/*************************************************************************/ /* shader_gles2.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2018 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. */ /*************************************************************************/ #include "shader_gles2.h" #include "core/os/memory.h" #include "core/print_string.h" #include "core/string_builder.h" #include "rasterizer_gles2.h" #include "rasterizer_storage_gles2.h" // #define DEBUG_OPENGL // #include "shaders/copy.glsl.gen.h" #ifdef DEBUG_OPENGL #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 ShaderGLES2 *ShaderGLES2::active = NULL; //#define DEBUG_SHADER #ifdef DEBUG_SHADER #define DEBUG_PRINT(m_text) print_line(m_text); #else #define DEBUG_PRINT(m_text) #endif void ShaderGLES2::bind_uniforms() { if (!uniforms_dirty) return; // regular uniforms const Map::Element *E = uniform_defaults.front(); while (E) { int idx = E->key(); int location = version->uniform_location[idx]; if (location < 0) { E = E->next(); continue; } Variant v; v = E->value(); _set_uniform_variant(location, v); E = E->next(); } // camera uniforms const Map::Element *C = uniform_cameras.front(); while (C) { int idx = E->key(); int location = version->uniform_location[idx]; if (location < 0) { C = C->next(); continue; } glUniformMatrix4fv(location, 1, GL_FALSE, &(C->get().matrix[0][0])); C = C->next(); } uniforms_dirty = false; } GLint ShaderGLES2::get_uniform_location(int p_index) const { ERR_FAIL_COND_V(!version, -1); return version->uniform_location[p_index]; } bool ShaderGLES2::bind() { 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); if (!version->ok) { //broken, unable to bind (do not throw error, you saw it before already when it failed compilation). glUseProgram(0); return false; } glUseProgram(version->id); // find out uniform names and locations int count; glGetProgramiv(version->id, GL_ACTIVE_UNIFORMS, &count); version->uniform_names.resize(count); for (int i = 0; i < count; i++) { GLchar uniform_name[1024]; int len = 0; GLint size = 0; GLenum type; glGetActiveUniform(version->id, i, 1024, &len, &size, &type, uniform_name); uniform_name[len] = '\0'; String name = String((const char *)uniform_name); version->uniform_names.write[i] = name; } bind_uniforms(); DEBUG_TEST_ERROR("use program"); active = this; uniforms_dirty = true; return true; } void ShaderGLES2::unbind() { version = NULL; glUseProgram(0); uniforms_dirty = true; active = NULL; } static void _display_error_with_code(const String &p_error, const Vector &p_code) { int line = 1; String total_code; for (int i = 0; i < p_code.size(); i++) { total_code += String(p_code[i]); } Vector lines = String(total_code).split("\n"); for (int j = 0; j < lines.size(); j++) { print_line(itos(line) + ": " + lines[j]); line++; } ERR_PRINTS(p_error); } ShaderGLES2::Version *ShaderGLES2::get_current_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) return _v; } else { return _v; } } if (!_v) version_map[conditional_version] = Version(); Version &v = version_map[conditional_version]; if (!_v) { v.uniform_location = memnew_arr(GLint, uniform_count); } else { if (v.ok) { glDeleteShader(v.vert_id); glDeleteShader(v.frag_id); glDeleteProgram(v.id); v.id = 0; } } v.ok = false; Vector strings; #ifdef GLES_OVER_GL strings.push_back("#version 120\n"); strings.push_back("#define USE_GLES_OVER_GL\n"); #else strings.push_back("#version 100\n"); #endif int define_line_ofs = 1; for (int j = 0; j < conditional_count; j++) { bool enable = (conditional_version.version & (1 << j)) > 0; if (enable) { strings.push_back(conditional_defines[j]); define_line_ofs++; DEBUG_PRINT(conditional_defines[j]); } } // keep them around during the function CharString code_string; CharString code_string2; CharString code_globals; CustomCode *cc = NULL; if (conditional_version.code_version > 0) { cc = custom_code_map.getptr(conditional_version.code_version); ERR_FAIL_COND_V(!cc, NULL); v.code_version = cc->version; define_line_ofs += 2; } // program v.id = glCreateProgram(); ERR_FAIL_COND_V(v.id == 0, NULL); if (cc) { for (int i = 0; i < cc->custom_defines.size(); i++) { strings.push_back(cc->custom_defines.write[i]); DEBUG_PRINT("CD #" + itos(i) + ": " + String(cc->custom_defines[i].get_data())); } } // vertex shader int string_base_size = strings.size(); strings.push_back(vertex_code0.get_data()); if (cc) { code_globals = cc->vertex_globals.ascii(); strings.push_back(code_globals.get_data()); } strings.push_back(vertex_code1.get_data()); if (cc) { code_string = cc->vertex.ascii(); strings.push_back(code_string.get_data()); } strings.push_back(vertex_code2.get_data()); #ifdef DEBUG_SHADER DEBUG_PRINT("\nVertex Code:\n\n" + String(code_string.get_data())); #endif v.vert_id = glCreateShader(GL_VERTEX_SHADER); 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) { GLsizei iloglen; glGetShaderiv(v.vert_id, GL_INFO_LOG_LENGTH, &iloglen); if (iloglen < 0) { glDeleteShader(v.vert_id); glDeleteProgram(v.id); v.id = 0; ERR_PRINT("No OpenGL vertex shader compiler log. What the frick?"); } else { if (iloglen == 0) { iloglen = 4096; // buggy driver (Adreno 220+) } char *ilogmem = (char *)Memory::alloc_static(iloglen + 1); ilogmem[iloglen] = '\0'; glGetShaderInfoLog(v.vert_id, iloglen, &iloglen, ilogmem); String err_string = get_shader_name() + ": Vertex shader compilation failed:\n"; err_string += ilogmem; _display_error_with_code(err_string, strings); Memory::free_static(ilogmem); glDeleteShader(v.vert_id); glDeleteProgram(v.id); v.id = 0; } ERR_FAIL_V(NULL); } strings.resize(string_base_size); // fragment shader strings.push_back(fragment_code0.get_data()); if (cc) { code_globals = cc->fragment_globals.ascii(); strings.push_back(code_globals.get_data()); } strings.push_back(fragment_code1.get_data()); if (cc) { code_string = cc->fragment.ascii(); strings.push_back(code_string.get_data()); } strings.push_back(fragment_code2.get_data()); if (cc) { code_string2 = cc->light.ascii(); strings.push_back(code_string2.get_data()); } strings.push_back(fragment_code3.get_data()); #ifdef DEBUG_SHADER if (cc) { DEBUG_PRINT("\nFragment Code:\n\n" + String(cc->fragment_globals)); } DEBUG_PRINT("\nFragment Code:\n\n" + String(code_string.get_data())); #endif v.frag_id = glCreateShader(GL_FRAGMENT_SHADER); 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) { GLsizei iloglen; 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; ERR_PRINT("No OpenGL fragment shader compiler log. What the frick?"); } else { if (iloglen == 0) { iloglen = 4096; // buggy driver (Adreno 220+) } char *ilogmem = (char *)Memory::alloc_static(iloglen + 1); ilogmem[iloglen] = '\0'; glGetShaderInfoLog(v.frag_id, iloglen, &iloglen, ilogmem); String err_string = get_shader_name() + ": Fragment shader compilation failed:\n"; err_string += ilogmem; _display_error_with_code(err_string, strings); Memory::free_static(ilogmem); glDeleteShader(v.frag_id); glDeleteShader(v.vert_id); glDeleteProgram(v.id); v.id = 0; } ERR_FAIL_V(NULL); } glAttachShader(v.id, v.frag_id); glAttachShader(v.id, v.vert_id); // bind the attribute locations. This has to be done before linking so that the // linker doesn't assign some random indices for (int i = 0; i < attribute_pair_count; i++) { glBindAttribLocation(v.id, attribute_pairs[i].index, attribute_pairs[i].name); } glLinkProgram(v.id); glGetProgramiv(v.id, GL_LINK_STATUS, &status); if (status == GL_FALSE) { GLsizei iloglen; 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_PRINT("No OpenGL program link log. What the frick?"); ERR_FAIL_V(NULL); } 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 linking failed:\n"; err_string += ilogmem; _display_error_with_code(err_string, strings); Memory::free_static(ilogmem); glDeleteShader(v.frag_id); glDeleteShader(v.vert_id); glDeleteProgram(v.id); v.id = 0; ERR_FAIL_V(NULL); } // get uniform locations glUseProgram(v.id); for (int i = 0; i < uniform_count; i++) { v.uniform_location[i] = glGetUniformLocation(v.id, uniform_names[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); } else { glUniform1i(loc, texunit_pairs[i].index); } } } if (cc) { // uniforms for (int i = 0; i < cc->custom_uniforms.size(); i++) { StringName native_uniform_name = "m_" + cc->custom_uniforms[i]; GLint location = glGetUniformLocation(v.id, ((String)native_uniform_name).ascii().get_data()); v.custom_uniform_locations[cc->custom_uniforms[i]] = location; } // textures for (int i = 0; i < cc->texture_uniforms.size(); i++) { StringName native_uniform_name = "m_" + cc->texture_uniforms[i]; GLint location = glGetUniformLocation(v.id, ((String)native_uniform_name).ascii().get_data()); v.custom_uniform_locations[cc->texture_uniforms[i]] = location; } } glUseProgram(0); v.ok = true; return &v; } GLint ShaderGLES2::get_uniform_location(const String &p_name) const { ERR_FAIL_COND_V(!version, -1); return glGetUniformLocation(version->id, p_name.ascii().get_data()); } void ShaderGLES2::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) { 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; { String globals_tag = "\nVERTEX_SHADER_GLOBALS"; String code_tag = "\nVERTEX_SHADER_CODE"; String code = vertex_code; int cpos = code.find(globals_tag); if (cpos == -1) { vertex_code0 = code.ascii(); } else { vertex_code0 = code.substr(0, cpos).ascii(); code = code.substr(cpos + globals_tag.length(), code.length()); cpos = code.find(code_tag); if (cpos == -1) { vertex_code1 = code.ascii(); } else { vertex_code1 = code.substr(0, cpos).ascii(); vertex_code2 = code.substr(cpos + code_tag.length(), code.length()).ascii(); } } } { String globals_tag = "\nFRAGMENT_SHADER_GLOBALS"; 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(); } else { fragment_code0 = code.substr(0, cpos).ascii(); code = code.substr(cpos + globals_tag.length(), code.length()); cpos = code.find(code_tag); if (cpos == -1) { fragment_code1 = code.ascii(); } else { fragment_code1 = code.substr(0, cpos).ascii(); String code2 = code.substr(cpos + code_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(); fragment_code3 = code2.substr(cpos + light_code_tag.length(), code2.length()).ascii(); } } } } glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &max_image_units); } void ShaderGLES2::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 ShaderGLES2::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 ShaderGLES2::create_custom_shader() { custom_code_map[last_custom_code] = CustomCode(); custom_code_map[last_custom_code].version = 1; return last_custom_code++; } void ShaderGLES2::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 &p_uniforms, const Vector &p_texture_uniforms, const Vector &p_custom_defines) { CustomCode *cc = custom_code_map.getptr(p_code_id); ERR_FAIL_COND(!cc); 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->custom_uniforms = p_uniforms; cc->custom_defines = p_custom_defines; cc->texture_uniforms = p_texture_uniforms; cc->version++; } void ShaderGLES2::set_custom_shader(uint32_t p_code_id) { new_conditional_version.code_version = p_code_id; } void ShaderGLES2::free_custom_shader(uint32_t 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; custom_code_map.erase(p_code_id); } void ShaderGLES2::use_material(void *p_material) { RasterizerStorageGLES2::Material *material = (RasterizerStorageGLES2::Material *)p_material; if (!material) { return; } if (!material->shader) { return; } Version *v = version_map.getptr(conditional_version); CustomCode *cc = NULL; if (v) { cc = custom_code_map.getptr(v->code_version); } // bind uniforms for (Map::Element *E = material->shader->uniforms.front(); E; E = E->next()) { if (E->get().texture_order >= 0) continue; // this is a texture, doesn't go here Map::Element *V = material->params.find(E->key()); Pair > value; value.first = E->get().type; value.second = E->get().default_value; if (V) { value.second = Vector(); value.second.resize(E->get().default_value.size()); switch (E->get().type) { case ShaderLanguage::TYPE_BOOL: { if (value.second.size() < 1) value.second.resize(1); value.second.write[0].boolean = V->get(); } break; case ShaderLanguage::TYPE_BVEC2: { if (value.second.size() < 2) value.second.resize(2); int flags = V->get(); value.second.write[0].boolean = flags & 1; value.second.write[1].boolean = flags & 2; } break; case ShaderLanguage::TYPE_BVEC3: { if (value.second.size() < 3) value.second.resize(3); int flags = V->get(); value.second.write[0].boolean = flags & 1; value.second.write[1].boolean = flags & 2; value.second.write[2].boolean = flags & 4; } break; case ShaderLanguage::TYPE_BVEC4: { if (value.second.size() < 4) value.second.resize(4); int flags = V->get(); value.second.write[0].boolean = flags & 1; value.second.write[1].boolean = flags & 2; value.second.write[2].boolean = flags & 4; value.second.write[3].boolean = flags & 8; } break; case ShaderLanguage::TYPE_INT: { if (value.second.size() < 1) value.second.resize(1); int val = V->get(); value.second.write[0].sint = val; } break; case ShaderLanguage::TYPE_IVEC2: { if (value.second.size() < 2) value.second.resize(2); PoolIntArray val = V->get(); for (int i = 0; i < val.size(); i++) { value.second.write[i].sint = val[i]; } } break; case ShaderLanguage::TYPE_IVEC3: { if (value.second.size() < 3) value.second.resize(3); PoolIntArray val = V->get(); for (int i = 0; i < val.size(); i++) { value.second.write[i].sint = val[i]; } } break; case ShaderLanguage::TYPE_IVEC4: { if (value.second.size() < 4) value.second.resize(4); PoolIntArray val = V->get(); for (int i = 0; i < val.size(); i++) { value.second.write[i].sint = val[i]; } } break; case ShaderLanguage::TYPE_UINT: { if (value.second.size() < 1) value.second.resize(1); uint32_t val = V->get(); value.second.write[0].uint = val; } break; case ShaderLanguage::TYPE_UVEC2: { if (value.second.size() < 2) value.second.resize(2); PoolIntArray val = V->get(); for (int i = 0; i < val.size(); i++) { value.second.write[i].uint = val[i]; } } break; case ShaderLanguage::TYPE_UVEC3: { if (value.second.size() < 3) value.second.resize(3); PoolIntArray val = V->get(); for (int i = 0; i < val.size(); i++) { value.second.write[i].uint = val[i]; } } break; case ShaderLanguage::TYPE_UVEC4: { if (value.second.size() < 4) value.second.resize(4); PoolIntArray val = V->get(); for (int i = 0; i < val.size(); i++) { value.second.write[i].uint = val[i]; } } break; case ShaderLanguage::TYPE_FLOAT: { if (value.second.size() < 1) value.second.resize(1); value.second.write[0].real = V->get(); } break; case ShaderLanguage::TYPE_VEC2: { if (value.second.size() < 2) value.second.resize(2); Vector2 val = V->get(); value.second.write[0].real = val.x; value.second.write[1].real = val.y; } break; case ShaderLanguage::TYPE_VEC3: { if (value.second.size() < 3) value.second.resize(3); Vector3 val = V->get(); value.second.write[0].real = val.x; value.second.write[1].real = val.y; value.second.write[2].real = val.z; } break; case ShaderLanguage::TYPE_VEC4: { if (value.second.size() < 4) value.second.resize(4); if (V->get().get_type() == Variant::PLANE) { Plane val = V->get(); value.second.write[0].real = val.normal.x; value.second.write[1].real = val.normal.y; value.second.write[2].real = val.normal.z; value.second.write[3].real = val.d; } else { Color val = V->get(); value.second.write[0].real = val.r; value.second.write[1].real = val.g; value.second.write[2].real = val.b; value.second.write[3].real = val.a; } } break; case ShaderLanguage::TYPE_MAT2: { Transform2D val = V->get(); if (value.second.size() < 4) { value.second.resize(4); } value.second.write[0].real = val.elements[0][0]; value.second.write[1].real = val.elements[0][1]; value.second.write[2].real = val.elements[1][0]; value.second.write[3].real = val.elements[1][1]; } break; case ShaderLanguage::TYPE_MAT3: { Basis val = V->get(); if (value.second.size() < 9) { value.second.resize(9); } value.second.write[0].real = val.elements[0][0]; value.second.write[1].real = val.elements[0][1]; value.second.write[2].real = val.elements[0][2]; value.second.write[3].real = val.elements[1][0]; value.second.write[4].real = val.elements[1][1]; value.second.write[5].real = val.elements[1][2]; value.second.write[6].real = val.elements[2][0]; value.second.write[7].real = val.elements[2][1]; value.second.write[8].real = val.elements[2][2]; } break; case ShaderLanguage::TYPE_MAT4: { Transform val = V->get(); if (value.second.size() < 16) { value.second.resize(16); } value.second.write[0].real = val.basis.elements[0][0]; value.second.write[1].real = val.basis.elements[0][1]; value.second.write[2].real = val.basis.elements[0][2]; value.second.write[3].real = 0; value.second.write[4].real = val.basis.elements[1][0]; value.second.write[5].real = val.basis.elements[1][1]; value.second.write[6].real = val.basis.elements[1][2]; value.second.write[7].real = 0; value.second.write[8].real = val.basis.elements[2][0]; value.second.write[9].real = val.basis.elements[2][1]; value.second.write[10].real = val.basis.elements[2][2]; value.second.write[11].real = 0; value.second.write[12].real = val.origin[0]; value.second.write[13].real = val.origin[1]; value.second.write[14].real = val.origin[2]; value.second.write[15].real = 1; } break; default: { } break; } } else { if (value.second.size() == 0) { // No default value set... weird, let's just use zero for everything size_t default_arg_size = 1; bool is_float = false; switch (E->get().type) { case ShaderLanguage::TYPE_BOOL: case ShaderLanguage::TYPE_INT: case ShaderLanguage::TYPE_UINT: { default_arg_size = 1; } break; case ShaderLanguage::TYPE_FLOAT: { default_arg_size = 1; is_float = true; } break; case ShaderLanguage::TYPE_BVEC2: case ShaderLanguage::TYPE_IVEC2: case ShaderLanguage::TYPE_UVEC2: { default_arg_size = 2; } break; case ShaderLanguage::TYPE_VEC2: { default_arg_size = 2; is_float = true; } break; case ShaderLanguage::TYPE_BVEC3: case ShaderLanguage::TYPE_IVEC3: case ShaderLanguage::TYPE_UVEC3: { default_arg_size = 3; } break; case ShaderLanguage::TYPE_VEC3: { default_arg_size = 3; is_float = true; } break; case ShaderLanguage::TYPE_BVEC4: case ShaderLanguage::TYPE_IVEC4: case ShaderLanguage::TYPE_UVEC4: { default_arg_size = 4; } break; case ShaderLanguage::TYPE_VEC4: { default_arg_size = 4; is_float = true; } break; default: { // TODO matricies and all that stuff default_arg_size = 1; } break; } value.second.resize(default_arg_size); for (int i = 0; i < default_arg_size; i++) { if (is_float) { value.second.write[i].real = 0.0; } else { value.second.write[i].uint = 0; } } } } // GLint location = get_uniform_location(E->key()); GLint location; if (v->custom_uniform_locations.has(E->key())) { location = v->custom_uniform_locations[E->key()]; } else { int idx = v->uniform_names.find(E->key()); // TODO maybe put those in a Map? if (idx < 0) { location = -1; } else { location = v->uniform_location[idx]; } } _set_uniform_value(location, value); } // bind textures int tc = material->textures.size(); Pair *textures = material->textures.ptrw(); ShaderLanguage::ShaderNode::Uniform::Hint *texture_hints = material->shader->texture_hints.ptrw(); for (int i = 0; i < tc; i++) { Pair > value; value.first = ShaderLanguage::TYPE_INT; value.second.resize(1); value.second.write[0].sint = i; // GLint location = get_uniform_location(textures[i].first); // if (location < 0) { // location = material->shader->uniform_locations[textures[i].first]; // } GLint location = -1; if (v->custom_uniform_locations.has(textures[i].first)) { location = v->custom_uniform_locations[textures[i].first]; } else { location = get_uniform_location(textures[i].first); } _set_uniform_value(location, value); } } void ShaderGLES2::set_base_material_tex_index(int p_idx) { } ShaderGLES2::ShaderGLES2() { version = NULL; last_custom_code = 1; uniforms_dirty = true; } ShaderGLES2::~ShaderGLES2() { finish(); }