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/*************************************************************************/
/* shader_gles2.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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
// This must come first to avoid windows.h mess
#include "platform_config.h"
#ifndef GLES2_INCLUDE_H
#include <GLES2/gl2.h>
#else
#include GLES2_INCLUDE_H
#endif
#include "core/hash_map.h"
#include "core/map.h"
#include "core/math/camera_matrix.h"
#include "core/pair.h"
#include "core/variant.h"
#include "servers/visual/shader_language.h"
#include <stdio.h>
class RasterizerStorageGLES2;
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> texture_uniforms;
Vector<StringName> custom_uniforms;
Vector<CharString> custom_defines;
Set<uint32_t> versions;
};
struct Version {
GLuint id;
GLuint vert_id;
GLuint frag_id;
GLint *uniform_location;
Vector<GLint> texture_uniform_locations;
Map<StringName, GLint> custom_uniform_locations;
uint32_t code_version;
bool ok;
Version() {
id = 0;
vert_id = 0;
frag_id = 0;
uniform_location = NULL;
code_version = 0;
ok = false;
}
};
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;
Vector<CharString> custom_defines;
Version *get_current_version();
static ShaderGLES2 *active;
int max_image_units;
Map<StringName, Pair<ShaderLanguage::DataType, Vector<ShaderLanguage::ConstantNode::Value> > > uniform_values;
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();
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<StringName> &p_texture_uniforms,
const Vector<CharString> &p_custom_defines);
void set_custom_shader(uint32_t p_code_id);
void free_custom_shader(uint32_t p_code_id);
uint32_t get_version_key() const { return conditional_version.version; }
// this void* is actually a RasterizerStorageGLES2::Material, but C++ doesn't
// like forward declared nested classes.
void use_material(void *p_material);
_FORCE_INLINE_ uint32_t get_version() const { return new_conditional_version.version; }
_FORCE_INLINE_ bool is_version_valid() const { return version && version->ok; }
virtual void init() = 0;
void finish();
void add_custom_define(const String &p_define) {
custom_defines.push_back(p_define.utf8());
}
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
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