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										 |  |  | /**************************************************************************/ | 
					
						
							|  |  |  | /*  shader_gles2.cpp                                                      */ | 
					
						
							|  |  |  | /**************************************************************************/ | 
					
						
							|  |  |  | /*                         This file is part of:                          */ | 
					
						
							|  |  |  | /*                             GODOT ENGINE                               */ | 
					
						
							|  |  |  | /*                        https://godotengine.org                         */ | 
					
						
							|  |  |  | /**************************************************************************/ | 
					
						
							|  |  |  | /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ | 
					
						
							|  |  |  | /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */ | 
					
						
							|  |  |  | /*                                                                        */ | 
					
						
							|  |  |  | /* Permission is hereby granted, free of charge, to any person obtaining  */ | 
					
						
							|  |  |  | /* a copy of this software and associated documentation files (the        */ | 
					
						
							|  |  |  | /* "Software"), to deal in the Software without restriction, including    */ | 
					
						
							|  |  |  | /* without limitation the rights to use, copy, modify, merge, publish,    */ | 
					
						
							|  |  |  | /* distribute, sublicense, and/or sell copies of the Software, and to     */ | 
					
						
							|  |  |  | /* permit persons to whom the Software is furnished to do so, subject to  */ | 
					
						
							|  |  |  | /* the following conditions:                                              */ | 
					
						
							|  |  |  | /*                                                                        */ | 
					
						
							|  |  |  | /* The above copyright notice and this permission notice shall be         */ | 
					
						
							|  |  |  | /* included in all copies or substantial portions of the Software.        */ | 
					
						
							|  |  |  | /*                                                                        */ | 
					
						
							|  |  |  | /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */ | 
					
						
							|  |  |  | /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF     */ | 
					
						
							|  |  |  | /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ | 
					
						
							|  |  |  | /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */ | 
					
						
							|  |  |  | /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,   */ | 
					
						
							|  |  |  | /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE      */ | 
					
						
							|  |  |  | /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                 */ | 
					
						
							|  |  |  | /**************************************************************************/ | 
					
						
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										 |  |  | 
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										 |  |  | #include "shader_gles2.h"
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										 |  |  | 
 | 
					
						
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										 |  |  | #include "core/os/memory.h"
 | 
					
						
							|  |  |  | #include "core/print_string.h"
 | 
					
						
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										 |  |  | #include "core/project_settings.h"
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										 |  |  | #include "core/string_builder.h"
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										 |  |  | #include "rasterizer_gles2.h"
 | 
					
						
							|  |  |  | #include "rasterizer_storage_gles2.h"
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | // #define DEBUG_OPENGL
 | 
					
						
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										 |  |  | 
 | 
					
						
							|  |  |  | // #include "shaders/copy.glsl.gen.h"
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #ifdef DEBUG_OPENGL
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #define DEBUG_TEST_ERROR(m_section)                                         \
 | 
					
						
							|  |  |  | 	{                                                                       \ | 
					
						
							|  |  |  | 		uint32_t err = glGetError();                                        \ | 
					
						
							|  |  |  | 		if (err) {                                                          \ | 
					
						
							|  |  |  | 			print_line("OpenGL Error #" + itos(err) + " at: " + m_section); \ | 
					
						
							|  |  |  | 		}                                                                   \ | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | #else
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #define DEBUG_TEST_ERROR(m_section)
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #endif
 | 
					
						
							|  |  |  | 
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										 |  |  | ShaderGLES2 *ShaderGLES2::active = nullptr; | 
					
						
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										 |  |  | 
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										 |  |  | //#define DEBUG_SHADER
 | 
					
						
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										 |  |  | 
 | 
					
						
							|  |  |  | #ifdef DEBUG_SHADER
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #define DEBUG_PRINT(m_text) print_line(m_text);
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #else
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #define DEBUG_PRINT(m_text)
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							|  |  |  | 
 | 
					
						
							|  |  |  | #endif
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | GLint ShaderGLES2::get_uniform_location(int p_index) const { | 
					
						
							|  |  |  | 	ERR_FAIL_COND_V(!version, -1); | 
					
						
							|  |  |  | 
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							|  |  |  | 	return version->uniform_location[p_index]; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
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							|  |  |  | bool ShaderGLES2::bind() { | 
					
						
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										 |  |  | 	if (active != this || !version || !(new_conditional_version == conditional_version)) { | 
					
						
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										 |  |  | 		conditional_version = new_conditional_version; | 
					
						
							|  |  |  | 		version = get_current_version(); | 
					
						
							|  |  |  | 	} else { | 
					
						
							|  |  |  | 		return false; | 
					
						
							|  |  |  | 	} | 
					
						
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										 |  |  | 
 | 
					
						
							|  |  |  | 	ERR_FAIL_COND_V(!version, false); | 
					
						
							|  |  |  | 
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										 |  |  | 	if (!version->ok) { //broken, unable to bind (do not throw error, you saw it before already when it failed compilation).
 | 
					
						
							|  |  |  | 		glUseProgram(0); | 
					
						
							|  |  |  | 		return false; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
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										 |  |  | 	glUseProgram(version->id); | 
					
						
							|  |  |  | 
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							|  |  |  | 	DEBUG_TEST_ERROR("use program"); | 
					
						
							|  |  |  | 
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							|  |  |  | 	active = this; | 
					
						
							|  |  |  | 	uniforms_dirty = true; | 
					
						
							|  |  |  | 
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							|  |  |  | 	return true; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
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							|  |  |  | void ShaderGLES2::unbind() { | 
					
						
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										 |  |  | 	version = nullptr; | 
					
						
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										 |  |  | 	glUseProgram(0); | 
					
						
							|  |  |  | 	uniforms_dirty = true; | 
					
						
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										 |  |  | 	active = nullptr; | 
					
						
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										 |  |  | } | 
					
						
							|  |  |  | 
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										 |  |  | static void _display_error_with_code(const String &p_error, const Vector<const char *> &p_code) { | 
					
						
							|  |  |  | 	int line = 1; | 
					
						
							|  |  |  | 	String total_code; | 
					
						
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										 |  |  | 
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										 |  |  | 	for (int i = 0; i < p_code.size(); i++) { | 
					
						
							|  |  |  | 		total_code += String(p_code[i]); | 
					
						
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										 |  |  | 	} | 
					
						
							|  |  |  | 
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										 |  |  | 	Vector<String> lines = String(total_code).split("\n"); | 
					
						
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										 |  |  | 
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										 |  |  | 	for (int j = 0; j < lines.size(); j++) { | 
					
						
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										 |  |  | 		print_line(vformat("%4d | %s", line, lines[j])); | 
					
						
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										 |  |  | 		line++; | 
					
						
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										 |  |  | 	} | 
					
						
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										 |  |  | 
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										 |  |  | 	ERR_PRINT(p_error); | 
					
						
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										 |  |  | } | 
					
						
							|  |  |  | 
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										 |  |  | static String _mkid(const String &p_id) { | 
					
						
							|  |  |  | 	String id = "m_" + p_id; | 
					
						
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										 |  |  | 	return id.replace("__", "_dus_"); //doubleunderscore is reserved in glsl
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										 |  |  | } | 
					
						
							|  |  |  | 
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										 |  |  | ShaderGLES2::Version *ShaderGLES2::get_current_version() { | 
					
						
							|  |  |  | 	Version *_v = version_map.getptr(conditional_version); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	if (_v) { | 
					
						
							|  |  |  | 		if (conditional_version.code_version != 0) { | 
					
						
							|  |  |  | 			CustomCode *cc = custom_code_map.getptr(conditional_version.code_version); | 
					
						
							|  |  |  | 			ERR_FAIL_COND_V(!cc, _v); | 
					
						
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										 |  |  | 			if (cc->version == _v->code_version) { | 
					
						
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										 |  |  | 				return _v; | 
					
						
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										 |  |  | 			} | 
					
						
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										 |  |  | 		} else { | 
					
						
							|  |  |  | 			return _v; | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
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										 |  |  | 	if (!_v) { | 
					
						
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										 |  |  | 		version_map[conditional_version] = Version(); | 
					
						
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										 |  |  | 	} | 
					
						
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										 |  |  | 
 | 
					
						
							|  |  |  | 	Version &v = version_map[conditional_version]; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	if (!_v) { | 
					
						
							|  |  |  | 		v.uniform_location = memnew_arr(GLint, uniform_count); | 
					
						
							|  |  |  | 	} else { | 
					
						
							|  |  |  | 		if (v.ok) { | 
					
						
							|  |  |  | 			glDeleteShader(v.vert_id); | 
					
						
							|  |  |  | 			glDeleteShader(v.frag_id); | 
					
						
							|  |  |  | 			glDeleteProgram(v.id); | 
					
						
							|  |  |  | 			v.id = 0; | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	v.ok = false; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	Vector<const char *> strings; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #ifdef GLES_OVER_GL
 | 
					
						
							|  |  |  | 	strings.push_back("#version 120\n"); | 
					
						
							|  |  |  | 	strings.push_back("#define USE_GLES_OVER_GL\n"); | 
					
						
							|  |  |  | #else
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							|  |  |  | 	strings.push_back("#version 100\n"); | 
					
						
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										 |  |  | //angle does not like
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							|  |  |  | #ifdef JAVASCRIPT_ENABLED
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							|  |  |  | 	strings.push_back("#define USE_HIGHP_PRECISION\n"); | 
					
						
							|  |  |  | #endif
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							|  |  |  | 
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										 |  |  | 	if (GLOBAL_GET("rendering/gles2/compatibility/enable_high_float.Android")) { | 
					
						
							|  |  |  | 		// enable USE_HIGHP_PRECISION but safeguarded by an availability check as highp support is optional in GLES2
 | 
					
						
							|  |  |  | 		// see Section 4.5.4 of the GLSL_ES_Specification_1.00
 | 
					
						
							|  |  |  | 		strings.push_back("#ifdef GL_FRAGMENT_PRECISION_HIGH\n  #define USE_HIGHP_PRECISION\n#endif\n"); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
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										 |  |  | #endif
 | 
					
						
							|  |  |  | 
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										 |  |  | #ifdef ANDROID_ENABLED
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							|  |  |  | 	strings.push_back("#define ANDROID_ENABLED\n"); | 
					
						
							|  |  |  | #endif
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	for (int i = 0; i < custom_defines.size(); i++) { | 
					
						
							|  |  |  | 		strings.push_back(custom_defines[i].get_data()); | 
					
						
							|  |  |  | 		strings.push_back("\n"); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
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										 |  |  | 	for (int j = 0; j < conditional_count; j++) { | 
					
						
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										 |  |  | 		bool enable = (conditional_version.version & (uint64_t(1) << j)) > 0; | 
					
						
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										 |  |  | 
 | 
					
						
							|  |  |  | 		if (enable) { | 
					
						
							|  |  |  | 			strings.push_back(conditional_defines[j]); | 
					
						
							|  |  |  | 			DEBUG_PRINT(conditional_defines[j]); | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
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										 |  |  | 	// keep them around during the function
 | 
					
						
							| 
									
										
										
										
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										 |  |  | 	CharString code_string; | 
					
						
							|  |  |  | 	CharString code_string2; | 
					
						
							|  |  |  | 	CharString code_globals; | 
					
						
							|  |  |  | 
 | 
					
						
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										 |  |  | 	CustomCode *cc = nullptr; | 
					
						
							| 
									
										
										
										
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										 |  |  | 
 | 
					
						
							|  |  |  | 	if (conditional_version.code_version > 0) { | 
					
						
							|  |  |  | 		cc = custom_code_map.getptr(conditional_version.code_version); | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
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										 |  |  | 		ERR_FAIL_COND_V(!cc, nullptr); | 
					
						
							| 
									
										
										
										
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										 |  |  | 		v.code_version = cc->version; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	// program
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	v.id = glCreateProgram(); | 
					
						
							| 
									
										
										
										
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										 |  |  | 	ERR_FAIL_COND_V(v.id == 0, nullptr); | 
					
						
							| 
									
										
										
										
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										 |  |  | 
 | 
					
						
							|  |  |  | 	if (cc) { | 
					
						
							|  |  |  | 		for (int i = 0; i < cc->custom_defines.size(); i++) { | 
					
						
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										 |  |  | 			strings.push_back(cc->custom_defines.write[i]); | 
					
						
							| 
									
										
										
										
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										 |  |  | 			DEBUG_PRINT("CD #" + itos(i) + ": " + String(cc->custom_defines[i].get_data())); | 
					
						
							| 
									
										
										
										
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										 |  |  | 		} | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	// vertex shader
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	int string_base_size = strings.size(); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	strings.push_back(vertex_code0.get_data()); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	if (cc) { | 
					
						
							|  |  |  | 		code_globals = cc->vertex_globals.ascii(); | 
					
						
							|  |  |  | 		strings.push_back(code_globals.get_data()); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	strings.push_back(vertex_code1.get_data()); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	if (cc) { | 
					
						
							|  |  |  | 		code_string = cc->vertex.ascii(); | 
					
						
							|  |  |  | 		strings.push_back(code_string.get_data()); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	strings.push_back(vertex_code2.get_data()); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #ifdef DEBUG_SHADER
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	DEBUG_PRINT("\nVertex Code:\n\n" + String(code_string.get_data())); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #endif
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	v.vert_id = glCreateShader(GL_VERTEX_SHADER); | 
					
						
							| 
									
										
										
										
											2021-05-04 16:00:45 +02:00
										 |  |  | 	glShaderSource(v.vert_id, strings.size(), &strings[0], nullptr); | 
					
						
							| 
									
										
										
										
											2017-12-04 13:41:34 +01:00
										 |  |  | 	glCompileShader(v.vert_id); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	GLint status; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	glGetShaderiv(v.vert_id, GL_COMPILE_STATUS, &status); | 
					
						
							|  |  |  | 	if (status == GL_FALSE) { | 
					
						
							|  |  |  | 		GLsizei iloglen; | 
					
						
							|  |  |  | 		glGetShaderiv(v.vert_id, GL_INFO_LOG_LENGTH, &iloglen); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		if (iloglen < 0) { | 
					
						
							|  |  |  | 			glDeleteShader(v.vert_id); | 
					
						
							|  |  |  | 			glDeleteProgram(v.id); | 
					
						
							|  |  |  | 			v.id = 0; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			ERR_PRINT("No OpenGL vertex shader compiler log. What the frick?"); | 
					
						
							|  |  |  | 		} else { | 
					
						
							|  |  |  | 			if (iloglen == 0) { | 
					
						
							|  |  |  | 				iloglen = 4096; // buggy driver (Adreno 220+)
 | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			char *ilogmem = (char *)Memory::alloc_static(iloglen + 1); | 
					
						
							|  |  |  | 			ilogmem[iloglen] = '\0'; | 
					
						
							|  |  |  | 			glGetShaderInfoLog(v.vert_id, iloglen, &iloglen, ilogmem); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			String err_string = get_shader_name() + ": Vertex shader compilation failed:\n"; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			err_string += ilogmem; | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2018-09-23 12:12:30 -03:00
										 |  |  | 			_display_error_with_code(err_string, strings); | 
					
						
							| 
									
										
										
										
											2017-12-04 13:41:34 +01:00
										 |  |  | 
 | 
					
						
							|  |  |  | 			Memory::free_static(ilogmem); | 
					
						
							|  |  |  | 			glDeleteShader(v.vert_id); | 
					
						
							|  |  |  | 			glDeleteProgram(v.id); | 
					
						
							|  |  |  | 			v.id = 0; | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2021-05-04 16:00:45 +02:00
										 |  |  | 		ERR_FAIL_V(nullptr); | 
					
						
							| 
									
										
										
										
											2017-12-04 13:41:34 +01:00
										 |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	strings.resize(string_base_size); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	// fragment shader
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	strings.push_back(fragment_code0.get_data()); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	if (cc) { | 
					
						
							|  |  |  | 		code_globals = cc->fragment_globals.ascii(); | 
					
						
							|  |  |  | 		strings.push_back(code_globals.get_data()); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	strings.push_back(fragment_code1.get_data()); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	if (cc) { | 
					
						
							| 
									
										
										
										
											2018-12-19 10:24:58 -03:00
										 |  |  | 		code_string = cc->light.ascii(); | 
					
						
							| 
									
										
										
										
											2017-12-04 13:41:34 +01:00
										 |  |  | 		strings.push_back(code_string.get_data()); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	strings.push_back(fragment_code2.get_data()); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	if (cc) { | 
					
						
							| 
									
										
										
										
											2018-12-19 10:24:58 -03:00
										 |  |  | 		code_string2 = cc->fragment.ascii(); | 
					
						
							| 
									
										
										
										
											2017-12-04 13:41:34 +01:00
										 |  |  | 		strings.push_back(code_string2.get_data()); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	strings.push_back(fragment_code3.get_data()); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #ifdef DEBUG_SHADER
 | 
					
						
							| 
									
										
										
										
											2018-02-24 14:48:22 +01:00
										 |  |  | 
 | 
					
						
							|  |  |  | 	if (cc) { | 
					
						
							|  |  |  | 		DEBUG_PRINT("\nFragment Code:\n\n" + String(cc->fragment_globals)); | 
					
						
							|  |  |  | 	} | 
					
						
							| 
									
										
										
										
											2017-12-04 13:41:34 +01:00
										 |  |  | 	DEBUG_PRINT("\nFragment Code:\n\n" + String(code_string.get_data())); | 
					
						
							|  |  |  | #endif
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	v.frag_id = glCreateShader(GL_FRAGMENT_SHADER); | 
					
						
							| 
									
										
										
										
											2021-05-04 16:00:45 +02:00
										 |  |  | 	glShaderSource(v.frag_id, strings.size(), &strings[0], nullptr); | 
					
						
							| 
									
										
										
										
											2017-12-04 13:41:34 +01:00
										 |  |  | 	glCompileShader(v.frag_id); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	glGetShaderiv(v.frag_id, GL_COMPILE_STATUS, &status); | 
					
						
							|  |  |  | 	if (status == GL_FALSE) { | 
					
						
							|  |  |  | 		GLsizei iloglen; | 
					
						
							|  |  |  | 		glGetShaderiv(v.frag_id, GL_INFO_LOG_LENGTH, &iloglen); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		if (iloglen < 0) { | 
					
						
							|  |  |  | 			glDeleteShader(v.frag_id); | 
					
						
							|  |  |  | 			glDeleteShader(v.vert_id); | 
					
						
							|  |  |  | 			glDeleteProgram(v.id); | 
					
						
							|  |  |  | 			v.id = 0; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			ERR_PRINT("No OpenGL fragment shader compiler log. What the frick?"); | 
					
						
							|  |  |  | 		} else { | 
					
						
							|  |  |  | 			if (iloglen == 0) { | 
					
						
							|  |  |  | 				iloglen = 4096; // buggy driver (Adreno 220+)
 | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			char *ilogmem = (char *)Memory::alloc_static(iloglen + 1); | 
					
						
							|  |  |  | 			ilogmem[iloglen] = '\0'; | 
					
						
							|  |  |  | 			glGetShaderInfoLog(v.frag_id, iloglen, &iloglen, ilogmem); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			String err_string = get_shader_name() + ": Fragment shader compilation failed:\n"; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			err_string += ilogmem; | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2018-09-23 12:12:30 -03:00
										 |  |  | 			_display_error_with_code(err_string, strings); | 
					
						
							| 
									
										
										
										
											2017-12-04 13:41:34 +01:00
										 |  |  | 
 | 
					
						
							|  |  |  | 			Memory::free_static(ilogmem); | 
					
						
							|  |  |  | 			glDeleteShader(v.frag_id); | 
					
						
							|  |  |  | 			glDeleteShader(v.vert_id); | 
					
						
							|  |  |  | 			glDeleteProgram(v.id); | 
					
						
							|  |  |  | 			v.id = 0; | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2021-05-04 16:00:45 +02:00
										 |  |  | 		ERR_FAIL_V(nullptr); | 
					
						
							| 
									
										
										
										
											2017-12-04 13:41:34 +01:00
										 |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	glAttachShader(v.id, v.frag_id); | 
					
						
							|  |  |  | 	glAttachShader(v.id, v.vert_id); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	// bind the attribute locations. This has to be done before linking so that the
 | 
					
						
							|  |  |  | 	// linker doesn't assign some random indices
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	for (int i = 0; i < attribute_pair_count; i++) { | 
					
						
							|  |  |  | 		glBindAttribLocation(v.id, attribute_pairs[i].index, attribute_pairs[i].name); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	glLinkProgram(v.id); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	glGetProgramiv(v.id, GL_LINK_STATUS, &status); | 
					
						
							|  |  |  | 	if (status == GL_FALSE) { | 
					
						
							|  |  |  | 		GLsizei iloglen; | 
					
						
							|  |  |  | 		glGetProgramiv(v.id, GL_INFO_LOG_LENGTH, &iloglen); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		if (iloglen < 0) { | 
					
						
							|  |  |  | 			glDeleteShader(v.frag_id); | 
					
						
							|  |  |  | 			glDeleteShader(v.vert_id); | 
					
						
							|  |  |  | 			glDeleteProgram(v.id); | 
					
						
							|  |  |  | 			v.id = 0; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			ERR_PRINT("No OpenGL program link log. What the frick?"); | 
					
						
							| 
									
										
										
										
											2021-05-04 16:00:45 +02:00
										 |  |  | 			ERR_FAIL_V(nullptr); | 
					
						
							| 
									
										
										
										
											2017-12-04 13:41:34 +01:00
										 |  |  | 		} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		if (iloglen == 0) { | 
					
						
							|  |  |  | 			iloglen = 4096; // buggy driver (Adreno 220+)
 | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		char *ilogmem = (char *)Memory::alloc_static(iloglen + 1); | 
					
						
							|  |  |  | 		ilogmem[iloglen] = '\0'; | 
					
						
							|  |  |  | 		glGetProgramInfoLog(v.id, iloglen, &iloglen, ilogmem); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		String err_string = get_shader_name() + ": Program linking failed:\n"; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		err_string += ilogmem; | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2018-09-23 12:12:30 -03:00
										 |  |  | 		_display_error_with_code(err_string, strings); | 
					
						
							| 
									
										
										
										
											2017-12-04 13:41:34 +01:00
										 |  |  | 
 | 
					
						
							|  |  |  | 		Memory::free_static(ilogmem); | 
					
						
							|  |  |  | 		glDeleteShader(v.frag_id); | 
					
						
							|  |  |  | 		glDeleteShader(v.vert_id); | 
					
						
							|  |  |  | 		glDeleteProgram(v.id); | 
					
						
							|  |  |  | 		v.id = 0; | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2021-05-04 16:00:45 +02:00
										 |  |  | 		ERR_FAIL_V(nullptr); | 
					
						
							| 
									
										
										
										
											2017-12-04 13:41:34 +01:00
										 |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	// get uniform locations
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	glUseProgram(v.id); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	for (int i = 0; i < uniform_count; i++) { | 
					
						
							|  |  |  | 		v.uniform_location[i] = glGetUniformLocation(v.id, uniform_names[i]); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	for (int i = 0; i < texunit_pair_count; i++) { | 
					
						
							|  |  |  | 		GLint loc = glGetUniformLocation(v.id, texunit_pairs[i].name); | 
					
						
							| 
									
										
										
										
											2018-08-06 18:26:17 +02:00
										 |  |  | 		if (loc >= 0) { | 
					
						
							|  |  |  | 			if (texunit_pairs[i].index < 0) { | 
					
						
							|  |  |  | 				glUniform1i(loc, max_image_units + texunit_pairs[i].index); | 
					
						
							|  |  |  | 			} else { | 
					
						
							|  |  |  | 				glUniform1i(loc, texunit_pairs[i].index); | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 		} | 
					
						
							| 
									
										
										
										
											2017-12-04 13:41:34 +01:00
										 |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	if (cc) { | 
					
						
							| 
									
										
										
										
											2018-02-24 14:48:22 +01:00
										 |  |  | 		// uniforms
 | 
					
						
							| 
									
										
										
										
											2017-12-04 13:41:34 +01:00
										 |  |  | 		for (int i = 0; i < cc->custom_uniforms.size(); i++) { | 
					
						
							| 
									
										
										
										
											2018-11-10 10:52:24 -03:00
										 |  |  | 			String native_uniform_name = _mkid(cc->custom_uniforms[i]); | 
					
						
							|  |  |  | 			GLint location = glGetUniformLocation(v.id, (native_uniform_name).ascii().get_data()); | 
					
						
							| 
									
										
										
										
											2018-02-24 14:48:22 +01:00
										 |  |  | 			v.custom_uniform_locations[cc->custom_uniforms[i]] = location; | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		// textures
 | 
					
						
							|  |  |  | 		for (int i = 0; i < cc->texture_uniforms.size(); i++) { | 
					
						
							| 
									
										
										
										
											2018-11-10 10:52:24 -03:00
										 |  |  | 			String native_uniform_name = _mkid(cc->texture_uniforms[i]); | 
					
						
							|  |  |  | 			GLint location = glGetUniformLocation(v.id, (native_uniform_name).ascii().get_data()); | 
					
						
							| 
									
										
										
										
											2018-02-24 14:48:22 +01:00
										 |  |  | 			v.custom_uniform_locations[cc->texture_uniforms[i]] = location; | 
					
						
							| 
									
										
										
										
											2019-02-27 23:49:34 -03:00
										 |  |  | 			glUniform1i(location, i); | 
					
						
							| 
									
										
										
										
											2017-12-04 13:41:34 +01:00
										 |  |  | 		} | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	glUseProgram(0); | 
					
						
							|  |  |  | 	v.ok = true; | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2019-01-25 19:28:27 -03:00
										 |  |  | 	if (cc) { | 
					
						
							|  |  |  | 		cc->versions.insert(conditional_version.version); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2017-12-04 13:41:34 +01:00
										 |  |  | 	return &v; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | GLint ShaderGLES2::get_uniform_location(const String &p_name) const { | 
					
						
							|  |  |  | 	ERR_FAIL_COND_V(!version, -1); | 
					
						
							|  |  |  | 	return glGetUniformLocation(version->id, p_name.ascii().get_data()); | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void ShaderGLES2::setup( | 
					
						
							|  |  |  | 		const char **p_conditional_defines, | 
					
						
							|  |  |  | 		int p_conditional_count, | 
					
						
							|  |  |  | 		const char **p_uniform_names, | 
					
						
							|  |  |  | 		int p_uniform_count, | 
					
						
							|  |  |  | 		const AttributePair *p_attribute_pairs, | 
					
						
							|  |  |  | 		int p_attribute_count, | 
					
						
							|  |  |  | 		const TexUnitPair *p_texunit_pairs, | 
					
						
							|  |  |  | 		int p_texunit_pair_count, | 
					
						
							|  |  |  | 		const char *p_vertex_code, | 
					
						
							|  |  |  | 		const char *p_fragment_code, | 
					
						
							|  |  |  | 		int p_vertex_code_start, | 
					
						
							|  |  |  | 		int p_fragment_code_start) { | 
					
						
							|  |  |  | 	ERR_FAIL_COND(version); | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2021-03-08 12:58:13 -05:00
										 |  |  | 	memset(conditional_version.key, 0, sizeof(conditional_version.key)); | 
					
						
							|  |  |  | 	memset(new_conditional_version.key, 0, sizeof(new_conditional_version.key)); | 
					
						
							| 
									
										
										
										
											2017-12-04 13:41:34 +01:00
										 |  |  | 	uniform_count = p_uniform_count; | 
					
						
							|  |  |  | 	conditional_count = p_conditional_count; | 
					
						
							|  |  |  | 	conditional_defines = p_conditional_defines; | 
					
						
							|  |  |  | 	uniform_names = p_uniform_names; | 
					
						
							|  |  |  | 	vertex_code = p_vertex_code; | 
					
						
							|  |  |  | 	fragment_code = p_fragment_code; | 
					
						
							|  |  |  | 	texunit_pairs = p_texunit_pairs; | 
					
						
							|  |  |  | 	texunit_pair_count = p_texunit_pair_count; | 
					
						
							|  |  |  | 	vertex_code_start = p_vertex_code_start; | 
					
						
							|  |  |  | 	fragment_code_start = p_fragment_code_start; | 
					
						
							|  |  |  | 	attribute_pairs = p_attribute_pairs; | 
					
						
							|  |  |  | 	attribute_pair_count = p_attribute_count; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	{ | 
					
						
							|  |  |  | 		String globals_tag = "\nVERTEX_SHADER_GLOBALS"; | 
					
						
							|  |  |  | 		String code_tag = "\nVERTEX_SHADER_CODE"; | 
					
						
							|  |  |  | 		String code = vertex_code; | 
					
						
							|  |  |  | 		int cpos = code.find(globals_tag); | 
					
						
							|  |  |  | 		if (cpos == -1) { | 
					
						
							|  |  |  | 			vertex_code0 = code.ascii(); | 
					
						
							|  |  |  | 		} else { | 
					
						
							|  |  |  | 			vertex_code0 = code.substr(0, cpos).ascii(); | 
					
						
							|  |  |  | 			code = code.substr(cpos + globals_tag.length(), code.length()); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			cpos = code.find(code_tag); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			if (cpos == -1) { | 
					
						
							|  |  |  | 				vertex_code1 = code.ascii(); | 
					
						
							|  |  |  | 			} else { | 
					
						
							|  |  |  | 				vertex_code1 = code.substr(0, cpos).ascii(); | 
					
						
							|  |  |  | 				vertex_code2 = code.substr(cpos + code_tag.length(), code.length()).ascii(); | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	{ | 
					
						
							|  |  |  | 		String globals_tag = "\nFRAGMENT_SHADER_GLOBALS"; | 
					
						
							|  |  |  | 		String code_tag = "\nFRAGMENT_SHADER_CODE"; | 
					
						
							|  |  |  | 		String light_code_tag = "\nLIGHT_SHADER_CODE"; | 
					
						
							|  |  |  | 		String code = fragment_code; | 
					
						
							|  |  |  | 		int cpos = code.find(globals_tag); | 
					
						
							|  |  |  | 		if (cpos == -1) { | 
					
						
							|  |  |  | 			fragment_code0 = code.ascii(); | 
					
						
							|  |  |  | 		} else { | 
					
						
							|  |  |  | 			fragment_code0 = code.substr(0, cpos).ascii(); | 
					
						
							|  |  |  | 			code = code.substr(cpos + globals_tag.length(), code.length()); | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2018-12-19 10:24:58 -03:00
										 |  |  | 			cpos = code.find(light_code_tag); | 
					
						
							| 
									
										
										
										
											2017-12-04 13:41:34 +01:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2018-12-19 10:24:58 -03:00
										 |  |  | 			String code2; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			if (cpos != -1) { | 
					
						
							| 
									
										
										
										
											2017-12-04 13:41:34 +01:00
										 |  |  | 				fragment_code1 = code.substr(0, cpos).ascii(); | 
					
						
							| 
									
										
										
										
											2018-12-19 10:24:58 -03:00
										 |  |  | 				code2 = code.substr(cpos + light_code_tag.length(), code.length()); | 
					
						
							|  |  |  | 			} else { | 
					
						
							|  |  |  | 				code2 = code; | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			cpos = code2.find(code_tag); | 
					
						
							|  |  |  | 			if (cpos == -1) { | 
					
						
							|  |  |  | 				fragment_code2 = code2.ascii(); | 
					
						
							|  |  |  | 			} else { | 
					
						
							|  |  |  | 				fragment_code2 = code2.substr(0, cpos).ascii(); | 
					
						
							|  |  |  | 				fragment_code3 = code2.substr(cpos + code_tag.length(), code2.length()).ascii(); | 
					
						
							| 
									
										
										
										
											2017-12-04 13:41:34 +01:00
										 |  |  | 			} | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 	} | 
					
						
							| 
									
										
										
										
											2018-08-06 18:26:17 +02:00
										 |  |  | 
 | 
					
						
							|  |  |  | 	glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &max_image_units); | 
					
						
							| 
									
										
										
										
											2017-12-04 13:41:34 +01:00
										 |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void ShaderGLES2::finish() { | 
					
						
							| 
									
										
										
										
											2021-05-04 16:00:45 +02:00
										 |  |  | 	const VersionKey *V = nullptr; | 
					
						
							| 
									
										
										
										
											2017-12-04 13:41:34 +01:00
										 |  |  | 
 | 
					
						
							|  |  |  | 	while ((V = version_map.next(V))) { | 
					
						
							|  |  |  | 		Version &v = version_map[*V]; | 
					
						
							|  |  |  | 		glDeleteShader(v.vert_id); | 
					
						
							|  |  |  | 		glDeleteShader(v.frag_id); | 
					
						
							|  |  |  | 		glDeleteProgram(v.id); | 
					
						
							|  |  |  | 		memdelete_arr(v.uniform_location); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void ShaderGLES2::clear_caches() { | 
					
						
							| 
									
										
										
										
											2021-05-04 16:00:45 +02:00
										 |  |  | 	const VersionKey *V = nullptr; | 
					
						
							| 
									
										
										
										
											2017-12-04 13:41:34 +01:00
										 |  |  | 
 | 
					
						
							|  |  |  | 	while ((V = version_map.next(V))) { | 
					
						
							|  |  |  | 		Version &v = version_map[*V]; | 
					
						
							|  |  |  | 		glDeleteShader(v.vert_id); | 
					
						
							|  |  |  | 		glDeleteShader(v.frag_id); | 
					
						
							|  |  |  | 		glDeleteProgram(v.id); | 
					
						
							|  |  |  | 		memdelete_arr(v.uniform_location); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	version_map.clear(); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	custom_code_map.clear(); | 
					
						
							| 
									
										
										
										
											2021-05-04 16:00:45 +02:00
										 |  |  | 	version = nullptr; | 
					
						
							| 
									
										
										
										
											2017-12-04 13:41:34 +01:00
										 |  |  | 	last_custom_code = 1; | 
					
						
							|  |  |  | 	uniforms_dirty = true; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | uint32_t ShaderGLES2::create_custom_shader() { | 
					
						
							|  |  |  | 	custom_code_map[last_custom_code] = CustomCode(); | 
					
						
							|  |  |  | 	custom_code_map[last_custom_code].version = 1; | 
					
						
							|  |  |  | 	return last_custom_code++; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void ShaderGLES2::set_custom_shader_code(uint32_t p_code_id, | 
					
						
							|  |  |  | 		const String &p_vertex, | 
					
						
							|  |  |  | 		const String &p_vertex_globals, | 
					
						
							|  |  |  | 		const String &p_fragment, | 
					
						
							|  |  |  | 		const String &p_light, | 
					
						
							|  |  |  | 		const String &p_fragment_globals, | 
					
						
							|  |  |  | 		const Vector<StringName> &p_uniforms, | 
					
						
							|  |  |  | 		const Vector<StringName> &p_texture_uniforms, | 
					
						
							|  |  |  | 		const Vector<CharString> &p_custom_defines) { | 
					
						
							|  |  |  | 	CustomCode *cc = custom_code_map.getptr(p_code_id); | 
					
						
							|  |  |  | 	ERR_FAIL_COND(!cc); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	cc->vertex = p_vertex; | 
					
						
							|  |  |  | 	cc->vertex_globals = p_vertex_globals; | 
					
						
							|  |  |  | 	cc->fragment = p_fragment; | 
					
						
							|  |  |  | 	cc->fragment_globals = p_fragment_globals; | 
					
						
							|  |  |  | 	cc->light = p_light; | 
					
						
							|  |  |  | 	cc->custom_uniforms = p_uniforms; | 
					
						
							|  |  |  | 	cc->custom_defines = p_custom_defines; | 
					
						
							| 
									
										
										
										
											2018-02-24 14:48:22 +01:00
										 |  |  | 	cc->texture_uniforms = p_texture_uniforms; | 
					
						
							| 
									
										
										
										
											2017-12-04 13:41:34 +01:00
										 |  |  | 	cc->version++; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void ShaderGLES2::set_custom_shader(uint32_t p_code_id) { | 
					
						
							|  |  |  | 	new_conditional_version.code_version = p_code_id; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void ShaderGLES2::free_custom_shader(uint32_t p_code_id) { | 
					
						
							|  |  |  | 	ERR_FAIL_COND(!custom_code_map.has(p_code_id)); | 
					
						
							| 
									
										
										
										
											2019-01-26 10:39:03 -03:00
										 |  |  | 	if (conditional_version.code_version == p_code_id) { | 
					
						
							| 
									
										
										
										
											2019-01-25 19:28:27 -03:00
										 |  |  | 		conditional_version.code_version = 0; //do not keep using a version that is going away
 | 
					
						
							| 
									
										
										
										
											2019-01-26 10:39:03 -03:00
										 |  |  | 		unbind(); | 
					
						
							|  |  |  | 	} | 
					
						
							| 
									
										
										
										
											2019-01-25 19:28:27 -03:00
										 |  |  | 
 | 
					
						
							|  |  |  | 	VersionKey key; | 
					
						
							|  |  |  | 	key.code_version = p_code_id; | 
					
						
							| 
									
										
										
										
											2021-03-08 12:58:13 -05:00
										 |  |  | 	for (Set<uint64_t>::Element *E = custom_code_map[p_code_id].versions.front(); E; E = E->next()) { | 
					
						
							| 
									
										
										
										
											2019-01-25 19:28:27 -03:00
										 |  |  | 		key.version = E->get(); | 
					
						
							|  |  |  | 		ERR_CONTINUE(!version_map.has(key)); | 
					
						
							|  |  |  | 		Version &v = version_map[key]; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		glDeleteShader(v.vert_id); | 
					
						
							|  |  |  | 		glDeleteShader(v.frag_id); | 
					
						
							|  |  |  | 		glDeleteProgram(v.id); | 
					
						
							|  |  |  | 		memdelete_arr(v.uniform_location); | 
					
						
							|  |  |  | 		v.id = 0; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		version_map.erase(key); | 
					
						
							|  |  |  | 	} | 
					
						
							| 
									
										
										
										
											2017-12-04 13:41:34 +01:00
										 |  |  | 
 | 
					
						
							|  |  |  | 	custom_code_map.erase(p_code_id); | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2018-08-06 18:26:17 +02:00
										 |  |  | void ShaderGLES2::use_material(void *p_material) { | 
					
						
							| 
									
										
										
										
											2018-02-24 14:48:22 +01:00
										 |  |  | 	RasterizerStorageGLES2::Material *material = (RasterizerStorageGLES2::Material *)p_material; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	if (!material) { | 
					
						
							|  |  |  | 		return; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	if (!material->shader) { | 
					
						
							|  |  |  | 		return; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	Version *v = version_map.getptr(conditional_version); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	// bind uniforms
 | 
					
						
							|  |  |  | 	for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = material->shader->uniforms.front(); E; E = E->next()) { | 
					
						
							| 
									
										
										
										
											2021-05-05 12:44:11 +02:00
										 |  |  | 		if (E->get().texture_order >= 0) { | 
					
						
							| 
									
										
										
										
											2018-02-24 14:48:22 +01:00
										 |  |  | 			continue; // this is a texture, doesn't go here
 | 
					
						
							| 
									
										
										
										
											2021-05-05 12:44:11 +02:00
										 |  |  | 		} | 
					
						
							| 
									
										
										
										
											2018-02-24 14:48:22 +01:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2019-02-27 23:49:34 -03:00
										 |  |  | 		Map<StringName, GLint>::Element *L = v->custom_uniform_locations.find(E->key()); | 
					
						
							| 
									
										
										
										
											2021-05-05 12:44:11 +02:00
										 |  |  | 		if (!L || L->get() < 0) { | 
					
						
							| 
									
										
										
										
											2019-02-27 23:49:34 -03:00
										 |  |  | 			continue; //uniform not valid
 | 
					
						
							| 
									
										
										
										
											2021-05-05 12:44:11 +02:00
										 |  |  | 		} | 
					
						
							| 
									
										
										
										
											2018-02-24 14:48:22 +01:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2019-02-27 23:49:34 -03:00
										 |  |  | 		GLuint location = L->get(); | 
					
						
							| 
									
										
										
										
											2018-02-24 14:48:22 +01:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2019-02-27 23:49:34 -03:00
										 |  |  | 		Map<StringName, Variant>::Element *V = material->params.find(E->key()); | 
					
						
							| 
									
										
										
										
											2018-02-24 14:48:22 +01:00
										 |  |  | 
 | 
					
						
							|  |  |  | 		if (V) { | 
					
						
							|  |  |  | 			switch (E->get().type) { | 
					
						
							|  |  |  | 				case ShaderLanguage::TYPE_BOOL: { | 
					
						
							| 
									
										
										
										
											2019-02-27 23:49:34 -03:00
										 |  |  | 					bool boolean = V->get(); | 
					
						
							|  |  |  | 					glUniform1i(location, boolean ? 1 : 0); | 
					
						
							| 
									
										
										
										
											2018-02-24 14:48:22 +01:00
										 |  |  | 				} break; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				case ShaderLanguage::TYPE_BVEC2: { | 
					
						
							|  |  |  | 					int flags = V->get(); | 
					
						
							| 
									
										
										
										
											2019-02-27 23:49:34 -03:00
										 |  |  | 					glUniform2i(location, (flags & 1) ? 1 : 0, (flags & 2) ? 1 : 0); | 
					
						
							| 
									
										
										
										
											2018-02-24 14:48:22 +01:00
										 |  |  | 				} break; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				case ShaderLanguage::TYPE_BVEC3: { | 
					
						
							|  |  |  | 					int flags = V->get(); | 
					
						
							| 
									
										
										
										
											2019-02-27 23:49:34 -03:00
										 |  |  | 					glUniform3i(location, (flags & 1) ? 1 : 0, (flags & 2) ? 1 : 0, (flags & 4) ? 1 : 0); | 
					
						
							| 
									
										
										
										
											2018-02-24 14:48:22 +01:00
										 |  |  | 
 | 
					
						
							|  |  |  | 				} break; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				case ShaderLanguage::TYPE_BVEC4: { | 
					
						
							|  |  |  | 					int flags = V->get(); | 
					
						
							| 
									
										
										
										
											2019-02-27 23:49:34 -03:00
										 |  |  | 					glUniform4i(location, (flags & 1) ? 1 : 0, (flags & 2) ? 1 : 0, (flags & 4) ? 1 : 0, (flags & 8) ? 1 : 0); | 
					
						
							| 
									
										
										
										
											2018-02-24 14:48:22 +01:00
										 |  |  | 
 | 
					
						
							|  |  |  | 				} break; | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2019-02-27 23:49:34 -03:00
										 |  |  | 				case ShaderLanguage::TYPE_INT: | 
					
						
							|  |  |  | 				case ShaderLanguage::TYPE_UINT: { | 
					
						
							|  |  |  | 					int value = V->get(); | 
					
						
							|  |  |  | 					glUniform1i(location, value); | 
					
						
							| 
									
										
										
										
											2018-02-24 14:48:22 +01:00
										 |  |  | 				} break; | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2019-02-27 23:49:34 -03:00
										 |  |  | 				case ShaderLanguage::TYPE_IVEC2: | 
					
						
							|  |  |  | 				case ShaderLanguage::TYPE_UVEC2: { | 
					
						
							|  |  |  | 					Array r = V->get(); | 
					
						
							|  |  |  | 					const int count = 2; | 
					
						
							|  |  |  | 					if (r.size() == count) { | 
					
						
							|  |  |  | 						int values[count]; | 
					
						
							|  |  |  | 						for (int i = 0; i < count; i++) { | 
					
						
							|  |  |  | 							values[i] = r[i]; | 
					
						
							|  |  |  | 						} | 
					
						
							|  |  |  | 						glUniform2i(location, values[0], values[1]); | 
					
						
							| 
									
										
										
										
											2018-02-24 14:48:22 +01:00
										 |  |  | 					} | 
					
						
							| 
									
										
										
										
											2019-02-27 23:49:34 -03:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2018-02-24 14:48:22 +01:00
										 |  |  | 				} break; | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2019-02-27 23:49:34 -03:00
										 |  |  | 				case ShaderLanguage::TYPE_IVEC3: | 
					
						
							|  |  |  | 				case ShaderLanguage::TYPE_UVEC3: { | 
					
						
							|  |  |  | 					Array r = V->get(); | 
					
						
							|  |  |  | 					const int count = 3; | 
					
						
							|  |  |  | 					if (r.size() == count) { | 
					
						
							|  |  |  | 						int values[count]; | 
					
						
							|  |  |  | 						for (int i = 0; i < count; i++) { | 
					
						
							|  |  |  | 							values[i] = r[i]; | 
					
						
							|  |  |  | 						} | 
					
						
							|  |  |  | 						glUniform3i(location, values[0], values[1], values[2]); | 
					
						
							| 
									
										
										
										
											2018-02-24 14:48:22 +01:00
										 |  |  | 					} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				} break; | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2019-02-27 23:49:34 -03:00
										 |  |  | 				case ShaderLanguage::TYPE_IVEC4: | 
					
						
							|  |  |  | 				case ShaderLanguage::TYPE_UVEC4: { | 
					
						
							|  |  |  | 					Array r = V->get(); | 
					
						
							|  |  |  | 					const int count = 4; | 
					
						
							|  |  |  | 					if (r.size() == count) { | 
					
						
							|  |  |  | 						int values[count]; | 
					
						
							|  |  |  | 						for (int i = 0; i < count; i++) { | 
					
						
							|  |  |  | 							values[i] = r[i]; | 
					
						
							|  |  |  | 						} | 
					
						
							|  |  |  | 						glUniform4i(location, values[0], values[1], values[2], values[3]); | 
					
						
							| 
									
										
										
										
											2018-02-24 14:48:22 +01:00
										 |  |  | 					} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				} break; | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2019-02-27 23:49:34 -03:00
										 |  |  | 				case ShaderLanguage::TYPE_FLOAT: { | 
					
						
							|  |  |  | 					float value = V->get(); | 
					
						
							|  |  |  | 					glUniform1f(location, value); | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2018-02-24 14:48:22 +01:00
										 |  |  | 				} break; | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2019-02-27 23:49:34 -03:00
										 |  |  | 				case ShaderLanguage::TYPE_VEC2: { | 
					
						
							|  |  |  | 					Vector2 value = V->get(); | 
					
						
							|  |  |  | 					glUniform2f(location, value.x, value.y); | 
					
						
							|  |  |  | 				} break; | 
					
						
							| 
									
										
										
										
											2018-02-24 14:48:22 +01:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2019-02-27 23:49:34 -03:00
										 |  |  | 				case ShaderLanguage::TYPE_VEC3: { | 
					
						
							|  |  |  | 					Vector3 value = V->get(); | 
					
						
							|  |  |  | 					glUniform3f(location, value.x, value.y, value.z); | 
					
						
							| 
									
										
										
										
											2018-02-24 14:48:22 +01:00
										 |  |  | 				} break; | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2019-02-27 23:49:34 -03:00
										 |  |  | 				case ShaderLanguage::TYPE_VEC4: { | 
					
						
							|  |  |  | 					if (V->get().get_type() == Variant::COLOR) { | 
					
						
							|  |  |  | 						Color value = V->get(); | 
					
						
							|  |  |  | 						glUniform4f(location, value.r, value.g, value.b, value.a); | 
					
						
							|  |  |  | 					} else if (V->get().get_type() == Variant::QUAT) { | 
					
						
							|  |  |  | 						Quat value = V->get(); | 
					
						
							|  |  |  | 						glUniform4f(location, value.x, value.y, value.z, value.w); | 
					
						
							|  |  |  | 					} else { | 
					
						
							|  |  |  | 						Plane value = V->get(); | 
					
						
							|  |  |  | 						glUniform4f(location, value.normal.x, value.normal.y, value.normal.z, value.d); | 
					
						
							| 
									
										
										
										
											2018-02-24 14:48:22 +01:00
										 |  |  | 					} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				} break; | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2019-02-27 23:49:34 -03:00
										 |  |  | 				case ShaderLanguage::TYPE_MAT2: { | 
					
						
							|  |  |  | 					Transform2D tr = V->get(); | 
					
						
							|  |  |  | 					GLfloat matrix[4] = { | 
					
						
							|  |  |  | 						/* build a 16x16 matrix */ | 
					
						
							|  |  |  | 						tr.elements[0][0], | 
					
						
							|  |  |  | 						tr.elements[0][1], | 
					
						
							|  |  |  | 						tr.elements[1][0], | 
					
						
							|  |  |  | 						tr.elements[1][1], | 
					
						
							|  |  |  | 					}; | 
					
						
							|  |  |  | 					glUniformMatrix2fv(location, 1, GL_FALSE, matrix); | 
					
						
							| 
									
										
										
										
											2018-02-24 14:48:22 +01:00
										 |  |  | 
 | 
					
						
							|  |  |  | 				} break; | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2019-02-27 23:49:34 -03:00
										 |  |  | 				case ShaderLanguage::TYPE_MAT3: { | 
					
						
							|  |  |  | 					Basis val = V->get(); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 					GLfloat mat[9] = { | 
					
						
							|  |  |  | 						val.elements[0][0], | 
					
						
							|  |  |  | 						val.elements[1][0], | 
					
						
							|  |  |  | 						val.elements[2][0], | 
					
						
							|  |  |  | 						val.elements[0][1], | 
					
						
							|  |  |  | 						val.elements[1][1], | 
					
						
							|  |  |  | 						val.elements[2][1], | 
					
						
							|  |  |  | 						val.elements[0][2], | 
					
						
							|  |  |  | 						val.elements[1][2], | 
					
						
							|  |  |  | 						val.elements[2][2], | 
					
						
							|  |  |  | 					}; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 					glUniformMatrix3fv(location, 1, GL_FALSE, mat); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				} break; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				case ShaderLanguage::TYPE_MAT4: { | 
					
						
							| 
									
										
										
										
											2021-02-03 17:31:55 -06:00
										 |  |  | 					if (V->get().get_type() == Variant::TRANSFORM) { | 
					
						
							|  |  |  | 						Transform tr = V->get(); | 
					
						
							|  |  |  | 						GLfloat matrix[16] = { /* build a 16x16 matrix */ | 
					
						
							|  |  |  | 							tr.basis.elements[0][0], | 
					
						
							|  |  |  | 							tr.basis.elements[1][0], | 
					
						
							|  |  |  | 							tr.basis.elements[2][0], | 
					
						
							|  |  |  | 							0, | 
					
						
							|  |  |  | 							tr.basis.elements[0][1], | 
					
						
							|  |  |  | 							tr.basis.elements[1][1], | 
					
						
							|  |  |  | 							tr.basis.elements[2][1], | 
					
						
							|  |  |  | 							0, | 
					
						
							|  |  |  | 							tr.basis.elements[0][2], | 
					
						
							|  |  |  | 							tr.basis.elements[1][2], | 
					
						
							|  |  |  | 							tr.basis.elements[2][2], | 
					
						
							|  |  |  | 							0, | 
					
						
							|  |  |  | 							tr.origin.x, | 
					
						
							|  |  |  | 							tr.origin.y, | 
					
						
							|  |  |  | 							tr.origin.z, | 
					
						
							|  |  |  | 							1 | 
					
						
							|  |  |  | 						}; | 
					
						
							|  |  |  | 						glUniformMatrix4fv(location, 1, GL_FALSE, matrix); | 
					
						
							|  |  |  | 					} else { | 
					
						
							|  |  |  | 						Transform2D tr = V->get(); | 
					
						
							|  |  |  | 						GLfloat matrix[16] = { /* build a 16x16 matrix */ | 
					
						
							|  |  |  | 							tr.elements[0][0], | 
					
						
							|  |  |  | 							tr.elements[0][1], | 
					
						
							|  |  |  | 							0, | 
					
						
							|  |  |  | 							0, | 
					
						
							|  |  |  | 							tr.elements[1][0], | 
					
						
							|  |  |  | 							tr.elements[1][1], | 
					
						
							|  |  |  | 							0, | 
					
						
							|  |  |  | 							0, | 
					
						
							|  |  |  | 							0, | 
					
						
							|  |  |  | 							0, | 
					
						
							|  |  |  | 							1, | 
					
						
							|  |  |  | 							0, | 
					
						
							|  |  |  | 							tr.elements[2][0], | 
					
						
							|  |  |  | 							tr.elements[2][1], | 
					
						
							|  |  |  | 							0, | 
					
						
							|  |  |  | 							1 | 
					
						
							|  |  |  | 						}; | 
					
						
							|  |  |  | 						glUniformMatrix4fv(location, 1, GL_FALSE, matrix); | 
					
						
							|  |  |  | 					} | 
					
						
							| 
									
										
										
										
											2019-02-27 23:49:34 -03:00
										 |  |  | 
 | 
					
						
							|  |  |  | 				} break; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				default: { | 
					
						
							| 
									
										
										
										
											2019-03-02 00:45:01 +01:00
										 |  |  | 					ERR_PRINT("ShaderNode type missing, bug?"); | 
					
						
							| 
									
										
										
										
											2019-02-27 23:49:34 -03:00
										 |  |  | 				} break; | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 		} else if (E->get().default_value.size()) { | 
					
						
							|  |  |  | 			const Vector<ShaderLanguage::ConstantNode::Value> &values = E->get().default_value; | 
					
						
							|  |  |  | 			switch (E->get().type) { | 
					
						
							|  |  |  | 				case ShaderLanguage::TYPE_BOOL: { | 
					
						
							|  |  |  | 					glUniform1i(location, values[0].boolean); | 
					
						
							|  |  |  | 				} break; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				case ShaderLanguage::TYPE_BVEC2: { | 
					
						
							|  |  |  | 					glUniform2i(location, values[0].boolean, values[1].boolean); | 
					
						
							|  |  |  | 				} break; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				case ShaderLanguage::TYPE_BVEC3: { | 
					
						
							|  |  |  | 					glUniform3i(location, values[0].boolean, values[1].boolean, values[2].boolean); | 
					
						
							|  |  |  | 				} break; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				case ShaderLanguage::TYPE_BVEC4: { | 
					
						
							|  |  |  | 					glUniform4i(location, values[0].boolean, values[1].boolean, values[2].boolean, values[3].boolean); | 
					
						
							|  |  |  | 				} break; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				case ShaderLanguage::TYPE_INT: { | 
					
						
							|  |  |  | 					glUniform1i(location, values[0].sint); | 
					
						
							|  |  |  | 				} break; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				case ShaderLanguage::TYPE_IVEC2: { | 
					
						
							|  |  |  | 					glUniform2i(location, values[0].sint, values[1].sint); | 
					
						
							|  |  |  | 				} break; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				case ShaderLanguage::TYPE_IVEC3: { | 
					
						
							|  |  |  | 					glUniform3i(location, values[0].sint, values[1].sint, values[2].sint); | 
					
						
							|  |  |  | 				} break; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				case ShaderLanguage::TYPE_IVEC4: { | 
					
						
							|  |  |  | 					glUniform4i(location, values[0].sint, values[1].sint, values[2].sint, values[3].sint); | 
					
						
							|  |  |  | 				} break; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				case ShaderLanguage::TYPE_UINT: { | 
					
						
							|  |  |  | 					glUniform1i(location, values[0].uint); | 
					
						
							|  |  |  | 				} break; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				case ShaderLanguage::TYPE_UVEC2: { | 
					
						
							|  |  |  | 					glUniform2i(location, values[0].uint, values[1].uint); | 
					
						
							|  |  |  | 				} break; | 
					
						
							| 
									
										
										
										
											2018-02-24 14:48:22 +01:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2019-02-27 23:49:34 -03:00
										 |  |  | 				case ShaderLanguage::TYPE_UVEC3: { | 
					
						
							|  |  |  | 					glUniform3i(location, values[0].uint, values[1].uint, values[2].uint); | 
					
						
							|  |  |  | 				} break; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				case ShaderLanguage::TYPE_UVEC4: { | 
					
						
							|  |  |  | 					glUniform4i(location, values[0].uint, values[1].uint, values[2].uint, values[3].uint); | 
					
						
							|  |  |  | 				} break; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				case ShaderLanguage::TYPE_FLOAT: { | 
					
						
							|  |  |  | 					glUniform1f(location, values[0].real); | 
					
						
							| 
									
										
										
										
											2018-02-24 14:48:22 +01:00
										 |  |  | 				} break; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				case ShaderLanguage::TYPE_VEC2: { | 
					
						
							| 
									
										
										
										
											2019-02-27 23:49:34 -03:00
										 |  |  | 					glUniform2f(location, values[0].real, values[1].real); | 
					
						
							| 
									
										
										
										
											2018-02-24 14:48:22 +01:00
										 |  |  | 				} break; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				case ShaderLanguage::TYPE_VEC3: { | 
					
						
							| 
									
										
										
										
											2019-02-27 23:49:34 -03:00
										 |  |  | 					glUniform3f(location, values[0].real, values[1].real, values[2].real); | 
					
						
							| 
									
										
										
										
											2018-02-24 14:48:22 +01:00
										 |  |  | 				} break; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				case ShaderLanguage::TYPE_VEC4: { | 
					
						
							| 
									
										
										
										
											2019-02-27 23:49:34 -03:00
										 |  |  | 					glUniform4f(location, values[0].real, values[1].real, values[2].real, values[3].real); | 
					
						
							| 
									
										
										
										
											2018-02-24 14:48:22 +01:00
										 |  |  | 				} break; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				case ShaderLanguage::TYPE_MAT2: { | 
					
						
							| 
									
										
										
										
											2019-02-27 23:49:34 -03:00
										 |  |  | 					GLfloat mat[4]; | 
					
						
							| 
									
										
										
										
											2018-02-24 14:48:22 +01:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2019-02-27 23:49:34 -03:00
										 |  |  | 					for (int i = 0; i < 4; i++) { | 
					
						
							|  |  |  | 						mat[i] = values[i].real; | 
					
						
							| 
									
										
										
										
											2018-08-06 18:26:17 +02:00
										 |  |  | 					} | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2019-02-27 23:49:34 -03:00
										 |  |  | 					glUniformMatrix2fv(location, 1, GL_FALSE, mat); | 
					
						
							| 
									
										
										
										
											2018-02-24 14:48:22 +01:00
										 |  |  | 				} break; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				case ShaderLanguage::TYPE_MAT3: { | 
					
						
							| 
									
										
										
										
											2019-02-27 23:49:34 -03:00
										 |  |  | 					GLfloat mat[9]; | 
					
						
							| 
									
										
										
										
											2018-02-24 14:48:22 +01:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2019-02-27 23:49:34 -03:00
										 |  |  | 					for (int i = 0; i < 9; i++) { | 
					
						
							|  |  |  | 						mat[i] = values[i].real; | 
					
						
							| 
									
										
										
										
											2018-08-06 18:26:17 +02:00
										 |  |  | 					} | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2019-02-27 23:49:34 -03:00
										 |  |  | 					glUniformMatrix3fv(location, 1, GL_FALSE, mat); | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2018-02-24 14:48:22 +01:00
										 |  |  | 				} break; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				case ShaderLanguage::TYPE_MAT4: { | 
					
						
							| 
									
										
										
										
											2019-02-27 23:49:34 -03:00
										 |  |  | 					GLfloat mat[16]; | 
					
						
							| 
									
										
										
										
											2018-02-24 14:48:22 +01:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2019-02-27 23:49:34 -03:00
										 |  |  | 					for (int i = 0; i < 16; i++) { | 
					
						
							|  |  |  | 						mat[i] = values[i].real; | 
					
						
							| 
									
										
										
										
											2018-08-06 18:26:17 +02:00
										 |  |  | 					} | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2019-02-27 23:49:34 -03:00
										 |  |  | 					glUniformMatrix4fv(location, 1, GL_FALSE, mat); | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2018-02-24 14:48:22 +01:00
										 |  |  | 				} break; | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2019-02-27 23:49:34 -03:00
										 |  |  | 				case ShaderLanguage::TYPE_SAMPLER2D: { | 
					
						
							| 
									
										
										
										
											2018-02-24 14:48:22 +01:00
										 |  |  | 				} break; | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2020-01-18 23:14:10 -08:00
										 |  |  | 				case ShaderLanguage::TYPE_SAMPLEREXT: { | 
					
						
							|  |  |  | 				} break; | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2019-02-27 23:49:34 -03:00
										 |  |  | 				case ShaderLanguage::TYPE_ISAMPLER2D: { | 
					
						
							|  |  |  | 				} break; | 
					
						
							| 
									
										
										
										
											2018-02-24 14:48:22 +01:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2019-02-27 23:49:34 -03:00
										 |  |  | 				case ShaderLanguage::TYPE_USAMPLER2D: { | 
					
						
							|  |  |  | 				} break; | 
					
						
							| 
									
										
										
										
											2018-02-24 14:48:22 +01:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2019-02-27 23:49:34 -03:00
										 |  |  | 				case ShaderLanguage::TYPE_SAMPLERCUBE: { | 
					
						
							|  |  |  | 				} break; | 
					
						
							| 
									
										
										
										
											2018-02-24 14:48:22 +01:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2019-02-27 23:49:34 -03:00
										 |  |  | 				case ShaderLanguage::TYPE_SAMPLER2DARRAY: | 
					
						
							|  |  |  | 				case ShaderLanguage::TYPE_ISAMPLER2DARRAY: | 
					
						
							|  |  |  | 				case ShaderLanguage::TYPE_USAMPLER2DARRAY: | 
					
						
							|  |  |  | 				case ShaderLanguage::TYPE_SAMPLER3D: | 
					
						
							|  |  |  | 				case ShaderLanguage::TYPE_ISAMPLER3D: | 
					
						
							|  |  |  | 				case ShaderLanguage::TYPE_USAMPLER3D: { | 
					
						
							|  |  |  | 					// Not implemented in GLES2
 | 
					
						
							|  |  |  | 				} break; | 
					
						
							| 
									
										
										
										
											2018-02-24 14:48:22 +01:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2019-03-01 19:27:12 -03:00
										 |  |  | 				case ShaderLanguage::TYPE_VOID: { | 
					
						
							|  |  |  | 					// Nothing to do?
 | 
					
						
							|  |  |  | 				} break; | 
					
						
							|  |  |  | 				default: { | 
					
						
							| 
									
										
										
										
											2019-03-02 00:45:01 +01:00
										 |  |  | 					ERR_PRINT("ShaderNode type missing, bug?"); | 
					
						
							| 
									
										
										
										
											2019-03-01 19:27:12 -03:00
										 |  |  | 				} break; | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 		} else { //zero
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			switch (E->get().type) { | 
					
						
							|  |  |  | 				case ShaderLanguage::TYPE_BOOL: { | 
					
						
							|  |  |  | 					glUniform1i(location, GL_FALSE); | 
					
						
							|  |  |  | 				} break; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				case ShaderLanguage::TYPE_BVEC2: { | 
					
						
							|  |  |  | 					glUniform2i(location, GL_FALSE, GL_FALSE); | 
					
						
							|  |  |  | 				} break; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				case ShaderLanguage::TYPE_BVEC3: { | 
					
						
							|  |  |  | 					glUniform3i(location, GL_FALSE, GL_FALSE, GL_FALSE); | 
					
						
							|  |  |  | 				} break; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				case ShaderLanguage::TYPE_BVEC4: { | 
					
						
							|  |  |  | 					glUniform4i(location, GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); | 
					
						
							|  |  |  | 				} break; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				case ShaderLanguage::TYPE_INT: { | 
					
						
							|  |  |  | 					glUniform1i(location, 0); | 
					
						
							|  |  |  | 				} break; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				case ShaderLanguage::TYPE_IVEC2: { | 
					
						
							|  |  |  | 					glUniform2i(location, 0, 0); | 
					
						
							|  |  |  | 				} break; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				case ShaderLanguage::TYPE_IVEC3: { | 
					
						
							|  |  |  | 					glUniform3i(location, 0, 0, 0); | 
					
						
							|  |  |  | 				} break; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				case ShaderLanguage::TYPE_IVEC4: { | 
					
						
							|  |  |  | 					glUniform4i(location, 0, 0, 0, 0); | 
					
						
							|  |  |  | 				} break; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				case ShaderLanguage::TYPE_UINT: { | 
					
						
							|  |  |  | 					glUniform1i(location, 0); | 
					
						
							|  |  |  | 				} break; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				case ShaderLanguage::TYPE_UVEC2: { | 
					
						
							|  |  |  | 					glUniform2i(location, 0, 0); | 
					
						
							|  |  |  | 				} break; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				case ShaderLanguage::TYPE_UVEC3: { | 
					
						
							|  |  |  | 					glUniform3i(location, 0, 0, 0); | 
					
						
							|  |  |  | 				} break; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				case ShaderLanguage::TYPE_UVEC4: { | 
					
						
							|  |  |  | 					glUniform4i(location, 0, 0, 0, 0); | 
					
						
							|  |  |  | 				} break; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				case ShaderLanguage::TYPE_FLOAT: { | 
					
						
							|  |  |  | 					glUniform1f(location, 0); | 
					
						
							|  |  |  | 				} break; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				case ShaderLanguage::TYPE_VEC2: { | 
					
						
							|  |  |  | 					glUniform2f(location, 0, 0); | 
					
						
							|  |  |  | 				} break; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				case ShaderLanguage::TYPE_VEC3: { | 
					
						
							|  |  |  | 					glUniform3f(location, 0, 0, 0); | 
					
						
							|  |  |  | 				} break; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				case ShaderLanguage::TYPE_VEC4: { | 
					
						
							|  |  |  | 					glUniform4f(location, 0, 0, 0, 0); | 
					
						
							|  |  |  | 				} break; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				case ShaderLanguage::TYPE_MAT2: { | 
					
						
							| 
									
										
										
										
											2019-03-02 00:45:01 +01:00
										 |  |  | 					GLfloat mat[4] = { 0, 0, 0, 0 }; | 
					
						
							| 
									
										
										
										
											2019-03-01 19:27:12 -03:00
										 |  |  | 
 | 
					
						
							|  |  |  | 					glUniformMatrix2fv(location, 1, GL_FALSE, mat); | 
					
						
							|  |  |  | 				} break; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				case ShaderLanguage::TYPE_MAT3: { | 
					
						
							|  |  |  | 					GLfloat mat[9] = { 0, 0, 0, 0, 0, 0, 0, 0, 0 }; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 					glUniformMatrix3fv(location, 1, GL_FALSE, mat); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				} break; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				case ShaderLanguage::TYPE_MAT4: { | 
					
						
							| 
									
										
										
										
											2019-03-02 00:45:01 +01:00
										 |  |  | 					GLfloat mat[16] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }; | 
					
						
							| 
									
										
										
										
											2019-03-01 19:27:12 -03:00
										 |  |  | 
 | 
					
						
							|  |  |  | 					glUniformMatrix4fv(location, 1, GL_FALSE, mat); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				} break; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				case ShaderLanguage::TYPE_SAMPLER2D: { | 
					
						
							|  |  |  | 				} break; | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2020-01-18 23:14:10 -08:00
										 |  |  | 				case ShaderLanguage::TYPE_SAMPLEREXT: { | 
					
						
							|  |  |  | 				} break; | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2019-03-01 19:27:12 -03:00
										 |  |  | 				case ShaderLanguage::TYPE_ISAMPLER2D: { | 
					
						
							|  |  |  | 				} break; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				case ShaderLanguage::TYPE_USAMPLER2D: { | 
					
						
							|  |  |  | 				} break; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				case ShaderLanguage::TYPE_SAMPLERCUBE: { | 
					
						
							|  |  |  | 				} break; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				case ShaderLanguage::TYPE_SAMPLER2DARRAY: | 
					
						
							|  |  |  | 				case ShaderLanguage::TYPE_ISAMPLER2DARRAY: | 
					
						
							|  |  |  | 				case ShaderLanguage::TYPE_USAMPLER2DARRAY: | 
					
						
							|  |  |  | 				case ShaderLanguage::TYPE_SAMPLER3D: | 
					
						
							|  |  |  | 				case ShaderLanguage::TYPE_ISAMPLER3D: | 
					
						
							|  |  |  | 				case ShaderLanguage::TYPE_USAMPLER3D: { | 
					
						
							|  |  |  | 					// Not implemented in GLES2
 | 
					
						
							|  |  |  | 				} break; | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2019-02-27 23:49:34 -03:00
										 |  |  | 				case ShaderLanguage::TYPE_VOID: { | 
					
						
							|  |  |  | 					// Nothing to do?
 | 
					
						
							|  |  |  | 				} break; | 
					
						
							|  |  |  | 				default: { | 
					
						
							| 
									
										
										
										
											2019-03-02 00:45:01 +01:00
										 |  |  | 					ERR_PRINT("ShaderNode type missing, bug?"); | 
					
						
							| 
									
										
										
										
											2019-02-27 23:49:34 -03:00
										 |  |  | 				} break; | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 		} | 
					
						
							| 
									
										
										
										
											2018-02-24 14:48:22 +01:00
										 |  |  | 	} | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2017-12-04 13:41:34 +01:00
										 |  |  | ShaderGLES2::ShaderGLES2() { | 
					
						
							| 
									
										
										
										
											2021-05-04 16:00:45 +02:00
										 |  |  | 	version = nullptr; | 
					
						
							| 
									
										
										
										
											2017-12-04 13:41:34 +01:00
										 |  |  | 	last_custom_code = 1; | 
					
						
							|  |  |  | 	uniforms_dirty = true; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | ShaderGLES2::~ShaderGLES2() { | 
					
						
							|  |  |  | 	finish(); | 
					
						
							|  |  |  | } |