mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
1097 lines
36 KiB
C++
1097 lines
36 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "platform/platform.h"
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#include "gfx/gl/gfxGLShader.h"
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#include "gfx/gl/gfxGLVertexAttribLocation.h"
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#include "core/frameAllocator.h"
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#include "core/stream/fileStream.h"
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#include "core/strings/stringFunctions.h"
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#include "math/mPoint2.h"
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#include "gfx/gfxStructs.h"
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#include "console/console.h"
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class GFXGLShaderConstHandle : public GFXShaderConstHandle
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{
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friend class GFXGLShader;
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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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GFXShaderConstType getType() const { return mDesc.constType; }
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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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/// @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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GFXShaderConstDesc mDesc;
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GFXGLShader* mShader;
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GLuint mLocation;
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U32 mOffset;
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U32 mSize;
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S32 mSamplerNum;
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bool mInstancingConstant;
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};
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GFXGLShaderConstHandle::GFXGLShaderConstHandle( GFXGLShader *shader )
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: mShader( shader ), mSamplerNum(-1), mInstancingConstant(false)
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{
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mValid = false;
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}
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static U32 shaderConstTypeSize(GFXShaderConstType type)
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{
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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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case GFXSCT_Sampler:
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case GFXSCT_SamplerCube:
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return 4;
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case GFXSCT_Float2:
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case GFXSCT_Int2:
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return 8;
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case GFXSCT_Float3:
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case GFXSCT_Int3:
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return 12;
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case GFXSCT_Float4:
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case GFXSCT_Int4:
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return 16;
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case GFXSCT_Float2x2:
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return 16;
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case GFXSCT_Float3x3:
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return 36;
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case GFXSCT_Float4x4:
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return 64;
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default:
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AssertFatal(false,"shaderConstTypeSize - Unrecognized constant type");
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return 0;
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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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: mShader(shader), mInstancingConstant(false)
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{
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reinit(desc, loc, samplerNum);
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}
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void GFXGLShaderConstHandle::reinit( const GFXShaderConstDesc& desc, GLuint loc, S32 samplerNum )
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{
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mDesc = desc;
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mLocation = 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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mValid = true;
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}
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U32 GFXGLShaderConstHandle::getSize() const
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{
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return mSize;
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}
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GFXGLShaderConstHandle::~GFXGLShaderConstHandle()
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{
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}
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GFXGLShaderConstBuffer::GFXGLShaderConstBuffer(GFXGLShader* shader, U32 bufSize, U8* existingConstants)
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{
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mShader = shader;
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mBuffer = new U8[bufSize];
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mWasLost = true;
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// Copy the existing constant buffer to preserve sampler numbers
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/// @warning This preserves a lot more than sampler numbers, obviously. If there
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/// is any code that assumes a new constant buffer will have everything set to
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/// 0, it will break.
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dMemcpy(mBuffer, existingConstants, bufSize);
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}
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GFXGLShaderConstBuffer::~GFXGLShaderConstBuffer()
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{
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delete[] mBuffer;
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if ( mShader )
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mShader->_unlinkBuffer( this );
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}
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template<typename ConstType>
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void GFXGLShaderConstBuffer::internalSet(GFXShaderConstHandle* handle, const ConstType& param)
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{
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AssertFatal(handle, "GFXGLShaderConstBuffer::internalSet - Handle is NULL!" );
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AssertFatal(handle->isValid(), "GFXGLShaderConstBuffer::internalSet - Handle is not valid!" );
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AssertFatal(dynamic_cast<GFXGLShaderConstHandle*>(handle), "GFXGLShaderConstBuffer::set - Incorrect const buffer type");
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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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U8 *buf = mBuffer + _glHandle->mOffset;
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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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}
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void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const F32 fv)
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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 Point2F& fv)
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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 Point3F& fv)
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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 Point4F& fv)
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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 PlaneF& fv)
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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 ColorF& fv)
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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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}
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void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const Point2I& fv)
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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 Point3I& fv)
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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 Point4I& fv)
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{
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internalSet(handle, fv);
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}
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template<typename ConstType>
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void GFXGLShaderConstBuffer::internalSet(GFXShaderConstHandle* handle, const AlignedArray<ConstType>& fv)
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{
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AssertFatal(handle, "GFXGLShaderConstBuffer::internalSet - Handle is NULL!" );
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AssertFatal(handle->isValid(), "GFXGLShaderConstBuffer::internalSet - Handle is not valid!" );
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AssertFatal(dynamic_cast<GFXGLShaderConstHandle*>(handle), "GFXGLShaderConstBuffer::set - Incorrect const buffer type");
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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, "GFXGLShaderConstBuffer::set - Instancing not supported for array");
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const U8* fvBuffer = static_cast<const U8*>(fv.getBuffer());
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for(U32 i = 0; i < fv.size(); ++i)
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{
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dMemcpy(mBuffer + _glHandle->mOffset + i * sizeof(ConstType), fvBuffer, sizeof(ConstType));
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fvBuffer += fv.getElementSize();
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}
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}
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void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const AlignedArray<F32>& fv)
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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 AlignedArray<Point2F>& fv)
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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 AlignedArray<Point3F>& fv)
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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 AlignedArray<Point4F>& fv)
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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 AlignedArray<S32>& fv)
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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 AlignedArray<Point2I>& fv)
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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 AlignedArray<Point3I>& fv)
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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 AlignedArray<Point4I>& fv)
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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 MatrixF& mat, const GFXShaderConstType matType)
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{
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AssertFatal(handle, "GFXGLShaderConstBuffer::set - Handle is NULL!" );
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AssertFatal(handle->isValid(), "GFXGLShaderConstBuffer::set - Handle is not valid!" );
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AssertFatal(dynamic_cast<GFXGLShaderConstHandle*>(handle), "GFXGLShaderConstBuffer::set - Incorrect const buffer type");
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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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reinterpret_cast<F32*>(mBuffer + _glHandle->mOffset)[0] = mat[0];
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reinterpret_cast<F32*>(mBuffer + _glHandle->mOffset)[1] = mat[1];
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reinterpret_cast<F32*>(mBuffer + _glHandle->mOffset)[2] = mat[4];
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reinterpret_cast<F32*>(mBuffer + _glHandle->mOffset)[3] = mat[5];
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break;
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case GFXSCT_Float3x3:
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reinterpret_cast<F32*>(mBuffer + _glHandle->mOffset)[0] = mat[0];
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reinterpret_cast<F32*>(mBuffer + _glHandle->mOffset)[1] = mat[1];
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reinterpret_cast<F32*>(mBuffer + _glHandle->mOffset)[2] = mat[2];
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reinterpret_cast<F32*>(mBuffer + _glHandle->mOffset)[3] = mat[4];
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reinterpret_cast<F32*>(mBuffer + _glHandle->mOffset)[4] = mat[5];
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reinterpret_cast<F32*>(mBuffer + _glHandle->mOffset)[5] = mat[6];
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reinterpret_cast<F32*>(mBuffer + _glHandle->mOffset)[6] = mat[8];
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reinterpret_cast<F32*>(mBuffer + _glHandle->mOffset)[7] = mat[9];
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reinterpret_cast<F32*>(mBuffer + _glHandle->mOffset)[8] = mat[10];
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break;
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case GFXSCT_Float4x4:
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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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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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default:
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AssertFatal(false, "GFXGLShaderConstBuffer::set - Invalid matrix type");
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break;
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}
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}
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void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const MatrixF* mat, const U32 arraySize, const GFXShaderConstType matrixType)
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{
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AssertFatal(handle, "GFXGLShaderConstBuffer::set - Handle is NULL!" );
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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(!_glHandle->mInstancingConstant, "GFXGLShaderConstBuffer::set - Instancing not supported for matrix arrays");
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switch (matrixType) {
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case GFXSCT_Float4x4:
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dMemcpy(mBuffer + _glHandle->mOffset, (F32*)mat, _glHandle->getSize());
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break;
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default:
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AssertFatal(false, "GFXGLShaderConstBuffer::set - setting array of non 4x4 matrices!");
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break;
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}
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}
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void GFXGLShaderConstBuffer::activate()
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{
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mShader->setConstantsFromBuffer(this);
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mWasLost = false;
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}
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const String GFXGLShaderConstBuffer::describeSelf() const
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{
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return String();
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}
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void GFXGLShaderConstBuffer::onShaderReload( GFXGLShader *shader )
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{
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AssertFatal( shader == mShader, "GFXGLShaderConstBuffer::onShaderReload, mismatched shaders!" );
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delete[] mBuffer;
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mBuffer = new U8[mShader->mConstBufferSize];
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dMemset(mBuffer, 0, mShader->mConstBufferSize);
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mWasLost = true;
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}
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GFXGLShader::GFXGLShader() :
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mVertexShader(0),
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mPixelShader(0),
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mProgram(0),
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mConstBufferSize(0),
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mConstBuffer(NULL)
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{
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}
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GFXGLShader::~GFXGLShader()
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{
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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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void GFXGLShader::clearShaders()
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{
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glDeleteProgram(mProgram);
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glDeleteShader(mVertexShader);
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glDeleteShader(mPixelShader);
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mProgram = 0;
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mVertexShader = 0;
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mPixelShader = 0;
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}
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bool GFXGLShader::_init()
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{
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// Don't initialize empty shaders.
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if ( mVertexFile.isEmpty() && mPixelFile.isEmpty() )
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return false;
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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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// Add the shader version to the macros.
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const U32 mjVer = (U32)mFloor( mPixVersion );
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const U32 mnVer = (U32)( ( mPixVersion - F32( mjVer ) ) * 10.01f );
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macros.increment();
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macros.last().name = "TORQUE_SM";
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macros.last().value = String::ToString( mjVer * 10 + mnVer );
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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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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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//bind vertex attributes
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glBindAttribLocation(mProgram, Torque::GL_VertexAttrib_Position, "vPosition");
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glBindAttribLocation(mProgram, Torque::GL_VertexAttrib_Normal, "vNormal");
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glBindAttribLocation(mProgram, Torque::GL_VertexAttrib_Color, "vColor");
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glBindAttribLocation(mProgram, Torque::GL_VertexAttrib_Tangent, "vTangent");
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glBindAttribLocation(mProgram, Torque::GL_VertexAttrib_TangentW, "vTangentW");
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glBindAttribLocation(mProgram, Torque::GL_VertexAttrib_Binormal, "vBinormal");
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glBindAttribLocation(mProgram, Torque::GL_VertexAttrib_TexCoord0, "vTexCoord0");
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glBindAttribLocation(mProgram, Torque::GL_VertexAttrib_TexCoord1, "vTexCoord1");
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glBindAttribLocation(mProgram, Torque::GL_VertexAttrib_TexCoord2, "vTexCoord2");
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glBindAttribLocation(mProgram, Torque::GL_VertexAttrib_TexCoord3, "vTexCoord3");
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glBindAttribLocation(mProgram, Torque::GL_VertexAttrib_TexCoord4, "vTexCoord4");
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glBindAttribLocation(mProgram, Torque::GL_VertexAttrib_TexCoord5, "vTexCoord5");
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glBindAttribLocation(mProgram, Torque::GL_VertexAttrib_TexCoord6, "vTexCoord6");
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glBindAttribLocation(mProgram, Torque::GL_VertexAttrib_TexCoord7, "vTexCoord7");
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glBindAttribLocation(mProgram, Torque::GL_VertexAttrib_TexCoord8, "vTexCoord8");
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glBindAttribLocation(mProgram, Torque::GL_VertexAttrib_TexCoord9, "vTexCoord9");
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//bind fragment out color
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glBindFragDataLocation(mProgram, 0, "OUT_col");
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glBindFragDataLocation(mProgram, 1, "OUT_col1");
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glBindFragDataLocation(mProgram, 2, "OUT_col2");
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glBindFragDataLocation(mProgram, 3, "OUT_col3");
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// Link it!
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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
|
|
U32 logLength = 0;
|
|
glGetProgramiv(mProgram, GL_INFO_LOG_LENGTH, (GLint*)&logLength);
|
|
if ( logLength )
|
|
{
|
|
FrameAllocatorMarker fam;
|
|
char* log = (char*)fam.alloc( logLength );
|
|
glGetProgramInfoLog( mProgram, logLength, NULL, log );
|
|
|
|
if ( linkStatus == GL_FALSE )
|
|
{
|
|
if ( smLogErrors )
|
|
{
|
|
Con::errorf( "GFXGLShader::init - Error linking shader!" );
|
|
Con::errorf( "Program %s / %s: %s",
|
|
mVertexFile.getFullPath().c_str(), mPixelFile.getFullPath().c_str(), log);
|
|
}
|
|
}
|
|
else if ( smLogWarnings )
|
|
{
|
|
Con::warnf( "Program %s / %s: %s",
|
|
mVertexFile.getFullPath().c_str(), mPixelFile.getFullPath().c_str(), log);
|
|
}
|
|
}
|
|
|
|
// If we failed to link, bail.
|
|
if ( linkStatus == GL_FALSE )
|
|
return false;
|
|
|
|
initConstantDescs();
|
|
initHandles();
|
|
|
|
// Notify Buffers we might have changed in size.
|
|
// If this was our first init then we won't have any activeBuffers
|
|
// to worry about unnecessarily calling.
|
|
Vector<GFXShaderConstBuffer*>::iterator biter = mActiveBuffers.begin();
|
|
for ( ; biter != mActiveBuffers.end(); biter++ )
|
|
((GFXGLShaderConstBuffer*)(*biter))->onShaderReload( this );
|
|
|
|
return true;
|
|
}
|
|
|
|
void GFXGLShader::initConstantDescs()
|
|
{
|
|
mConstants.clear();
|
|
GLint numUniforms;
|
|
glGetProgramiv(mProgram, GL_ACTIVE_UNIFORMS, &numUniforms);
|
|
GLint maxNameLength;
|
|
glGetProgramiv(mProgram, GL_ACTIVE_UNIFORM_MAX_LENGTH, &maxNameLength);
|
|
|
|
if(!maxNameLength)
|
|
return;
|
|
|
|
FrameTemp<GLchar> uniformName(maxNameLength);
|
|
|
|
for(U32 i = 0; i < numUniforms; i++)
|
|
{
|
|
GLint size;
|
|
GLenum type;
|
|
glGetActiveUniform(mProgram, i, maxNameLength, NULL, &size, &type, uniformName);
|
|
GFXShaderConstDesc desc;
|
|
|
|
desc.name = String((char*)uniformName);
|
|
|
|
// Remove array brackets from the name
|
|
desc.name = desc.name.substr(0, desc.name.find('['));
|
|
|
|
// Insert $ to match D3D behavior of having a $ prepended to parameters to main.
|
|
desc.name.insert(0, '$');
|
|
desc.arraySize = size;
|
|
|
|
switch(type)
|
|
{
|
|
case GL_FLOAT:
|
|
desc.constType = GFXSCT_Float;
|
|
break;
|
|
case GL_FLOAT_VEC2:
|
|
desc.constType = GFXSCT_Float2;
|
|
break;
|
|
case GL_FLOAT_VEC3:
|
|
desc.constType = GFXSCT_Float3;
|
|
break;
|
|
case GL_FLOAT_VEC4:
|
|
desc.constType = GFXSCT_Float4;
|
|
break;
|
|
case GL_INT:
|
|
desc.constType = GFXSCT_Int;
|
|
break;
|
|
case GL_INT_VEC2:
|
|
desc.constType = GFXSCT_Int2;
|
|
break;
|
|
case GL_INT_VEC3:
|
|
desc.constType = GFXSCT_Int3;
|
|
break;
|
|
case GL_INT_VEC4:
|
|
desc.constType = GFXSCT_Int4;
|
|
break;
|
|
case GL_FLOAT_MAT2:
|
|
desc.constType = GFXSCT_Float2x2;
|
|
break;
|
|
case GL_FLOAT_MAT3:
|
|
desc.constType = GFXSCT_Float3x3;
|
|
break;
|
|
case GL_FLOAT_MAT4:
|
|
desc.constType = GFXSCT_Float4x4;
|
|
break;
|
|
case GL_SAMPLER_1D:
|
|
case GL_SAMPLER_2D:
|
|
case GL_SAMPLER_3D:
|
|
case GL_SAMPLER_1D_SHADOW:
|
|
case GL_SAMPLER_2D_SHADOW:
|
|
desc.constType = GFXSCT_Sampler;
|
|
break;
|
|
case GL_SAMPLER_CUBE:
|
|
desc.constType = GFXSCT_SamplerCube;
|
|
break;
|
|
default:
|
|
AssertFatal(false, "GFXGLShader::initConstantDescs - unrecognized uniform type");
|
|
// If we don't recognize the constant don't add its description.
|
|
continue;
|
|
}
|
|
|
|
mConstants.push_back(desc);
|
|
}
|
|
}
|
|
|
|
void GFXGLShader::initHandles()
|
|
{
|
|
// Mark all existing handles as invalid.
|
|
// Those that are found when parsing the descriptions will then be marked valid again.
|
|
for ( HandleMap::Iterator iter = mHandles.begin(); iter != mHandles.end(); ++iter )
|
|
(iter->value)->setValid( false );
|
|
mValidHandles.clear();
|
|
|
|
// Loop through all ConstantDescriptions,
|
|
// if they aren't in the HandleMap add them, if they are reinitialize them.
|
|
for ( U32 i = 0; i < mConstants.size(); i++ )
|
|
{
|
|
GFXShaderConstDesc &desc = mConstants[i];
|
|
|
|
// Index element 1 of the name to skip the '$' we inserted earier.
|
|
GLint loc = glGetUniformLocation(mProgram, &desc.name.c_str()[1]);
|
|
|
|
AssertFatal(loc != -1, "");
|
|
|
|
HandleMap::Iterator handle = mHandles.find(desc.name);
|
|
S32 sampler = -1;
|
|
if(desc.constType == GFXSCT_Sampler || desc.constType == GFXSCT_SamplerCube)
|
|
{
|
|
S32 idx = mSamplerNamesOrdered.find_next(desc.name);
|
|
AssertFatal(idx != -1, "");
|
|
sampler = idx; //assignedSamplerNum++;
|
|
}
|
|
if ( handle != mHandles.end() )
|
|
{
|
|
handle->value->reinit( desc, loc, sampler );
|
|
}
|
|
else
|
|
{
|
|
mHandles[desc.name] = new GFXGLShaderConstHandle( this, desc, loc, sampler );
|
|
}
|
|
}
|
|
|
|
// Loop through handles once more to set their offset and calculate our
|
|
// constBuffer size.
|
|
|
|
if ( mConstBuffer )
|
|
delete[] mConstBuffer;
|
|
mConstBufferSize = 0;
|
|
|
|
for ( HandleMap::Iterator iter = mHandles.begin(); iter != mHandles.end(); ++iter )
|
|
{
|
|
GFXGLShaderConstHandle* handle = iter->value;
|
|
if ( handle->isValid() )
|
|
{
|
|
mValidHandles.push_back(handle);
|
|
handle->mOffset = mConstBufferSize;
|
|
mConstBufferSize += handle->getSize();
|
|
}
|
|
}
|
|
|
|
mConstBuffer = new U8[mConstBufferSize];
|
|
dMemset(mConstBuffer, 0, mConstBufferSize);
|
|
|
|
// Set our program so uniforms are assigned properly.
|
|
glUseProgram(mProgram);
|
|
// Iterate through uniforms to set sampler numbers.
|
|
for (HandleMap::Iterator iter = mHandles.begin(); iter != mHandles.end(); ++iter)
|
|
{
|
|
GFXGLShaderConstHandle* handle = iter->value;
|
|
if(handle->isValid() && (handle->getType() == GFXSCT_Sampler || handle->getType() == GFXSCT_SamplerCube))
|
|
{
|
|
// Set sampler number on our program.
|
|
glUniform1i(handle->mLocation, handle->mSamplerNum);
|
|
// Set sampler in constant buffer so it does not get unset later.
|
|
dMemcpy(mConstBuffer + handle->mOffset, &handle->mSamplerNum, handle->getSize());
|
|
}
|
|
}
|
|
glUseProgram(0);
|
|
|
|
//instancing
|
|
U32 offset = 0;
|
|
for ( U32 i=0; i < mInstancingFormat.getElementCount(); i++ )
|
|
{
|
|
const GFXVertexElement &element = mInstancingFormat.getElement( i );
|
|
|
|
String constName = String::ToString( "$%s", element.getSemantic().c_str() );
|
|
|
|
HandleMap::Iterator handle = mHandles.find(constName);
|
|
if ( handle != mHandles.end() )
|
|
{
|
|
AssertFatal(0, "");
|
|
}
|
|
else
|
|
{
|
|
GFXShaderConstDesc desc;
|
|
desc.name = constName;
|
|
desc.arraySize = 1;
|
|
switch(element.getType())
|
|
{
|
|
case GFXDeclType_Float4:
|
|
desc.constType = GFXSCT_Float4;
|
|
break;
|
|
|
|
default:
|
|
desc.constType = GFXSCT_Float;
|
|
break;
|
|
}
|
|
|
|
GFXGLShaderConstHandle *h = new GFXGLShaderConstHandle( this, desc, -1, -1 );
|
|
h->mInstancingConstant = true;
|
|
h->mOffset = offset;
|
|
mHandles[constName] = h;
|
|
|
|
offset += element.getSizeInBytes();
|
|
++i;
|
|
|
|
// If this is a matrix we will have 2 or 3 more of these
|
|
// semantics with the same name after it.
|
|
for ( ; i < mInstancingFormat.getElementCount(); i++ )
|
|
{
|
|
const GFXVertexElement &nextElement = mInstancingFormat.getElement( i );
|
|
if ( nextElement.getSemantic() != element.getSemantic() )
|
|
{
|
|
i--;
|
|
break;
|
|
}
|
|
++desc.arraySize;
|
|
if(desc.arraySize == 4 && desc.constType == GFXSCT_Float4)
|
|
{
|
|
desc.arraySize = 1;
|
|
desc.constType = GFXSCT_Float4x4;
|
|
}
|
|
offset += nextElement.getSizeInBytes();
|
|
}
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
GFXShaderConstHandle* GFXGLShader::getShaderConstHandle(const String& name)
|
|
{
|
|
HandleMap::Iterator i = mHandles.find(name);
|
|
if(i != mHandles.end())
|
|
return i->value;
|
|
else
|
|
{
|
|
GFXGLShaderConstHandle* handle = new GFXGLShaderConstHandle( this );
|
|
mHandles[ name ] = handle;
|
|
|
|
return handle;
|
|
}
|
|
}
|
|
|
|
GFXShaderConstHandle* GFXGLShader::findShaderConstHandle(const String& name)
|
|
{
|
|
HandleMap::Iterator i = mHandles.find(name);
|
|
if(i != mHandles.end())
|
|
return i->value;
|
|
else
|
|
{
|
|
return NULL;
|
|
}
|
|
}
|
|
|
|
void GFXGLShader::setConstantsFromBuffer(GFXGLShaderConstBuffer* buffer)
|
|
{
|
|
for(Vector<GFXGLShaderConstHandle*>::iterator i = mValidHandles.begin(); i != mValidHandles.end(); ++i)
|
|
{
|
|
GFXGLShaderConstHandle* handle = *i;
|
|
AssertFatal(handle, "GFXGLShader::setConstantsFromBuffer - Null handle");
|
|
|
|
if(handle->mInstancingConstant)
|
|
continue;
|
|
|
|
// Don't set if the value has not be changed.
|
|
if(dMemcmp(mConstBuffer + handle->mOffset, buffer->mBuffer + handle->mOffset, handle->getSize()) == 0)
|
|
continue;
|
|
|
|
// Copy new value into our const buffer and set in GL.
|
|
dMemcpy(mConstBuffer + handle->mOffset, buffer->mBuffer + handle->mOffset, handle->getSize());
|
|
switch(handle->mDesc.constType)
|
|
{
|
|
case GFXSCT_Float:
|
|
glUniform1fv(handle->mLocation, handle->mDesc.arraySize, (GLfloat*)(mConstBuffer + handle->mOffset));
|
|
break;
|
|
case GFXSCT_Float2:
|
|
glUniform2fv(handle->mLocation, handle->mDesc.arraySize, (GLfloat*)(mConstBuffer + handle->mOffset));
|
|
break;
|
|
case GFXSCT_Float3:
|
|
glUniform3fv(handle->mLocation, handle->mDesc.arraySize, (GLfloat*)(mConstBuffer + handle->mOffset));
|
|
break;
|
|
case GFXSCT_Float4:
|
|
glUniform4fv(handle->mLocation, handle->mDesc.arraySize, (GLfloat*)(mConstBuffer + handle->mOffset));
|
|
break;
|
|
case GFXSCT_Int:
|
|
case GFXSCT_Sampler:
|
|
case GFXSCT_SamplerCube:
|
|
glUniform1iv(handle->mLocation, handle->mDesc.arraySize, (GLint*)(mConstBuffer + handle->mOffset));
|
|
break;
|
|
case GFXSCT_Int2:
|
|
glUniform2iv(handle->mLocation, handle->mDesc.arraySize, (GLint*)(mConstBuffer + handle->mOffset));
|
|
break;
|
|
case GFXSCT_Int3:
|
|
glUniform3iv(handle->mLocation, handle->mDesc.arraySize, (GLint*)(mConstBuffer + handle->mOffset));
|
|
break;
|
|
case GFXSCT_Int4:
|
|
glUniform4iv(handle->mLocation, handle->mDesc.arraySize, (GLint*)(mConstBuffer + handle->mOffset));
|
|
break;
|
|
case GFXSCT_Float2x2:
|
|
glUniformMatrix2fv(handle->mLocation, handle->mDesc.arraySize, true, (GLfloat*)(mConstBuffer + handle->mOffset));
|
|
break;
|
|
case GFXSCT_Float3x3:
|
|
glUniformMatrix3fv(handle->mLocation, handle->mDesc.arraySize, true, (GLfloat*)(mConstBuffer + handle->mOffset));
|
|
break;
|
|
case GFXSCT_Float4x4:
|
|
glUniformMatrix4fv(handle->mLocation, handle->mDesc.arraySize, true, (GLfloat*)(mConstBuffer + handle->mOffset));
|
|
break;
|
|
default:
|
|
AssertFatal(0,"");
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
GFXShaderConstBufferRef GFXGLShader::allocConstBuffer()
|
|
{
|
|
GFXGLShaderConstBuffer* buffer = new GFXGLShaderConstBuffer(this, mConstBufferSize, mConstBuffer);
|
|
buffer->registerResourceWithDevice(getOwningDevice());
|
|
mActiveBuffers.push_back( buffer );
|
|
return buffer;
|
|
}
|
|
|
|
void GFXGLShader::useProgram()
|
|
{
|
|
glUseProgram(mProgram);
|
|
}
|
|
|
|
void GFXGLShader::zombify()
|
|
{
|
|
clearShaders();
|
|
dMemset(mConstBuffer, 0, mConstBufferSize);
|
|
}
|
|
|
|
char* GFXGLShader::_handleIncludes( const Torque::Path& path, FileStream *s )
|
|
{
|
|
// TODO: The #line pragma on GLSL takes something called a
|
|
// "source-string-number" which it then never explains.
|
|
//
|
|
// Until i resolve this mystery i disabled this.
|
|
//
|
|
//String linePragma = String::ToString( "#line 1 \r\n");
|
|
//U32 linePragmaLen = linePragma.length();
|
|
|
|
U32 shaderLen = s->getStreamSize();
|
|
char* buffer = (char*)dMalloc(shaderLen + 1);
|
|
//dStrncpy( buffer, linePragma.c_str(), linePragmaLen );
|
|
s->read(shaderLen, buffer);
|
|
buffer[shaderLen] = 0;
|
|
|
|
char* p = dStrstr(buffer, "#include");
|
|
while(p)
|
|
{
|
|
char* q = p;
|
|
p += 8;
|
|
if(dIsspace(*p))
|
|
{
|
|
U32 n = 0;
|
|
while(dIsspace(*p)) ++p;
|
|
AssertFatal(*p == '"', "Bad #include directive");
|
|
++p;
|
|
static char includeFile[256];
|
|
while(*p != '"')
|
|
{
|
|
AssertFatal(*p != 0, "Bad #include directive");
|
|
includeFile[n++] = *p++;
|
|
AssertFatal(n < sizeof(includeFile), "#include directive too long");
|
|
}
|
|
++p;
|
|
includeFile[n] = 0;
|
|
|
|
// 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
|
|
// and/or relative.
|
|
includePath = String( includeFile );
|
|
includePath = Torque::Path::CompressPath(includePath);
|
|
if ( !includeStream.open( includePath, Torque::FS::File::Read ) )
|
|
{
|
|
AssertISV(false, avar("failed to open include '%s'.", includePath.getFullPath().c_str()));
|
|
|
|
if ( smLogErrors )
|
|
Con::errorf( "GFXGLShader::_handleIncludes - Failed to open include '%s'.",
|
|
includePath.getFullPath().c_str() );
|
|
|
|
// Fail... don't return the buffer.
|
|
dFree(buffer);
|
|
return NULL;
|
|
}
|
|
}
|
|
|
|
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
|
|
// before the include.
|
|
/*
|
|
U32 includeLine = 0;
|
|
{
|
|
char* nl = dStrstr( buffer, "\n" );
|
|
while ( nl )
|
|
{
|
|
includeLine++;
|
|
nl = dStrstr( nl, "\n" );
|
|
if(nl) ++nl;
|
|
}
|
|
}
|
|
*/
|
|
|
|
String manip(buffer);
|
|
manip.erase(q-buffer, p-q);
|
|
String sItx(includedText);
|
|
|
|
// TODO: Disabled till this is fixed correctly.
|
|
//
|
|
// 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());
|
|
p = manipBuf + (p - buffer);
|
|
dFree(buffer);
|
|
buffer = manipBuf;
|
|
}
|
|
p = dStrstr(p, "#include");
|
|
}
|
|
|
|
return buffer;
|
|
}
|
|
|
|
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 150\r\n";
|
|
buffers.push_back( dStrdup( versionDecl ) );
|
|
lengths.push_back( dStrlen( versionDecl ) );
|
|
|
|
if(gglHasExtension(EXT_gpu_shader4))
|
|
{
|
|
const char *extension = "#extension GL_EXT_gpu_shader4 : enable\r\n";
|
|
buffers.push_back( dStrdup( extension ) );
|
|
lengths.push_back( dStrlen( extension ) );
|
|
}
|
|
|
|
if(gglHasExtension(ARB_gpu_shader5))
|
|
{
|
|
const char *extension = "#extension GL_ARB_gpu_shader5 : enable\r\n";
|
|
buffers.push_back( dStrdup( extension ) );
|
|
lengths.push_back( dStrlen( extension ) );
|
|
}
|
|
|
|
const char *newLine = "\r\n";
|
|
buffers.push_back( dStrdup( newLine ) );
|
|
lengths.push_back( dStrlen( newLine ) );
|
|
|
|
// Now add all the macros.
|
|
for( U32 i = 0; i < macros.size(); i++ )
|
|
{
|
|
if(macros[i].name.isEmpty()) // TODO OPENGL
|
|
continue;
|
|
|
|
String define = String::ToString( "#define %s %s\n", macros[i].name.c_str(), macros[i].value.c_str() );
|
|
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)
|
|
FileStream stream;
|
|
if ( !stream.open( path.getFullPath()+"_DEBUG", Torque::FS::File::Write ) )
|
|
{
|
|
AssertISV(false, avar("GFXGLShader::initShader - failed to write debug shader '%s'.", path.getFullPath().c_str()));
|
|
}
|
|
|
|
for(int i = 0; i < buffers.size(); ++i)
|
|
stream.writeText(buffers[i]);
|
|
#endif
|
|
|
|
// Cleanup the shader source buffer.
|
|
for ( U32 i=0; i < buffers.size(); i++ )
|
|
dFree( buffers[i] );
|
|
|
|
glCompileShader(shader);
|
|
|
|
return true;
|
|
}
|
|
|
|
bool GFXGLShader::initShader( const Torque::Path &file,
|
|
bool isVertex,
|
|
const Vector<GFXShaderMacro> ¯os )
|
|
{
|
|
GLuint activeShader = glCreateShader(isVertex ? GL_VERTEX_SHADER : GL_FRAGMENT_SHADER);
|
|
if(isVertex)
|
|
mVertexShader = activeShader;
|
|
else
|
|
mPixelShader = activeShader;
|
|
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 ) )
|
|
{
|
|
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'.",
|
|
file.getFullPath().c_str() );
|
|
|
|
return false;
|
|
}
|
|
|
|
if ( !_loadShaderFromStream( activeShader, file, &stream, macros ) )
|
|
return false;
|
|
|
|
GLint compile;
|
|
glGetShaderiv(activeShader, GL_COMPILE_STATUS, &compile);
|
|
|
|
// Dump the info log to the console
|
|
U32 logLength = 0;
|
|
glGetShaderiv(activeShader, GL_INFO_LOG_LENGTH, (GLint*)&logLength);
|
|
|
|
GLint compileStatus = GL_TRUE;
|
|
if ( logLength )
|
|
{
|
|
FrameAllocatorMarker fam;
|
|
char* log = (char*)fam.alloc(logLength);
|
|
glGetShaderInfoLog(activeShader, logLength, NULL, log);
|
|
|
|
// Always print errors
|
|
glGetShaderiv( activeShader, GL_COMPILE_STATUS, &compileStatus );
|
|
|
|
if ( compileStatus == GL_FALSE )
|
|
{
|
|
if ( smLogErrors )
|
|
{
|
|
Con::errorf( "GFXGLShader::initShader - Error compiling shader!" );
|
|
Con::errorf( "Program %s: %s", file.getFullPath().c_str(), log );
|
|
}
|
|
}
|
|
else if ( smLogWarnings )
|
|
Con::warnf( "Program %s: %s", file.getFullPath().c_str(), log );
|
|
}
|
|
|
|
return compileStatus != GL_FALSE;
|
|
}
|
|
|
|
/// Returns our list of shader constants, the material can get this and just set the constants it knows about
|
|
const Vector<GFXShaderConstDesc>& GFXGLShader::getShaderConstDesc() const
|
|
{
|
|
return mConstants;
|
|
}
|
|
|
|
/// Returns the alignment value for constType
|
|
U32 GFXGLShader::getAlignmentValue(const GFXShaderConstType constType) const
|
|
{
|
|
// Alignment is the same thing as size for us.
|
|
return shaderConstTypeSize(constType);
|
|
}
|
|
|
|
const String GFXGLShader::describeSelf() const
|
|
{
|
|
String ret;
|
|
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;
|
|
}
|