/*************************************************************************/ /* shader_gles3.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "shader_gles3.h" #include "drivers/gles3/rasterizer_platforms.h" #ifdef GLES3_BACKEND_ENABLED #include "rasterizer_gles3.h" #include "rasterizer_storage_gles3.h" #include "core/config/project_settings.h" #include "core/os/memory.h" #include "core/string/print_string.h" #include "core/string/string_builder.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 ShaderGLES3 *ShaderGLES3::active = NULL; //#define DEBUG_SHADER #ifdef DEBUG_SHADER #define DEBUG_PRINT(m_text) print_line(m_text); #else #define DEBUG_PRINT(m_text) #endif GLint ShaderGLES3::get_uniform_location(int p_index) const { ERR_FAIL_COND_V(!version, -1); return version->uniform_location[p_index]; } bool ShaderGLES3::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); DEBUG_TEST_ERROR("use program"); active = this; uniforms_dirty = true; return true; } void ShaderGLES3::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_PRINT(p_error); } static String _mkid(const String &p_id) { String id = "m_" + p_id; return id.replace("__", "_dus_"); //doubleunderscore is reserved in glsl } ShaderGLES3::Version *ShaderGLES3::get_current_version() { if (!valid) return nullptr; 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 330\n"); strings.push_back("#define USE_GLES_OVER_GL\n"); #else strings.push_back("#version 300 es\n"); //angle does not like #ifdef JAVASCRIPT_ENABLED strings.push_back("#define USE_HIGHP_PRECISION\n"); #endif //if (GLOBAL_GET("rendering/opengl/compatibility/enable_high_float.Android")) { // enable USE_HIGHP_PRECISION but safeguarded by an availability check as highp support is optional in OpenGL // see Section 4.5.4 of the GLSL_ES_Specification_1.00 //strings.push_back("#ifdef GL_FRAGMENT_PRECISION_HIGH\n #define USE_HIGHP_PRECISION\n#endif\n"); //} #endif #ifdef ANDROID_ENABLED strings.push_back("#define ANDROID_ENABLED\n"); #endif for (int i = 0; i < custom_defines.size(); i++) { strings.push_back(custom_defines[i].get_data()); strings.push_back("\n"); } for (int j = 0; j < conditional_count; j++) { bool enable = (conditional_version.version & (1 << j)) > 0; if (enable) { strings.push_back(conditional_defines[j]); 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; } // 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->light.ascii(); strings.push_back(code_string.get_data()); } strings.push_back(fragment_code2.get_data()); if (cc) { code_string2 = cc->fragment.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++) { String native_uniform_name = _mkid(cc->custom_uniforms[i]); GLint location = glGetUniformLocation(v.id, (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++) { String native_uniform_name = _mkid(cc->texture_uniforms[i]); GLint location = glGetUniformLocation(v.id, (native_uniform_name).ascii().get_data()); v.custom_uniform_locations[cc->texture_uniforms[i]] = location; glUniform1i(location, i); } } glUseProgram(0); v.ok = true; if (cc) { cc->versions.insert(conditional_version.version); } 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 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(light_code_tag); String code2; if (cpos != -1) { fragment_code1 = code.substr(0, cpos).ascii(); code2 = code.substr(cpos + light_code_tag.length(), code.length()); } else { code2 = code; } cpos = code2.find(code_tag); if (cpos == -1) { fragment_code2 = code2.ascii(); } else { fragment_code2 = code2.substr(0, cpos).ascii(); fragment_code3 = code2.substr(cpos + code_tag.length(), code2.length()).ascii(); } } } glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &max_image_units); valid = true; } 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); if (v.uniform_location) 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 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 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) { ERR_FAIL_COND(!custom_code_map.has(p_code_id)); if (conditional_version.code_version == p_code_id) { conditional_version.code_version = 0; //do not keep using a version that is going away unbind(); } VersionKey key; key.code_version = p_code_id; for (Set::Element *E = custom_code_map[p_code_id].versions.front(); E; E = E->next()) { key.version = E->get(); ERR_CONTINUE(!version_map.has(key)); Version &v = version_map[key]; glDeleteShader(v.vert_id); glDeleteShader(v.frag_id); glDeleteProgram(v.id); memdelete_arr(v.uniform_location); v.id = 0; version_map.erase(key); } custom_code_map.erase(p_code_id); } void ShaderGLES3::use_material(void *p_material) { RasterizerStorageGLES3::Material *material = (RasterizerStorageGLES3::Material *)p_material; if (!material) { return; } if (!material->shader) { return; } Version *v = version_map.getptr(conditional_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 *L = v->custom_uniform_locations.find(E->key()); if (!L || L->get() < 0) continue; //uniform not valid GLuint location = L->get(); Map::Element *V = material->params.find(E->key()); if (V) { switch (E->get().type) { case ShaderLanguage::TYPE_BOOL: { bool boolean = V->get(); glUniform1i(location, boolean ? 1 : 0); } break; case ShaderLanguage::TYPE_BVEC2: { int flags = V->get(); glUniform2i(location, (flags & 1) ? 1 : 0, (flags & 2) ? 1 : 0); } break; case ShaderLanguage::TYPE_BVEC3: { int flags = V->get(); glUniform3i(location, (flags & 1) ? 1 : 0, (flags & 2) ? 1 : 0, (flags & 4) ? 1 : 0); } break; case ShaderLanguage::TYPE_BVEC4: { int flags = V->get(); glUniform4i(location, (flags & 1) ? 1 : 0, (flags & 2) ? 1 : 0, (flags & 4) ? 1 : 0, (flags & 8) ? 1 : 0); } break; case ShaderLanguage::TYPE_INT: case ShaderLanguage::TYPE_UINT: { int value = V->get(); glUniform1i(location, value); } break; case ShaderLanguage::TYPE_IVEC2: case ShaderLanguage::TYPE_UVEC2: { Array r = V->get(); const int count = 2; if (r.size() == count) { int values[count]; for (int i = 0; i < count; i++) { values[i] = r[i]; } glUniform2i(location, values[0], values[1]); } } break; case ShaderLanguage::TYPE_IVEC3: case ShaderLanguage::TYPE_UVEC3: { Array r = V->get(); const int count = 3; if (r.size() == count) { int values[count]; for (int i = 0; i < count; i++) { values[i] = r[i]; } glUniform3i(location, values[0], values[1], values[2]); } } break; case ShaderLanguage::TYPE_IVEC4: case ShaderLanguage::TYPE_UVEC4: { Array r = V->get(); const int count = 4; if (r.size() == count) { int values[count]; for (int i = 0; i < count; i++) { values[i] = r[i]; } glUniform4i(location, values[0], values[1], values[2], values[3]); } } break; case ShaderLanguage::TYPE_FLOAT: { float value = V->get(); glUniform1f(location, value); } break; case ShaderLanguage::TYPE_VEC2: { Vector2 value = V->get(); glUniform2f(location, value.x, value.y); } break; case ShaderLanguage::TYPE_VEC3: { Vector3 value = V->get(); glUniform3f(location, value.x, value.y, value.z); } break; case ShaderLanguage::TYPE_VEC4: { if (V->get().get_type() == Variant::COLOR) { Color value = V->get(); glUniform4f(location, value.r, value.g, value.b, value.a); } else if (V->get().get_type() == Variant::QUATERNION) { Quaternion value = V->get(); glUniform4f(location, value.x, value.y, value.z, value.w); } else { Plane value = V->get(); glUniform4f(location, value.normal.x, value.normal.y, value.normal.z, value.d); } } break; case ShaderLanguage::TYPE_MAT2: { Transform2D tr = V->get(); GLfloat matrix[4] = { /* build a 16x16 matrix */ (GLfloat)tr.elements[0][0], (GLfloat)tr.elements[0][1], (GLfloat)tr.elements[1][0], (GLfloat)tr.elements[1][1], }; glUniformMatrix2fv(location, 1, GL_FALSE, matrix); } break; case ShaderLanguage::TYPE_MAT3: { Basis val = V->get(); GLfloat mat[9] = { (GLfloat)val.elements[0][0], (GLfloat)val.elements[1][0], (GLfloat)val.elements[2][0], (GLfloat)val.elements[0][1], (GLfloat)val.elements[1][1], (GLfloat)val.elements[2][1], (GLfloat)val.elements[0][2], (GLfloat)val.elements[1][2], (GLfloat)val.elements[2][2], }; glUniformMatrix3fv(location, 1, GL_FALSE, mat); } break; case ShaderLanguage::TYPE_MAT4: { Transform2D tr = V->get(); GLfloat matrix[16] = { /* build a 16x16 matrix */ (GLfloat)tr.elements[0][0], (GLfloat)tr.elements[0][1], (GLfloat)0, (GLfloat)0, (GLfloat)tr.elements[1][0], (GLfloat)tr.elements[1][1], (GLfloat)0, (GLfloat)0, (GLfloat)0, (GLfloat)0, (GLfloat)1, (GLfloat)0, (GLfloat)tr.elements[2][0], (GLfloat)tr.elements[2][1], (GLfloat)0, (GLfloat)1 }; glUniformMatrix4fv(location, 1, GL_FALSE, matrix); } break; default: { ERR_PRINT("ShaderNode type missing, bug?"); } break; } } else if (E->get().default_value.size()) { const Vector &values = E->get().default_value; switch (E->get().type) { case ShaderLanguage::TYPE_BOOL: { glUniform1i(location, values[0].boolean); } break; case ShaderLanguage::TYPE_BVEC2: { glUniform2i(location, values[0].boolean, values[1].boolean); } break; case ShaderLanguage::TYPE_BVEC3: { glUniform3i(location, values[0].boolean, values[1].boolean, values[2].boolean); } break; case ShaderLanguage::TYPE_BVEC4: { glUniform4i(location, values[0].boolean, values[1].boolean, values[2].boolean, values[3].boolean); } break; case ShaderLanguage::TYPE_INT: { glUniform1i(location, values[0].sint); } break; case ShaderLanguage::TYPE_IVEC2: { glUniform2i(location, values[0].sint, values[1].sint); } break; case ShaderLanguage::TYPE_IVEC3: { glUniform3i(location, values[0].sint, values[1].sint, values[2].sint); } break; case ShaderLanguage::TYPE_IVEC4: { glUniform4i(location, values[0].sint, values[1].sint, values[2].sint, values[3].sint); } break; case ShaderLanguage::TYPE_UINT: { glUniform1i(location, values[0].uint); } break; case ShaderLanguage::TYPE_UVEC2: { glUniform2i(location, values[0].uint, values[1].uint); } break; case ShaderLanguage::TYPE_UVEC3: { glUniform3i(location, values[0].uint, values[1].uint, values[2].uint); } break; case ShaderLanguage::TYPE_UVEC4: { glUniform4i(location, values[0].uint, values[1].uint, values[2].uint, values[3].uint); } break; case ShaderLanguage::TYPE_FLOAT: { glUniform1f(location, values[0].real); } break; case ShaderLanguage::TYPE_VEC2: { glUniform2f(location, values[0].real, values[1].real); } break; case ShaderLanguage::TYPE_VEC3: { glUniform3f(location, values[0].real, values[1].real, values[2].real); } break; case ShaderLanguage::TYPE_VEC4: { glUniform4f(location, values[0].real, values[1].real, values[2].real, values[3].real); } break; case ShaderLanguage::TYPE_MAT2: { GLfloat mat[4]; for (int i = 0; i < 4; i++) { mat[i] = values[i].real; } glUniformMatrix2fv(location, 1, GL_FALSE, mat); } break; case ShaderLanguage::TYPE_MAT3: { GLfloat mat[9]; for (int i = 0; i < 9; i++) { mat[i] = values[i].real; } glUniformMatrix3fv(location, 1, GL_FALSE, mat); } break; case ShaderLanguage::TYPE_MAT4: { GLfloat mat[16]; for (int i = 0; i < 16; i++) { mat[i] = values[i].real; } glUniformMatrix4fv(location, 1, GL_FALSE, mat); } break; case ShaderLanguage::TYPE_SAMPLER2D: { } break; /* case ShaderLanguage::TYPE_SAMPLEREXT: { } break; */ case ShaderLanguage::TYPE_ISAMPLER2D: { } break; case ShaderLanguage::TYPE_USAMPLER2D: { } break; case ShaderLanguage::TYPE_SAMPLERCUBE: { } break; case ShaderLanguage::TYPE_SAMPLER2DARRAY: case ShaderLanguage::TYPE_ISAMPLER2DARRAY: case ShaderLanguage::TYPE_USAMPLER2DARRAY: case ShaderLanguage::TYPE_SAMPLER3D: case ShaderLanguage::TYPE_ISAMPLER3D: case ShaderLanguage::TYPE_USAMPLER3D: { // Not implemented in OpenGL } break; case ShaderLanguage::TYPE_VOID: { // Nothing to do? } break; default: { ERR_PRINT("ShaderNode type missing, bug?"); } break; } } else { //zero switch (E->get().type) { case ShaderLanguage::TYPE_BOOL: { glUniform1i(location, GL_FALSE); } break; case ShaderLanguage::TYPE_BVEC2: { glUniform2i(location, GL_FALSE, GL_FALSE); } break; case ShaderLanguage::TYPE_BVEC3: { glUniform3i(location, GL_FALSE, GL_FALSE, GL_FALSE); } break; case ShaderLanguage::TYPE_BVEC4: { glUniform4i(location, GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); } break; case ShaderLanguage::TYPE_INT: { glUniform1i(location, 0); } break; case ShaderLanguage::TYPE_IVEC2: { glUniform2i(location, 0, 0); } break; case ShaderLanguage::TYPE_IVEC3: { glUniform3i(location, 0, 0, 0); } break; case ShaderLanguage::TYPE_IVEC4: { glUniform4i(location, 0, 0, 0, 0); } break; case ShaderLanguage::TYPE_UINT: { glUniform1i(location, 0); } break; case ShaderLanguage::TYPE_UVEC2: { glUniform2i(location, 0, 0); } break; case ShaderLanguage::TYPE_UVEC3: { glUniform3i(location, 0, 0, 0); } break; case ShaderLanguage::TYPE_UVEC4: { glUniform4i(location, 0, 0, 0, 0); } break; case ShaderLanguage::TYPE_FLOAT: { glUniform1f(location, 0); } break; case ShaderLanguage::TYPE_VEC2: { glUniform2f(location, 0, 0); } break; case ShaderLanguage::TYPE_VEC3: { glUniform3f(location, 0, 0, 0); } break; case ShaderLanguage::TYPE_VEC4: { glUniform4f(location, 0, 0, 0, 0); } break; case ShaderLanguage::TYPE_MAT2: { GLfloat mat[4] = { 0, 0, 0, 0 }; glUniformMatrix2fv(location, 1, GL_FALSE, mat); } break; case ShaderLanguage::TYPE_MAT3: { GLfloat mat[9] = { 0, 0, 0, 0, 0, 0, 0, 0, 0 }; glUniformMatrix3fv(location, 1, GL_FALSE, mat); } break; case ShaderLanguage::TYPE_MAT4: { GLfloat mat[16] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }; glUniformMatrix4fv(location, 1, GL_FALSE, mat); } break; case ShaderLanguage::TYPE_SAMPLER2D: { } break; /* case ShaderLanguage::TYPE_SAMPLEREXT: { } break; */ case ShaderLanguage::TYPE_ISAMPLER2D: { } break; case ShaderLanguage::TYPE_USAMPLER2D: { } break; case ShaderLanguage::TYPE_SAMPLERCUBE: { } break; case ShaderLanguage::TYPE_SAMPLER2DARRAY: case ShaderLanguage::TYPE_ISAMPLER2DARRAY: case ShaderLanguage::TYPE_USAMPLER2DARRAY: case ShaderLanguage::TYPE_SAMPLER3D: case ShaderLanguage::TYPE_ISAMPLER3D: case ShaderLanguage::TYPE_USAMPLER3D: { // Not implemented in OpenGL } break; case ShaderLanguage::TYPE_VOID: { // Nothing to do? } break; default: { ERR_PRINT("ShaderNode type missing, bug?"); } break; } } } } ShaderGLES3::ShaderGLES3() { version = NULL; last_custom_code = 1; uniforms_dirty = true; } ShaderGLES3::~ShaderGLES3() { finish(); } #endif // GLES3_BACKEND_ENABLED