/****************************************************************************** Copyright (C) 2013 by Hugh Bailey This program 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 3 of the License, or (at your option) any later version. This program 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 this program. If not, see . ******************************************************************************/ #include #include "graphics/vec2.h" #include "graphics/vec3.h" #include "graphics/vec4.h" #include "graphics/matrix3.h" #include "graphics/matrix4.h" #include "gl-subsystem.h" #include "gl-shaderparser.h" static inline void shader_param_init(struct shader_param *param) { memset(param, 0, sizeof(struct shader_param)); } static inline void shader_param_free(struct shader_param *param) { bfree(param->name); da_free(param->cur_value); da_free(param->def_value); } static void gl_get_program_info(GLuint program, char **error_string) { char *errors; GLint info_len = 0; GLsizei chars_written = 0; glGetProgramiv(program, GL_INFO_LOG_LENGTH, &info_len); if (!gl_success("glGetProgramiv") || !info_len) return; errors = bmalloc(info_len+1); memset(errors, 0, info_len+1); glGetProgramInfoLog(program, info_len, &chars_written, errors); *error_string = errors; } static bool gl_add_param(struct gs_shader *shader, struct shader_var *var, GLint *texture_id) { struct shader_param param = {0}; param.array_count = var->array_count; param.name = bstrdup(var->name); param.type = get_shader_param_type(var->type); if (param.type == SHADER_PARAM_TEXTURE) { param.sampler_id = var->gl_sampler_id; param.texture_id = (*texture_id)++; } else { param.changed = true; } da_move(param.def_value, var->default_val); da_copy(param.cur_value, param.def_value); param.param = glGetUniformLocation(shader->program, param.name); if (!gl_success("glGetUniformLocation")) return false; return true; } static inline bool gl_add_params(struct gs_shader *shader, struct gl_shader_parser *glsp) { size_t i; GLint tex_id = 0; for (i = 0; i < glsp->parser.params.num; i++) if (!gl_add_param(shader, glsp->parser.params.array+i, &tex_id)) return false; return true; } static void gl_add_sampler(struct gs_shader *shader, struct shader_sampler *sampler) { struct gs_sampler new_sampler = {0}; struct gs_sampler_info info; shader_sampler_convert(sampler, &info); convert_sampler_info(&new_sampler, &info); da_push_back(shader->samplers, &new_sampler); } static inline void gl_add_samplers(struct gs_shader *shader, struct gl_shader_parser *glsp) { size_t i; for (i = 0; i < glsp->parser.samplers.num; i++) { struct shader_sampler *sampler = glsp->parser.samplers.array+i; gl_add_sampler(shader, sampler); } } static bool gl_shader_init(struct gs_shader *shader, struct gl_shader_parser *glsp, const char *file, char **error_string) { GLenum type = convert_shader_type(shader->type); int compiled = 0; bool success = true; shader->program = glCreateShaderProgramv(type, 1, &glsp->gl_string.array); gl_success("glCreateShaderProgramv"); if (!shader->program) return false; glGetProgramiv(shader->program, GL_VALIDATE_STATUS, &compiled); if (!gl_success("glGetProgramiv")) return false; if (!compiled) success = false; gl_get_program_info(shader->program, error_string); if (success) success = gl_add_params(shader, glsp); if (success) gl_add_samplers(shader, glsp); return success; } static struct gs_shader *shader_create(device_t device, enum shader_type type, const char *shader_str, const char *file, char **error_string) { struct gs_shader *shader = bmalloc(sizeof(struct gs_shader)); struct gl_shader_parser glsp; bool success = true; memset(shader, 0, sizeof(struct gs_shader)); shader->type = type; gl_shader_parser_init(&glsp); if (!gl_shader_parse(&glsp, shader_str, file)) success = false; else success = gl_shader_init(shader, &glsp, file, error_string); if (!success) { shader_destroy(shader); shader = NULL; } gl_shader_parser_free(&glsp); return shader; } shader_t device_create_vertexshader(device_t device, const char *shader, const char *file, char **error_string) { return shader_create(device, SHADER_VERTEX, shader, file, error_string); } shader_t device_create_pixelshader(device_t device, const char *shader, const char *file, char **error_string) { return shader_create(device, SHADER_PIXEL, shader, file, error_string); } void shader_destroy(shader_t shader) { size_t i; if (!shader) return; for (i = 0; i < shader->params.num; i++) shader_param_free(shader->params.array+i); if (shader->program) { glDeleteProgram(shader->program); gl_success("glDeleteProgram"); } da_free(shader->samplers); da_free(shader->params); bfree(shader); } int shader_numparams(shader_t shader) { return (int)shader->params.num; } sparam_t shader_getparambyidx(shader_t shader, int param) { assert(param < shader->params.num); return shader->params.array+param; } sparam_t shader_getparambyname(shader_t shader, const char *name) { size_t i; for (i = 0; i < shader->params.num; i++) { struct shader_param *param = shader->params.array+i; if (strcmp(param->name, name) == 0) return param; } return NULL; } void shader_getparaminfo(shader_t shader, sparam_t param, struct shader_param_info *info) { info->type = param->type; info->name = param->name; } sparam_t shader_getviewprojmatrix(shader_t shader) { return shader->viewproj; } sparam_t shader_getworldmatrix(shader_t shader) { return shader->world; } void shader_setbool(shader_t shader, sparam_t param, bool val) { glProgramUniform1i(shader->program, param->param, (GLint)val); gl_success("glProgramUniform1i"); } void shader_setfloat(shader_t shader, sparam_t param, float val) { glProgramUniform1f(shader->program, param->param, val); gl_success("glProgramUniform1f"); } void shader_setint(shader_t shader, sparam_t param, int val) { glProgramUniform1i(shader->program, param->param, val); gl_success("glProgramUniform1i"); } void shader_setmatrix3(shader_t shader, sparam_t param, const struct matrix3 *val) { struct matrix4 mat; matrix4_from_matrix3(&mat, val); glProgramUniformMatrix4fv(shader->program, param->param, 1, true, mat.x.ptr); gl_success("glProgramUniformMatrix4fv"); } void shader_setmatrix4(shader_t shader, sparam_t param, const struct matrix4 *val) { glProgramUniformMatrix4fv(shader->program, param->param, 1, true, val->x.ptr); gl_success("glProgramUniformMatrix4fv"); } void shader_setvec2(shader_t shader, sparam_t param, const struct vec2 *val) { glProgramUniform2fv(shader->program, param->param, 1, val->ptr); gl_success("glProgramUniform2fv"); } void shader_setvec3(shader_t shader, sparam_t param, const struct vec3 *val) { glProgramUniform3fv(shader->program, param->param, 1, val->ptr); gl_success("glProgramUniform3fv"); } void shader_setvec4(shader_t shader, sparam_t param, const struct vec4 *val) { glProgramUniform4fv(shader->program, param->param, 1, val->ptr); gl_success("glProgramUniform4fv"); } void shader_settexture(shader_t shader, sparam_t param, texture_t val) { } static void shader_setval_data(shader_t shader, sparam_t param, const void *val, int count) { if (param->type == SHADER_PARAM_BOOL || param->type == SHADER_PARAM_INT) { glProgramUniform1iv(shader->program, param->param, count, val); gl_success("glProgramUniform1iv"); } else if (param->type == SHADER_PARAM_FLOAT) { glProgramUniform1fv(shader->program, param->param, count, val); gl_success("glProgramUniform1fv"); } else if (param->type == SHADER_PARAM_VEC2) { glProgramUniform2fv(shader->program, param->param, count, val); gl_success("glProgramUniform2fv"); } else if (param->type == SHADER_PARAM_VEC3) { glProgramUniform3fv(shader->program, param->param, count, val); gl_success("glProgramUniform3fv"); } else if (param->type == SHADER_PARAM_VEC4) { glProgramUniform4fv(shader->program, param->param, count, val); gl_success("glProgramUniform4fv"); } else if (param->type == SHADER_PARAM_MATRIX4X4) { glProgramUniformMatrix4fv(shader->program, param->param, count, false, val); gl_success("glProgramUniformMatrix4fv"); } } void shader_setval(shader_t shader, sparam_t param, const void *val, size_t size) { int count = param->array_count; size_t expected_size = 0; if (!count) count = 1; switch (param->type) { case SHADER_PARAM_FLOAT: expected_size = sizeof(float); break; case SHADER_PARAM_BOOL: case SHADER_PARAM_INT: expected_size = sizeof(int); break; case SHADER_PARAM_VEC2: expected_size = sizeof(float)*2; break; case SHADER_PARAM_VEC3: expected_size = sizeof(float)*3; break; case SHADER_PARAM_VEC4: expected_size = sizeof(float)*4; break; case SHADER_PARAM_MATRIX3X3: expected_size = sizeof(float)*3*3; break; case SHADER_PARAM_MATRIX4X4: expected_size = sizeof(float)*4*4; break; } expected_size *= count; if (!expected_size) return; if (expected_size != size) { blog(LOG_ERROR, "shader_setval (GL): Size of shader param does " "not match the size of the input"); return; } shader_setval_data(shader, param, val, count); } void shader_setdefault(shader_t shader, sparam_t param) { shader_setval(shader, param, param->def_value.array, param->def_value.num); }