mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-04-29 08:15:44 +00:00
DX and GL Geometry shaders added
Added the dx and gl geometry shader compile codes.
This commit is contained in:
parent
808e2f4200
commit
4a6fbd5811
6 changed files with 312 additions and 239 deletions
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@ -39,12 +39,12 @@ class GFXGLShaderConstHandle : public GFXShaderConstHandle
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{
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friend class GFXGLShader;
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public:
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public:
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GFXGLShaderConstHandle( GFXGLShader *shader );
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GFXGLShaderConstHandle( GFXGLShader *shader, const GFXShaderConstDesc &desc, GLuint loc, S32 samplerNum );
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virtual ~GFXGLShaderConstHandle();
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void reinit( const GFXShaderConstDesc &desc, GLuint loc, S32 samplerNum );
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const String& getName() const { return mDesc.name; }
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@ -52,7 +52,7 @@ public:
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U32 getArraySize() const { return mDesc.arraySize; }
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U32 getSize() const;
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void setValid( bool valid ) { mValid = valid; }
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void setValid( bool valid ) { mValid = valid; }
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/// @warning This will always return the value assigned when the shader was
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/// initialized. If the value is later changed this method won't reflect that.
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S32 getSamplerRegister() const { return mSamplerNum; }
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@ -62,7 +62,7 @@ public:
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U32 mOffset;
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U32 mSize;
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GLuint mLocation;
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S32 mSamplerNum;
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S32 mSamplerNum;
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bool mInstancingConstant;
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};
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@ -75,7 +75,7 @@ GFXGLShaderConstHandle::GFXGLShaderConstHandle( GFXGLShader *shader )
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static U32 shaderConstTypeSize(GFXShaderConstType type)
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{
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switch(type)
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switch(type)
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{
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case GFXSCT_Float:
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case GFXSCT_Int:
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@ -107,7 +107,7 @@ static U32 shaderConstTypeSize(GFXShaderConstType type)
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}
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}
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GFXGLShaderConstHandle::GFXGLShaderConstHandle( GFXGLShader *shader, const GFXShaderConstDesc &desc, GLuint loc, S32 samplerNum )
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GFXGLShaderConstHandle::GFXGLShaderConstHandle( GFXGLShader *shader, const GFXShaderConstDesc &desc, GLuint loc, S32 samplerNum )
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: mShader(shader), mInstancingConstant(false)
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{
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reinit(desc, loc, samplerNum);
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@ -120,7 +120,7 @@ void GFXGLShaderConstHandle::reinit( const GFXShaderConstDesc& desc, GLuint loc,
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mSamplerNum = samplerNum;
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mOffset = 0;
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mInstancingConstant = false;
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U32 elemSize = shaderConstTypeSize(mDesc.constType);
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AssertFatal(elemSize, "GFXGLShaderConst::GFXGLShaderConst - elemSize is 0");
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mSize = mDesc.arraySize * elemSize;
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@ -169,7 +169,7 @@ void GFXGLShaderConstBuffer::internalSet(GFXShaderConstHandle* handle, const Con
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AssertFatal(mShader == _glHandle->mShader, "GFXGLShaderConstBuffer::set - Should only set handles which are owned by our shader");
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U8 *buf = mBuffer + _glHandle->mOffset;
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if(_glHandle->mInstancingConstant)
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if(_glHandle->mInstancingConstant)
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buf = mInstPtr + _glHandle->mOffset;
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dMemcpy(buf, ¶m, sizeof(ConstType));
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@ -204,7 +204,7 @@ void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const LinearColor
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{
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internalSet(handle, fv);
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}
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void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const S32 fv)
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{
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internalSet(handle, fv);
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@ -258,7 +258,7 @@ void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArra
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internalSet(handle, fv);
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}
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void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<Point4F>& fv)
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void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<Point4F>& fv)
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{
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internalSet(handle, fv);
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}
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@ -292,7 +292,7 @@ void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const MatrixF& ma
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GFXGLShaderConstHandle* _glHandle = static_cast<GFXGLShaderConstHandle*>(handle);
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AssertFatal(mShader == _glHandle->mShader, "GFXGLShaderConstBuffer::set - Should only set handles which are owned by our shader");
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AssertFatal(!_glHandle->mInstancingConstant || matType == GFXSCT_Float4x4, "GFXGLShaderConstBuffer::set - Only support GFXSCT_Float4x4 for instancing");
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switch(matType)
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{
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case GFXSCT_Float2x2:
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@ -316,15 +316,15 @@ void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const MatrixF& ma
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dMemcpy(mBuffer + _glHandle->mOffset, (const F32*)mat, (sizeof(F32) * 12));// matrix with end row chopped off
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break;
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case GFXSCT_Float4x4:
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{
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{
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if(_glHandle->mInstancingConstant)
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{
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MatrixF transposed;
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MatrixF transposed;
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mat.transposeTo(transposed);
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dMemcpy( mInstPtr + _glHandle->mOffset, (const F32*)transposed, sizeof(MatrixF) );
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return;
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}
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dMemcpy(mBuffer + _glHandle->mOffset, (const F32*)mat, sizeof(MatrixF));
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break;
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}
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@ -340,7 +340,7 @@ void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const MatrixF* ma
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AssertFatal(handle->isValid(), "GFXGLShaderConstBuffer::set - Handle is not valid!" );
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GFXGLShaderConstHandle* _glHandle = static_cast<GFXGLShaderConstHandle*>(handle);
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AssertFatal(mShader == _glHandle->mShader, "GFXGLShaderConstBuffer::set - Should only set handles which are owned by our shader");
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AssertFatal(mShader == _glHandle->mShader, "GFXGLShaderConstBuffer::set - Should only set handles which are owned by our shader");
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AssertFatal(!_glHandle->mInstancingConstant, "GFXGLShaderConstBuffer::set - Instancing not supported for matrix arrays");
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switch (matrixType) {
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@ -385,6 +385,7 @@ void GFXGLShaderConstBuffer::onShaderReload( GFXGLShader *shader )
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GFXGLShader::GFXGLShader(GFXGLDevice* device) :
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mVertexShader(0),
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mPixelShader(0),
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mGeometryShader(0),
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mProgram(0),
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mDevice(device),
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mConstBufferSize(0),
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@ -397,7 +398,7 @@ GFXGLShader::~GFXGLShader()
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clearShaders();
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for(HandleMap::Iterator i = mHandles.begin(); i != mHandles.end(); i++)
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delete i->value;
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delete[] mConstBuffer;
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}
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@ -406,10 +407,12 @@ void GFXGLShader::clearShaders()
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glDeleteProgram(mProgram);
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glDeleteShader(mVertexShader);
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glDeleteShader(mPixelShader);
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glDeleteShader(mGeometryShader);
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mProgram = 0;
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mVertexShader = 0;
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mPixelShader = 0;
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mGeometryShader = 0;
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}
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bool GFXGLShader::_init()
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@ -422,44 +425,57 @@ bool GFXGLShader::_init()
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clearShaders();
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mProgram = glCreateProgram();
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// Set the macros and add the global ones.
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Vector<GFXShaderMacro> macros;
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macros.merge( mMacros );
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macros.merge( smGlobalMacros );
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macros.increment();
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macros.last().name = "TORQUE_SM";
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macros.last().value = 40;
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macros.increment();
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macros.last().name = "TORQUE_VERTEX_SHADER";
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macros.last().value = "";
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// Default to true so we're "successful" if a vertex/pixel shader wasn't specified.
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bool compiledVertexShader = true;
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bool compiledPixelShader = true;
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// Compile the vertex and pixel shaders if specified.
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if(!mVertexFile.isEmpty())
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compiledVertexShader = initShader(mVertexFile, true, macros);
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bool compiledGeometryShader = true;
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// Compile the vertex and pixel shaders if specified.
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if (!mVertexFile.isEmpty())
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{
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compiledVertexShader = initShader(mVertexFile, GFXShaderStage::VERTEX_SHADER, macros);
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if (!compiledVertexShader)
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return false;
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}
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if (!mPixelFile.isEmpty())
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{
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macros.last().name = "TORQUE_PIXEL_SHADER";
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compiledPixelShader = initShader(mPixelFile, GFXShaderStage::PIXEL_SHADER, macros);
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if (!compiledPixelShader)
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return false;
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}
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if (!mGeometryFile.isEmpty())
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{
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macros.last().name = "TORQUE_GEOMETRY_SHADER";
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compiledGeometryShader = initShader(mPixelFile, GFXShaderStage::GEOMETRY_SHADER, macros);
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if (!compiledGeometryShader)
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return false;
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}
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macros.last().name = "TORQUE_PIXEL_SHADER";
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if(!mPixelFile.isEmpty())
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compiledPixelShader = initShader(mPixelFile, false, macros);
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// If either shader was present and failed to compile, bail.
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if(!compiledVertexShader || !compiledPixelShader)
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return false;
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// Link it!
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glLinkProgram( mProgram );
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GLint activeAttribs = 0;
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glGetProgramiv(mProgram, GL_ACTIVE_ATTRIBUTES, &activeAttribs );
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GLint maxLength;
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glGetProgramiv(mProgram, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &maxLength);
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FrameTemp<GLchar> tempData(maxLength+1);
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*tempData.address() = '\0';
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// Check atributes
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@ -467,11 +483,11 @@ bool GFXGLShader::_init()
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{
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GLint size;
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GLenum type;
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glGetActiveAttrib(mProgram, i, maxLength + 1, NULL, &size, &type, tempData.address());
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StringTableEntry argName = StringTable->insert(tempData.address());
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CHECK_AARG(Torque::GL_VertexAttrib_Position, vPosition);
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CHECK_AARG(Torque::GL_VertexAttrib_Normal, vNormal);
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CHECK_AARG(Torque::GL_VertexAttrib_Color, vColor);
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@ -502,13 +518,13 @@ bool GFXGLShader::_init()
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glBindFragDataLocation(mProgram, i, buffer);
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}
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// Link it again!
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glLinkProgram( mProgram );
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GLint linkStatus;
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glGetProgramiv( mProgram, GL_LINK_STATUS, &linkStatus );
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// Dump the info log to the console
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U32 logLength = 0;
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glGetProgramiv(mProgram, GL_INFO_LOG_LENGTH, (GLint*)&logLength);
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@ -517,7 +533,7 @@ bool GFXGLShader::_init()
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FrameAllocatorMarker fam;
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char* log = (char*)fam.alloc( logLength );
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glGetProgramInfoLog( mProgram, logLength, NULL, log );
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if ( linkStatus == GL_FALSE )
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{
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if ( smLogErrors )
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@ -539,16 +555,16 @@ bool GFXGLShader::_init()
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if ( linkStatus == GL_FALSE )
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return false;
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initConstantDescs();
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initConstantDescs();
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initHandles();
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// Notify Buffers we might have changed in size.
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// If this was our first init then we won't have any activeBuffers
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// Notify Buffers we might have changed in size.
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// If this was our first init then we won't have any activeBuffers
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// to worry about unnecessarily calling.
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Vector<GFXShaderConstBuffer*>::iterator biter = mActiveBuffers.begin();
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for ( ; biter != mActiveBuffers.end(); biter++ )
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for ( ; biter != mActiveBuffers.end(); biter++ )
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((GFXGLShaderConstBuffer*)(*biter))->onShaderReload( this );
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return true;
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}
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@ -565,23 +581,23 @@ void GFXGLShader::initConstantDescs()
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maxNameLength++;
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FrameTemp<GLchar> uniformName(maxNameLength);
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for(U32 i = 0; i < numUniforms; i++)
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{
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GLint size;
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GLenum type;
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glGetActiveUniform(mProgram, i, maxNameLength, NULL, &size, &type, uniformName);
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GFXShaderConstDesc desc;
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desc.name = String((char*)uniformName);
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// Remove array brackets from the name
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desc.name = desc.name.substr(0, desc.name.find('['));
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// Insert $ to match D3D behavior of having a $ prepended to parameters to main.
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desc.name.insert(0, '$');
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desc.arraySize = size;
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switch(type)
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{
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case GL_FLOAT:
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@ -641,24 +657,24 @@ void GFXGLShader::initConstantDescs()
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// If we don't recognize the constant don't add its description.
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continue;
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}
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mConstants.push_back(desc);
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}
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}
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void GFXGLShader::initHandles()
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{
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{
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// Mark all existing handles as invalid.
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// Those that are found when parsing the descriptions will then be marked valid again.
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for ( HandleMap::Iterator iter = mHandles.begin(); iter != mHandles.end(); ++iter )
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(iter->value)->setValid( false );
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for ( HandleMap::Iterator iter = mHandles.begin(); iter != mHandles.end(); ++iter )
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(iter->value)->setValid( false );
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mValidHandles.clear();
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// Loop through all ConstantDescriptions,
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// Loop through all ConstantDescriptions,
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// if they aren't in the HandleMap add them, if they are reinitialize them.
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for ( U32 i = 0; i < mConstants.size(); i++ )
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{
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GFXShaderConstDesc &desc = mConstants[i];
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GFXShaderConstDesc &desc = mConstants[i];
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// Index element 1 of the name to skip the '$' we inserted earier.
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GLint loc = glGetUniformLocation(mProgram, &desc.name.c_str()[1]);
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@ -678,11 +694,11 @@ void GFXGLShader::initHandles()
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}
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if ( handle != mHandles.end() )
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{
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handle->value->reinit( desc, loc, sampler );
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}
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else
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handle->value->reinit( desc, loc, sampler );
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}
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else
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{
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mHandles[desc.name] = new GFXGLShaderConstHandle( this, desc, loc, sampler );
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mHandles[desc.name] = new GFXGLShaderConstHandle( this, desc, loc, sampler );
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}
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}
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@ -703,10 +719,10 @@ void GFXGLShader::initHandles()
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mConstBufferSize += handle->getSize();
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}
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}
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mConstBuffer = new U8[mConstBufferSize];
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dMemset(mConstBuffer, 0, mConstBufferSize);
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// Set our program so uniforms are assigned properly.
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mDevice->setShader(this, false);
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@ -736,15 +752,15 @@ void GFXGLShader::initHandles()
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for ( U32 i=0; i < mInstancingFormat->getElementCount(); i++ )
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{
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const GFXVertexElement &element = mInstancingFormat->getElement( i );
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String constName = String::ToString( "$%s", element.getSemantic().c_str() );
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HandleMap::Iterator handle = mHandles.find(constName);
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HandleMap::Iterator handle = mHandles.find(constName);
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if ( handle != mHandles.end() )
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{
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{
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AssertFatal(0, "");
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}
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else
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}
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else
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{
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GFXShaderConstDesc desc;
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desc.name = constName;
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@ -759,7 +775,7 @@ void GFXGLShader::initHandles()
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desc.constType = GFXSCT_Float;
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break;
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}
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GFXGLShaderConstHandle *h = new GFXGLShaderConstHandle( this, desc, -1, -1 );
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h->mInstancingConstant = true;
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h->mOffset = offset;
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@ -801,7 +817,7 @@ GFXShaderConstHandle* GFXGLShader::getShaderConstHandle(const String& name)
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GFXGLShaderConstHandle* handle = new GFXGLShaderConstHandle( this );
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handle->setValid(false);
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mHandles[ name ] = handle;
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return handle;
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}
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}
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@ -826,11 +842,11 @@ void GFXGLShader::setConstantsFromBuffer(GFXGLShaderConstBuffer* buffer)
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if(handle->mInstancingConstant)
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continue;
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// Don't set if the value has not be changed.
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if(dMemcmp(mConstBuffer + handle->mOffset, buffer->mBuffer + handle->mOffset, handle->getSize()) == 0)
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continue;
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// Copy new value into our const buffer and set in GL.
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dMemcpy(mConstBuffer + handle->mOffset, buffer->mBuffer + handle->mOffset, handle->getSize());
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@ -872,7 +888,7 @@ void GFXGLShader::setConstantsFromBuffer(GFXGLShaderConstBuffer* buffer)
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break;
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case GFXSCT_Float4x3:
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// NOTE: To save a transpose here we could store the matrix transposed (i.e. column major) in the constant buffer.
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// See _mesa_uniform_matrix in the mesa source for the correct transpose algorithm for a 4x3 matrix.
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// See _mesa_uniform_matrix in the mesa source for the correct transpose algorithm for a 4x3 matrix.
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glUniformMatrix4x3fv(handle->mLocation, handle->mDesc.arraySize, true, (GLfloat*)(mConstBuffer + handle->mOffset));
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break;
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case GFXSCT_Float4x4:
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@ -919,7 +935,7 @@ char* GFXGLShader::_handleIncludes( const Torque::Path& path, FileStream *s )
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//dStrncpy( buffer, linePragma.c_str(), linePragmaLen );
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s->read(shaderLen, buffer);
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||||
buffer[shaderLen] = 0;
|
||||
|
||||
|
||||
char* p = dStrstr(buffer, "#include");
|
||||
while(p)
|
||||
{
|
||||
|
|
@ -944,12 +960,12 @@ char* GFXGLShader::_handleIncludes( const Torque::Path& path, FileStream *s )
|
|||
// First try it as a local file.
|
||||
Torque::Path includePath = Torque::Path::Join(path.getPath(), '/', includeFile);
|
||||
includePath = Torque::Path::CompressPath(includePath);
|
||||
|
||||
|
||||
FileStream includeStream;
|
||||
|
||||
if ( !includeStream.open( includePath, Torque::FS::File::Read ) )
|
||||
{
|
||||
// Try again assuming the path is absolute
|
||||
// Try again assuming the path is absolute
|
||||
// and/or relative.
|
||||
includePath = String( includeFile );
|
||||
includePath = Torque::Path::CompressPath(includePath);
|
||||
|
|
@ -958,7 +974,7 @@ char* GFXGLShader::_handleIncludes( const Torque::Path& path, FileStream *s )
|
|||
AssertISV(false, avar("failed to open include '%s'.", includePath.getFullPath().c_str()));
|
||||
|
||||
if ( smLogErrors )
|
||||
Con::errorf( "GFXGLShader::_handleIncludes - Failed to open include '%s'.",
|
||||
Con::errorf( "GFXGLShader::_handleIncludes - Failed to open include '%s'.",
|
||||
includePath.getFullPath().c_str() );
|
||||
|
||||
// Fail... don't return the buffer.
|
||||
|
|
@ -968,17 +984,17 @@ char* GFXGLShader::_handleIncludes( const Torque::Path& path, FileStream *s )
|
|||
}
|
||||
|
||||
char* includedText = _handleIncludes(includePath, &includeStream);
|
||||
|
||||
|
||||
// If a sub-include fails... cleanup and return.
|
||||
if ( !includedText )
|
||||
{
|
||||
dFree(buffer);
|
||||
return NULL;
|
||||
}
|
||||
|
||||
|
||||
// TODO: Disabled till this is fixed correctly.
|
||||
//
|
||||
// Count the number of lines in the file
|
||||
// Count the number of lines in the file
|
||||
// before the include.
|
||||
/*
|
||||
U32 includeLine = 0;
|
||||
|
|
@ -1002,7 +1018,7 @@ char* GFXGLShader::_handleIncludes( const Torque::Path& path, FileStream *s )
|
|||
// Add a new line pragma to restore the proper
|
||||
// file and line number after the include.
|
||||
//sItx += String::ToString( "\r\n#line %d \r\n", includeLine );
|
||||
|
||||
|
||||
dFree(includedText);
|
||||
manip.insert(q-buffer, sItx);
|
||||
char* manipBuf = dStrdup(manip.c_str());
|
||||
|
|
@ -1012,18 +1028,18 @@ char* GFXGLShader::_handleIncludes( const Torque::Path& path, FileStream *s )
|
|||
}
|
||||
p = dStrstr(p, "#include");
|
||||
}
|
||||
|
||||
|
||||
return buffer;
|
||||
}
|
||||
|
||||
bool GFXGLShader::_loadShaderFromStream( GLuint shader,
|
||||
const Torque::Path &path,
|
||||
FileStream *s,
|
||||
bool GFXGLShader::_loadShaderFromStream( GLuint shader,
|
||||
const Torque::Path &path,
|
||||
FileStream *s,
|
||||
const Vector<GFXShaderMacro> ¯os )
|
||||
{
|
||||
Vector<char*> buffers;
|
||||
Vector<U32> lengths;
|
||||
|
||||
|
||||
// The GLSL version declaration must go first!
|
||||
const char *versionDecl = "#version 330\n";
|
||||
buffers.push_back( dStrdup( versionDecl ) );
|
||||
|
|
@ -1052,16 +1068,16 @@ bool GFXGLShader::_loadShaderFromStream( GLuint shader,
|
|||
buffers.push_back( dStrdup( define.c_str() ) );
|
||||
lengths.push_back( define.length() );
|
||||
}
|
||||
|
||||
|
||||
// Now finally add the shader source.
|
||||
U32 shaderLen = s->getStreamSize();
|
||||
char *buffer = _handleIncludes(path, s);
|
||||
if ( !buffer )
|
||||
return false;
|
||||
|
||||
|
||||
buffers.push_back(buffer);
|
||||
lengths.push_back(shaderLen);
|
||||
|
||||
|
||||
glShaderSource(shader, buffers.size(), (const GLchar**)const_cast<const char**>(buffers.address()), NULL);
|
||||
|
||||
#if defined(TORQUE_DEBUG) && defined(TORQUE_DEBUG_GFX)
|
||||
|
|
@ -1084,19 +1100,40 @@ bool GFXGLShader::_loadShaderFromStream( GLuint shader,
|
|||
return true;
|
||||
}
|
||||
|
||||
bool GFXGLShader::initShader( const Torque::Path &file,
|
||||
bool isVertex,
|
||||
bool GFXGLShader::initShader( const Torque::Path &file,
|
||||
GFXShaderStage stage,
|
||||
const Vector<GFXShaderMacro> ¯os )
|
||||
{
|
||||
PROFILE_SCOPE(GFXGLShader_CompileShader);
|
||||
GLuint activeShader = glCreateShader(isVertex ? GL_VERTEX_SHADER : GL_FRAGMENT_SHADER);
|
||||
if(isVertex)
|
||||
|
||||
GLuint activeShader;
|
||||
|
||||
switch (stage)
|
||||
{
|
||||
case VERTEX_SHADER:
|
||||
activeShader = glCreateShader(GL_VERTEX_SHADER);
|
||||
mVertexShader = activeShader;
|
||||
else
|
||||
break;
|
||||
case PIXEL_SHADER:
|
||||
activeShader = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
mPixelShader = activeShader;
|
||||
break;
|
||||
case GEOMETRY_SHADER:
|
||||
activeShader = glCreateShader(GL_GEOMETRY_SHADER);
|
||||
mGeometryShader = activeShader;
|
||||
break;
|
||||
case DOMAIN_SHADER:
|
||||
break;
|
||||
case HULL_SHADER:
|
||||
break;
|
||||
case COMPUTE_SHADER:
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
glAttachShader(mProgram, activeShader);
|
||||
|
||||
|
||||
|
||||
// Ok it's not in the shader gen manager, so ask Torque for it
|
||||
FileStream stream;
|
||||
if ( !stream.open( file, Torque::FS::File::Read ) )
|
||||
|
|
@ -1104,12 +1141,12 @@ bool GFXGLShader::initShader( const Torque::Path &file,
|
|||
AssertISV(false, avar("GFXGLShader::initShader - failed to open shader '%s'.", file.getFullPath().c_str()));
|
||||
|
||||
if ( smLogErrors )
|
||||
Con::errorf( "GFXGLShader::initShader - Failed to open shader file '%s'.",
|
||||
Con::errorf( "GFXGLShader::initShader - Failed to open shader file '%s'.",
|
||||
file.getFullPath().c_str() );
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
if (!_loadShaderFromStream(activeShader, file, &stream, macros))
|
||||
{
|
||||
if (smLogErrors)
|
||||
|
|
@ -1122,7 +1159,7 @@ bool GFXGLShader::initShader( const Torque::Path &file,
|
|||
// Dump the info log to the console
|
||||
U32 logLength = 0;
|
||||
glGetShaderiv(activeShader, GL_INFO_LOG_LENGTH, (GLint*)&logLength);
|
||||
|
||||
|
||||
if ( logLength )
|
||||
{
|
||||
FrameAllocatorMarker fam;
|
||||
|
|
@ -1164,6 +1201,6 @@ const String GFXGLShader::describeSelf() const
|
|||
ret = String::ToString(" Program: %i", mProgram);
|
||||
ret += String::ToString(" Vertex Path: %s", mVertexFile.getFullPath().c_str());
|
||||
ret += String::ToString(" Pixel Path: %s", mPixelFile.getFullPath().c_str());
|
||||
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue