1
0
forked from 0ad/0ad
0ad/source/graphics/ShaderProgram.cpp
Ykkrosh 6bc33fe8bd Update renderer design to be more flexible and data-driven based on material and shader definitions.
Support conditional expressions in shader effect XML files.
Consolidate fixed-function model rendering into the shader system.
Remove lots of now-obsolete renderer code.
Move shader defines from std::map to new class with interned data, for
performance.
Move texture from model into material.
Alleviate singletonitis.
Remove obsolete lodbias setting.
Remove unused terrain shadow transparency.

This was SVN commit r11423.
2012-04-03 18:44:46 +00:00

855 lines
23 KiB
C++

/* Copyright (C) 2012 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 <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "ShaderProgram.h"
#include "graphics/ShaderManager.h"
#include "graphics/TextureManager.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 "ps/Overlay.h"
#include "ps/Preprocessor.h"
#if !CONFIG2_GLES
class CShaderProgramARB : public CShaderProgram
{
public:
CShaderProgramARB(const VfsPath& vertexFile, const VfsPath& fragmentFile,
const CShaderDefines& defines,
const std::map<CStr, int>& vertexIndexes, const std::map<CStr, int>& fragmentIndexes,
int streamflags) :
CShaderProgram(streamflags),
m_VertexFile(vertexFile), m_FragmentFile(fragmentFile),
m_Defines(defines),
m_VertexIndexes(vertexIndexes), m_FragmentIndexes(fragmentIndexes)
{
pglGenProgramsARB(1, &m_VertexProgram);
pglGenProgramsARB(1, &m_FragmentProgram);
}
~CShaderProgramARB()
{
Unload();
pglDeleteProgramsARB(1, &m_VertexProgram);
pglDeleteProgramsARB(1, &m_FragmentProgram);
}
bool Compile(GLuint target, const char* targetName, GLuint program, const VfsPath& file, const CStr& code)
{
ogl_WarnIfError();
pglBindProgramARB(target, program);
ogl_WarnIfError();
pglProgramStringARB(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(L"Failed to compile %hs program '%ls' (line %d):\n%hs", targetName, file.string().c_str(), errLine, errStr);
return false;
}
pglBindProgramARB(target, 0);
ogl_WarnIfError();
return true;
}
virtual void Reload()
{
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;
CPreprocessor preprocessor;
std::map<CStr, CStr> definesMap = m_Defines.GetMap();
for (std::map<CStr, CStr>::const_iterator it = definesMap.begin(); it != definesMap.end(); ++it)
preprocessor.Define(it->first.c_str(), it->first.length(), it->second.c_str(), it->second.length());
CStr vertexCode = Preprocess(preprocessor, vertexFile.GetAsString());
CStr fragmentCode = Preprocess(preprocessor, fragmentFile.GetAsString());
// printf(">>>\n%s<<<\n", vertexCode.c_str());
// printf(">>>\n%s<<<\n", fragmentCode.c_str());
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;
}
virtual void Bind()
{
glEnable(GL_VERTEX_PROGRAM_ARB);
glEnable(GL_FRAGMENT_PROGRAM_ARB);
pglBindProgramARB(GL_VERTEX_PROGRAM_ARB, m_VertexProgram);
pglBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, m_FragmentProgram);
BindClientStates();
}
virtual void Unbind()
{
glDisable(GL_VERTEX_PROGRAM_ARB);
glDisable(GL_FRAGMENT_PROGRAM_ARB);
pglBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0);
pglBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0);
UnbindClientStates();
// TODO: should unbind textures, probably
}
int GetUniformVertexIndex(uniform_id_t id)
{
std::map<CStr, int>::iterator it = m_VertexIndexes.find(id);
if (it == m_VertexIndexes.end())
return -1;
return it->second;
}
int GetUniformFragmentIndex(uniform_id_t id)
{
std::map<CStr, int>::iterator it = m_FragmentIndexes.find(id);
if (it == m_FragmentIndexes.end())
return -1;
return it->second;
}
virtual Binding GetTextureBinding(texture_id_t id)
{
int index = GetUniformFragmentIndex(id);
if (index == -1)
return Binding();
else
return Binding((int)GL_TEXTURE_2D, index);
}
virtual void BindTexture(texture_id_t id, Handle tex)
{
int index = GetUniformFragmentIndex(id);
if (index != -1)
{
GLuint h;
ogl_tex_get_texture_id(tex, &h);
pglActiveTextureARB(GL_TEXTURE0+index);
glBindTexture(GL_TEXTURE_2D, h);
}
}
virtual void BindTexture(texture_id_t id, GLuint tex)
{
int index = GetUniformFragmentIndex(id);
if (index != -1)
{
pglActiveTextureARB(GL_TEXTURE0+index);
glBindTexture(GL_TEXTURE_2D, tex);
}
}
virtual void BindTexture(Binding id, Handle tex)
{
int index = id.second;
if (index != -1)
ogl_tex_bind(tex, index);
}
virtual Binding GetUniformBinding(uniform_id_t id)
{
return Binding(GetUniformVertexIndex(id), GetUniformFragmentIndex(id));
}
virtual void Uniform(Binding id, float v0, float v1, float v2, float v3)
{
if (id.first != -1)
pglProgramLocalParameter4fARB(GL_VERTEX_PROGRAM_ARB, (GLuint)id.first, v0, v1, v2, v3);
if (id.second != -1)
pglProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, (GLuint)id.second, v0, v1, v2, v3);
}
virtual void Uniform(Binding id, const CMatrix3D& v)
{
if (id.first != -1)
{
pglProgramLocalParameter4fARB(GL_VERTEX_PROGRAM_ARB, (GLuint)id.first+0, v._11, v._12, v._13, v._14);
pglProgramLocalParameter4fARB(GL_VERTEX_PROGRAM_ARB, (GLuint)id.first+1, v._21, v._22, v._23, v._24);
pglProgramLocalParameter4fARB(GL_VERTEX_PROGRAM_ARB, (GLuint)id.first+2, v._31, v._32, v._33, v._34);
pglProgramLocalParameter4fARB(GL_VERTEX_PROGRAM_ARB, (GLuint)id.first+3, v._41, v._42, v._43, v._44);
}
if (id.second != -1)
{
pglProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, (GLuint)id.second+0, v._11, v._12, v._13, v._14);
pglProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, (GLuint)id.second+1, v._21, v._22, v._23, v._24);
pglProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, (GLuint)id.second+2, v._31, v._32, v._33, v._34);
pglProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, (GLuint)id.second+3, v._41, v._42, v._43, v._44);
}
}
private:
VfsPath m_VertexFile;
VfsPath m_FragmentFile;
CShaderDefines m_Defines;
GLuint m_VertexProgram;
GLuint m_FragmentProgram;
std::map<CStr, int> m_VertexIndexes;
std::map<CStr, int> 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<CStr, int>& vertexAttribs,
int streamflags) :
CShaderProgram(streamflags),
m_VertexFile(vertexFile), m_FragmentFile(fragmentFile),
m_Defines(defines),
m_VertexAttribs(vertexAttribs)
{
m_Program = 0;
m_VertexShader = pglCreateShaderObjectARB(GL_VERTEX_SHADER);
m_FragmentShader = pglCreateShaderObjectARB(GL_FRAGMENT_SHADER);
}
~CShaderProgramGLSL()
{
Unload();
pglDeleteShader(m_VertexShader);
pglDeleteShader(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();
pglShaderSourceARB(shader, 1, &code_string, &code_length);
pglCompileShaderARB(shader);
GLint ok = 0;
pglGetShaderiv(shader, GL_COMPILE_STATUS, &ok);
GLint length = 0;
pglGetShaderiv(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];
pglGetShaderInfoLog(shader, length, NULL, infolog);
if (ok)
LOGMESSAGE(L"Info when compiling shader '%ls':\n%hs", file.string().c_str(), infolog);
else
LOGERROR(L"Failed to compile shader '%ls':\n%hs", file.string().c_str(), infolog);
delete[] infolog;
}
ogl_WarnIfError();
return (ok ? true : false);
}
bool Link()
{
TIMER_ACCRUE(tc_ShaderGLSLLink);
ENSURE(!m_Program);
m_Program = pglCreateProgramObjectARB();
pglAttachObjectARB(m_Program, m_VertexShader);
ogl_WarnIfError();
pglAttachObjectARB(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<CStr, int>::iterator it = m_VertexAttribs.begin(); it != m_VertexAttribs.end(); ++it)
pglBindAttribLocationARB(m_Program, it->second, it->first.c_str());
pglLinkProgramARB(m_Program);
GLint ok = 0;
pglGetProgramiv(m_Program, GL_LINK_STATUS, &ok);
GLint length = 0;
pglGetProgramiv(m_Program, GL_INFO_LOG_LENGTH, &length);
if (!ok && length == 0)
length = 4096;
if (length > 1)
{
char* infolog = new char[length];
pglGetProgramInfoLog(m_Program, length, NULL, infolog);
if (ok)
LOGMESSAGE(L"Info when linking program '%ls'+'%ls':\n%hs", m_VertexFile.string().c_str(), m_FragmentFile.string().c_str(), infolog);
else
LOGERROR(L"Failed to link program '%ls'+'%ls':\n%hs", m_VertexFile.string().c_str(), m_FragmentFile.string().c_str(), infolog);
delete[] infolog;
}
ogl_WarnIfError();
if (!ok)
return false;
m_UniformLocations.clear();
m_UniformTypes.clear();
m_Samplers.clear();
Bind();
ogl_WarnIfError();
GLint numUniforms = 0;
pglGetProgramiv(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;
pglGetActiveUniformARB(m_Program, i, ARRAY_SIZE(name), &nameLength, &size, &type, name);
ogl_WarnIfError();
GLint loc = pglGetUniformLocationARB(m_Program, name);
m_UniformLocations[name] = loc;
m_UniformTypes[name] = 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[name].first = (type == GL_SAMPLER_CUBE ? GL_TEXTURE_CUBE_MAP : GL_TEXTURE_2D);
m_Samplers[name].second = unit;
pglUniform1iARB(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;
}
virtual void Reload()
{
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;
CPreprocessor preprocessor;
std::map<CStr, CStr> definesMap = m_Defines.GetMap();
for (std::map<CStr, CStr>::const_iterator it = definesMap.begin(); it != definesMap.end(); ++it)
preprocessor.Define(it->first.c_str(), it->first.length(), it->second.c_str(), it->second.length());
#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.Define("GL_ES", "1");
#endif
CStr vertexCode = Preprocess(preprocessor, vertexFile.GetAsString());
CStr fragmentCode = Preprocess(preprocessor, fragmentFile.GetAsString());
#if CONFIG2_GLES
// Ugly hack to replace desktop GLSL 1.10 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");
fragmentCode.Replace("#version 110\n", "#version 100\nprecision mediump float;\n");
fragmentCode.Replace("#version 110\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)
pglDeleteProgram(m_Program);
m_Program = 0;
// The shader objects can be reused and don't need to be deleted here
}
virtual void Bind()
{
pglUseProgramObjectARB(m_Program);
for (std::map<CStr, int>::iterator it = m_VertexAttribs.begin(); it != m_VertexAttribs.end(); ++it)
pglEnableVertexAttribArrayARB(it->second);
}
virtual void Unbind()
{
pglUseProgramObjectARB(0);
for (std::map<CStr, int>::iterator it = m_VertexAttribs.begin(); it != m_VertexAttribs.end(); ++it)
pglDisableVertexAttribArrayARB(it->second);
// TODO: should unbind textures, probably
}
int GetUniformLocation(uniform_id_t id)
{
std::map<CStr, int>::iterator it = m_UniformLocations.find(id);
if (it == m_UniformLocations.end())
return -1;
return it->second;
}
virtual Binding GetTextureBinding(texture_id_t id)
{
std::map<CStr, std::pair<GLenum, int> >::iterator it = m_Samplers.find(id);
if (it == m_Samplers.end())
return Binding();
else
return Binding((int)it->second.first, it->second.second);
}
virtual void BindTexture(texture_id_t id, Handle tex)
{
std::map<CStr, std::pair<GLenum, int> >::iterator it = m_Samplers.find(id);
if (it == m_Samplers.end())
return;
GLuint h;
ogl_tex_get_texture_id(tex, &h);
pglActiveTextureARB(GL_TEXTURE0 + it->second.second);
glBindTexture(it->second.first, h);
}
virtual void BindTexture(texture_id_t id, GLuint tex)
{
std::map<CStr, std::pair<GLenum, int> >::iterator it = m_Samplers.find(id);
if (it == m_Samplers.end())
return;
pglActiveTextureARB(GL_TEXTURE0 + it->second.second);
glBindTexture(it->second.first, tex);
}
virtual void BindTexture(Binding id, Handle tex)
{
if (id.second == -1)
return;
GLuint h;
ogl_tex_get_texture_id(tex, &h);
pglActiveTextureARB(GL_TEXTURE0 + id.second);
glBindTexture(id.first, h);
}
virtual Binding GetUniformBinding(uniform_id_t id)
{
int loc = GetUniformLocation(id);
if (loc == -1)
return Binding();
else
return Binding(loc, m_UniformTypes[id]);
}
virtual void Uniform(Binding id, float v0, float v1, float v2, float v3)
{
if (id.first != -1)
{
if (id.second == GL_FLOAT)
pglUniform1fARB(id.first, v0);
else if (id.second == GL_FLOAT_VEC2)
pglUniform2fARB(id.first, v0, v1);
else if (id.second == GL_FLOAT_VEC3)
pglUniform3fARB(id.first, v0, v1, v2);
else if (id.second == GL_FLOAT_VEC4)
pglUniform4fARB(id.first, v0, v1, v2, v3);
else
LOGERROR(L"CShaderProgramGLSL::Uniform(): Invalid uniform type (expected float, vec2, vec3, vec4)");
}
}
virtual void Uniform(Binding id, const CMatrix3D& v)
{
if (id.first != -1)
{
if (id.second == GL_FLOAT_MAT4)
pglUniformMatrix4fvARB(id.first, 1, GL_FALSE, &v._11);
else
LOGERROR(L"CShaderProgramGLSL::Uniform(): Invalid uniform type (expected mat4)");
}
}
// Map the various fixed-function Pointer functions onto generic vertex attributes
// (matching the attribute indexes from ShaderManager's ParseAttribSemantics):
virtual void VertexPointer(GLint size, GLenum type, GLsizei stride, void* pointer)
{
pglVertexAttribPointerARB(0, size, type, GL_FALSE, stride, pointer);
m_ValidStreams |= STREAM_POS;
}
virtual void NormalPointer(GLenum type, GLsizei stride, void* pointer)
{
pglVertexAttribPointerARB(2, 3, type, GL_TRUE, stride, pointer);
m_ValidStreams |= STREAM_NORMAL;
}
virtual void ColorPointer(GLint size, GLenum type, GLsizei stride, void* pointer)
{
pglVertexAttribPointerARB(3, size, type, GL_TRUE, stride, pointer);
m_ValidStreams |= STREAM_COLOR;
}
virtual void TexCoordPointer(GLenum texture, GLint size, GLenum type, GLsizei stride, void* pointer)
{
pglVertexAttribPointerARB(8 + texture - GL_TEXTURE0, size, type, GL_FALSE, stride, pointer);
m_ValidStreams |= STREAM_UV0 << (texture - GL_TEXTURE0);
}
private:
VfsPath m_VertexFile;
VfsPath m_FragmentFile;
CShaderDefines m_Defines;
std::map<CStr, int> m_VertexAttribs;
GLhandleARB m_Program;
GLhandleARB m_VertexShader;
GLhandleARB m_FragmentShader;
std::map<CStr, GLenum> m_UniformTypes;
std::map<CStr, int> m_UniformLocations;
std::map<CStr, std::pair<GLenum, int> > 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<CStr, int>& UNUSED(vertexIndexes), const std::map<CStr, int>& UNUSED(fragmentIndexes),
int UNUSED(streamflags))
{
LOGERROR(L"CShaderProgram::ConstructARB: '%ls'+'%ls': ARB shaders not supported on this device",
vertexFile.string().c_str(), fragmentFile.string().c_str());
return NULL;
}
#else
/*static*/ CShaderProgram* CShaderProgram::ConstructARB(const VfsPath& vertexFile, const VfsPath& fragmentFile,
const CShaderDefines& defines,
const std::map<CStr, int>& vertexIndexes, const std::map<CStr, int>& 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<CStr, int>& 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, CTexturePtr 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);
}
CStr CShaderProgram::Preprocess(CPreprocessor& preprocessor, const CStr& input)
{
size_t len = 0;
char* output = preprocessor.Parse(input.c_str(), input.size(), len);
if (!output)
{
LOGERROR(L"Shader preprocessing failed");
return "";
}
CStr ret(output, len);
// Free output if it's not inside the source string
if (!(output >= input.c_str() && output < input.c_str() + input.size()))
free(output);
return ret;
}
#if CONFIG2_GLES
// These should all be overridden by CShaderProgramGLSL
void CShaderProgram::VertexPointer(GLint UNUSED(size), GLenum UNUSED(type), GLsizei UNUSED(stride), void* UNUSED(pointer))
{
debug_warn("CShaderProgram::VertexPointer should be overridden");
}
void CShaderProgram::NormalPointer(GLenum UNUSED(type), GLsizei UNUSED(stride), void* UNUSED(pointer))
{
debug_warn("CShaderProgram::NormalPointer should be overridden");
}
void CShaderProgram::ColorPointer(GLint UNUSED(size), GLenum UNUSED(type), GLsizei UNUSED(stride), 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), 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:
void CShaderProgram::VertexPointer(GLint size, GLenum type, GLsizei stride, void* pointer)
{
glVertexPointer(size, type, stride, pointer);
m_ValidStreams |= STREAM_POS;
}
void CShaderProgram::NormalPointer(GLenum type, GLsizei stride, void* pointer)
{
glNormalPointer(type, stride, pointer);
m_ValidStreams |= STREAM_NORMAL;
}
void CShaderProgram::ColorPointer(GLint size, GLenum type, GLsizei stride, void* pointer)
{
glColorPointer(size, type, stride, pointer);
m_ValidStreams |= STREAM_COLOR;
}
void CShaderProgram::TexCoordPointer(GLenum texture, GLint size, GLenum type, GLsizei stride, void* pointer)
{
pglClientActiveTextureARB(texture);
glTexCoordPointer(size, type, stride, pointer);
pglClientActiveTextureARB(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)
{
pglClientActiveTextureARB(GL_TEXTURE0);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
}
if (m_StreamFlags & STREAM_UV1)
{
pglClientActiveTextureARB(GL_TEXTURE1);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
pglClientActiveTextureARB(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)
{
pglClientActiveTextureARB(GL_TEXTURE0);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
if (m_StreamFlags & STREAM_UV1)
{
pglClientActiveTextureARB(GL_TEXTURE1);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
pglClientActiveTextureARB(GL_TEXTURE0);
}
}
#endif // !CONFIG2_GLES
void CShaderProgram::AssertPointersBound()
{
ENSURE((m_StreamFlags & ~m_ValidStreams) == 0);
}