// // Lol Engine // // Copyright: (c) 2010-2012 Sam Hocevar // This program is free software; you can redistribute it and/or // modify it under the terms of the Do What The Fuck You Want To // Public License, Version 2, as published by Sam Hocevar. See // http://sam.zoy.org/projects/COPYING.WTFPL for more details. // #if defined HAVE_CONFIG_H # include "config.h" #endif #include #include #include #ifdef WIN32 # define WIN32_LEAN_AND_MEAN # include #endif #include "core.h" #include "lolgl.h" using namespace std; namespace lol { /* * Shader implementation class */ class ShaderData { friend class Shader; private: #if defined _XBOX D3DVertexShader *vert_shader; D3DPixelShader *frag_shader; ID3DXConstantTable *vert_table, *frag_table; #elif !defined __CELLOS_LV2__ GLuint prog_id, vert_id, frag_id; #else CGprogram vert_id, frag_id; #endif uint32_t vert_crc, frag_crc; /* Shader patcher */ static int GetVersion(); static void Patch(char *dst, char const *vert, char const *frag); /* Global shader cache */ static Shader *shaders[]; static int nshaders; }; Shader *ShaderData::shaders[256]; int ShaderData::nshaders = 0; /* * Public Shader class */ Shader *Shader::Create(char const *vert, char const *frag) { uint32_t new_vert_crc = Hash::Crc32(vert); uint32_t new_frag_crc = Hash::Crc32(frag); for (int n = 0; n < ShaderData::nshaders; n++) { if (ShaderData::shaders[n]->data->vert_crc == new_vert_crc && ShaderData::shaders[n]->data->frag_crc == new_frag_crc) return ShaderData::shaders[n]; } Shader *ret = new Shader(vert, frag); ShaderData::shaders[ShaderData::nshaders] = ret; ShaderData::nshaders++; return ret; } void Shader::Destroy(Shader *shader) { /* XXX: do nothing! the shader should remain in cache */ (void)shader; } Shader::Shader(char const *vert, char const *frag) : data(new ShaderData()) { #if defined _XBOX extern D3DDevice *g_d3ddevice; ID3DXBuffer *shader_code, *error_msg; HRESULT hr; #elif !defined __CELLOS_LV2__ char buf[4096], errbuf[4096]; char const *shader = buf; GLint status; GLsizei len; #else /* Initialise the runtime shader compiler. FIXME: this needs only * to be done once. */ cgRTCgcInit(); #endif /* Compile vertex shader */ data->vert_crc = Hash::Crc32(vert); #if defined _XBOX hr = D3DXCompileShader(vert, (UINT)strlen(vert), NULL, NULL, "main", "vs_2_0", 0, &shader_code, &error_msg, &data->vert_table); if (FAILED(hr)) { Log::Error("failed to compile vertex shader: %s", error_msg ? error_msg->GetBufferPointer() : "error"); Log::Error("shader source:\n%s\n", vert); } g_d3ddevice->CreateVertexShader((DWORD *)shader_code->GetBufferPointer(), &data->vert_shader); shader_code->Release(); #elif !defined __CELLOS_LV2__ ShaderData::Patch(buf, vert, NULL); data->vert_id = glCreateShader(GL_VERTEX_SHADER); glShaderSource(data->vert_id, 1, &shader, NULL); glCompileShader(data->vert_id); glGetShaderiv(data->vert_id, GL_COMPILE_STATUS, &status); if (status != GL_TRUE) { glGetShaderInfoLog(data->vert_id, sizeof(errbuf), &len, errbuf); Log::Error("failed to compile vertex shader: %s", errbuf); Log::Error("shader source:\n%s\n", buf); } #else data->vert_id = cgCreateProgram(cgCreateContext(), CG_SOURCE, vert, cgGLGetLatestProfile(CG_GL_VERTEX), NULL, NULL); if (data->vert_id == NULL) { Log::Error("failed to compile vertex shader"); Log::Error("shader source:\n%s\n", vert); } #endif /* Compile fragment shader */ data->frag_crc = Hash::Crc32(frag); #if defined _XBOX hr = D3DXCompileShader(frag, (UINT)strlen(frag), NULL, NULL, "main", "ps_2_0", 0, &shader_code, &error_msg, &data->frag_table); if (FAILED(hr)) { Log::Error("failed to compile fragment shader: %s", error_msg ? error_msg->GetBufferPointer() : "error"); Log::Error("shader source:\n%s\n", frag); } g_d3ddevice->CreatePixelShader((DWORD *)shader_code->GetBufferPointer(), &data->frag_shader); shader_code->Release(); #elif !defined __CELLOS_LV2__ ShaderData::Patch(buf, NULL, frag); data->frag_id = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(data->frag_id, 1, &shader, NULL); glCompileShader(data->frag_id); glGetShaderiv(data->frag_id, GL_COMPILE_STATUS, &status); if (status != GL_TRUE) { glGetShaderInfoLog(data->frag_id, sizeof(errbuf), &len, errbuf); Log::Error("failed to compile fragment shader: %s", errbuf); Log::Error("shader source:\n%s\n", buf); } #else data->frag_id = cgCreateProgram(cgCreateContext(), CG_SOURCE, frag, cgGLGetLatestProfile(CG_GL_FRAGMENT), NULL, NULL); if (data->frag_id == NULL) { Log::Error("failed to compile fragment shader"); Log::Error("shader source:\n%s\n", frag); } #endif #if !defined _XBOX && !defined __CELLOS_LV2__ /* Create program */ data->prog_id = glCreateProgram(); glAttachShader(data->prog_id, data->vert_id); glAttachShader(data->prog_id, data->frag_id); glLinkProgram(data->prog_id); glValidateProgram(data->prog_id); #endif } int Shader::GetAttribLocation(char const *attr) const { #if defined _XBOX /* FIXME: do we have attribs? */ return 0; #elif !defined __CELLOS_LV2__ return glGetAttribLocation(data->prog_id, attr); #else /* FIXME: need to differentiate between vertex and fragment program */ return 0; #endif } int Shader::GetUniformLocation(char const *uni) const { #if defined _XBOX D3DXHANDLE hr1 = data->frag_table->GetConstantByName(NULL, uni); D3DXHANDLE hr2 = data->vert_table->GetConstantByName(NULL, uni); return (int)(((uint32_t)hr1 << 16) | (uint32_t)hr2); #elif !defined __CELLOS_LV2__ return glGetUniformLocation(data->prog_id, uni); #else /* FIXME: need to differentiate between vertex and fragment program, * and replace the ugly cast. */ CGparameter tmp = cgGetNamedParameter(data->vert_id, uni); if (tmp == NULL) tmp = cgGetNamedParameter(data->frag_id, uni); return (int)(intptr_t)tmp; #endif } void Shader::SetUniform(int uni, float f) { #if defined _XBOX SetUniform(uni, vec4(f, 0, 0, 0)); #elif !defined __CELLOS_LV2__ glUniform1f(uni, f); #else cgGLSetParameter1f((CGparameter)(intptr_t)uni, f); #endif } void Shader::SetUniform(int uni, vec2 const &v) { #if defined _XBOX SetUniform(uni, vec4(v, 0, 0)); #elif !defined __CELLOS_LV2__ glUniform2f(uni, v.x, v.y); #else cgGLSetParameter2f((CGparameter)(intptr_t)uni, v.x, v.y); #endif } void Shader::SetUniform(int uni, vec3 const &v) { #if defined _XBOX SetUniform(uni, vec4(v, 0)); #elif !defined __CELLOS_LV2__ glUniform3f(uni, v.x, v.y, v.z); #else cgGLSetParameter3f((CGparameter)(intptr_t)uni, v.x, v.y, v.z); #endif } void Shader::SetUniform(int uni, vec4 const &v) { /* FIXME: use the array versions of these functions */ #if defined _XBOX extern D3DDevice *g_d3ddevice; D3DXHANDLE hr1 = (uint32_t)uni >> 16; D3DXHANDLE hr2 = (uint32_t)(uint16_t)uni; g_d3ddevice->SetPixelShaderConstantF(hr1, &v[0], 1); g_d3ddevice->SetVertexShaderConstantF(hr2, &v[0], 1); #elif !defined __CELLOS_LV2__ glUniform4f(uni, v.x, v.y, v.z, v.w); #else cgGLSetParameter4f((CGparameter)(intptr_t)uni, v.x, v.y, v.z, v.w); #endif } void Shader::SetUniform(int uni, mat4 const &m) { #if defined _XBOX extern D3DDevice *g_d3ddevice; D3DXHANDLE hr1 = (uint32_t)uni >> 16; D3DXHANDLE hr2 = (uint32_t)(uint16_t)uni; g_d3ddevice->SetPixelShaderConstantF(hr1, &m[0][0], 4); g_d3ddevice->SetVertexShaderConstantF(hr2, &m[0][0], 4); #elif !defined __CELLOS_LV2__ glUniformMatrix4fv(uni, 1, GL_FALSE, &m[0][0]); #else cgGLSetMatrixParameterfc((CGparameter)(intptr_t)uni, &m[0][0]); #endif } void Shader::Bind() const { #if defined _XBOX extern D3DDevice *g_d3ddevice; g_d3ddevice->SetVertexShader(data->vert_shader); g_d3ddevice->SetPixelShader(data->frag_shader); #elif !defined __CELLOS_LV2__ glUseProgram(data->prog_id); #else cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX)); cgGLBindProgram(data->vert_id); cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT)); cgGLBindProgram(data->frag_id); #endif } Shader::~Shader() { #if defined _XBOX extern D3DDevice *g_d3ddevice; data->vert_shader->Release(); data->vert_table->Release(); data->frag_shader->Release(); data->frag_table->Release(); #elif !defined __CELLOS_LV2__ glDetachShader(data->prog_id, data->vert_id); glDetachShader(data->prog_id, data->frag_id); glDeleteShader(data->vert_id); glDeleteShader(data->frag_id); glDeleteProgram(data->prog_id); #else cgDestroyProgram(data->vert_id); cgDestroyProgram(data->frag_id); #endif delete data; } /* Try to detect shader compiler features */ int ShaderData::GetVersion() { static int version = 0; #if !defined _XBOX && !defined __CELLOS_LV2__ if (!version) { char buf[4096]; GLsizei len; int id = glCreateShader(GL_VERTEX_SHADER); /* Can we compile 1.30 shaders? */ char const *test130 = "#version 130\n" "void main() { gl_Position = vec4(0.0, 0.0, 0.0, 0.0); }"; glShaderSource(id, 1, &test130, NULL); glCompileShader(id); glGetShaderInfoLog(id, sizeof(buf), &len, buf); if (len <= 0) version = 130; /* If not, can we compile 1.20 shaders? */ if (!version) { char const *test120 = "#version 120\n" "void main() { gl_Position = vec4(0.0, 0.0, 0.0, 0.0); }"; glShaderSource(id, 1, &test120, NULL); glCompileShader(id); glGetShaderInfoLog(id, sizeof(buf), &len, buf); if (len <= 0) version = 120; } /* Otherwise, assume we can compile 1.10 shaders. */ if (!version) version = 110; glDeleteShader(id); } #endif return version; } /* Simple shader source patching for old GLSL versions. * If supported version is 1.30, do nothing. * If supported version is 1.20: * - replace "#version 130" with "#version 120" */ void ShaderData::Patch(char *dst, char const *vert, char const *frag) { int ver_driver = GetVersion(); strcpy(dst, vert ? vert : frag); if (ver_driver >= 130) return; int ver_shader = 110; char *parser = strstr(dst, "#version"); if (parser) ver_shader = atoi(parser + strlen("#version")); if (ver_shader > 120 && ver_driver <= 120) { char const *end = dst + strlen(dst) + 1; /* Find main() */ parser = strstr(dst, "main"); if (!parser) return; parser = strstr(parser, "("); if (!parser) return; parser = strstr(parser, ")"); if (!parser) return; parser = strstr(parser, "{"); if (!parser) return; char *main = parser + 1; /* Perform main() replaces */ char const * const main_replaces[] = { #if 0 "in vec2 in_Vertex;", "vec2 in_Vertex = gl_Vertex.xy;", "in vec3 in_Vertex;", "vec3 in_Vertex = gl_Vertex.xyz;", "in vec4 in_Vertex;", "vec4 in_Vertex = gl_Vertex.xyzw;", "in vec2 in_Color;", "vec2 in_Color = gl_Color.xy;", "in vec3 in_Color;", "vec3 in_Color = gl_Color.xyz;", "in vec4 in_Color;", "vec4 in_Color = gl_Color.xyzw;", "in vec2 in_MultiTexCoord0;", "vec2 in_MultiTexCoord0 = gl_MultiTexCoord0.xy;", "in vec2 in_MultiTexCoord1;", "vec2 in_MultiTexCoord1 = gl_MultiTexCoord1.xy;", "in vec2 in_MultiTexCoord2;", "vec2 in_MultiTexCoord2 = gl_MultiTexCoord2.xy;", "in vec2 in_MultiTexCoord3;", "vec2 in_MultiTexCoord3 = gl_MultiTexCoord3.xy;", "in vec2 in_MultiTexCoord4;", "vec2 in_MultiTexCoord4 = gl_MultiTexCoord4.xy;", "in vec2 in_MultiTexCoord5;", "vec2 in_MultiTexCoord5 = gl_MultiTexCoord5.xy;", "in vec2 in_MultiTexCoord6;", "vec2 in_MultiTexCoord6 = gl_MultiTexCoord6.xy;", "in vec2 in_MultiTexCoord7;", "vec2 in_MultiTexCoord7 = gl_MultiTexCoord7.xy;", #endif NULL }; for (char const * const *rep = main_replaces; rep[0]; rep += 2) { char *match = strstr(dst, rep[0]); if (match && match < main) { size_t l0 = strlen(rep[0]); size_t l1 = strlen(rep[1]); memmove(main + l1, main, end - main); memcpy(main, rep[1], l1); memset(match, ' ', l0); main += l1; end += l1; } } /* Perform small replaces */ char const * const fast_replaces[] = { "#version 130", "#version 120", "in vec2", vert ? "attribute vec2" : "varying vec2", "in vec3", vert ? "attribute vec3" : "varying vec3", "in vec4", vert ? "attribute vec4" : "varying vec4", "in mat4", vert ? "attribute mat4" : "varying mat4", "out vec2", "varying vec2", "out vec3", "varying vec3", "out vec4", "varying vec4", "out mat4", "varying mat4", NULL }; for (char const * const *rep = fast_replaces; rep[0]; rep += 2) { char *match; while ((match = strstr(dst, rep[0]))) { size_t l0 = strlen(rep[0]); size_t l1 = strlen(rep[1]); if (l1 > l0) memmove(match + l1, match + l0, (end - match) - l0); memcpy(match, rep[1], l1); if (l1 < l0) memset(match + l0, ' ', l1 - l0); end += l1 - l0; } } } } } /* namespace lol */