/* Copyright (C) 2021 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #include "precompiled.h" #include "ShaderProgram.h" #include "graphics/Color.h" #include "graphics/PreprocessorWrapper.h" #include "graphics/ShaderManager.h" #include "graphics/TextureManager.h" #include "lib/timer.h" #include "lib/res/graphics/ogl_tex.h" #include "maths/Matrix3D.h" #include "maths/Vector3D.h" #include "ps/CLogger.h" #include "ps/Filesystem.h" #include #if !CONFIG2_GLES class CShaderProgramARB : public CShaderProgram { public: CShaderProgramARB(const VfsPath& vertexFile, const VfsPath& fragmentFile, const CShaderDefines& defines, const std::map& vertexIndexes, const std::map& fragmentIndexes, int streamflags) : CShaderProgram(streamflags), m_VertexFile(vertexFile), m_FragmentFile(fragmentFile), m_Defines(defines), m_VertexIndexes(vertexIndexes), m_FragmentIndexes(fragmentIndexes) { glGenProgramsARB(1, &m_VertexProgram); glGenProgramsARB(1, &m_FragmentProgram); } ~CShaderProgramARB() { Unload(); glDeleteProgramsARB(1, &m_VertexProgram); glDeleteProgramsARB(1, &m_FragmentProgram); } bool Compile(GLuint target, const char* targetName, GLuint program, const VfsPath& file, const CStr& code) { ogl_WarnIfError(); glBindProgramARB(target, program); ogl_WarnIfError(); glProgramStringARB(target, GL_PROGRAM_FORMAT_ASCII_ARB, (GLsizei)code.length(), code.c_str()); if (ogl_SquelchError(GL_INVALID_OPERATION)) { GLint errPos = 0; glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos); int errLine = std::count(code.begin(), code.begin() + std::min((int)code.length(), errPos + 1), '\n') + 1; char* errStr = (char*)glGetString(GL_PROGRAM_ERROR_STRING_ARB); LOGERROR("Failed to compile %s program '%s' (line %d):\n%s", targetName, file.string8(), errLine, errStr); return false; } glBindProgramARB(target, 0); ogl_WarnIfError(); return true; } void Reload() override { Unload(); CVFSFile vertexFile; if (vertexFile.Load(g_VFS, m_VertexFile) != PSRETURN_OK) return; CVFSFile fragmentFile; if (fragmentFile.Load(g_VFS, m_FragmentFile) != PSRETURN_OK) return; CPreprocessorWrapper preprocessor; preprocessor.AddDefines(m_Defines); CStr vertexCode = preprocessor.Preprocess(vertexFile.GetAsString()); CStr fragmentCode = preprocessor.Preprocess(fragmentFile.GetAsString()); if (!Compile(GL_VERTEX_PROGRAM_ARB, "vertex", m_VertexProgram, m_VertexFile, vertexCode)) return; if (!Compile(GL_FRAGMENT_PROGRAM_ARB, "fragment", m_FragmentProgram, m_FragmentFile, fragmentCode)) return; m_IsValid = true; } void Unload() { m_IsValid = false; } void Bind() override { glEnable(GL_VERTEX_PROGRAM_ARB); glEnable(GL_FRAGMENT_PROGRAM_ARB); glBindProgramARB(GL_VERTEX_PROGRAM_ARB, m_VertexProgram); glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, m_FragmentProgram); BindClientStates(); } void Unbind() override { glDisable(GL_VERTEX_PROGRAM_ARB); glDisable(GL_FRAGMENT_PROGRAM_ARB); glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0); glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0); UnbindClientStates(); // TODO: should unbind textures, probably } int GetUniformVertexIndex(CStrIntern id) { std::map::iterator it = m_VertexIndexes.find(id); if (it == m_VertexIndexes.end()) return -1; return it->second; } frag_index_pair_t GetUniformFragmentIndex(CStrIntern id) { std::map::iterator it = m_FragmentIndexes.find(id); if (it == m_FragmentIndexes.end()) return std::make_pair(-1, 0); return it->second; } Binding GetTextureBinding(texture_id_t id) override { frag_index_pair_t fPair = GetUniformFragmentIndex(id); int index = fPair.first; if (index == -1) return Binding(); else return Binding((int)fPair.second, index); } void BindTexture(texture_id_t id, GLuint tex) override { frag_index_pair_t fPair = GetUniformFragmentIndex(id); int index = fPair.first; if (index != -1) { glActiveTextureARB(GL_TEXTURE0 + index); glBindTexture(fPair.second, tex); } } void BindTexture(Binding id, GLuint tex) override { int index = id.second; if (index != -1) { glActiveTextureARB(GL_TEXTURE0 + index); glBindTexture(id.first, tex); } } Binding GetUniformBinding(uniform_id_t id) override { return Binding(GetUniformVertexIndex(id), GetUniformFragmentIndex(id).first); } void Uniform(Binding id, float v0, float v1, float v2, float v3) override { if (id.first != -1) glProgramLocalParameter4fARB(GL_VERTEX_PROGRAM_ARB, (GLuint)id.first, v0, v1, v2, v3); if (id.second != -1) glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, (GLuint)id.second, v0, v1, v2, v3); } void Uniform(Binding id, const CMatrix3D& v) override { if (id.first != -1) { glProgramLocalParameter4fARB(GL_VERTEX_PROGRAM_ARB, (GLuint)id.first+0, v._11, v._12, v._13, v._14); glProgramLocalParameter4fARB(GL_VERTEX_PROGRAM_ARB, (GLuint)id.first+1, v._21, v._22, v._23, v._24); glProgramLocalParameter4fARB(GL_VERTEX_PROGRAM_ARB, (GLuint)id.first+2, v._31, v._32, v._33, v._34); glProgramLocalParameter4fARB(GL_VERTEX_PROGRAM_ARB, (GLuint)id.first+3, v._41, v._42, v._43, v._44); } if (id.second != -1) { glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, (GLuint)id.second+0, v._11, v._12, v._13, v._14); glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, (GLuint)id.second+1, v._21, v._22, v._23, v._24); glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, (GLuint)id.second+2, v._31, v._32, v._33, v._34); glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, (GLuint)id.second+3, v._41, v._42, v._43, v._44); } } void Uniform(Binding id, size_t count, const CMatrix3D* v) override { ENSURE(count == 1); Uniform(id, v[0]); } void Uniform(Binding id, size_t count, const float* v) override { ENSURE(count == 4); Uniform(id, v[0], v[1], v[2], v[3]); } std::vector GetFileDependencies() const override { return {m_VertexFile, m_FragmentFile}; } private: VfsPath m_VertexFile; VfsPath m_FragmentFile; CShaderDefines m_Defines; GLuint m_VertexProgram; GLuint m_FragmentProgram; std::map m_VertexIndexes; // pair contains std::map m_FragmentIndexes; }; #endif // #if !CONFIG2_GLES ////////////////////////////////////////////////////////////////////////// TIMER_ADD_CLIENT(tc_ShaderGLSLCompile); TIMER_ADD_CLIENT(tc_ShaderGLSLLink); class CShaderProgramGLSL : public CShaderProgram { public: CShaderProgramGLSL(const VfsPath& vertexFile, const VfsPath& fragmentFile, const CShaderDefines& defines, const std::map& vertexAttribs, int streamflags) : CShaderProgram(streamflags), m_VertexFile(vertexFile), m_FragmentFile(fragmentFile), m_Defines(defines), m_VertexAttribs(vertexAttribs) { m_Program = 0; m_VertexShader = glCreateShaderObjectARB(GL_VERTEX_SHADER); m_FragmentShader = glCreateShaderObjectARB(GL_FRAGMENT_SHADER); m_FileDependencies = {m_VertexFile, m_FragmentFile}; } ~CShaderProgramGLSL() { Unload(); glDeleteShader(m_VertexShader); glDeleteShader(m_FragmentShader); } bool Compile(GLhandleARB shader, const VfsPath& file, const CStr& code) { TIMER_ACCRUE(tc_ShaderGLSLCompile); ogl_WarnIfError(); const char* code_string = code.c_str(); GLint code_length = code.length(); glShaderSourceARB(shader, 1, &code_string, &code_length); glCompileShaderARB(shader); GLint ok = 0; glGetShaderiv(shader, GL_COMPILE_STATUS, &ok); GLint length = 0; glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &length); // Apparently sometimes GL_INFO_LOG_LENGTH is incorrectly reported as 0 // (http://code.google.com/p/android/issues/detail?id=9953) if (!ok && length == 0) length = 4096; if (length > 1) { char* infolog = new char[length]; glGetShaderInfoLog(shader, length, NULL, infolog); if (ok) LOGMESSAGE("Info when compiling shader '%s':\n%s", file.string8(), infolog); else LOGERROR("Failed to compile shader '%s':\n%s", file.string8(), infolog); delete[] infolog; } ogl_WarnIfError(); return (ok ? true : false); } bool Link() { TIMER_ACCRUE(tc_ShaderGLSLLink); ENSURE(!m_Program); m_Program = glCreateProgramObjectARB(); glAttachObjectARB(m_Program, m_VertexShader); ogl_WarnIfError(); glAttachObjectARB(m_Program, m_FragmentShader); ogl_WarnIfError(); // Set up the attribute bindings explicitly, since apparently drivers // don't always pick the most efficient bindings automatically, // and also this lets us hardcode indexes into VertexPointer etc for (std::map::iterator it = m_VertexAttribs.begin(); it != m_VertexAttribs.end(); ++it) glBindAttribLocationARB(m_Program, it->second, it->first.c_str()); glLinkProgramARB(m_Program); GLint ok = 0; glGetProgramiv(m_Program, GL_LINK_STATUS, &ok); GLint length = 0; glGetProgramiv(m_Program, GL_INFO_LOG_LENGTH, &length); if (!ok && length == 0) length = 4096; if (length > 1) { char* infolog = new char[length]; glGetProgramInfoLog(m_Program, length, NULL, infolog); if (ok) LOGMESSAGE("Info when linking program '%s'+'%s':\n%s", m_VertexFile.string8(), m_FragmentFile.string8(), infolog); else LOGERROR("Failed to link program '%s'+'%s':\n%s", m_VertexFile.string8(), m_FragmentFile.string8(), infolog); delete[] infolog; } ogl_WarnIfError(); if (!ok) return false; m_Uniforms.clear(); m_Samplers.clear(); Bind(); ogl_WarnIfError(); GLint numUniforms = 0; glGetProgramiv(m_Program, GL_ACTIVE_UNIFORMS, &numUniforms); ogl_WarnIfError(); for (GLint i = 0; i < numUniforms; ++i) { char name[256] = {0}; GLsizei nameLength = 0; GLint size = 0; GLenum type = 0; glGetActiveUniformARB(m_Program, i, ARRAY_SIZE(name), &nameLength, &size, &type, name); ogl_WarnIfError(); GLint loc = glGetUniformLocationARB(m_Program, name); CStrIntern nameIntern(name); m_Uniforms[nameIntern] = std::make_pair(loc, type); // Assign sampler uniforms to sequential texture units if (type == GL_SAMPLER_2D || type == GL_SAMPLER_CUBE #if !CONFIG2_GLES || type == GL_SAMPLER_2D_SHADOW #endif ) { int unit = (int)m_Samplers.size(); m_Samplers[nameIntern].first = (type == GL_SAMPLER_CUBE ? GL_TEXTURE_CUBE_MAP : GL_TEXTURE_2D); m_Samplers[nameIntern].second = unit; glUniform1iARB(loc, unit); // link uniform to unit ogl_WarnIfError(); } } // TODO: verify that we're not using more samplers than is supported Unbind(); ogl_WarnIfError(); return true; } void Reload() override { Unload(); CVFSFile vertexFile; if (vertexFile.Load(g_VFS, m_VertexFile) != PSRETURN_OK) return; CVFSFile fragmentFile; if (fragmentFile.Load(g_VFS, m_FragmentFile) != PSRETURN_OK) return; std::vector newFileDependencies = {m_VertexFile, m_FragmentFile}; CPreprocessorWrapper preprocessor([&newFileDependencies](const CStr& includePath, CStr& out) -> bool { const VfsPath includeFilePath(L"shaders/glsl/" + wstring_from_utf8(includePath)); // Add dependencies anyway to reload the shader when the file is // appeared. newFileDependencies.push_back(includeFilePath); CVFSFile includeFile; if (includeFile.Load(g_VFS, includeFilePath) != PSRETURN_OK) return false; out = includeFile.GetAsString(); return true; }); preprocessor.AddDefines(m_Defines); #if CONFIG2_GLES // GLES defines the macro "GL_ES" in its GLSL preprocessor, // but since we run our own preprocessor first, we need to explicitly // define it here preprocessor.AddDefine("GL_ES", "1"); #endif CStr vertexCode = preprocessor.Preprocess(vertexFile.GetAsString()); CStr fragmentCode = preprocessor.Preprocess(fragmentFile.GetAsString()); m_FileDependencies = std::move(newFileDependencies); if (vertexCode.empty()) LOGERROR("Failed to preprocess vertex shader: '%s'", m_VertexFile.string8()); if (fragmentCode.empty()) LOGERROR("Failed to preprocess fragment shader: '%s'", m_FragmentFile.string8()); #if CONFIG2_GLES // Ugly hack to replace desktop GLSL 1.10/1.20 with GLSL ES 1.00, // and also to set default float precision for fragment shaders vertexCode.Replace("#version 110\n", "#version 100\n"); vertexCode.Replace("#version 110\r\n", "#version 100\n"); vertexCode.Replace("#version 120\n", "#version 100\n"); vertexCode.Replace("#version 120\r\n", "#version 100\n"); fragmentCode.Replace("#version 110\n", "#version 100\nprecision mediump float;\n"); fragmentCode.Replace("#version 110\r\n", "#version 100\nprecision mediump float;\n"); fragmentCode.Replace("#version 120\n", "#version 100\nprecision mediump float;\n"); fragmentCode.Replace("#version 120\r\n", "#version 100\nprecision mediump float;\n"); #endif if (!Compile(m_VertexShader, m_VertexFile, vertexCode)) return; if (!Compile(m_FragmentShader, m_FragmentFile, fragmentCode)) return; if (!Link()) return; m_IsValid = true; } void Unload() { m_IsValid = false; if (m_Program) glDeleteProgram(m_Program); m_Program = 0; // The shader objects can be reused and don't need to be deleted here } void Bind() override { glUseProgramObjectARB(m_Program); for (std::map::iterator it = m_VertexAttribs.begin(); it != m_VertexAttribs.end(); ++it) glEnableVertexAttribArrayARB(it->second); } void Unbind() override { glUseProgramObjectARB(0); for (std::map::iterator it = m_VertexAttribs.begin(); it != m_VertexAttribs.end(); ++it) glDisableVertexAttribArrayARB(it->second); // TODO: should unbind textures, probably } Binding GetTextureBinding(texture_id_t id) override { std::map >::iterator it = m_Samplers.find(CStrIntern(id)); if (it == m_Samplers.end()) return Binding(); else return Binding((int)it->second.first, it->second.second); } void BindTexture(texture_id_t id, GLuint tex) override { std::map >::iterator it = m_Samplers.find(CStrIntern(id)); if (it == m_Samplers.end()) return; glActiveTextureARB(GL_TEXTURE0 + it->second.second); glBindTexture(it->second.first, tex); } void BindTexture(Binding id, GLuint tex) override { if (id.second == -1) return; glActiveTextureARB(GL_TEXTURE0 + id.second); glBindTexture(id.first, tex); } Binding GetUniformBinding(uniform_id_t id) override { std::map >::iterator it = m_Uniforms.find(id); if (it == m_Uniforms.end()) return Binding(); else return Binding(it->second.first, (int)it->second.second); } void Uniform(Binding id, float v0, float v1, float v2, float v3) override { if (id.first != -1) { if (id.second == GL_FLOAT) glUniform1fARB(id.first, v0); else if (id.second == GL_FLOAT_VEC2) glUniform2fARB(id.first, v0, v1); else if (id.second == GL_FLOAT_VEC3) glUniform3fARB(id.first, v0, v1, v2); else if (id.second == GL_FLOAT_VEC4) glUniform4fARB(id.first, v0, v1, v2, v3); else LOGERROR("CShaderProgramGLSL::Uniform(): Invalid uniform type (expected float, vec2, vec3, vec4)"); } } void Uniform(Binding id, const CMatrix3D& v) override { if (id.first != -1) { if (id.second == GL_FLOAT_MAT4) glUniformMatrix4fvARB(id.first, 1, GL_FALSE, &v._11); else LOGERROR("CShaderProgramGLSL::Uniform(): Invalid uniform type (expected mat4)"); } } void Uniform(Binding id, size_t count, const CMatrix3D* v) override { if (id.first != -1) { if (id.second == GL_FLOAT_MAT4) glUniformMatrix4fvARB(id.first, count, GL_FALSE, &v->_11); else LOGERROR("CShaderProgramGLSL::Uniform(): Invalid uniform type (expected mat4)"); } } void Uniform(Binding id, size_t count, const float* v) override { if (id.first != -1) { if (id.second == GL_FLOAT) glUniform1fvARB(id.first, count, v); else LOGERROR("CShaderProgramGLSL::Uniform(): Invalid uniform type (expected float)"); } } // Map the various fixed-function Pointer functions onto generic vertex attributes // (matching the attribute indexes from ShaderManager's ParseAttribSemantics): void VertexPointer(GLint size, GLenum type, GLsizei stride, const void* pointer) override { glVertexAttribPointerARB(0, size, type, GL_FALSE, stride, pointer); m_ValidStreams |= STREAM_POS; } void NormalPointer(GLenum type, GLsizei stride, const void* pointer) override { glVertexAttribPointerARB(2, 3, type, (type == GL_FLOAT ? GL_FALSE : GL_TRUE), stride, pointer); m_ValidStreams |= STREAM_NORMAL; } void ColorPointer(GLint size, GLenum type, GLsizei stride, const void* pointer) override { glVertexAttribPointerARB(3, size, type, (type == GL_FLOAT ? GL_FALSE : GL_TRUE), stride, pointer); m_ValidStreams |= STREAM_COLOR; } void TexCoordPointer(GLenum texture, GLint size, GLenum type, GLsizei stride, const void* pointer) override { glVertexAttribPointerARB(8 + texture - GL_TEXTURE0, size, type, GL_FALSE, stride, pointer); m_ValidStreams |= STREAM_UV0 << (texture - GL_TEXTURE0); } void VertexAttribPointer(attrib_id_t id, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void* pointer) override { std::map::iterator it = m_VertexAttribs.find(id); if (it != m_VertexAttribs.end()) { glVertexAttribPointerARB(it->second, size, type, normalized, stride, pointer); } } void VertexAttribIPointer(attrib_id_t id, GLint size, GLenum type, GLsizei stride, const void* pointer) override { std::map::iterator it = m_VertexAttribs.find(id); if (it != m_VertexAttribs.end()) { #if CONFIG2_GLES debug_warn(L"glVertexAttribIPointer not supported on GLES"); #else glVertexAttribIPointerEXT(it->second, size, type, stride, pointer); #endif } } std::vector GetFileDependencies() const override { return m_FileDependencies; } private: VfsPath m_VertexFile; VfsPath m_FragmentFile; std::vector m_FileDependencies; CShaderDefines m_Defines; std::map m_VertexAttribs; GLhandleARB m_Program; GLhandleARB m_VertexShader; GLhandleARB m_FragmentShader; std::map > m_Uniforms; std::map > m_Samplers; // texture target & unit chosen for each uniform sampler }; ////////////////////////////////////////////////////////////////////////// CShaderProgram::CShaderProgram(int streamflags) : m_IsValid(false), m_StreamFlags(streamflags), m_ValidStreams(0) { } #if CONFIG2_GLES /*static*/ CShaderProgram* CShaderProgram::ConstructARB(const VfsPath& vertexFile, const VfsPath& fragmentFile, const CShaderDefines& UNUSED(defines), const std::map& UNUSED(vertexIndexes), const std::map& UNUSED(fragmentIndexes), int UNUSED(streamflags)) { LOGERROR("CShaderProgram::ConstructARB: '%s'+'%s': ARB shaders not supported on this device", vertexFile.string8(), fragmentFile.string8()); return NULL; } #else /*static*/ CShaderProgram* CShaderProgram::ConstructARB(const VfsPath& vertexFile, const VfsPath& fragmentFile, const CShaderDefines& defines, const std::map& vertexIndexes, const std::map& fragmentIndexes, int streamflags) { return new CShaderProgramARB(vertexFile, fragmentFile, defines, vertexIndexes, fragmentIndexes, streamflags); } #endif /*static*/ CShaderProgram* CShaderProgram::ConstructGLSL(const VfsPath& vertexFile, const VfsPath& fragmentFile, const CShaderDefines& defines, const std::map& vertexAttribs, int streamflags) { return new CShaderProgramGLSL(vertexFile, fragmentFile, defines, vertexAttribs, streamflags); } bool CShaderProgram::IsValid() const { return m_IsValid; } int CShaderProgram::GetStreamFlags() const { return m_StreamFlags; } void CShaderProgram::BindTexture(texture_id_t id, const CTexturePtr& tex) { GLuint h; ogl_tex_get_texture_id(tex->GetHandle(), &h); BindTexture(id, h); } void CShaderProgram::BindTexture(Binding id, const CTexturePtr& tex) { GLuint h; ogl_tex_get_texture_id(tex->GetHandle(), &h); BindTexture(id, h); } void CShaderProgram::BindTexture(texture_id_t id, const Renderer::Backend::GL::CTexture* tex) { BindTexture(id, tex->GetHandle()); } void CShaderProgram::BindTexture(Binding id, const Renderer::Backend::GL::CTexture* tex) { BindTexture(id, tex->GetHandle()); } void CShaderProgram::Uniform(Binding id, int v) { Uniform(id, (float)v, (float)v, (float)v, (float)v); } void CShaderProgram::Uniform(Binding id, float v) { Uniform(id, v, v, v, v); } void CShaderProgram::Uniform(Binding id, float v0, float v1) { Uniform(id, v0, v1, 0.0f, 0.0f); } void CShaderProgram::Uniform(Binding id, const CVector3D& v) { Uniform(id, v.X, v.Y, v.Z, 0.0f); } void CShaderProgram::Uniform(Binding id, const CColor& v) { Uniform(id, v.r, v.g, v.b, v.a); } void CShaderProgram::Uniform(uniform_id_t id, int v) { Uniform(GetUniformBinding(id), (float)v, (float)v, (float)v, (float)v); } void CShaderProgram::Uniform(uniform_id_t id, float v) { Uniform(GetUniformBinding(id), v, v, v, v); } void CShaderProgram::Uniform(uniform_id_t id, float v0, float v1) { Uniform(GetUniformBinding(id), v0, v1, 0.0f, 0.0f); } void CShaderProgram::Uniform(uniform_id_t id, const CVector3D& v) { Uniform(GetUniformBinding(id), v.X, v.Y, v.Z, 0.0f); } void CShaderProgram::Uniform(uniform_id_t id, const CColor& v) { Uniform(GetUniformBinding(id), v.r, v.g, v.b, v.a); } void CShaderProgram::Uniform(uniform_id_t id, float v0, float v1, float v2, float v3) { Uniform(GetUniformBinding(id), v0, v1, v2, v3); } void CShaderProgram::Uniform(uniform_id_t id, const CMatrix3D& v) { Uniform(GetUniformBinding(id), v); } void CShaderProgram::Uniform(uniform_id_t id, size_t count, const CMatrix3D* v) { Uniform(GetUniformBinding(id), count, v); } void CShaderProgram::Uniform(uniform_id_t id, size_t count, const float* v) { Uniform(GetUniformBinding(id), count, v); } // These should all be overridden by CShaderProgramGLSL, and not used // if a non-GLSL shader was loaded instead: void CShaderProgram::VertexAttribPointer(attrib_id_t UNUSED(id), GLint UNUSED(size), GLenum UNUSED(type), GLboolean UNUSED(normalized), GLsizei UNUSED(stride), const void* UNUSED(pointer)) { debug_warn("Shader type doesn't support VertexAttribPointer"); } void CShaderProgram::VertexAttribIPointer(attrib_id_t UNUSED(id), GLint UNUSED(size), GLenum UNUSED(type), GLsizei UNUSED(stride), const void* UNUSED(pointer)) { debug_warn("Shader type doesn't support VertexAttribIPointer"); } #if CONFIG2_GLES // These should all be overridden by CShaderProgramGLSL // (GLES doesn't support any other types of shader program): void CShaderProgram::VertexPointer(GLint UNUSED(size), GLenum UNUSED(type), GLsizei UNUSED(stride), const void* UNUSED(pointer)) { debug_warn("CShaderProgram::VertexPointer should be overridden"); } void CShaderProgram::NormalPointer(GLenum UNUSED(type), GLsizei UNUSED(stride), const void* UNUSED(pointer)) { debug_warn("CShaderProgram::NormalPointer should be overridden"); } void CShaderProgram::ColorPointer(GLint UNUSED(size), GLenum UNUSED(type), GLsizei UNUSED(stride), const void* UNUSED(pointer)) { debug_warn("CShaderProgram::ColorPointer should be overridden"); } void CShaderProgram::TexCoordPointer(GLenum UNUSED(texture), GLint UNUSED(size), GLenum UNUSED(type), GLsizei UNUSED(stride), const void* UNUSED(pointer)) { debug_warn("CShaderProgram::TexCoordPointer should be overridden"); } #else // These are overridden by CShaderProgramGLSL, but fixed-function and ARB shaders // both use the fixed-function vertex attribute pointers so we'll share their // definitions here: void CShaderProgram::VertexPointer(GLint size, GLenum type, GLsizei stride, const void* pointer) { glVertexPointer(size, type, stride, pointer); m_ValidStreams |= STREAM_POS; } void CShaderProgram::NormalPointer(GLenum type, GLsizei stride, const void* pointer) { glNormalPointer(type, stride, pointer); m_ValidStreams |= STREAM_NORMAL; } void CShaderProgram::ColorPointer(GLint size, GLenum type, GLsizei stride, const void* pointer) { glColorPointer(size, type, stride, pointer); m_ValidStreams |= STREAM_COLOR; } void CShaderProgram::TexCoordPointer(GLenum texture, GLint size, GLenum type, GLsizei stride, const void* pointer) { glClientActiveTextureARB(texture); glTexCoordPointer(size, type, stride, pointer); glClientActiveTextureARB(GL_TEXTURE0); m_ValidStreams |= STREAM_UV0 << (texture - GL_TEXTURE0); } void CShaderProgram::BindClientStates() { ENSURE(m_StreamFlags == (m_StreamFlags & (STREAM_POS|STREAM_NORMAL|STREAM_COLOR|STREAM_UV0|STREAM_UV1))); // Enable all the desired client states for non-GLSL rendering if (m_StreamFlags & STREAM_POS) glEnableClientState(GL_VERTEX_ARRAY); if (m_StreamFlags & STREAM_NORMAL) glEnableClientState(GL_NORMAL_ARRAY); if (m_StreamFlags & STREAM_COLOR) glEnableClientState(GL_COLOR_ARRAY); if (m_StreamFlags & STREAM_UV0) { glClientActiveTextureARB(GL_TEXTURE0); glEnableClientState(GL_TEXTURE_COORD_ARRAY); } if (m_StreamFlags & STREAM_UV1) { glClientActiveTextureARB(GL_TEXTURE1); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glClientActiveTextureARB(GL_TEXTURE0); } // Rendering code must subsequently call VertexPointer etc for all of the streams // that were activated in this function, else AssertPointersBound will complain // that some arrays were unspecified m_ValidStreams = 0; } void CShaderProgram::UnbindClientStates() { if (m_StreamFlags & STREAM_POS) glDisableClientState(GL_VERTEX_ARRAY); if (m_StreamFlags & STREAM_NORMAL) glDisableClientState(GL_NORMAL_ARRAY); if (m_StreamFlags & STREAM_COLOR) glDisableClientState(GL_COLOR_ARRAY); if (m_StreamFlags & STREAM_UV0) { glClientActiveTextureARB(GL_TEXTURE0); glDisableClientState(GL_TEXTURE_COORD_ARRAY); } if (m_StreamFlags & STREAM_UV1) { glClientActiveTextureARB(GL_TEXTURE1); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glClientActiveTextureARB(GL_TEXTURE0); } } #endif // !CONFIG2_GLES void CShaderProgram::AssertPointersBound() { ENSURE((m_StreamFlags & ~m_ValidStreams) == 0); }