open_toontown_panda3d/panda/src/glstuff/glShaderContext_src.cxx

466 lines
16 KiB
C++
Executable File

// Filename: glShaderContext_src.cxx
// Created by: jyelon (01Sep05)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) Carnegie Mellon University. All rights reserved.
//
// All use of this software is subject to the terms of the revised BSD
// license. You should have received a copy of this license along
// with this source code in a file named "LICENSE."
//
////////////////////////////////////////////////////////////////////
#ifdef HAVE_CG
#include "Cg/cgGL.h"
#endif
#include "pStatTimer.h"
#define DEBUG_GL_SHADER 0
TypeHandle CLP(ShaderContext)::_type_handle;
////////////////////////////////////////////////////////////////////
// Function: GLShaderContext::Constructor
// Access: Public
// Description: xyz
////////////////////////////////////////////////////////////////////
CLP(ShaderContext)::
CLP(ShaderContext)(Shader *s, GSG *gsg) : ShaderContext(s) {
#ifdef HAVE_CG
if (s->get_header() == "//Cg") {
// Ask the shader to compile itself for us and
// to give us the resulting Cg program objects.
if (!s->cg_compile_for(gsg->_shader_caps,
_cg_context,
_cg_vprogram,
_cg_fprogram,
_cg_gprogram, // CG2 CHANGE
_cg_parameter_map)) {
return;
}
// Load the program.
cgGLLoadProgram(_cg_vprogram);
CGerror verror = cgGetError();
if (verror != CG_NO_ERROR) {
const char *str = (const char *)GLP(GetString)(GL_PROGRAM_ERROR_STRING_ARB);
GLCAT.error() << "Could not load Cg vertex program:" << s->get_filename() << " (" <<
cgGetProfileString(cgGetProgramProfile(_cg_vprogram)) << " " << str << ")\n";
release_resources();
}
cgGLLoadProgram(_cg_fprogram);
CGerror ferror = cgGetError();
if (ferror != CG_NO_ERROR) {
const char *str = (const char *)GLP(GetString)(GL_PROGRAM_ERROR_STRING_ARB);
GLCAT.error() << "Could not load Cg fragment program:" << s->get_filename() << " (" <<
cgGetProfileString(cgGetProgramProfile(_cg_fprogram)) << " " << str << ")\n";
release_resources();
}
if (glGetError() != GL_NO_ERROR) {
GLCAT.error() << "GL error in ShaderContext constructor\n";
}
// BEGIN CG2 CHANGE
if (_cg_gprogram != 0)
{
cgGLLoadProgram(_cg_gprogram);
if (GLCAT.is_debug()) {
GLCAT.debug()
<< "Loaded geom prog: " << _cg_gprogram << "\n";
}
CGerror gerror = cgGetError();
if (gerror != CG_NO_ERROR) {
const char *str = (const char *)GLP(GetString)(GL_PROGRAM_ERROR_STRING_ARB);
GLCAT.error() << "Could not load Cg geometry program:" << s->get_filename() << " (" <<
cgGetProfileString(cgGetProgramProfile(_cg_gprogram)) << " " << str << ")\n";
release_resources();
}
if (glGetError() != GL_NO_ERROR) {
GLCAT.error() << "GL error in ShaderContext constructor\n";
}
}
// END CG2 CHANGE
}
#endif
}
////////////////////////////////////////////////////////////////////
// Function: GLShaderContext::Destructor
// Access: Public
// Description: xyz
////////////////////////////////////////////////////////////////////
CLP(ShaderContext)::
~CLP(ShaderContext)() {
release_resources();
}
////////////////////////////////////////////////////////////////////
// Function: GLShaderContext::release_resources
// Access: Public
// Description: Should deallocate all system resources (such as
// vertex program handles or Cg contexts).
////////////////////////////////////////////////////////////////////
void CLP(ShaderContext)::
release_resources() {
#ifdef HAVE_CG
if (_cg_context) {
cgDestroyContext(_cg_context);
_cg_context = 0;
_cg_vprogram = 0;
_cg_fprogram = 0;
_cg_gprogram = 0; // CG2 CHANGE
_cg_parameter_map.clear();
}
if (glGetError() != GL_NO_ERROR) {
GLCAT.error() << "GL error in ShaderContext destructor\n";
}
#endif
}
////////////////////////////////////////////////////////////////////
// Function: GLShaderContext::bind
// Access: Public
// Description: This function is to be called to enable a new
// shader. It also initializes all of the shader's
// input parameters.
////////////////////////////////////////////////////////////////////
void CLP(ShaderContext)::
bind(GSG *gsg) {
#ifdef HAVE_CG
if (_cg_context != 0) {
// Pass in k-parameters and transform-parameters
issue_parameters(gsg, Shader::SSD_general);
// Bind the shaders.
cgGLEnableProfile(cgGetProgramProfile(_cg_vprogram));
cgGLBindProgram(_cg_vprogram);
cgGLEnableProfile(cgGetProgramProfile(_cg_fprogram));
cgGLBindProgram(_cg_fprogram);
// BEGIN CG2 CHANGE
if (_cg_gprogram != 0)
{
cgGLEnableProfile(cgGetProgramProfile(_cg_gprogram));
cgGLBindProgram(_cg_gprogram);
}
// END CG2 CHANGE
cg_report_errors();
if (glGetError() != GL_NO_ERROR) {
GLCAT.error() << "GL error in ShaderContext::bind\n";
}
}
#endif
}
////////////////////////////////////////////////////////////////////
// Function: GLShaderContext::unbind
// Access: Public
// Description: This function disables a currently-bound shader.
////////////////////////////////////////////////////////////////////
void CLP(ShaderContext)::
unbind() {
#ifdef HAVE_CG
if (_cg_context != 0) {
cgGLDisableProfile(cgGetProgramProfile(_cg_vprogram));
cgGLDisableProfile(cgGetProgramProfile(_cg_fprogram));
// BEGIN CG2 CHANGE
if (_cg_gprogram != 0)
{
cgGLDisableProfile(cgGetProgramProfile(_cg_gprogram));
}
// END CG2 CHANGE
cg_report_errors();
if (glGetError() != GL_NO_ERROR) {
GLCAT.error() << "GL error in ShaderContext::unbind\n";
}
}
#endif
}
////////////////////////////////////////////////////////////////////
// Function: GLShaderContext::issue_parameters
// Access: Public
// Description: This function gets called whenever the RenderState
// or TransformState has changed, but the Shader
// itself has not changed. It loads new values into the
// shader's parameters.
//
// If "altered" is false, that means you promise that
// the parameters for this shader context have already
// been issued once, and that since the last time the
// parameters were issued, no part of the render
// state has changed except the external and internal
// transforms.
////////////////////////////////////////////////////////////////////
void CLP(ShaderContext)::
issue_parameters(GSG *gsg, int altered) {
#ifdef HAVE_CG
PStatTimer timer(gsg->_draw_set_state_shader_parameters_pcollector);
if (_cg_context == 0) {
return;
}
for (int i=0; i<(int)_shader->_mat_spec.size(); i++) {
if (altered & (_shader->_mat_spec[i]._dep[0] | _shader->_mat_spec[i]._dep[1])) {
CGparameter p = _cg_parameter_map[_shader->_mat_spec[i]._id._seqno];
const LMatrix4f *val = gsg->fetch_specified_value(_shader->_mat_spec[i], altered);
if (val) {
const float *data = val->get_data();
switch (_shader->_mat_spec[i]._piece) {
case Shader::SMP_whole: cgGLSetMatrixParameterfc(p, data); break;
case Shader::SMP_transpose: cgGLSetMatrixParameterfr(p, data); break;
case Shader::SMP_row0: cgGLSetParameter4fv(p, data+ 0); break;
case Shader::SMP_row1: cgGLSetParameter4fv(p, data+ 4); break;
case Shader::SMP_row2: cgGLSetParameter4fv(p, data+ 8); break;
case Shader::SMP_row3: cgGLSetParameter4fv(p, data+12); break;
case Shader::SMP_col0: cgGLSetParameter4f(p, data[0], data[4], data[ 8], data[12]); break;
case Shader::SMP_col1: cgGLSetParameter4f(p, data[1], data[5], data[ 9], data[13]); break;
case Shader::SMP_col2: cgGLSetParameter4f(p, data[2], data[6], data[10], data[14]); break;
case Shader::SMP_col3: cgGLSetParameter4f(p, data[3], data[7], data[11], data[15]); break;
}
}
}
}
cg_report_errors();
if (glGetError() != GL_NO_ERROR) {
GLCAT.error() << "GL error in ShaderContext::issue_parameters\n";
}
#endif
}
////////////////////////////////////////////////////////////////////
// Function: GLShaderContext::disable_shader_vertex_arrays
// Access: Public
// Description: Disable all the vertex arrays used by this shader.
////////////////////////////////////////////////////////////////////
void CLP(ShaderContext)::
disable_shader_vertex_arrays(GSG *gsg) {
#ifdef HAVE_CG
if (_cg_context == 0) {
return;
}
for (int i=0; i<(int)_shader->_var_spec.size(); i++) {
CGparameter p = _cg_parameter_map[_shader->_var_spec[i]._id._seqno];
if (p == 0) continue;
cgGLDisableClientState(p);
}
cg_report_errors();
if (glGetError() != GL_NO_ERROR) {
GLCAT.error() << "GL error in ShaderContext::disable_shader_vertex_arrays\n";
}
#endif
}
////////////////////////////////////////////////////////////////////
// Function: GLShaderContext::update_shader_vertex_arrays
// Access: Public
// Description: Disables all vertex arrays used by the previous
// shader, then enables all the vertex arrays needed
// by this shader. Extracts the relevant vertex array
// data from the gsg.
// The current implementation is inefficient, because
// it may unnecessarily disable arrays then immediately
// reenable them. We may optimize this someday.
////////////////////////////////////////////////////////////////////
bool CLP(ShaderContext)::
update_shader_vertex_arrays(CLP(ShaderContext) *prev, GSG *gsg,
bool force) {
if (prev) prev->disable_shader_vertex_arrays(gsg);
#ifdef HAVE_CG
if (_cg_context == 0) {
return true;
}
cg_report_errors();
#ifdef SUPPORT_IMMEDIATE_MODE
if (gsg->_use_sender) {
GLCAT.error() << "immediate mode shaders not implemented yet\n";
} else
#endif // SUPPORT_IMMEDIATE_MODE
{
const GeomVertexArrayDataHandle *array_reader;
Geom::NumericType numeric_type;
int start, stride, num_values;
int nvarying = _shader->_var_spec.size();
for (int i=0; i<nvarying; i++) {
CGparameter p = _cg_parameter_map[_shader->_var_spec[i]._id._seqno];
if (p == 0) continue;
InternalName *name = _shader->_var_spec[i]._name;
int texslot = _shader->_var_spec[i]._append_uv;
if (texslot >= 0 && texslot < gsg->_state_texture->get_num_on_stages()) {
TextureStage *stage = gsg->_state_texture->get_on_stage(texslot);
InternalName *texname = stage->get_texcoord_name();
if (name == InternalName::get_texcoord()) {
name = texname;
} else if (texname != InternalName::get_texcoord()) {
name = name->append(texname->get_basename());
}
}
if (gsg->_data_reader->get_array_info(name,
array_reader, num_values, numeric_type,
start, stride)) {
const unsigned char *client_pointer;
if (!gsg->setup_array_data(client_pointer, array_reader, force)) {
return false;
}
cgGLSetParameterPointer(p,
num_values, gsg->get_numeric_type(numeric_type),
stride, client_pointer + start);
cgGLEnableClientState(p);
} else {
cgGLDisableClientState(p);
}
}
}
cg_report_errors();
if (glGetError() != GL_NO_ERROR) {
GLCAT.error() << "GL error in ShaderContext::update_shader_vertex_arrays\n";
}
#endif // HAVE_CG
return true;
}
////////////////////////////////////////////////////////////////////
// Function: GLShaderContext::disable_shader_texture_bindings
// Access: Public
// Description: Disable all the texture bindings used by this shader.
////////////////////////////////////////////////////////////////////
void CLP(ShaderContext)::
disable_shader_texture_bindings(GSG *gsg) {
#ifdef HAVE_CG
if (_cg_context == 0) {
return;
}
for (int i=0; i<(int)_shader->_tex_spec.size(); i++) {
CGparameter p = _cg_parameter_map[_shader->_tex_spec[i]._id._seqno];
if (p == 0) continue;
int texunit = cgGetParameterResourceIndex(p);
gsg->_glActiveTexture(GL_TEXTURE0 + texunit);
GLP(Disable)(GL_TEXTURE_1D);
GLP(Disable)(GL_TEXTURE_2D);
if (gsg->_supports_3d_texture) {
GLP(Disable)(GL_TEXTURE_3D);
}
if (gsg->_supports_cube_map) {
GLP(Disable)(GL_TEXTURE_CUBE_MAP);
}
// This is probably faster - but maybe not as safe?
// cgGLDisableTextureParameter(p);
}
cg_report_errors();
if (glGetError() != GL_NO_ERROR) {
GLCAT.error() << "GL error in ShaderContext::disable_shader_texture_bindings\n";
}
#endif
}
////////////////////////////////////////////////////////////////////
// Function: GLShaderContext::update_shader_texture_bindings
// Access: Public
// Description: Disables all texture bindings used by the previous
// shader, then enables all the texture bindings needed
// by this shader. Extracts the relevant vertex array
// data from the gsg.
// The current implementation is inefficient, because
// it may unnecessarily disable textures then immediately
// reenable them. We may optimize this someday.
////////////////////////////////////////////////////////////////////
void CLP(ShaderContext)::
update_shader_texture_bindings(CLP(ShaderContext) *prev, GSG *gsg) {
if (prev) {
prev->disable_shader_texture_bindings(gsg);
}
#ifdef HAVE_CG
if (_cg_context == 0) {
return;
}
// We get the TextureAttrib directly from the _target_rs, not the
// filtered TextureAttrib in _target_texture.
const TextureAttrib *texattrib = DCAST(TextureAttrib, gsg->_target_rs->get_attrib_def(TextureAttrib::get_class_slot()));
nassertv(texattrib != (TextureAttrib *)NULL);
for (int i = 0; i < (int)_shader->_tex_spec.size(); ++i) {
CGparameter p = _cg_parameter_map[_shader->_tex_spec[i]._id._seqno];
if (p == 0) {
continue;
}
Texture *tex = 0;
InternalName *id = _shader->_tex_spec[i]._name;
if (id != 0) {
const ShaderInput *input = gsg->_target_shader->get_shader_input(id);
tex = input->get_texture();
} else {
if (_shader->_tex_spec[i]._stage >= texattrib->get_num_on_stages()) {
continue;
}
TextureStage *stage = texattrib->get_on_stage(_shader->_tex_spec[i]._stage);
tex = texattrib->get_on_texture(stage);
}
if (_shader->_tex_spec[i]._suffix != 0) {
// The suffix feature is inefficient. It is a temporary hack.
if (tex == 0) {
continue;
}
tex = tex->load_related(_shader->_tex_spec[i]._suffix);
}
if ((tex == 0) || (tex->get_texture_type() != _shader->_tex_spec[i]._desired_type)) {
continue;
}
TextureContext *tc = tex->prepare_now(gsg->_prepared_objects, gsg);
if (tc == (TextureContext*)NULL) {
continue;
}
int texunit = cgGetParameterResourceIndex(p);
gsg->_glActiveTexture(GL_TEXTURE0 + texunit);
GLenum target = gsg->get_texture_target(tex->get_texture_type());
if (target == GL_NONE) {
// Unsupported texture mode.
continue;
}
GLP(Enable)(target);
gsg->apply_texture(tc);
if (!gsg->update_texture(tc, false)) {
GLP(Disable)(target);
continue;
}
}
cg_report_errors();
if (glGetError() != GL_NO_ERROR) {
GLCAT.error() << "GL error in ShaderContext::update_shader_texture_bindings\n";
}
#endif
}
////////////////////////////////////////////////////////////////////
// Function: GLShaderContext::cg_report_errors
// Access: Public
// Description: Report any Cg errors that were not previously caught.
////////////////////////////////////////////////////////////////////
#ifdef HAVE_CG
void CLP(ShaderContext)::
cg_report_errors() {
CGerror err = cgGetError();
if (err != CG_NO_ERROR) {
GLCAT.error() << _shader->get_filename() << " " << cgGetErrorString(err) << "\n";
}
}
#endif