open_toontown_panda3d/panda/src/glstuff/glShaderContext_src.cxx

996 lines
35 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."
//
////////////////////////////////////////////////////////////////////
#ifndef OPENGLES_1
#ifdef HAVE_CG
#include "Cg/cgGL.h"
#endif
#include "pStatTimer.h"
#define DEBUG_GL_SHADER 0
TypeHandle CLP(ShaderContext)::_type_handle;
#ifndef GL_GEOMETRY_SHADER
#define GL_GEOMETRY_SHADER 0x8DD9
#endif
////////////////////////////////////////////////////////////////////
// Function: GLShaderContext::Constructor
// Access: Public
// Description: xyz
////////////////////////////////////////////////////////////////////
CLP(ShaderContext)::
CLP(ShaderContext)(Shader *s, GSG *gsg) : ShaderContext(s) {
_last_gsg = gsg;
_glsl_program = 0;
_glsl_vshader = 0;
_glsl_fshader = 0;
_glsl_gshader = 0;
#ifdef HAVE_CG
_cg_context = 0;
if (s->get_language() == Shader::SL_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,
_cg_parameter_map)) {
return;
}
// Load the program.
if (_cg_vprogram != 0) {
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(Shader::ST_vertex) << " (" <<
cgGetProfileString(cgGetProgramProfile(_cg_vprogram)) << " " << str << ")\n";
release_resources(gsg);
}
}
if (_cg_fprogram != 0) {
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(Shader::ST_fragment) << " (" <<
cgGetProfileString(cgGetProgramProfile(_cg_fprogram)) << " " << str << ")\n";
release_resources(gsg);
}
}
if (_cg_gprogram != 0) {
cgGLLoadProgram(_cg_gprogram);
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(Shader::ST_geometry) << " (" <<
cgGetProfileString(cgGetProgramProfile(_cg_gprogram)) << " " << str << ")\n";
release_resources(gsg);
}
}
gsg->report_my_gl_errors();
}
#endif
if (s->get_language() == Shader::SL_GLSL) {
// We compile and analyze the shader here, instead of in shader.cxx, to avoid gobj getting a dependency on GL stuff.
if (_glsl_program == 0) {
if (!glsl_compile_shader(gsg)) {
release_resources(gsg);
s->_error_flag = true;
return;
}
}
// Analyze the uniforms and put them in _glsl_parameter_map
if (s->_glsl_parameter_map.size() == 0) {
int seqno = 0, texunitno = 0;
string noprefix;
GLint param_count, param_maxlength, param_size;
GLenum param_type;
gsg->_glGetProgramiv(_glsl_program, GL_ACTIVE_UNIFORMS, &param_count);
gsg->_glGetProgramiv(_glsl_program, GL_ACTIVE_UNIFORM_MAX_LENGTH, &param_maxlength);
char* param_name = new char[param_maxlength];
for (int i = 0; i < param_count; ++i) {
gsg->_glGetActiveUniform(_glsl_program, i, param_maxlength, NULL, &param_size, &param_type, param_name);
GLint p = gsg->_glGetUniformLocation(_glsl_program, param_name);
if (p > -1) {
Shader::ShaderArgId arg_id;
arg_id._name = param_name;
arg_id._seqno = seqno++;
s->_glsl_parameter_map.push_back(p);
PT(InternalName) inputname = InternalName::make(param_name);
if (inputname->get_name().substr(0, 4) == "p3d_" || inputname->get_name().substr(0, 3) == "gl_") {
if (inputname->get_name().substr(0, 3) == "gl_") noprefix = inputname->get_name().substr(3);
else noprefix = inputname->get_name().substr(4);
if (noprefix == "ModelViewProjectionMatrix") {
Shader::ShaderMatSpec bind;
bind._id = arg_id;
bind._piece = Shader::SMP_whole;
bind._func = Shader::SMF_compose;
bind._part[0] = Shader::SMO_model_to_view;
bind._arg[0] = NULL;
bind._part[1] = Shader::SMO_view_to_apiclip;
bind._arg[1] = NULL;
s->_mat_spec.push_back(bind);
continue;
}
if (noprefix == "ModelViewMatrix") {
Shader::ShaderMatSpec bind;
bind._id = arg_id;
bind._piece = Shader::SMP_whole;
bind._func = Shader::SMF_first;
bind._part[0] = Shader::SMO_model_to_view;
bind._arg[0] = NULL;
s->_mat_spec.push_back(bind);
continue;
}
if (noprefix == "ProjectionMatrix") {
Shader::ShaderMatSpec bind;
bind._id = arg_id;
bind._piece = Shader::SMP_whole;
bind._func = Shader::SMF_first;
bind._part[0] = Shader::SMO_view_to_apiclip;
bind._arg[0] = NULL;
s->_mat_spec.push_back(bind);
continue;
}
if (noprefix.substr(0, 7) == "Texture") {
Shader::ShaderTexSpec bind;
bind._id = arg_id;
bind._name = 0;
bind._desired_type = Texture::TT_2d_texture;
bind._stage = atoi(noprefix.substr(7).c_str());
s->_tex_spec.push_back(bind);
continue;
}
GLCAT.error() << "Unrecognized uniform name '" << param_name << "'!\n";
continue;
}
switch (param_type) {
#ifndef OPENGLES
case GL_SAMPLER_1D_SHADOW:
case GL_SAMPLER_1D: {
Shader::ShaderTexSpec bind;
bind._id = arg_id;
bind._name = inputname;
bind._desired_type = Texture::TT_1d_texture;
bind._stage = texunitno++;
s->_tex_spec.push_back(bind);
continue; }
case GL_SAMPLER_2D_SHADOW:
#endif
case GL_SAMPLER_2D: {
Shader::ShaderTexSpec bind;
bind._id = arg_id;
bind._name = inputname;
bind._desired_type = Texture::TT_2d_texture;
bind._stage = texunitno++;
s->_tex_spec.push_back(bind);
continue; }
case GL_SAMPLER_3D: {
Shader::ShaderTexSpec bind;
bind._id = arg_id;
bind._name = inputname;
bind._desired_type = Texture::TT_3d_texture;
bind._stage = texunitno++;
s->_tex_spec.push_back(bind);
continue; }
case GL_SAMPLER_CUBE: {
Shader::ShaderTexSpec bind;
bind._id = arg_id;
bind._name = inputname;
bind._desired_type = Texture::TT_cube_map;
bind._stage = texunitno++;
s->_tex_spec.push_back(bind);
continue; }
case GL_FLOAT_MAT2:
case GL_FLOAT_MAT3:
#ifndef OPENGLES
case GL_FLOAT_MAT2x3:
case GL_FLOAT_MAT2x4:
case GL_FLOAT_MAT3x2:
case GL_FLOAT_MAT3x4:
case GL_FLOAT_MAT4x2:
case GL_FLOAT_MAT4x3:
#endif
GLCAT.warning() << "GLSL shader requested an unrecognized matrix type\n";
continue;
case GL_FLOAT_MAT4: {
Shader::ShaderMatSpec bind;
bind._id = arg_id;
bind._piece = Shader::SMP_whole;
bind._func = Shader::SMF_first;
bind._part[0] = Shader::SMO_mat_constant_x;
bind._arg[0] = inputname;
bind._part[1] = Shader::SMO_identity;
bind._arg[1] = NULL;
s->_mat_spec.push_back(bind);
continue; }
case GL_BOOL:
case GL_BOOL_VEC2:
case GL_BOOL_VEC3:
case GL_BOOL_VEC4:
case GL_FLOAT:
case GL_FLOAT_VEC2:
case GL_FLOAT_VEC3:
case GL_FLOAT_VEC4: {
Shader::ShaderMatSpec bind;
bind._id = arg_id;
switch (param_type) {
case GL_BOOL:
case GL_FLOAT: bind._piece = Shader::SMP_row3x1; break;
case GL_BOOL_VEC2:
case GL_FLOAT_VEC2: bind._piece = Shader::SMP_row3x2; break;
case GL_BOOL_VEC3:
case GL_FLOAT_VEC3: bind._piece = Shader::SMP_row3x3; break;
case GL_BOOL_VEC4:
case GL_FLOAT_VEC4: bind._piece = Shader::SMP_row3 ; break;
}
bind._func = Shader::SMF_first;
bind._part[0] = Shader::SMO_vec_constant_x;
bind._arg[0] = inputname;
bind._part[1] = Shader::SMO_identity;
bind._arg[1] = NULL;
s->_mat_spec.push_back(bind);
continue; }
case GL_INT:
case GL_INT_VEC2:
case GL_INT_VEC3:
case GL_INT_VEC4:
GLCAT.warning() << "Panda does not support passing integers to shaders (yet)!\n";
continue;
default:
GLCAT.warning() << "Ignoring unrecognized GLSL parameter type!\n";
}
}
}
delete[] param_name;
int attrib_idx = 0;
// Now we've processed the uniforms, we'll process the attribs.
gsg->_glGetProgramiv(_glsl_program, GL_ACTIVE_ATTRIBUTES, &param_count);
gsg->_glGetProgramiv(_glsl_program, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &param_maxlength);
param_name = new char[param_maxlength];
for (int i = 0; i < param_count; ++i) {
gsg->_glGetActiveAttrib(_glsl_program, i, param_maxlength, NULL, &param_size, &param_type, param_name);
PT(InternalName) inputname = InternalName::make(param_name);
if (inputname->get_name().substr(0, 4) == "p3d_" || inputname->get_name().substr(0, 3) == "gl_") {
if (inputname->get_name().substr(0, 3) == "gl_") noprefix = inputname->get_name().substr(3);
else noprefix = inputname->get_name().substr(4);
Shader::ShaderVarSpec bind;
Shader::ShaderArgId arg_id;
arg_id._name = param_name;
arg_id._seqno = -1;
bind._append_uv = -1;
if (noprefix == "Vertex") {
bind._name = InternalName::get_vertex();
s->_var_spec.push_back(bind);
gsg->_glBindAttribLocation(_glsl_program, i, param_name);
continue;
}
if (noprefix == "Normal") {
bind._name = InternalName::get_normal();
s->_var_spec.push_back(bind);
gsg->_glBindAttribLocation(_glsl_program, i, param_name);
continue;
}
if (noprefix == "Color") {
bind._name = InternalName::get_color();
s->_var_spec.push_back(bind);
gsg->_glBindAttribLocation(_glsl_program, i, param_name);
continue;
}
if (noprefix.substr(0, 13) == "MultiTexCoord") {
bind._name = InternalName::get_texcoord();
bind._append_uv = atoi(inputname->get_name().substr(13).c_str());
s->_var_spec.push_back(bind);
gsg->_glBindAttribLocation(_glsl_program, i, param_name);
continue;
}
GLCAT.error() << "Unrecognized vertex attrib '" << param_name << "'!\n";
continue;
}
}
delete[] param_name;
}
// Finally, re-link the program, or otherwise the glBindAttribLocation
// calls won't have any effect.
gsg->_glLinkProgram(_glsl_program);
GLint status;
gsg->_glGetProgramiv(_glsl_program, GL_LINK_STATUS, &status);
if (status != GL_TRUE) {
GLCAT.error() << "An error occurred while relinking shader program!\n";
glsl_report_program_errors(gsg, _glsl_program);
s->_error_flag = true;
}
}
gsg->report_my_gl_errors();
}
////////////////////////////////////////////////////////////////////
// Function: GLShaderContext::Destructor
// Access: Public
// Description: xyz
////////////////////////////////////////////////////////////////////
CLP(ShaderContext)::
~CLP(ShaderContext)() {
release_resources(_last_gsg);
}
////////////////////////////////////////////////////////////////////
// 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(GSG *gsg) {
#ifdef HAVE_CG
if (_cg_context) {
cgDestroyContext(_cg_context);
_cg_context = 0;
if (_cg_vprogram != 0) cgDestroyProgram(_cg_vprogram);
if (_cg_fprogram != 0) cgDestroyProgram(_cg_fprogram);
if (_cg_gprogram != 0) cgDestroyProgram(_cg_gprogram);
_cg_vprogram = 0;
_cg_fprogram = 0;
_cg_gprogram = 0;
_cg_parameter_map.clear();
}
if (gsg) {
gsg->report_my_gl_errors();
} else if (glGetError() != GL_NO_ERROR) {
GLCAT.error() << "GL error in ShaderContext destructor\n";
}
#endif
if (!gsg) {
return;
}
if (_glsl_program != 0) {
if (!_glsl_vshader != 0) {
gsg->_glDetachShader(_glsl_program, _glsl_vshader);
gsg->_glDeleteShader(_glsl_vshader);
_glsl_vshader = 0;
}
if (!_glsl_fshader != 0) {
gsg->_glDetachShader(_glsl_program, _glsl_fshader);
gsg->_glDeleteShader(_glsl_fshader);
_glsl_fshader = 0;
}
if (!_glsl_gshader != 0) {
gsg->_glDetachShader(_glsl_program, _glsl_gshader);
gsg->_glDeleteShader(_glsl_gshader);
_glsl_gshader = 0;
}
gsg->_glDeleteProgram(_glsl_program);
_glsl_program = 0;
}
gsg->report_my_gl_errors();
}
////////////////////////////////////////////////////////////////////
// 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, bool reissue_parameters) {
_last_gsg = gsg;
// GLSL shaders need to be bound before passing parameters.
if (_shader->get_language() == Shader::SL_GLSL && !_shader->get_error_flag()) {
gsg->_glUseProgram(_glsl_program);
}
if (reissue_parameters) {
// Pass in k-parameters and transform-parameters
issue_parameters(gsg, Shader::SSD_general);
}
#ifdef HAVE_CG
if (_cg_context != 0) {
// Bind the shaders.
if (_cg_vprogram != 0) {
cgGLEnableProfile(cgGetProgramProfile(_cg_vprogram));
cgGLBindProgram(_cg_vprogram);
}
if (_cg_fprogram != 0) {
cgGLEnableProfile(cgGetProgramProfile(_cg_fprogram));
cgGLBindProgram(_cg_fprogram);
}
if (_cg_gprogram != 0) {
cgGLEnableProfile(cgGetProgramProfile(_cg_gprogram));
cgGLBindProgram(_cg_gprogram);
}
cg_report_errors();
}
#endif
gsg->report_my_gl_errors();
}
////////////////////////////////////////////////////////////////////
// Function: GLShaderContext::unbind
// Access: Public
// Description: This function disables a currently-bound shader.
////////////////////////////////////////////////////////////////////
void CLP(ShaderContext)::
unbind(GSG *gsg) {
_last_gsg = gsg;
#ifdef HAVE_CG
if (_cg_context != 0) {
if (_cg_vprogram != 0) {
cgGLDisableProfile(cgGetProgramProfile(_cg_vprogram));
}
if (_cg_fprogram != 0) {
cgGLDisableProfile(cgGetProgramProfile(_cg_fprogram));
}
if (_cg_gprogram != 0) {
cgGLDisableProfile(cgGetProgramProfile(_cg_gprogram));
}
cg_report_errors();
}
#endif
if (_shader->get_language() == Shader::SL_GLSL) {
gsg->_glUseProgram(0);
}
gsg->report_my_gl_errors();
}
////////////////////////////////////////////////////////////////////
// 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) {
_last_gsg = gsg;
PStatTimer timer(gsg->_draw_set_state_shader_parameters_pcollector);
if (!valid()) {
return;
}
//FIXME: this could be much faster if we used deferred parameter setting.
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])) {
const LMatrix4f *val = gsg->fetch_specified_value(_shader->_mat_spec[i], altered);
if (!val) continue;
const float *data = val->get_data();
if (_shader->get_language() == Shader::SL_GLSL) {
GLint p = _shader->_glsl_parameter_map[_shader->_mat_spec[i]._id._seqno];
switch (_shader->_mat_spec[i]._piece) {
case Shader::SMP_whole: gsg->_glUniformMatrix4fv(p, 1, false, data); continue;
case Shader::SMP_transpose: gsg->_glUniformMatrix4fv(p, 1, true, data); continue;
case Shader::SMP_col0: gsg->_glUniform4f(p, data[0], data[4], data[ 8], data[12]); continue;
case Shader::SMP_col1: gsg->_glUniform4f(p, data[1], data[5], data[ 9], data[13]); continue;
case Shader::SMP_col2: gsg->_glUniform4f(p, data[2], data[6], data[10], data[14]); continue;
case Shader::SMP_col3: gsg->_glUniform4f(p, data[3], data[7], data[11], data[15]); continue;
case Shader::SMP_row0: gsg->_glUniform4fv(p, 1, data+ 0); continue;
case Shader::SMP_row1: gsg->_glUniform4fv(p, 1, data+ 4); continue;
case Shader::SMP_row2: gsg->_glUniform4fv(p, 1, data+ 8); continue;
case Shader::SMP_row3: gsg->_glUniform4fv(p, 1, data+12); continue;
case Shader::SMP_row3x1: gsg->_glUniform1fv(p, 1, data+12); continue;
case Shader::SMP_row3x2: gsg->_glUniform2fv(p, 1, data+12); continue;
case Shader::SMP_row3x3: gsg->_glUniform3fv(p, 1, data+12); continue;
}
}
#ifdef HAVE_CG
else if (_shader->get_language() == Shader::SL_Cg) {
CGparameter p = _cg_parameter_map[_shader->_mat_spec[i]._id._seqno];
switch (_shader->_mat_spec[i]._piece) {
case Shader::SMP_whole: cgGLSetMatrixParameterfc(p, data); continue;
case Shader::SMP_transpose: cgGLSetMatrixParameterfr(p, data); continue;
case Shader::SMP_col0: cgGLSetParameter4f(p, data[0], data[4], data[ 8], data[12]); continue;
case Shader::SMP_col1: cgGLSetParameter4f(p, data[1], data[5], data[ 9], data[13]); continue;
case Shader::SMP_col2: cgGLSetParameter4f(p, data[2], data[6], data[10], data[14]); continue;
case Shader::SMP_col3: cgGLSetParameter4f(p, data[3], data[7], data[11], data[15]); continue;
case Shader::SMP_row0: cgGLSetParameter4fv(p, data+ 0); continue;
case Shader::SMP_row1: cgGLSetParameter4fv(p, data+ 4); continue;
case Shader::SMP_row2: cgGLSetParameter4fv(p, data+ 8); continue;
case Shader::SMP_row3: cgGLSetParameter4fv(p, data+12); continue;
case Shader::SMP_row3x1: cgGLSetParameter1fv(p, data+12); continue;
case Shader::SMP_row3x2: cgGLSetParameter2fv(p, data+12); continue;
case Shader::SMP_row3x3: cgGLSetParameter3fv(p, data+12); continue;
}
}
#endif
}
}
#ifdef HAVE_CG
cg_report_errors();
#endif
gsg->report_my_gl_errors();
}
////////////////////////////////////////////////////////////////////
// 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) {
_last_gsg = gsg;
if (!valid()) {
return;
}
if (_shader->get_language() == Shader::SL_GLSL) {
for (int i=0; i<(int)_shader->_var_spec.size(); i++) {
gsg->_glDisableVertexAttribArray(i);
}
}
#ifdef HAVE_CG
else if (_shader->get_language() == Shader::SL_Cg) {
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();
}
#endif
gsg->report_my_gl_errors();
}
////////////////////////////////////////////////////////////////////
// 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) {
_last_gsg = gsg;
if (prev) prev->disable_shader_vertex_arrays(gsg);
if (!valid()) {
return true;
}
#ifdef HAVE_CG
cg_report_errors();
#endif
#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++) {
#ifdef HAVE_CG
if (_shader->get_language() == Shader::SL_Cg) {
if (_cg_parameter_map[_shader->_var_spec[i]._id._seqno] == 0) {
continue;
}
}
#endif
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;
}
if (_shader->get_language() == Shader::SL_GLSL) {
#ifndef OPENGLES_2
glEnableClientState(GL_VERTEX_ARRAY);
#endif
gsg->_glEnableVertexAttribArray(i);
gsg->_glVertexAttribPointer(i, num_values, gsg->get_numeric_type(numeric_type),
GL_FALSE, stride, client_pointer + start);
#ifndef OPENGLES_2
glDisableClientState(GL_VERTEX_ARRAY);
#endif
#ifdef HAVE_CG
} else if (_shader->get_language() == Shader::SL_Cg) {
CGparameter p = _cg_parameter_map[_shader->_var_spec[i]._id._seqno];
cgGLSetParameterPointer(p,
num_values, gsg->get_numeric_type(numeric_type),
stride, client_pointer + start);
cgGLEnableClientState(p);
#endif
}
}
#ifdef HAVE_CG
else if (_shader->get_language() == Shader::SL_Cg) {
CGparameter p = _cg_parameter_map[_shader->_var_spec[i]._id._seqno];
cgGLDisableClientState(p);
}
#endif
}
}
#ifdef HAVE_CG
cg_report_errors();
#endif
gsg->report_my_gl_errors();
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) {
_last_gsg = gsg;
if (!valid()) {
return;
}
#ifndef OPENGLES_2
for (int i=0; i<(int)_shader->_tex_spec.size(); i++) {
if (_shader->get_language() == Shader::SL_GLSL) {
if (_shader->_tex_spec[i]._name == 0) {
gsg->_glActiveTexture(GL_TEXTURE0 + _shader->_tex_spec[i]._stage);
} else {
gsg->_glActiveTexture(GL_TEXTURE0 + _shader->_tex_spec[i]._stage + _stage_offset);
}
#ifdef HAVE_CG
} else if (_shader->get_language() == Shader::SL_Cg) {
CGparameter p = _cg_parameter_map[_shader->_tex_spec[i]._id._seqno];
if (p == 0) continue;
int texunit = cgGetParameterResourceIndex(p);
gsg->_glActiveTexture(GL_TEXTURE0 + texunit);
#endif
} else {
return;
}
#ifndef OPENGLES
GLP(Disable)(GL_TEXTURE_1D);
#endif // OPENGLES
GLP(Disable)(GL_TEXTURE_2D);
#ifndef OPENGLES_1
if (gsg->_supports_3d_texture) {
GLP(Disable)(GL_TEXTURE_3D);
}
#endif // OPENGLES_1
if (gsg->_supports_cube_map) {
GLP(Disable)(GL_TEXTURE_CUBE_MAP);
}
// This is probably faster - but maybe not as safe?
// cgGLDisableTextureParameter(p);
}
#endif // OPENGLES_2
_stage_offset = 0;
#ifdef HAVE_CG
cg_report_errors();
#endif
gsg->report_my_gl_errors();
}
////////////////////////////////////////////////////////////////////
// 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) {
_last_gsg = gsg;
if (prev) {
prev->disable_shader_texture_bindings(gsg);
}
if (!valid()) {
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);
_stage_offset = texattrib->get_num_on_stages();
for (int i = 0; i < (int)_shader->_tex_spec.size(); ++i) {
InternalName *id = _shader->_tex_spec[i]._name;
int texunit;
if (_shader->get_language() == Shader::SL_GLSL) {
texunit = _shader->_tex_spec[i]._stage;
if (id != 0) {
texunit += _stage_offset;
}
}
#ifdef HAVE_CG
if (_shader->get_language() == Shader::SL_Cg) {
CGparameter p = _cg_parameter_map[_shader->_tex_spec[i]._id._seqno];
if (p == 0) {
continue;
}
texunit = cgGetParameterResourceIndex(p);
}
#endif
Texture *tex = 0;
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;
}
gsg->_glActiveTexture(GL_TEXTURE0 + texunit);
GLenum target = gsg->get_texture_target(tex->get_texture_type());
if (target == GL_NONE) {
// Unsupported texture mode.
continue;
}
#ifndef OPENGLES_2
GLP(Enable)(target);
#endif
gsg->apply_texture(tc);
if (_shader->get_language() == Shader::SL_GLSL) {
GLint p = _shader->_glsl_parameter_map[_shader->_tex_spec[i]._id._seqno];
gsg->_glUniform1i(p, texunit);
}
if (!gsg->update_texture(tc, false)) {
#ifndef OPENGLES_2
GLP(Disable)(target);
#endif
continue;
}
}
#ifdef HAVE_CG
cg_report_errors();
#endif
gsg->report_my_gl_errors();
}
////////////////////////////////////////////////////////////////////
// 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() << cgGetErrorString(err) << "\n";
}
}
#endif
////////////////////////////////////////////////////////////////////
// Function: Shader::glsl_report_shader_errors
// Access: Private
// Description: This subroutine prints the infolog for a shader.
////////////////////////////////////////////////////////////////////
void CLP(ShaderContext)::
glsl_report_shader_errors(GSG *gsg, unsigned int shader) {
char *info_log;
GLint length = 0;
GLint num_chars = 0;
gsg->_glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &length);
if (length > 0) {
info_log = (char *) malloc(length);
gsg->_glGetShaderInfoLog(shader, length, &num_chars, info_log);
if (strcmp(info_log, "Success.\n") != 0) {
GLCAT.error(false) << info_log;
}
}
delete[] info_log;
}
////////////////////////////////////////////////////////////////////
// Function: Shader::glsl_report_program_errors
// Access: Private
// Description: This subroutine prints the infolog for a program.
////////////////////////////////////////////////////////////////////
void CLP(ShaderContext)::
glsl_report_program_errors(GSG *gsg, unsigned int program) {
char *info_log;
GLint length = 0;
GLint num_chars = 0;
gsg->_glGetProgramiv(program, GL_INFO_LOG_LENGTH, &length);
if (length > 0) {
info_log = (char *) malloc(length);
gsg->_glGetProgramInfoLog(program, length, &num_chars, info_log);
if (strcmp(info_log, "Success.\n") != 0) {
GLCAT.error(false) << info_log;
}
}
delete[] info_log;
}
////////////////////////////////////////////////////////////////////
// Function: Shader::glsl_compile_entry_point
// Access: Private
// Description:
////////////////////////////////////////////////////////////////////
unsigned int CLP(ShaderContext)::
glsl_compile_entry_point(GSG *gsg, Shader::ShaderType type) {
unsigned int handle;
switch (type) {
case Shader::ST_vertex:
handle = gsg->_glCreateShader(GL_VERTEX_SHADER);
break;
case Shader::ST_fragment:
handle = gsg->_glCreateShader(GL_FRAGMENT_SHADER);
break;
case Shader::ST_geometry:
handle = gsg->_glCreateShader(GL_GEOMETRY_SHADER);
break;
default:
return 0;
}
if (!handle) {
return 0;
}
const char* text = _shader->get_text(type).c_str();
gsg->_glShaderSource(handle, 1, &text, NULL);
gsg->_glCompileShader(handle);
GLint status;
gsg->_glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
if (status != GL_TRUE) {
GLCAT.error() << "An error occurred while compiling shader!\n";
glsl_report_shader_errors(gsg, handle);
gsg->_glDeleteShader(handle);
return 0;
}
return handle;
}
////////////////////////////////////////////////////////////////////
// Function: Shader::glsl_compile_shader
// Access: Private
// Description: This subroutine compiles a GLSL shader.
////////////////////////////////////////////////////////////////////
bool CLP(ShaderContext)::
glsl_compile_shader(GSG *gsg) {
// Terribly hacky. I hope this will go away when we
// add support for separated shader programs later.
_glsl_program = gsg->_glCreateProgram();
if (!_glsl_program) return false;
if (!_shader->get_text(Shader::ST_vertex).empty()) {
_glsl_vshader = glsl_compile_entry_point(gsg, Shader::ST_vertex);
if (!_glsl_vshader) return false;
gsg->_glAttachShader(_glsl_program, _glsl_vshader);
}
if (!_shader->get_text(Shader::ST_fragment).empty()) {
_glsl_fshader = glsl_compile_entry_point(gsg, Shader::ST_fragment);
if (!_glsl_fshader) return false;
gsg->_glAttachShader(_glsl_program, _glsl_fshader);
}
if (!_shader->get_text(Shader::ST_geometry).empty()) {
_glsl_gshader = glsl_compile_entry_point(gsg, Shader::ST_geometry);
if (!_glsl_gshader) return false;
gsg->_glAttachShader(_glsl_program, _glsl_gshader);
}
// There might be warnings. Only report them for one shader program.
if (_glsl_vshader != 0) {
glsl_report_shader_errors(gsg, _glsl_vshader);
} else if (_glsl_fshader != 0) {
glsl_report_shader_errors(gsg, _glsl_fshader);
} else if (_glsl_gshader != 0) {
glsl_report_shader_errors(gsg, _glsl_gshader);
}
gsg->_glLinkProgram(_glsl_program);
GLint status;
gsg->_glGetProgramiv(_glsl_program, GL_LINK_STATUS, &status);
if (status != GL_TRUE) {
GLCAT.error() << "An error occurred while linking shader program!\n";
glsl_report_program_errors(gsg, _glsl_program);
return false;
}
gsg->report_my_gl_errors();
return true;
}
#endif // OPENGLES_1