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- /*************************************************************************/
- /* shader_gles2.cpp */
- /*************************************************************************/
- /* 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. */
- /*************************************************************************/
- #include "shader_gles2.h"
- #include "core/os/memory.h"
- #include "core/print_string.h"
- #include "core/project_settings.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
- 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);
- 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<const char *> &p_code) {
- int line = 1;
- String total_code;
- 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++) {
- print_line(itos(line) + ": " + lines[j]);
- line++;
- }
- ERR_PRINTS(p_error);
- }
- static String _mkid(const String &p_id) {
- String id = "m_" + p_id;
- return id.replace("__", "_dus_"); //doubleunderscore is reserved in glsl
- }
- 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<const char *> 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");
- //angle does not like
- #ifdef JAVASCRIPT_ENABLED
- strings.push_back("#define USE_HIGHP_PRECISION\n");
- #endif
- if (GLOBAL_GET("rendering/gles2/compatibility/enable_high_float.Android")) {
- // enable USE_HIGHP_PRECISION but safeguarded by an availability check as highp support is optional in GLES2
- // 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 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(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);
- }
- 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<StringName> &p_uniforms,
- const Vector<StringName> &p_texture_uniforms,
- const Vector<CharString> &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; //do not keep using a version that is going away
- unbind();
- }
- VersionKey key;
- key.code_version = p_code_id;
- for (Set<uint32_t>::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 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);
- // bind uniforms
- for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::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<StringName, GLint>::Element *L = v->custom_uniform_locations.find(E->key());
- if (!L || L->get() < 0)
- continue; //uniform not valid
- GLuint location = L->get();
- Map<StringName, Variant>::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::QUAT) {
- Quat 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 */
- tr.elements[0][0],
- tr.elements[0][1],
- tr.elements[1][0],
- tr.elements[1][1],
- };
- glUniformMatrix2fv(location, 1, GL_FALSE, matrix);
- } break;
- case ShaderLanguage::TYPE_MAT3: {
- Basis val = V->get();
- GLfloat mat[9] = {
- val.elements[0][0],
- val.elements[1][0],
- val.elements[2][0],
- val.elements[0][1],
- val.elements[1][1],
- val.elements[2][1],
- val.elements[0][2],
- val.elements[1][2],
- 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 */
- 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(location, 1, GL_FALSE, matrix);
- } break;
- default: {
- ERR_PRINT("ShaderNode type missing, bug?");
- } break;
- }
- } else if (E->get().default_value.size()) {
- const Vector<ShaderLanguage::ConstantNode::Value> &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 GLES2
- } 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 GLES2
- } break;
- case ShaderLanguage::TYPE_VOID: {
- // Nothing to do?
- } break;
- default: {
- ERR_PRINT("ShaderNode type missing, bug?");
- } break;
- }
- }
- }
- }
- ShaderGLES2::ShaderGLES2() {
- version = NULL;
- last_custom_code = 1;
- uniforms_dirty = true;
- }
- ShaderGLES2::~ShaderGLES2() {
- finish();
- }
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