diff options
Diffstat (limited to 'src/gl/gl3shader.cpp')
| -rw-r--r-- | src/gl/gl3shader.cpp | 363 |
1 files changed, 363 insertions, 0 deletions
diff --git a/src/gl/gl3shader.cpp b/src/gl/gl3shader.cpp new file mode 100644 index 0000000..fc57ae0 --- /dev/null +++ b/src/gl/gl3shader.cpp @@ -0,0 +1,363 @@ +#include <stdio.h> +#include <stdlib.h> +#include <string.h> +#include <assert.h> + +#include "../rwbase.h" +#include "../rwerror.h" +#include "../rwplg.h" +#include "../rwpipeline.h" +#include "../rwobjects.h" +#include "../rwengine.h" +#ifdef RW_OPENGL +#include "rwgl3.h" +#include "rwgl3shader.h" + +namespace rw { +namespace gl3 { + +#include "shaders/header_vs.inc" +#include "shaders/header_fs.inc" + +UniformRegistry uniformRegistry; +static char nameBuffer[(MAX_UNIFORMS + MAX_BLOCKS)*32]; // static because memory system isn't up yet when we register +static uint32 nameBufPtr; +static float uniformData[512*4]; // seems enough +static uint32 dataPtr; + +static int uniformTypesize[] = { + 0, 4, 4, 16 +}; + +static char* +shader_strdup(const char *name) +{ + size_t len = strlen(name)+1; + char *s = &nameBuffer[nameBufPtr]; + nameBufPtr += len; + assert(nameBufPtr <= nelem(nameBuffer)); + memcpy(s, name, len); + return s; +} + +int32 +registerUniform(const char *name, UniformType type, int32 num) +{ + int i; + i = findUniform(name); + if(type == UNIFORM_NA) + num = 0; + if(i >= 0){ + Uniform *u = &uniformRegistry.uniforms[i]; + assert(u->type == type); + assert(u->num == num); + return i; + } + // TODO: print error + if(uniformRegistry.numUniforms+1 >= MAX_UNIFORMS){ + assert(0 && "no space for uniform"); + return -1; + } + Uniform *u = &uniformRegistry.uniforms[uniformRegistry.numUniforms]; + u->name = shader_strdup(name); + u->type = type; + u->serialNum = 0; + if(type == UNIFORM_NA){ + u->num = 0; + u->data = nil; + }else{ + u->num = num; + u->data = &uniformData[dataPtr]; + dataPtr += uniformTypesize[type]*num; + assert(dataPtr <= nelem(uniformData)); + } + + return uniformRegistry.numUniforms++; +} + +int32 +findUniform(const char *name) +{ + int i; + for(i = 0; i < uniformRegistry.numUniforms; i++) + if(strcmp(name, uniformRegistry.uniforms[i].name) == 0) + return i; + return -1; +} + +int32 +registerBlock(const char *name) +{ + int i; + i = findBlock(name); + if(i >= 0) return i; + // TODO: print error + if(uniformRegistry.numBlocks+1 >= MAX_BLOCKS) + return -1; + uniformRegistry.blockNames[uniformRegistry.numBlocks] = shader_strdup(name); + return uniformRegistry.numBlocks++; +} + +int32 +findBlock(const char *name) +{ + int i; + for(i = 0; i < uniformRegistry.numBlocks; i++) + if(strcmp(name, uniformRegistry.blockNames[i]) == 0) + return i; + return -1; +} + +void +setUniform(int32 id, void *data) +{ + Uniform *u = &uniformRegistry.uniforms[id]; + assert(u->type != UNIFORM_NA); + if(memcmp(u->data, data, uniformTypesize[u->type]*u->num * sizeof(float)) != 0){ + memcpy(u->data, data, uniformTypesize[u->type]*u->num * sizeof(float)); + //u->dirty = true; + u->serialNum++; + } +} + +void +flushUniforms(void) +{ + for(int i = 0; i < uniformRegistry.numUniforms; i++){ + // this is bad! + if(i >= currentShader->numUniforms){ + printf("trying to set uniform %d %s that doesn't exist!\n", i, uniformRegistry.uniforms[i].name); + continue; + } + + int32 loc = currentShader->uniformLocations[i]; + if(loc == -1) + continue; + + Uniform *u = &uniformRegistry.uniforms[i]; + if(currentShader->serialNums[i] != u->serialNum) + switch(u->type){ + case UNIFORM_NA: + break; + case UNIFORM_VEC4: + glUniform4fv(loc, u->num, (GLfloat*)u->data); + break; + case UNIFORM_IVEC4: + glUniform4iv(loc, u->num, (GLint*)u->data); + break; + case UNIFORM_MAT4: + glUniformMatrix4fv(loc, u->num, GL_FALSE, (GLfloat*)u->data); + break; + } + currentShader->serialNums[i] = u->serialNum; + } +} + +Shader *currentShader; + +static void +printShaderSource(const char **src) +{ + int f; + const char *file; + bool printline; + int line = 1; + for(f = 0; src[f]; f++){ + int fileline = 1; + char c; + file = src[f]; + printline = true; + while(c = *file++, c != '\0'){ + if(printline) + printf("%.4d/%d:%.4d: ", line++, f, fileline++); + putchar(c); + printline = c == '\n'; + } + putchar('\n'); + } +} + +static int +compileshader(GLenum type, const char **src, GLuint *shader) +{ + GLint n; + GLint shdr, success; + GLint len; + char *log; + + for(n = 0; src[n]; n++); + + shdr = glCreateShader(type); + glShaderSource(shdr, n, src, nil); + glCompileShader(shdr); + glGetShaderiv(shdr, GL_COMPILE_STATUS, &success); + if(!success){ + printShaderSource(src); + fprintf(stderr, "Error in %s shader\n", + type == GL_VERTEX_SHADER ? "vertex" : "fragment"); + glGetShaderiv(shdr, GL_INFO_LOG_LENGTH, &len); + log = (char*)rwMalloc(len, MEMDUR_FUNCTION); + glGetShaderInfoLog(shdr, len, nil, log); + fprintf(stderr, "%s\n", log); + rwFree(log); + return 1; + } + *shader = shdr; + return 0; +} + +static int +linkprogram(GLint vs, GLint fs, GLuint *program) +{ + GLint prog, success; + GLint len; + char *log; + + prog = glCreateProgram(); + + if(gl3Caps.glversion < 30){ + // TODO: perhaps just do this always and get rid of the layout stuff? + glBindAttribLocation(prog, ATTRIB_POS, "in_pos"); + glBindAttribLocation(prog, ATTRIB_NORMAL, "in_normal"); + glBindAttribLocation(prog, ATTRIB_COLOR, "in_color"); + glBindAttribLocation(prog, ATTRIB_WEIGHTS, "in_weights"); + glBindAttribLocation(prog, ATTRIB_INDICES, "in_indices"); + glBindAttribLocation(prog, ATTRIB_TEXCOORDS0, "in_tex0"); + glBindAttribLocation(prog, ATTRIB_TEXCOORDS1, "in_tex1"); + glBindAttribLocation(prog, ATTRIB_TEXCOORDS2, "in_tex2"); + glBindAttribLocation(prog, ATTRIB_TEXCOORDS3, "in_tex3"); + glBindAttribLocation(prog, ATTRIB_TEXCOORDS4, "in_tex4"); + glBindAttribLocation(prog, ATTRIB_TEXCOORDS5, "in_tex5"); + glBindAttribLocation(prog, ATTRIB_TEXCOORDS6, "in_tex6"); + glBindAttribLocation(prog, ATTRIB_TEXCOORDS7, "in_tex7"); + } + + glAttachShader(prog, vs); + glAttachShader(prog, fs); + glLinkProgram(prog); + glGetProgramiv(prog, GL_LINK_STATUS, &success); + if(!success){ + fprintf(stderr, "Error in program\n"); + glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &len); + log = (char*)rwMalloc(len, MEMDUR_FUNCTION); + glGetProgramInfoLog(prog, len, nil, log); + fprintf(stderr, "%s\n", log); + rwFree(log); + return 1; + } + *program = prog; + return 0; +} + +Shader* +Shader::create(const char **vsrc, const char **fsrc) +{ + GLuint vs, fs, program; + int i; + int fail; + + fail = compileshader(GL_VERTEX_SHADER, vsrc, &vs); + if(fail) + return nil; + + fail = compileshader(GL_FRAGMENT_SHADER, fsrc, &fs); + if(fail){ + glDeleteShader(vs); + return nil; + } + + fail = linkprogram(vs, fs, &program); + + glDeleteShader(vs); + glDeleteShader(fs); + if(fail){ + return nil; + } + + Shader *sh = rwNewT(Shader, 1, MEMDUR_EVENT | ID_DRIVER); // or global? + +#ifdef xxxRW_GLES2 + int numUniforms; + glGetProgramiv(program, GL_ACTIVE_UNIFORMS, &numUniforms); + for(i = 0; i < numUniforms; i++){ + GLint size; + GLenum type; + char name[100]; + glGetActiveUniform(program, i, 100, nil, &size, &type, name); + printf("%d %d %s\n", size, type, name); + } + printf("\n"); +#endif + +#ifdef xxxRW_GLES2 + int numAttribs; + glGetProgramiv(program, GL_ACTIVE_ATTRIBUTES, &numAttribs); + for(i = 0; i < numAttribs; i++){ + GLint size; + GLenum type; + char name[100]; + glGetActiveAttrib(program, i, 100, nil, &size, &type, name); + GLint bind = glGetAttribLocation(program, name); + printf("%d %d %s. %d\n", size, type, name, bind); + } + printf("\n"); +#endif + + // set uniform block binding + for(i = 0; i < uniformRegistry.numBlocks; i++){ + int idx = glGetUniformBlockIndex(program, + uniformRegistry.blockNames[i]); + if(idx >= 0) + glUniformBlockBinding(program, idx, i); + } + + // query uniform locations + sh->program = program; + sh->numUniforms = uniformRegistry.numUniforms; + sh->uniformLocations = rwNewT(GLint, uniformRegistry.numUniforms, MEMDUR_EVENT | ID_DRIVER); + sh->serialNums = rwNewT(uint32, uniformRegistry.numUniforms, MEMDUR_EVENT | ID_DRIVER); + for(i = 0; i < uniformRegistry.numUniforms; i++){ + sh->uniformLocations[i] = glGetUniformLocation(program, + uniformRegistry.uniforms[i].name); + sh->serialNums[i] = ~0; // let's hope this means dirty + } + + // set samplers + glUseProgram(program); + char name[64]; + GLint loc; + for(i = 0; i < 4; i++){ + sprintf(name, "tex%d", i); + loc = glGetUniformLocation(program, name); + glUniform1i(loc, i); + } + + // reset program + if(currentShader) + glUseProgram(currentShader->program); + + return sh; +} + +void +Shader::use(void) +{ + if(currentShader != this){ + glUseProgram(this->program); + currentShader = this; + } +} + +void +Shader::destroy(void) +{ + glDeleteProgram(this->program); + rwFree(this->uniformLocations); + rwFree(this->serialNums); + rwFree(this); +} + +} +} + +#endif |
