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- //
- // Lol Engine
- //
- // Copyright: (c) 2010-2012 Sam Hocevar <sam@hocevar.net>
- // 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 <cmath>
- #include <cstring>
- #include <cstdio>
-
- #ifdef WIN32
- # define WIN32_LEAN_AND_MEAN
- # include <windows.h>
- #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 */
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