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395 lines
16 KiB
395 lines
16 KiB
/* |
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This file is part of Magnum. |
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Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019, |
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2020, 2021, 2022 Vladimír Vondruš <mosra@centrum.cz> |
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Copyright © Vladislav Oleshko <vladislav.oleshko@gmail.com> |
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Permission is hereby granted, free of charge, to any person obtaining a |
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copy of this software and associated documentation files (the "Software"), |
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to deal in the Software without restriction, including without limitation |
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the rights to use, copy, modify, merge, publish, distribute, sublicense, |
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and/or sell copies of the Software, and to permit persons to whom the |
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Software is furnished to do so, subject to the following conditions: |
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The above copyright notice and this permission notice shall be included |
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in all copies or substantial portions of the Software. |
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL |
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THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING |
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER |
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DEALINGS IN THE SOFTWARE. |
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*/ |
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#include "VectorGL.h" |
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#include <Corrade/Containers/EnumSet.hpp> |
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#include <Corrade/Containers/Reference.h> |
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#include <Corrade/Utility/Resource.h> |
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#include "Magnum/GL/Context.h" |
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#include "Magnum/GL/Extensions.h" |
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#include "Magnum/GL/Shader.h" |
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#include "Magnum/GL/Texture.h" |
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#include "Magnum/Math/Color.h" |
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#include "Magnum/Math/Matrix3.h" |
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#include "Magnum/Math/Matrix4.h" |
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#ifndef MAGNUM_TARGET_GLES2 |
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#include <Corrade/Utility/FormatStl.h> |
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#include "Magnum/GL/Buffer.h" |
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#endif |
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#include "Magnum/Shaders/Implementation/CreateCompatibilityShader.h" |
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namespace Magnum { namespace Shaders { |
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namespace { |
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enum: Int { TextureUnit = 6 }; |
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#ifndef MAGNUM_TARGET_GLES2 |
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enum: Int { |
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/* Not using the zero binding to avoid conflicts with |
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ProjectionBufferBinding from other shaders which can likely stay |
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bound to the same buffer for the whole time */ |
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TransformationProjectionBufferBinding = 1, |
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DrawBufferBinding = 2, |
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TextureTransformationBufferBinding = 3, |
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MaterialBufferBinding = 4 |
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}; |
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#endif |
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} |
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template<UnsignedInt dimensions> typename VectorGL<dimensions>::CompileState VectorGL<dimensions>::compile(const Flags flags |
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#ifndef MAGNUM_TARGET_GLES2 |
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, const UnsignedInt materialCount, const UnsignedInt drawCount |
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#endif |
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) { |
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#ifndef MAGNUM_TARGET_GLES2 |
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CORRADE_ASSERT(!(flags >= Flag::UniformBuffers) || materialCount, |
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"Shaders::VectorGL: material count can't be zero", CompileState{NoCreate}); |
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CORRADE_ASSERT(!(flags >= Flag::UniformBuffers) || drawCount, |
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"Shaders::VectorGL: draw count can't be zero", CompileState{NoCreate}); |
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#endif |
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#ifndef MAGNUM_TARGET_GLES |
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if(flags >= Flag::UniformBuffers) |
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MAGNUM_ASSERT_GL_EXTENSION_SUPPORTED(GL::Extensions::ARB::uniform_buffer_object); |
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#endif |
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#ifndef MAGNUM_TARGET_GLES2 |
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if(flags >= Flag::MultiDraw) { |
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#ifndef MAGNUM_TARGET_GLES |
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MAGNUM_ASSERT_GL_EXTENSION_SUPPORTED(GL::Extensions::ARB::shader_draw_parameters); |
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#elif !defined(MAGNUM_TARGET_WEBGL) |
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MAGNUM_ASSERT_GL_EXTENSION_SUPPORTED(GL::Extensions::ANGLE::multi_draw); |
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#else |
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MAGNUM_ASSERT_GL_EXTENSION_SUPPORTED(GL::Extensions::WEBGL::multi_draw); |
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#endif |
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} |
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#endif |
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#ifdef MAGNUM_BUILD_STATIC |
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/* Import resources on static build, if not already */ |
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if(!Utility::Resource::hasGroup("MagnumShadersGL")) |
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importShaderResources(); |
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#endif |
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Utility::Resource rs("MagnumShadersGL"); |
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const GL::Context& context = GL::Context::current(); |
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#ifndef MAGNUM_TARGET_GLES |
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const GL::Version version = context.supportedVersion({GL::Version::GL320, GL::Version::GL310, GL::Version::GL300, GL::Version::GL210}); |
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#else |
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const GL::Version version = context.supportedVersion({GL::Version::GLES300, GL::Version::GLES200}); |
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#endif |
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GL::Shader vert = Implementation::createCompatibilityShader(rs, version, GL::Shader::Type::Vertex); |
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GL::Shader frag = Implementation::createCompatibilityShader(rs, version, GL::Shader::Type::Fragment); |
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vert.addSource(flags & Flag::TextureTransformation ? "#define TEXTURE_TRANSFORMATION\n" : "") |
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.addSource(dimensions == 2 ? "#define TWO_DIMENSIONS\n" : "#define THREE_DIMENSIONS\n"); |
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#ifndef MAGNUM_TARGET_GLES2 |
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if(flags >= Flag::UniformBuffers) { |
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vert.addSource(Utility::formatString( |
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"#define UNIFORM_BUFFERS\n" |
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"#define DRAW_COUNT {}\n", |
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drawCount)); |
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vert.addSource(flags >= Flag::MultiDraw ? "#define MULTI_DRAW\n" : ""); |
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} |
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#endif |
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vert.addSource(rs.getString("generic.glsl")) |
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.addSource(rs.getString("Vector.vert")); |
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#ifndef MAGNUM_TARGET_GLES2 |
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if(flags >= Flag::UniformBuffers) { |
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frag.addSource(Utility::formatString( |
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"#define UNIFORM_BUFFERS\n" |
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"#define DRAW_COUNT {}\n" |
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"#define MATERIAL_COUNT {}\n", |
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drawCount, |
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materialCount)); |
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frag.addSource(flags >= Flag::MultiDraw ? "#define MULTI_DRAW\n" : ""); |
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} |
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#endif |
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frag.addSource(rs.getString("generic.glsl")) |
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.addSource(rs.getString("Vector.frag")); |
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vert.submitCompile(); |
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frag.submitCompile(); |
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VectorGL out{NoInit}; |
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out._flags = flags; |
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#ifndef MAGNUM_TARGET_GLES2 |
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out._materialCount = materialCount; |
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out._drawCount = drawCount; |
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#endif |
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out.attachShaders({vert, frag}); |
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/* ES3 has this done in the shader directly */ |
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#if !defined(MAGNUM_TARGET_GLES) || defined(MAGNUM_TARGET_GLES2) |
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#ifndef MAGNUM_TARGET_GLES |
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if(!context.isExtensionSupported<GL::Extensions::ARB::explicit_attrib_location>(version)) |
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#endif |
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{ |
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out.bindAttributeLocation(Position::Location, "position"); |
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out.bindAttributeLocation(TextureCoordinates::Location, "textureCoordinates"); |
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} |
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#endif |
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out.submitLink(); |
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return CompileState{std::move(out), std::move(vert), std::move(frag), version}; |
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} |
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template<UnsignedInt dimensions> VectorGL<dimensions>::VectorGL(CompileState&& state): VectorGL{static_cast<VectorGL&&>(std::move(state))} { |
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#ifdef CORRADE_GRACEFUL_ASSERT |
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/* When graceful assertions fire from within compile(), we get a NoCreate'd |
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CompileState. Exiting makes it possible to test the assert. */ |
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if(!id()) return; |
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#endif |
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CORRADE_INTERNAL_ASSERT_OUTPUT(checkLink()); |
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const GL::Context& context = GL::Context::current(); |
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const GL::Version version = state._version; |
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#ifndef MAGNUM_TARGET_GLES |
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if(!context.isExtensionSupported<GL::Extensions::ARB::explicit_uniform_location>(version)) |
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#endif |
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{ |
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#ifndef MAGNUM_TARGET_GLES2 |
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if(_flags >= Flag::UniformBuffers) { |
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if(_drawCount > 1) _drawOffsetUniform = uniformLocation("drawOffset"); |
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} else |
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#endif |
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{ |
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_transformationProjectionMatrixUniform = uniformLocation("transformationProjectionMatrix"); |
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if(_flags & Flag::TextureTransformation) |
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_textureMatrixUniform = uniformLocation("textureMatrix"); |
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_backgroundColorUniform = uniformLocation("backgroundColor"); |
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_colorUniform = uniformLocation("color"); |
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} |
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} |
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#ifndef MAGNUM_TARGET_GLES |
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if(!context.isExtensionSupported<GL::Extensions::ARB::shading_language_420pack>(version)) |
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#endif |
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{ |
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setUniform(uniformLocation("vectorTexture"), TextureUnit); |
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#ifndef MAGNUM_TARGET_GLES2 |
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if(_flags >= Flag::UniformBuffers) { |
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setUniformBlockBinding(uniformBlockIndex("TransformationProjection"), TransformationProjectionBufferBinding); |
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setUniformBlockBinding(uniformBlockIndex("Draw"), DrawBufferBinding); |
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if(_flags & Flag::TextureTransformation) |
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setUniformBlockBinding(uniformBlockIndex("TextureTransformation"), TextureTransformationBufferBinding); |
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setUniformBlockBinding(uniformBlockIndex("Material"), MaterialBufferBinding); |
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} |
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#endif |
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} |
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/* Set defaults in OpenGL ES (for desktop they are set in shader code itself) */ |
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#ifdef MAGNUM_TARGET_GLES |
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#ifndef MAGNUM_TARGET_GLES2 |
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if(_flags >= Flag::UniformBuffers) { |
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/* Draw offset is zero by default */ |
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} else |
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#endif |
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{ |
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setTransformationProjectionMatrix(MatrixTypeFor<dimensions, Float>{Math::IdentityInit}); |
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if(_flags & Flag::TextureTransformation) |
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setTextureMatrix(Matrix3{Math::IdentityInit}); |
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/* Background color is zero by default */ |
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setColor(Color4{1.0f}); |
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} |
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#endif |
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static_cast<void>(context); |
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static_cast<void>(version); |
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} |
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template<UnsignedInt dimensions> VectorGL<dimensions>::VectorGL(const Flags flags): VectorGL{compile(flags)} {} |
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#ifndef MAGNUM_TARGET_GLES2 |
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template<UnsignedInt dimensions> typename VectorGL<dimensions>::CompileState VectorGL<dimensions>::compile(const Flags flags) { |
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return compile(flags, 1, 1); |
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} |
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template<UnsignedInt dimensions> VectorGL<dimensions>::VectorGL(const Flags flags, const UnsignedInt materialCount, const UnsignedInt drawCount): VectorGL{compile(flags, materialCount, drawCount)} {} |
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#endif |
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template<UnsignedInt dimensions> VectorGL<dimensions>::VectorGL(NoInitT) {} |
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template<UnsignedInt dimensions> VectorGL<dimensions>& VectorGL<dimensions>::setTransformationProjectionMatrix(const MatrixTypeFor<dimensions, Float>& matrix) { |
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#ifndef MAGNUM_TARGET_GLES2 |
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CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers), |
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"Shaders::VectorGL::setTransformationProjectionMatrix(): the shader was created with uniform buffers enabled", *this); |
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#endif |
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setUniform(_transformationProjectionMatrixUniform, matrix); |
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return *this; |
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} |
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template<UnsignedInt dimensions> VectorGL<dimensions>& VectorGL<dimensions>::setTextureMatrix(const Matrix3& matrix) { |
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#ifndef MAGNUM_TARGET_GLES2 |
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CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers), |
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"Shaders::VectorGL::setTextureMatrix(): the shader was created with uniform buffers enabled", *this); |
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#endif |
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CORRADE_ASSERT(_flags & Flag::TextureTransformation, |
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"Shaders::VectorGL::setTextureMatrix(): the shader was not created with texture transformation enabled", *this); |
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setUniform(_textureMatrixUniform, matrix); |
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return *this; |
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} |
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template<UnsignedInt dimensions> VectorGL<dimensions>& VectorGL<dimensions>::setBackgroundColor(const Color4& color) { |
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#ifndef MAGNUM_TARGET_GLES2 |
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CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers), |
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"Shaders::VectorGL::setBackgroundColor(): the shader was created with uniform buffers enabled", *this); |
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#endif |
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setUniform(_backgroundColorUniform, color); |
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return *this; |
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} |
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template<UnsignedInt dimensions> VectorGL<dimensions>& VectorGL<dimensions>::setColor(const Color4& color) { |
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#ifndef MAGNUM_TARGET_GLES2 |
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CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers), |
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"Shaders::VectorGL::setColor(): the shader was created with uniform buffers enabled", *this); |
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#endif |
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setUniform(_colorUniform, color); |
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return *this; |
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} |
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#ifndef MAGNUM_TARGET_GLES2 |
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template<UnsignedInt dimensions> VectorGL<dimensions>& VectorGL<dimensions>::setDrawOffset(const UnsignedInt offset) { |
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CORRADE_ASSERT(_flags >= Flag::UniformBuffers, |
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"Shaders::VectorGL::setDrawOffset(): the shader was not created with uniform buffers enabled", *this); |
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CORRADE_ASSERT(offset < _drawCount, |
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"Shaders::VectorGL::setDrawOffset(): draw offset" << offset << "is out of bounds for" << _drawCount << "draws", *this); |
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if(_drawCount > 1) setUniform(_drawOffsetUniform, offset); |
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return *this; |
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} |
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template<UnsignedInt dimensions> VectorGL<dimensions>& VectorGL<dimensions>::bindTransformationProjectionBuffer(GL::Buffer& buffer) { |
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CORRADE_ASSERT(_flags >= Flag::UniformBuffers, |
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"Shaders::VectorGL::bindTransformationProjectionBuffer(): the shader was not created with uniform buffers enabled", *this); |
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buffer.bind(GL::Buffer::Target::Uniform, TransformationProjectionBufferBinding); |
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return *this; |
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} |
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template<UnsignedInt dimensions> VectorGL<dimensions>& VectorGL<dimensions>::bindTransformationProjectionBuffer(GL::Buffer& buffer, const GLintptr offset, const GLsizeiptr size) { |
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CORRADE_ASSERT(_flags >= Flag::UniformBuffers, |
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"Shaders::VectorGL::bindTransformationProjectionBuffer(): the shader was not created with uniform buffers enabled", *this); |
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buffer.bind(GL::Buffer::Target::Uniform, TransformationProjectionBufferBinding, offset, size); |
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return *this; |
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} |
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template<UnsignedInt dimensions> VectorGL<dimensions>& VectorGL<dimensions>::bindDrawBuffer(GL::Buffer& buffer) { |
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CORRADE_ASSERT(_flags >= Flag::UniformBuffers, |
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"Shaders::VectorGL::bindDrawBuffer(): the shader was not created with uniform buffers enabled", *this); |
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buffer.bind(GL::Buffer::Target::Uniform, DrawBufferBinding); |
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return *this; |
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} |
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template<UnsignedInt dimensions> VectorGL<dimensions>& VectorGL<dimensions>::bindDrawBuffer(GL::Buffer& buffer, const GLintptr offset, const GLsizeiptr size) { |
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CORRADE_ASSERT(_flags >= Flag::UniformBuffers, |
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"Shaders::VectorGL::bindDrawBuffer(): the shader was not created with uniform buffers enabled", *this); |
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buffer.bind(GL::Buffer::Target::Uniform, DrawBufferBinding, offset, size); |
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return *this; |
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} |
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template<UnsignedInt dimensions> VectorGL<dimensions>& VectorGL<dimensions>::bindTextureTransformationBuffer(GL::Buffer& buffer) { |
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CORRADE_ASSERT(_flags >= Flag::UniformBuffers, |
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"Shaders::VectorGL::bindTextureTransformationBuffer(): the shader was not created with uniform buffers enabled", *this); |
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CORRADE_ASSERT(_flags & Flag::TextureTransformation, |
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"Shaders::VectorGL::bindTextureTransformationBuffer(): the shader was not created with texture transformation enabled", *this); |
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buffer.bind(GL::Buffer::Target::Uniform, TextureTransformationBufferBinding); |
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return *this; |
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} |
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template<UnsignedInt dimensions> VectorGL<dimensions>& VectorGL<dimensions>::bindTextureTransformationBuffer(GL::Buffer& buffer, const GLintptr offset, const GLsizeiptr size) { |
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CORRADE_ASSERT(_flags >= Flag::UniformBuffers, |
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"Shaders::VectorGL::bindTextureTransformationBuffer(): the shader was not created with uniform buffers enabled", *this); |
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CORRADE_ASSERT(_flags & Flag::TextureTransformation, |
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"Shaders::VectorGL::bindTextureTransformationBuffer(): the shader was not created with texture transformation enabled", *this); |
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buffer.bind(GL::Buffer::Target::Uniform, TextureTransformationBufferBinding, offset, size); |
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return *this; |
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} |
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template<UnsignedInt dimensions> VectorGL<dimensions>& VectorGL<dimensions>::bindMaterialBuffer(GL::Buffer& buffer) { |
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CORRADE_ASSERT(_flags >= Flag::UniformBuffers, |
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"Shaders::VectorGL::bindMaterialBuffer(): the shader was not created with uniform buffers enabled", *this); |
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buffer.bind(GL::Buffer::Target::Uniform, MaterialBufferBinding); |
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return *this; |
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} |
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template<UnsignedInt dimensions> VectorGL<dimensions>& VectorGL<dimensions>::bindMaterialBuffer(GL::Buffer& buffer, const GLintptr offset, const GLsizeiptr size) { |
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CORRADE_ASSERT(_flags >= Flag::UniformBuffers, |
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"Shaders::VectorGL::bindMaterialBuffer(): the shader was not created with uniform buffers enabled", *this); |
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buffer.bind(GL::Buffer::Target::Uniform, MaterialBufferBinding, offset, size); |
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return *this; |
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} |
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#endif |
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template<UnsignedInt dimensions> VectorGL<dimensions>& VectorGL<dimensions>::bindVectorTexture(GL::Texture2D& texture) { |
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texture.bind(TextureUnit); |
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return *this; |
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} |
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template class MAGNUM_SHADERS_EXPORT VectorGL<2>; |
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template class MAGNUM_SHADERS_EXPORT VectorGL<3>; |
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namespace Implementation { |
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Debug& operator<<(Debug& debug, const VectorGLFlag value) { |
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debug << "Shaders::VectorGL::Flag" << Debug::nospace; |
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switch(value) { |
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/* LCOV_EXCL_START */ |
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#define _c(v) case VectorGLFlag::v: return debug << "::" #v; |
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_c(TextureTransformation) |
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#ifndef MAGNUM_TARGET_GLES2 |
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_c(UniformBuffers) |
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_c(MultiDraw) |
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#endif |
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#undef _c |
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/* LCOV_EXCL_STOP */ |
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} |
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return debug << "(" << Debug::nospace << reinterpret_cast<void*>(UnsignedByte(value)) << Debug::nospace << ")"; |
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} |
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Debug& operator<<(Debug& debug, const VectorGLFlags value) { |
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return Containers::enumSetDebugOutput(debug, value, "Shaders::VectorGL::Flags{}", { |
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VectorGLFlag::TextureTransformation, |
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#ifndef MAGNUM_TARGET_GLES2 |
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VectorGLFlag::MultiDraw, /* Superset of UniformBuffers */ |
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VectorGLFlag::UniformBuffers |
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#endif |
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}); |
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} |
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} |
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}}
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