2020-04-30 20:50:35 +00:00
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#ifndef ENGINE_SHADER_HH
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#define ENGINE_SHADER_HH
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#include <shared/glexts.hh>
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#include <shared/tools.hh>
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#include <shared/geom.hh>
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struct Slot;
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struct VSlot;
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struct GlobalShaderParamState
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{
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const char *name;
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union
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{
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float fval[32];
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int ival[32];
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uint uval[32];
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uchar buf[32*sizeof(float)];
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};
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int version;
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static int nextversion;
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void resetversions();
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void changed()
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{
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if(++nextversion < 0) resetversions();
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version = nextversion;
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}
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};
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struct ShaderParamBinding
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{
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int loc, size;
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GLenum format;
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};
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struct GlobalShaderParamUse : ShaderParamBinding
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{
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GlobalShaderParamState *param;
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int version;
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void flush()
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{
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if(version == param->version) return;
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switch(format)
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{
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case GL_BOOL:
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case GL_FLOAT: glUniform1fv_(loc, size, param->fval); break;
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case GL_BOOL_VEC2:
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case GL_FLOAT_VEC2: glUniform2fv_(loc, size, param->fval); break;
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case GL_BOOL_VEC3:
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case GL_FLOAT_VEC3: glUniform3fv_(loc, size, param->fval); break;
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case GL_BOOL_VEC4:
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case GL_FLOAT_VEC4: glUniform4fv_(loc, size, param->fval); break;
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case GL_INT: glUniform1iv_(loc, size, param->ival); break;
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case GL_INT_VEC2: glUniform2iv_(loc, size, param->ival); break;
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case GL_INT_VEC3: glUniform3iv_(loc, size, param->ival); break;
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case GL_INT_VEC4: glUniform4iv_(loc, size, param->ival); break;
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case GL_UNSIGNED_INT: glUniform1uiv_(loc, size, param->uval); break;
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case GL_UNSIGNED_INT_VEC2: glUniform2uiv_(loc, size, param->uval); break;
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case GL_UNSIGNED_INT_VEC3: glUniform3uiv_(loc, size, param->uval); break;
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case GL_UNSIGNED_INT_VEC4: glUniform4uiv_(loc, size, param->uval); break;
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case GL_FLOAT_MAT2: glUniformMatrix2fv_(loc, 1, GL_FALSE, param->fval); break;
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case GL_FLOAT_MAT3: glUniformMatrix3fv_(loc, 1, GL_FALSE, param->fval); break;
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case GL_FLOAT_MAT4: glUniformMatrix4fv_(loc, 1, GL_FALSE, param->fval); break;
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}
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version = param->version;
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}
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};
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struct LocalShaderParamState : ShaderParamBinding
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{
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const char *name;
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};
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struct SlotShaderParam
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{
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enum
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{
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REUSE = 1<<0
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};
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const char *name;
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int loc, flags;
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float val[4];
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};
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struct SlotShaderParamState : LocalShaderParamState
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{
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int flags;
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float val[4];
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SlotShaderParamState() {}
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SlotShaderParamState(const SlotShaderParam &p)
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{
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name = p.name;
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loc = -1;
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size = 1;
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format = GL_FLOAT_VEC4;
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flags = p.flags;
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memcpy(val, p.val, sizeof(val));
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}
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};
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enum
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{
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SHADER_DEFAULT = 0,
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SHADER_WORLD = 1<<0,
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SHADER_ENVMAP = 1<<1,
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SHADER_REFRACT = 1<<2,
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SHADER_OPTION = 1<<3,
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SHADER_DYNAMIC = 1<<4,
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SHADER_TRIPLANAR = 1<<5,
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SHADER_INVALID = 1<<8,
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SHADER_DEFERRED = 1<<9
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};
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#define MAXVARIANTROWS 32
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struct UniformLoc
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{
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const char *name, *blockname;
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int loc, version, binding, stride, offset, size;
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void *data;
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2020-07-30 01:15:44 +00:00
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UniformLoc(const char *name = nullptr, const char *blockname = nullptr, int binding = -1, int stride = -1) : name(name), blockname(blockname), loc(-1), version(-1), binding(binding), stride(stride), offset(-1), size(-1), data(nullptr) {}
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2020-04-30 20:50:35 +00:00
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};
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struct AttribLoc
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{
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const char *name;
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int loc;
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2020-07-30 01:15:44 +00:00
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AttribLoc(const char *name = nullptr, int loc = -1) : name(name), loc(loc) {}
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2020-04-30 20:50:35 +00:00
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};
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struct FragDataLoc
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{
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const char *name;
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int loc;
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GLenum format;
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int index;
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2020-07-30 01:15:44 +00:00
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FragDataLoc(const char *name = nullptr, int loc = -1, GLenum format = GL_FALSE, int index = 0) : name(name), loc(loc), format(format), index(index) {}
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2020-04-30 20:50:35 +00:00
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};
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struct Shader
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{
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static Shader *lastshader;
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char *name, *vsstr, *psstr, *defer;
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int type;
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GLuint program, vsobj, psobj;
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vector<SlotShaderParamState> defaultparams;
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vector<GlobalShaderParamUse> globalparams;
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vector<LocalShaderParamState> localparams;
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vector<uchar> localparamremap;
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Shader *variantshader;
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vector<Shader *> variants;
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ushort *variantrows;
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bool standard, forced, used;
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Shader *reusevs, *reuseps;
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vector<UniformLoc> uniformlocs;
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vector<AttribLoc> attriblocs;
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vector<FragDataLoc> fragdatalocs;
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const void *owner;
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2020-07-30 01:15:44 +00:00
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Shader() : name(nullptr), vsstr(nullptr), psstr(nullptr), defer(nullptr), type(SHADER_DEFAULT), program(0), vsobj(0), psobj(0), variantshader(nullptr), variantrows(nullptr), standard(false), forced(false), used(false), reusevs(nullptr), reuseps(nullptr), owner(nullptr)
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2020-04-30 20:50:35 +00:00
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{
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}
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~Shader()
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{
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DELETEA(name);
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DELETEA(vsstr);
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DELETEA(psstr);
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DELETEA(defer);
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DELETEA(variantrows);
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}
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2020-07-30 01:15:44 +00:00
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void allocparams(Slot *slot = nullptr);
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2020-04-30 20:50:35 +00:00
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void setslotparams(Slot &slot);
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void setslotparams(Slot &slot, VSlot &vslot);
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void bindprograms();
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2020-07-30 01:15:44 +00:00
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void flushparams(Slot *slot = nullptr)
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2020-04-30 20:50:35 +00:00
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{
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if(!used) { allocparams(slot); used = true; }
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loopv(globalparams) globalparams[i].flush();
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}
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void force();
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bool invalid() const { return (type&SHADER_INVALID)!=0; }
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bool deferred() const { return (type&SHADER_DEFERRED)!=0; }
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bool loaded() const { return !(type&(SHADER_DEFERRED|SHADER_INVALID)); }
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bool hasoption() const { return (type&SHADER_OPTION)!=0; }
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bool isdynamic() const { return (type&SHADER_DYNAMIC)!=0; }
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static inline bool isnull(const Shader *s) { return !s; }
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bool isnull() const { return isnull(this); }
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int numvariants(int row) const
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{
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if(row < 0 || row >= MAXVARIANTROWS || !variantrows) return 0;
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return variantrows[row+1] - variantrows[row];
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}
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Shader *getvariant(int col, int row) const
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{
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2020-07-30 01:15:44 +00:00
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if(row < 0 || row >= MAXVARIANTROWS || col < 0 || !variantrows) return nullptr;
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2020-04-30 20:50:35 +00:00
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int start = variantrows[row], end = variantrows[row+1];
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2020-07-30 01:15:44 +00:00
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return col < end - start ? variants[start + col] : nullptr;
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2020-04-30 20:50:35 +00:00
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}
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void addvariant(int row, Shader *s)
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{
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if(row < 0 || row >= MAXVARIANTROWS || variants.length() >= USHRT_MAX) return;
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if(!variantrows) { variantrows = new ushort[MAXVARIANTROWS+1]; memset(variantrows, 0, (MAXVARIANTROWS+1)*sizeof(ushort)); }
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variants.insert(variantrows[row+1], s);
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for(int i = row+1; i <= MAXVARIANTROWS; ++i) ++variantrows[i];
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}
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void setvariant_(int col, int row)
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{
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Shader *s = this;
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if(variantrows)
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{
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int start = variantrows[row], end = variantrows[row+1];
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for(col = min(start + col, end-1); col >= start; --col) if(!variants[col]->invalid()) { s = variants[col]; break; }
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}
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if(lastshader!=s) s->bindprograms();
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}
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void setvariant(int col, int row)
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{
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if(isnull() || !loaded()) return;
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setvariant_(col, row);
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lastshader->flushparams();
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}
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void setvariant(int col, int row, Slot &slot)
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{
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if(isnull() || !loaded()) return;
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setvariant_(col, row);
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lastshader->flushparams(&slot);
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lastshader->setslotparams(slot);
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}
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void setvariant(int col, int row, Slot &slot, VSlot &vslot)
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{
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if(isnull() || !loaded()) return;
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setvariant_(col, row);
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lastshader->flushparams(&slot);
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lastshader->setslotparams(slot, vslot);
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}
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void set_()
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{
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if(lastshader!=this) bindprograms();
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}
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void set()
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{
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if(isnull() || !loaded()) return;
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set_();
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lastshader->flushparams();
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}
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void set(Slot &slot)
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{
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if(isnull() || !loaded()) return;
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set_();
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lastshader->flushparams(&slot);
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lastshader->setslotparams(slot);
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}
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void set(Slot &slot, VSlot &vslot)
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{
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if(isnull() || !loaded()) return;
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set_();
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lastshader->flushparams(&slot);
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lastshader->setslotparams(slot, vslot);
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}
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bool compile();
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void cleanup(bool full = false);
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static int uniformlocversion();
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};
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struct GlobalShaderParam
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{
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const char *name;
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GlobalShaderParamState *param;
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2020-07-30 01:15:44 +00:00
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GlobalShaderParam(const char *name) : name(name), param(nullptr) {}
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2020-04-30 20:50:35 +00:00
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GlobalShaderParamState *resolve()
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{
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extern GlobalShaderParamState *getglobalparam(const char *name);
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if(!param) param = getglobalparam(name);
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param->changed();
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return param;
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}
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void setf(float x = 0, float y = 0, float z = 0, float w = 0)
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{
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GlobalShaderParamState *g = resolve();
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g->fval[0] = x;
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g->fval[1] = y;
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g->fval[2] = z;
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g->fval[3] = w;
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}
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void set(const vec &v, float w = 0) { setf(v.x, v.y, v.z, w); }
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void set(const vec2 &v, float z = 0, float w = 0) { setf(v.x, v.y, z, w); }
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void set(const vec4 &v) { setf(v.x, v.y, v.z, v.w); }
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void set(const plane &p) { setf(p.x, p.y, p.z, p.offset); }
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void set(const matrix2 &m) { memcpy(resolve()->fval, m.a.v, sizeof(m)); }
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void set(const matrix3 &m) { memcpy(resolve()->fval, m.a.v, sizeof(m)); }
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void set(const matrix4 &m) { memcpy(resolve()->fval, m.a.v, sizeof(m)); }
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template<class T>
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void setv(const T *v, int n = 1) { memcpy(resolve()->buf, v, n*sizeof(T)); }
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void seti(int x = 0, int y = 0, int z = 0, int w = 0)
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{
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GlobalShaderParamState *g = resolve();
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g->ival[0] = x;
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g->ival[1] = y;
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g->ival[2] = z;
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g->ival[3] = w;
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}
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void set(const ivec &v, int w = 0) { seti(v.x, v.y, v.z, w); }
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void set(const ivec2 &v, int z = 0, int w = 0) { seti(v.x, v.y, z, w); }
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void set(const ivec4 &v) { seti(v.x, v.y, v.z, v.w); }
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void setu(uint x = 0, uint y = 0, uint z = 0, uint w = 0)
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{
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GlobalShaderParamState *g = resolve();
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g->uval[0] = x;
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g->uval[1] = y;
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g->uval[2] = z;
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g->uval[3] = w;
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}
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template<class T>
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T *reserve(int n = 1) { return (T *)resolve()->buf; }
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};
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struct LocalShaderParam
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{
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const char *name;
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int loc;
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LocalShaderParam(const char *name) : name(name), loc(-1) {}
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LocalShaderParamState *resolve()
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{
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Shader *s = Shader::lastshader;
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2020-07-30 01:15:44 +00:00
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if(!s) return nullptr;
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2020-04-30 20:50:35 +00:00
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if(!s->localparamremap.inrange(loc))
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{
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extern int getlocalparam(const char *name);
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if(loc == -1) loc = getlocalparam(name);
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2020-07-30 01:15:44 +00:00
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if(!s->localparamremap.inrange(loc)) return nullptr;
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2020-04-30 20:50:35 +00:00
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}
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uchar remap = s->localparamremap[loc];
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2020-07-30 01:15:44 +00:00
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return s->localparams.inrange(remap) ? &s->localparams[remap] : nullptr;
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2020-04-30 20:50:35 +00:00
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}
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void setf(float x = 0, float y = 0, float z = 0, float w = 0)
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{
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ShaderParamBinding *b = resolve();
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if(b) switch(b->format)
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{
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case GL_BOOL:
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case GL_FLOAT: glUniform1f_(b->loc, x); break;
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case GL_BOOL_VEC2:
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case GL_FLOAT_VEC2: glUniform2f_(b->loc, x, y); break;
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case GL_BOOL_VEC3:
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case GL_FLOAT_VEC3: glUniform3f_(b->loc, x, y, z); break;
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case GL_BOOL_VEC4:
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case GL_FLOAT_VEC4: glUniform4f_(b->loc, x, y, z, w); break;
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case GL_INT: glUniform1i_(b->loc, int(x)); break;
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case GL_INT_VEC2: glUniform2i_(b->loc, int(x), int(y)); break;
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case GL_INT_VEC3: glUniform3i_(b->loc, int(x), int(y), int(z)); break;
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case GL_INT_VEC4: glUniform4i_(b->loc, int(x), int(y), int(z), int(w)); break;
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case GL_UNSIGNED_INT: glUniform1ui_(b->loc, uint(x)); break;
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case GL_UNSIGNED_INT_VEC2: glUniform2ui_(b->loc, uint(x), uint(y)); break;
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case GL_UNSIGNED_INT_VEC3: glUniform3ui_(b->loc, uint(x), uint(y), uint(z)); break;
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case GL_UNSIGNED_INT_VEC4: glUniform4ui_(b->loc, uint(x), uint(y), uint(z), uint(w)); break;
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}
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}
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void set(const vec &v, float w = 0) { setf(v.x, v.y, v.z, w); }
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void set(const vec2 &v, float z = 0, float w = 0) { setf(v.x, v.y, z, w); }
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void set(const vec4 &v) { setf(v.x, v.y, v.z, v.w); }
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void set(const plane &p) { setf(p.x, p.y, p.z, p.offset); }
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void setv(const float *f, int n = 1) { ShaderParamBinding *b = resolve(); if(b) glUniform1fv_(b->loc, n, f); }
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void setv(const vec *v, int n = 1) { ShaderParamBinding *b = resolve(); if(b) glUniform3fv_(b->loc, n, v->v); }
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void setv(const vec2 *v, int n = 1) { ShaderParamBinding *b = resolve(); if(b) glUniform2fv_(b->loc, n, v->v); }
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void setv(const vec4 *v, int n = 1) { ShaderParamBinding *b = resolve(); if(b) glUniform4fv_(b->loc, n, v->v); }
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void setv(const plane *p, int n = 1) { ShaderParamBinding *b = resolve(); if(b) glUniform4fv_(b->loc, n, p->v); }
|
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void setv(const matrix2 *m, int n = 1) { ShaderParamBinding *b = resolve(); if(b) glUniformMatrix2fv_(b->loc, n, GL_FALSE, m->a.v); }
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void setv(const matrix3 *m, int n = 1) { ShaderParamBinding *b = resolve(); if(b) glUniformMatrix3fv_(b->loc, n, GL_FALSE, m->a.v); }
|
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void setv(const matrix4 *m, int n = 1) { ShaderParamBinding *b = resolve(); if(b) glUniformMatrix4fv_(b->loc, n, GL_FALSE, m->a.v); }
|
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|
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void set(const matrix2 &m) { setv(&m); }
|
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void set(const matrix3 &m) { setv(&m); }
|
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|
void set(const matrix4 &m) { setv(&m); }
|
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|
|
template<class T>
|
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|
|
void sett(T x, T y, T z, T w)
|
|
|
|
{
|
|
|
|
ShaderParamBinding *b = resolve();
|
|
|
|
if(b) switch(b->format)
|
|
|
|
{
|
|
|
|
case GL_FLOAT: glUniform1f_(b->loc, x); break;
|
|
|
|
case GL_FLOAT_VEC2: glUniform2f_(b->loc, x, y); break;
|
|
|
|
case GL_FLOAT_VEC3: glUniform3f_(b->loc, x, y, z); break;
|
|
|
|
case GL_FLOAT_VEC4: glUniform4f_(b->loc, x, y, z, w); break;
|
|
|
|
case GL_BOOL:
|
|
|
|
case GL_INT: glUniform1i_(b->loc, x); break;
|
|
|
|
case GL_BOOL_VEC2:
|
|
|
|
case GL_INT_VEC2: glUniform2i_(b->loc, x, y); break;
|
|
|
|
case GL_BOOL_VEC3:
|
|
|
|
case GL_INT_VEC3: glUniform3i_(b->loc, x, y, z); break;
|
|
|
|
case GL_BOOL_VEC4:
|
|
|
|
case GL_INT_VEC4: glUniform4i_(b->loc, x, y, z, w); break;
|
|
|
|
case GL_UNSIGNED_INT: glUniform1ui_(b->loc, x); break;
|
|
|
|
case GL_UNSIGNED_INT_VEC2: glUniform2ui_(b->loc, x, y); break;
|
|
|
|
case GL_UNSIGNED_INT_VEC3: glUniform3ui_(b->loc, x, y, z); break;
|
|
|
|
case GL_UNSIGNED_INT_VEC4: glUniform4ui_(b->loc, x, y, z, w); break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
void seti(int x = 0, int y = 0, int z = 0, int w = 0) { sett<int>(x, y, z, w); }
|
|
|
|
void set(const ivec &v, int w = 0) { seti(v.x, v.y, v.z, w); }
|
|
|
|
void set(const ivec2 &v, int z = 0, int w = 0) { seti(v.x, v.y, z, w); }
|
|
|
|
void set(const ivec4 &v) { seti(v.x, v.y, v.z, v.w); }
|
|
|
|
void setv(const int *i, int n = 1) { ShaderParamBinding *b = resolve(); if(b) glUniform1iv_(b->loc, n, i); }
|
|
|
|
void setv(const ivec *v, int n = 1) { ShaderParamBinding *b = resolve(); if(b) glUniform3iv_(b->loc, n, v->v); }
|
|
|
|
void setv(const ivec2 *v, int n = 1) { ShaderParamBinding *b = resolve(); if(b) glUniform2iv_(b->loc, n, v->v); }
|
|
|
|
void setv(const ivec4 *v, int n = 1) { ShaderParamBinding *b = resolve(); if(b) glUniform4iv_(b->loc, n, v->v); }
|
|
|
|
|
|
|
|
void setu(uint x = 0, uint y = 0, uint z = 0, uint w = 0) { sett<uint>(x, y, z, w); }
|
|
|
|
void setv(const uint *u, int n = 1) { ShaderParamBinding *b = resolve(); if(b) glUniform1uiv_(b->loc, n, u); }
|
|
|
|
};
|
|
|
|
|
|
|
|
#define LOCALPARAM(name, vals) do { static LocalShaderParam param( #name ); param.set(vals); } while(0)
|
|
|
|
#define LOCALPARAMF(name, ...) do { static LocalShaderParam param( #name ); param.setf(__VA_ARGS__); } while(0)
|
|
|
|
#define LOCALPARAMI(name, ...) do { static LocalShaderParam param( #name ); param.seti(__VA_ARGS__); } while(0)
|
|
|
|
#define LOCALPARAMV(name, vals, num) do { static LocalShaderParam param( #name ); param.setv(vals, num); } while(0)
|
|
|
|
#define GLOBALPARAM(name, vals) do { static GlobalShaderParam param( #name ); param.set(vals); } while(0)
|
|
|
|
#define GLOBALPARAMF(name, ...) do { static GlobalShaderParam param( #name ); param.setf(__VA_ARGS__); } while(0)
|
|
|
|
#define GLOBALPARAMI(name, ...) do { static GlobalShaderParam param( #name ); param.seti(__VA_ARGS__); } while(0)
|
|
|
|
#define GLOBALPARAMV(name, vals, num) do { static GlobalShaderParam param( #name ); param.setv(vals, num); } while(0)
|
|
|
|
|
|
|
|
#define SETSHADER(name, ...) \
|
|
|
|
do { \
|
2020-07-30 01:15:44 +00:00
|
|
|
static Shader *name##shader = nullptr; \
|
2020-04-30 20:50:35 +00:00
|
|
|
if(!name##shader) name##shader = lookupshaderbyname(#name); \
|
|
|
|
name##shader->set(__VA_ARGS__); \
|
|
|
|
} while(0)
|
|
|
|
#define SETVARIANT(name, ...) \
|
|
|
|
do { \
|
2020-07-30 01:15:44 +00:00
|
|
|
static Shader *name##shader = nullptr; \
|
2020-04-30 20:50:35 +00:00
|
|
|
if(!name##shader) name##shader = lookupshaderbyname(#name); \
|
|
|
|
name##shader->setvariant(__VA_ARGS__); \
|
|
|
|
} while(0)
|
|
|
|
|
|
|
|
void resetslotshader();
|
|
|
|
void setslotshader(Slot &s);
|
|
|
|
void linkslotshader(Slot &s, bool load = true);
|
|
|
|
void linkvslotshader(VSlot &s, bool load = true);
|
|
|
|
|
|
|
|
bool shouldreuseparams(Slot &s, VSlot &p);
|
|
|
|
void setupshaders();
|
|
|
|
void loadshaders();
|
|
|
|
void reloadshaders();
|
|
|
|
void cleanupshaders();
|
|
|
|
|
|
|
|
extern int maxvsuniforms, maxfsuniforms;
|
|
|
|
|
|
|
|
extern Shader *nullshader, *hudshader, *hudtextshader, *hudnotextureshader, *nocolorshader, *foggedshader, *foggednotextureshader, *ldrshader, *ldrnotextureshader, *stdworldshader;
|
|
|
|
|
|
|
|
const char *getshaderparamname(const char *name, bool insert = true);
|
|
|
|
Shader *lookupshaderbyname(const char *name);
|
|
|
|
Shader *useshaderbyname(const char *name);
|
|
|
|
Shader *generateshader(const char *name, const char *cmd, ...);
|
|
|
|
|
|
|
|
GLuint setuppostfx(int w, int h, GLuint outfbo = 0);
|
|
|
|
void cleanuppostfx(bool fullclean = false);
|
|
|
|
void renderpostfx(GLuint outfbo = 0);
|
|
|
|
|
|
|
|
#endif
|