram(v.id); + v.id = 0; + ERR_FAIL_COND_V(iloglen <= 0, NULL); } - if (iloglen==0) { + if (iloglen == 0) { iloglen = 4096; //buggy driver (Adreno 220+....) } - - char *ilogmem = (char*)Memory::alloc_static(iloglen+1); - ilogmem[iloglen]=0; - glGetProgramInfoLog(v.id, iloglen, &iloglen, ilogmem); - - String err_string=get_shader_name()+": Program LINK FAILED:\n"; - - err_string+=ilogmem; - _display_error_with_code(err_string,strings); + char *ilogmem = (char *)Memory::alloc_static(iloglen + 1); + ilogmem[iloglen] = 0; + glGetProgramInfoLog(v.id, iloglen, &iloglen, ilogmem); + + String err_string = get_shader_name() + ": Program LINK FAILED:\n"; + + err_string += ilogmem; + _display_error_with_code(err_string, strings); ERR_PRINT(err_string.ascii().get_data()); Memory::free_static(ilogmem); glDeleteShader(v.frag_id); glDeleteShader(v.vert_id); - glDeleteProgram( v.id ); - v.id=0; - + glDeleteProgram(v.id); + v.id = 0; + ERR_FAIL_V(NULL); } - - /* UNIFORMS */ - - glUseProgram(v.id); + /* UNIFORMS */ + + glUseProgram(v.id); //print_line("uniforms: "); - for(int j=0;j<uniform_count;j++) { - - - v.uniform_location[j]=glGetUniformLocation(v.id,uniform_names[j]); + for (int j = 0; j < uniform_count; j++) { + + v.uniform_location[j] = glGetUniformLocation(v.id, uniform_names[j]); //print_line("uniform "+String(uniform_names[j])+" location "+itos(v.uniform_location[j])); } - + // set texture uniforms - for (int i=0;i<texunit_pair_count;i++) { + for (int i = 0; i < texunit_pair_count; i++) { - GLint loc = glGetUniformLocation(v.id,texunit_pairs[i].name); - if (loc>=0) { - if (texunit_pairs[i].index<0) { - glUniform1i(loc,max_image_units+texunit_pairs[i].index); //negative, goes down + GLint loc = glGetUniformLocation(v.id, texunit_pairs[i].name); + if (loc >= 0) { + if (texunit_pairs[i].index < 0) { + glUniform1i(loc, max_image_units + texunit_pairs[i].index); //negative, goes down } else { - glUniform1i(loc,texunit_pairs[i].index); + glUniform1i(loc, texunit_pairs[i].index); } } } // assign uniform block bind points - for (int i=0;i<ubo_count;i++) { + 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); + GLint loc = glGetUniformBlockIndex(v.id, ubo_pairs[i].name); + if (loc >= 0) + glUniformBlockBinding(v.id, loc, ubo_pairs[i].index); } - if ( cc ) { + if (cc) { v.texture_uniform_locations.resize(cc->texture_uniforms.size()); - for(int i=0;i<cc->texture_uniforms.size();i++) { + for (int i = 0; i < cc->texture_uniforms.size(); i++) { - v.texture_uniform_locations[i]=glGetUniformLocation(v.id,String(cc->texture_uniforms[i]).ascii().get_data()); - glUniform1i(v.texture_uniform_locations[i],i+base_material_tex_index); + v.texture_uniform_locations[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; + v.ok = true; return &v; } -GLint ShaderGLES3::get_uniform_location(const String& p_name) const { +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()); + 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) { +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; + 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, retarded 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; + 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(globals_tag); - if (cpos==-1) { - vertex_code0=code.ascii(); + if (cpos == -1) { + vertex_code0 = code.ascii(); } else { - vertex_code0=code.substr(0,cpos).ascii(); - code = code.substr(cpos+globals_tag.length(),code.length()); + vertex_code0 = code.substr(0, cpos).ascii(); + code = code.substr(cpos + globals_tag.length(), code.length()); cpos = code.find(material_tag); - if (cpos==-1) { - vertex_code1=code.ascii(); + if (cpos == -1) { + vertex_code1 = code.ascii(); } else { - vertex_code1=code.substr(0,cpos).ascii(); - String code2 = code.substr(cpos+material_tag.length(),code.length()); + vertex_code1 = code.substr(0, cpos).ascii(); + String code2 = code.substr(cpos + material_tag.length(), code.length()); cpos = code2.find(code_tag); - if (cpos==-1) { - vertex_code2=code2.ascii(); + 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(); + 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; + 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(globals_tag); - if (cpos==-1) { - fragment_code0=code.ascii(); + if (cpos == -1) { + fragment_code0 = code.ascii(); } else { - fragment_code0=code.substr(0,cpos).ascii(); + fragment_code0 = code.substr(0, cpos).ascii(); //print_line("CODE0:\n"+String(fragment_code0.get_data())); - code = code.substr(cpos+globals_tag.length(),code.length()); + code = code.substr(cpos + globals_tag.length(), code.length()); cpos = code.find(material_tag); - if (cpos==-1) { - fragment_code1=code.ascii(); + if (cpos == -1) { + fragment_code1 = code.ascii(); } else { - fragment_code1=code.substr(0,cpos).ascii(); + fragment_code1 = code.substr(0, cpos).ascii(); //print_line("CODE1:\n"+String(fragment_code1.get_data())); - String code2 = code.substr(cpos+material_tag.length(),code.length()); + String code2 = code.substr(cpos + material_tag.length(), code.length()); cpos = code2.find(code_tag); - if (cpos==-1) { - fragment_code2=code2.ascii(); + if (cpos == -1) { + fragment_code2 = code2.ascii(); } else { - fragment_code2=code2.substr(0,cpos).ascii(); + fragment_code2 = code2.substr(0, cpos).ascii(); //print_line("CODE2:\n"+String(fragment_code2.get_data())); - String code3 = code2.substr(cpos+code_tag.length(),code2.length()); + String code3 = code2.substr(cpos + code_tag.length(), code2.length()); cpos = code3.find(light_code_tag); - if (cpos==-1) { - fragment_code3=code3.ascii(); + if (cpos == -1) { + fragment_code3 = code3.ascii(); } else { - fragment_code3=code3.substr(0,cpos).ascii(); + fragment_code3 = code3.substr(0, cpos).ascii(); //print_line("CODE3:\n"+String(fragment_code3.get_data())); - fragment_code4 = code3.substr(cpos+light_code_tag.length(),code3.length()).ascii(); + fragment_code4 = code3.substr(cpos + light_code_tag.length(), code3.length()).ascii(); //print_line("CODE4:\n"+String(fragment_code4.get_data())); } } @@ -729,111 +691,99 @@ void ShaderGLES3::setup(const char** p_conditional_defines, int p_conditional_co } } - glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS,&max_image_units); - + 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 ); - - } - -} + 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 ); + 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; + 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; + 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) { +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; + 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; + 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 )) { + /* 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 + 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; + base_material_tex_index = p_idx; } ShaderGLES3::ShaderGLES3() { - version=NULL; - last_custom_code=1; + version = NULL; + last_custom_code = 1; uniforms_dirty = true; - base_material_tex_index=0; - + base_material_tex_index = 0; } - ShaderGLES3::~ShaderGLES3() { - + finish(); } - - - |