summaryrefslogtreecommitdiff
path: root/drivers/gles2/shader_gles2.h
blob: 4604fd55012b3934e02db34f51a53c50ef934922 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
/*************************************************************************/
/*  shader_gles2.h                                                       */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                    http://www.godotengine.org                         */
/*************************************************************************/
/* Copyright (c) 2007-2015 Juan Linietsky, Ariel Manzur.                 */
/*                                                                       */
/* 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 "hash_map.h"
#include "map.h"
#include "variant.h"
#include "camera_matrix.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 HashMapHahserDefault::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::MATRIX32: {

			Matrix32 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_uniform) 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_id,const String& p_vertex, const String& p_vertex_globals,const String& p_fragment,const String& p_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_id);
	void free_custom_shader(uint32_t p_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