/* This file is part of Magnum. Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019, 2020, 2021 Vladimír Vondruš 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. */ #include "FlatGL.h" #include #include #include #include "Magnum/GL/Context.h" #include "Magnum/GL/Extensions.h" #include "Magnum/GL/Shader.h" #include "Magnum/GL/Texture.h" #include "Magnum/Math/Color.h" #include "Magnum/Math/Matrix3.h" #include "Magnum/Math/Matrix4.h" #include "Magnum/Shaders/Implementation/CreateCompatibilityShader.h" #ifndef MAGNUM_TARGET_GLES2 #include #include "Magnum/GL/Buffer.h" #endif namespace Magnum { namespace Shaders { namespace { enum: Int { TextureUnit = 0 }; #ifndef MAGNUM_TARGET_GLES2 enum: Int { /* Not using the zero binding to avoid conflicts with ProjectionBufferBinding from other shaders which can likely stay bound to the same buffer for the whole time */ TransformationProjectionBufferBinding = 1, DrawBufferBinding = 2, TextureTransformationBufferBinding = 3 }; #endif } template FlatGL::FlatGL(const Flags flags #ifndef MAGNUM_TARGET_GLES2 , const UnsignedInt drawCount #endif ): _flags{flags} #ifndef MAGNUM_TARGET_GLES2 , _drawCount{drawCount} #endif { CORRADE_ASSERT(!(flags & Flag::TextureTransformation) || (flags & Flag::Textured), "Shaders::FlatGL: texture transformation enabled but the shader is not textured", ); #ifndef MAGNUM_TARGET_GLES2 CORRADE_ASSERT(!(flags >= Flag::UniformBuffers) || drawCount, "Shaders::FlatGL: draw count can't be zero", ); #endif #ifndef MAGNUM_TARGET_GLES if(flags >= Flag::UniformBuffers) MAGNUM_ASSERT_GL_EXTENSION_SUPPORTED(GL::Extensions::ARB::uniform_buffer_object); #endif #ifndef MAGNUM_TARGET_GLES2 if(flags >= Flag::MultiDraw) { #ifndef MAGNUM_TARGET_GLES MAGNUM_ASSERT_GL_EXTENSION_SUPPORTED(GL::Extensions::ARB::shader_draw_parameters); #elif !defined(MAGNUM_TARGET_WEBGL) MAGNUM_ASSERT_GL_EXTENSION_SUPPORTED(GL::Extensions::ANGLE::multi_draw); #else MAGNUM_ASSERT_GL_EXTENSION_SUPPORTED(GL::Extensions::WEBGL::multi_draw); #endif } #endif #ifdef MAGNUM_BUILD_STATIC /* Import resources on static build, if not already */ if(!Utility::Resource::hasGroup("MagnumShadersGL")) importShaderResources(); #endif Utility::Resource rs("MagnumShadersGL"); const GL::Context& context = GL::Context::current(); #ifndef MAGNUM_TARGET_GLES const GL::Version version = context.supportedVersion({GL::Version::GL320, GL::Version::GL310, GL::Version::GL300, GL::Version::GL210}); #else const GL::Version version = context.supportedVersion({GL::Version::GLES300, GL::Version::GLES200}); #endif GL::Shader vert = Implementation::createCompatibilityShader(rs, version, GL::Shader::Type::Vertex); GL::Shader frag = Implementation::createCompatibilityShader(rs, version, GL::Shader::Type::Fragment); vert.addSource(flags & Flag::Textured ? "#define TEXTURED\n" : "") .addSource(flags & Flag::VertexColor ? "#define VERTEX_COLOR\n" : "") .addSource(flags & Flag::TextureTransformation ? "#define TEXTURE_TRANSFORMATION\n" : "") .addSource(dimensions == 2 ? "#define TWO_DIMENSIONS\n" : "#define THREE_DIMENSIONS\n") #ifndef MAGNUM_TARGET_GLES2 .addSource(flags >= Flag::InstancedObjectId ? "#define INSTANCED_OBJECT_ID\n" : "") #endif .addSource(flags & Flag::InstancedTransformation ? "#define INSTANCED_TRANSFORMATION\n" : "") .addSource(flags >= Flag::InstancedTextureOffset ? "#define INSTANCED_TEXTURE_OFFSET\n" : ""); #ifndef MAGNUM_TARGET_GLES2 if(flags >= Flag::UniformBuffers) { vert.addSource(Utility::formatString( "#define UNIFORM_BUFFERS\n" "#define DRAW_COUNT {}\n", drawCount)); vert.addSource(flags >= Flag::MultiDraw ? "#define MULTI_DRAW\n" : ""); } #endif vert.addSource(rs.get("generic.glsl")) .addSource(rs.get("Flat.vert")); frag.addSource(flags & Flag::Textured ? "#define TEXTURED\n" : "") .addSource(flags & Flag::AlphaMask ? "#define ALPHA_MASK\n" : "") .addSource(flags & Flag::VertexColor ? "#define VERTEX_COLOR\n" : "") #ifndef MAGNUM_TARGET_GLES2 .addSource(flags & Flag::ObjectId ? "#define OBJECT_ID\n" : "") .addSource(flags >= Flag::InstancedObjectId ? "#define INSTANCED_OBJECT_ID\n" : "") #endif ; #ifndef MAGNUM_TARGET_GLES2 if(flags >= Flag::UniformBuffers) { frag.addSource(Utility::formatString( "#define UNIFORM_BUFFERS\n" "#define DRAW_COUNT {}\n", drawCount)); frag.addSource(flags >= Flag::MultiDraw ? "#define MULTI_DRAW\n" : ""); } #endif frag.addSource(rs.get("generic.glsl")) .addSource(rs.get("Flat.frag")); CORRADE_INTERNAL_ASSERT_OUTPUT(GL::Shader::compile({vert, frag})); attachShaders({vert, frag}); /* ES3 has this done in the shader directly and doesn't even provide bindFragmentDataLocation() */ #if !defined(MAGNUM_TARGET_GLES) || defined(MAGNUM_TARGET_GLES2) #ifndef MAGNUM_TARGET_GLES if(!context.isExtensionSupported(version)) #endif { bindAttributeLocation(Position::Location, "position"); if(flags & Flag::Textured) bindAttributeLocation(TextureCoordinates::Location, "textureCoordinates"); if(flags & Flag::VertexColor) bindAttributeLocation(Color3::Location, "vertexColor"); /* Color4 is the same */ #ifndef MAGNUM_TARGET_GLES2 if(flags & Flag::ObjectId) { bindFragmentDataLocation(ColorOutput, "color"); bindFragmentDataLocation(ObjectIdOutput, "objectId"); } if(flags >= Flag::InstancedObjectId) bindAttributeLocation(ObjectId::Location, "instanceObjectId"); #endif if(flags & Flag::InstancedTransformation) bindAttributeLocation(TransformationMatrix::Location, "instancedTransformationMatrix"); if(flags >= Flag::InstancedTextureOffset) bindAttributeLocation(TextureOffset::Location, "instancedTextureOffset"); } #endif CORRADE_INTERNAL_ASSERT_OUTPUT(link()); #ifndef MAGNUM_TARGET_GLES if(!context.isExtensionSupported(version)) #endif { #ifndef MAGNUM_TARGET_GLES2 if(flags >= Flag::UniformBuffers) { _drawOffsetUniform = uniformLocation("drawOffset"); } else #endif { _transformationProjectionMatrixUniform = uniformLocation("transformationProjectionMatrix"); if(flags & Flag::TextureTransformation) _textureMatrixUniform = uniformLocation("textureMatrix"); _colorUniform = uniformLocation("color"); if(flags & Flag::AlphaMask) _alphaMaskUniform = uniformLocation("alphaMask"); #ifndef MAGNUM_TARGET_GLES2 if(flags & Flag::ObjectId) _objectIdUniform = uniformLocation("objectId"); #endif } } #ifndef MAGNUM_TARGET_GLES if(!context.isExtensionSupported(version)) #endif { if(flags & Flag::Textured) setUniform(uniformLocation("textureData"), TextureUnit); #ifndef MAGNUM_TARGET_GLES2 if(flags >= Flag::UniformBuffers) { setUniformBlockBinding(uniformBlockIndex("TransformationProjection"), TransformationProjectionBufferBinding); setUniformBlockBinding(uniformBlockIndex("Draw"), DrawBufferBinding); if(flags & Flag::TextureTransformation) setUniformBlockBinding(uniformBlockIndex("TextureTransformation"), TextureTransformationBufferBinding); } #endif } /* Set defaults in OpenGL ES (for desktop they are set in shader code itself) */ #ifdef MAGNUM_TARGET_GLES #ifndef MAGNUM_TARGET_GLES2 if(flags >= Flag::UniformBuffers) { /* Draw offset is zero by default */ } else #endif { setTransformationProjectionMatrix(MatrixTypeFor{Math::IdentityInit}); if(flags & Flag::TextureTransformation) setTextureMatrix(Matrix3{Math::IdentityInit}); setColor(Magnum::Color4{1.0f}); if(flags & Flag::AlphaMask) setAlphaMask(0.5f); /* Object ID is zero by default */ } #endif } #ifndef MAGNUM_TARGET_GLES2 template FlatGL::FlatGL(const Flags flags): FlatGL{flags, 1} {} #endif template FlatGL& FlatGL::setTransformationProjectionMatrix(const MatrixTypeFor& matrix) { #ifndef MAGNUM_TARGET_GLES2 CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers), "Shaders::FlatGL::setTransformationProjectionMatrix(): the shader was created with uniform buffers enabled", *this); #endif setUniform(_transformationProjectionMatrixUniform, matrix); return *this; } template FlatGL& FlatGL::setTextureMatrix(const Matrix3& matrix) { #ifndef MAGNUM_TARGET_GLES2 CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers), "Shaders::FlatGL::setTextureMatrix(): the shader was created with uniform buffers enabled", *this); #endif CORRADE_ASSERT(_flags & Flag::TextureTransformation, "Shaders::FlatGL::setTextureMatrix(): the shader was not created with texture transformation enabled", *this); setUniform(_textureMatrixUniform, matrix); return *this; } template FlatGL& FlatGL::setColor(const Magnum::Color4& color) { #ifndef MAGNUM_TARGET_GLES2 CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers), "Shaders::FlatGL::setColor(): the shader was created with uniform buffers enabled", *this); #endif setUniform(_colorUniform, color); return *this; } template FlatGL& FlatGL::setAlphaMask(Float mask) { #ifndef MAGNUM_TARGET_GLES2 CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers), "Shaders::FlatGL::setAlphaMask(): the shader was created with uniform buffers enabled", *this); #endif CORRADE_ASSERT(_flags & Flag::AlphaMask, "Shaders::FlatGL::setAlphaMask(): the shader was not created with alpha mask enabled", *this); setUniform(_alphaMaskUniform, mask); return *this; } #ifndef MAGNUM_TARGET_GLES2 template FlatGL& FlatGL::setObjectId(UnsignedInt id) { CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers), "Shaders::FlatGL::setObjectId(): the shader was created with uniform buffers enabled", *this); CORRADE_ASSERT(_flags & Flag::ObjectId, "Shaders::FlatGL::setObjectId(): the shader was not created with object ID enabled", *this); setUniform(_objectIdUniform, id); return *this; } #endif #ifndef MAGNUM_TARGET_GLES2 template FlatGL& FlatGL::setDrawOffset(const UnsignedInt offset) { CORRADE_ASSERT(_flags >= Flag::UniformBuffers, "Shaders::FlatGL::setDrawOffset(): the shader was not created with uniform buffers enabled", *this); CORRADE_ASSERT(offset < _drawCount, "Shaders::FlatGL::setDrawOffset(): draw offset" << offset << "is out of bounds for" << _drawCount << "draws", *this); setUniform(_drawOffsetUniform, offset); return *this; } template FlatGL& FlatGL::bindTransformationProjectionBuffer(GL::Buffer& buffer) { CORRADE_ASSERT(_flags >= Flag::UniformBuffers, "Shaders::FlatGL::bindTransformationProjectionBuffer(): the shader was not created with uniform buffers enabled", *this); buffer.bind(GL::Buffer::Target::Uniform, TransformationProjectionBufferBinding); return *this; } template FlatGL& FlatGL::bindTransformationProjectionBuffer(GL::Buffer& buffer, const GLintptr offset, const GLsizeiptr size) { CORRADE_ASSERT(_flags >= Flag::UniformBuffers, "Shaders::FlatGL::bindTransformationProjectionBuffer(): the shader was not created with uniform buffers enabled", *this); buffer.bind(GL::Buffer::Target::Uniform, TransformationProjectionBufferBinding, offset, size); return *this; } template FlatGL& FlatGL::bindDrawBuffer(GL::Buffer& buffer) { CORRADE_ASSERT(_flags >= Flag::UniformBuffers, "Shaders::FlatGL::bindDrawBuffer(): the shader was not created with uniform buffers enabled", *this); buffer.bind(GL::Buffer::Target::Uniform, DrawBufferBinding); return *this; } template FlatGL& FlatGL::bindDrawBuffer(GL::Buffer& buffer, const GLintptr offset, const GLsizeiptr size) { CORRADE_ASSERT(_flags >= Flag::UniformBuffers, "Shaders::FlatGL::bindDrawBuffer(): the shader was not created with uniform buffers enabled", *this); buffer.bind(GL::Buffer::Target::Uniform, DrawBufferBinding, offset, size); return *this; } template FlatGL& FlatGL::bindTextureTransformationBuffer(GL::Buffer& buffer) { CORRADE_ASSERT(_flags >= Flag::UniformBuffers, "Shaders::FlatGL::bindTextureTransformationBuffer(): the shader was not created with uniform buffers enabled", *this); CORRADE_ASSERT(_flags & Flag::TextureTransformation, "Shaders::FlatGL::bindTextureTransformationBuffer(): the shader was not created with texture transformation enabled", *this); buffer.bind(GL::Buffer::Target::Uniform, TextureTransformationBufferBinding); return *this; } template FlatGL& FlatGL::bindTextureTransformationBuffer(GL::Buffer& buffer, const GLintptr offset, const GLsizeiptr size) { CORRADE_ASSERT(_flags >= Flag::UniformBuffers, "Shaders::FlatGL::bindTextureTransformationBuffer(): the shader was not created with uniform buffers enabled", *this); CORRADE_ASSERT(_flags & Flag::TextureTransformation, "Shaders::FlatGL::bindTextureTransformationBuffer(): the shader was not created with texture transformation enabled", *this); buffer.bind(GL::Buffer::Target::Uniform, TextureTransformationBufferBinding, offset, size); return *this; } #endif template FlatGL& FlatGL::bindTexture(GL::Texture2D& texture) { CORRADE_ASSERT(_flags & Flag::Textured, "Shaders::FlatGL::bindTexture(): the shader was not created with texturing enabled", *this); texture.bind(TextureUnit); return *this; } template class MAGNUM_SHADERS_EXPORT FlatGL<2>; template class MAGNUM_SHADERS_EXPORT FlatGL<3>; namespace Implementation { Debug& operator<<(Debug& debug, const FlatGLFlag value) { debug << "Shaders::FlatGL::Flag" << Debug::nospace; switch(value) { /* LCOV_EXCL_START */ #define _c(v) case FlatGLFlag::v: return debug << "::" #v; _c(Textured) _c(AlphaMask) _c(VertexColor) _c(TextureTransformation) #ifndef MAGNUM_TARGET_GLES2 _c(ObjectId) _c(InstancedObjectId) #endif _c(InstancedTransformation) _c(InstancedTextureOffset) #ifndef MAGNUM_TARGET_GLES2 _c(UniformBuffers) _c(MultiDraw) #endif #undef _c /* LCOV_EXCL_STOP */ } return debug << "(" << Debug::nospace << reinterpret_cast(UnsignedShort(value)) << Debug::nospace << ")"; } Debug& operator<<(Debug& debug, const FlatGLFlags value) { return Containers::enumSetDebugOutput(debug, value, "Shaders::FlatGL::Flags{}", { FlatGLFlag::Textured, FlatGLFlag::AlphaMask, FlatGLFlag::VertexColor, FlatGLFlag::InstancedTextureOffset, /* Superset of TextureTransformation */ FlatGLFlag::TextureTransformation, #ifndef MAGNUM_TARGET_GLES2 FlatGLFlag::InstancedObjectId, /* Superset of ObjectId */ FlatGLFlag::ObjectId, #endif FlatGLFlag::InstancedTransformation, #ifndef MAGNUM_TARGET_GLES2 FlatGLFlag::MultiDraw, /* Superset of UniformBuffers */ FlatGLFlag::UniformBuffers #endif }); } } }}