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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#ifndef SPRING_SHADER_HDR
#define SPRING_SHADER_HDR
#include <algorithm>
#include <string>
#include <vector>
#include "ShaderStates.h"
#include "Lua/LuaOpenGLUtils.h"
#include "System/UnorderedMap.hpp"
#include "System/StringHash.h"
struct fast_hash : public std::unary_function<int, size_t>
{
size_t operator()(const int a) const { return a; }
};
namespace Shader {
std::string GetShaderSource(const std::string& srcData);
std::string GetShaderVersionDirective(std::string& srcText);
// uniform or attribute
struct ShaderInput {
uint32_t index;
uint32_t count;
uint32_t type;
uint32_t stride;
const char* name;
const void* data;
};
struct IShaderObject {
public:
IShaderObject(unsigned int shType, const std::string& shSrcData, const std::string& shSrcDefs):
type(shType), srcData(shSrcData), rawDefStrs(shSrcDefs) {
}
virtual ~IShaderObject() {}
bool ReloadFromTextOrFile();
bool IsValid() const { return valid; }
unsigned int GetObjID() const { return glid; }
unsigned int GetType() const { return type; }
unsigned int GetHash() const;
const std::string& GetSrc(bool text) const { return (text? srcText: srcData); }
const std::string& GetLog() const { return log; }
void SetSourceString(const std::string& src, bool text) { (text? srcText: srcData) = src; }
void SetDefineStrings(const std::string& defs) { modDefStrs = defs; }
protected:
unsigned int glid = 0;
unsigned int type = 0;
bool valid = false;
std::string srcData; // text or file
std::string srcText; // equal to srcData if text, otherwise read from file
std::string rawDefStrs; // set via constructor only, constant
std::string modDefStrs; // set on reload from changed flags
std::string log;
};
struct NullShaderObject: public Shader::IShaderObject {
public:
NullShaderObject(unsigned int shType, const std::string& shSrcFile) : IShaderObject(shType, shSrcFile, "") {}
};
struct GLSLShaderObject: public Shader::IShaderObject {
public:
GLSLShaderObject(
unsigned int shType,
const std::string& shSrcData,
const std::string& shSrcDefs
): IShaderObject(shType, shSrcData, shSrcDefs) {}
struct CompiledShaderObject {
public:
CompiledShaderObject(): id(0), valid(false) {}
CompiledShaderObject(const CompiledShaderObject& cso) = delete;
CompiledShaderObject(CompiledShaderObject&& cso) { *this = std::move(cso); }
~CompiledShaderObject();
CompiledShaderObject& operator = (const CompiledShaderObject& cso) = delete;
CompiledShaderObject& operator = (CompiledShaderObject&& cso) {
// destination CSO must not be valid yet
id = cso.id;
cso.id = 0;
valid = cso.valid;
return *this;
}
public:
unsigned int id;
bool valid;
};
CompiledShaderObject CreateAndCompileShaderObject(std::string& programLog);
};
struct IProgramObject {
public:
IProgramObject() {
shaderObjs.reserve(4);
uniformStates.reserve(32);
}
IProgramObject(const std::string& poName): name(poName) {
shaderObjs.reserve(4);
uniformStates.reserve(32);
}
IProgramObject(const IProgramObject& po) = delete;
IProgramObject(IProgramObject&& po) { *this = std::move(po); }
virtual ~IProgramObject() {}
IProgramObject& operator = (const IProgramObject& po) = delete;
IProgramObject& operator = (IProgramObject&& po) {
std::swap(glid, po.glid);
std::swap(hash, po.hash);
std::swap(valid, po.valid);
std::swap(bound, po.bound);
name = std::move(po.name);
log = std::move(po.log);
shaderObjs = std::move(po.shaderObjs);
shaderFlags = std::move(po.shaderFlags);
uniformStates = std::move(po.uniformStates);
luaTextures = std::move(po.luaTextures);
return *this;
}
void LoadFromID(unsigned int _glid) {
glid = _glid;
hash = 0;
valid = (glid != 0 && Validate());
bound = false;
// objs are not needed for pre-compiled programs
ClearAttachedShaderObjects();
}
/// create the whole shader from a lua file
bool LoadFromLua(const std::string& filename);
virtual void Enable() { bound = true; }
virtual void Disable() { bound = false; }
virtual void EnableRaw() {}
virtual void DisableRaw() {}
virtual bool CreateAndLink() = 0;
virtual bool CopyUniformsAndValidate(unsigned int tgtProgID, unsigned int srcProgID) = 0;
virtual void Link() = 0;
virtual bool Validate() = 0;
virtual void Release(bool deleteShaderObjs = true) = 0;
virtual void Reload(bool force, bool linking) = 0;
virtual bool ReloadState(bool reloadShaderObjs) = 0;
/// attach single shader objects (vertex, frag, ...) to the program
void AttachShaderObject(IShaderObject* so) { shaderObjs.push_back(so); }
void ClearAttachedShaderObjects() { shaderObjs.clear(); }
bool IsBound() const { return bound; }
bool IsValid() const { return valid; }
unsigned int GetObjID() const { return glid; }
unsigned int GetHash() const { return hash; }
const std::vector<IShaderObject*>& GetShaderObjs() const { return shaderObjs; }
const std::string& GetName() const { return name; }
const std::string& GetLog() const { return log; }
void MaybeReload(bool linking);
void PrintDebugInfo();
/// interface to auto-bind textures with the shader
void AddTextureBinding(const int texUnit, const std::string& luaTexName);
void BindTextures() const;
public:
virtual int GetUniformLoc(const char* name) const { return -1; }
virtual int GetUniformType(int idx) const { return -1; }
virtual void SetUniform(const ShaderInput& u) {}
/// new (slower) interface
template<typename TV> void SetUniform(const char* name, TV v0 ) { SetUniform(GetOrAddUniformState(name), v0 ); }
template<typename TV> void SetUniform(const char* name, TV v0, TV v1 ) { SetUniform(GetOrAddUniformState(name), v0, v1 ); }
template<typename TV> void SetUniform(const char* name, TV v0, TV v1, TV v2 ) { SetUniform(GetOrAddUniformState(name), v0, v1, v2 ); }
template<typename TV> void SetUniform(const char* name, TV v0, TV v1, TV v2, TV v3) { SetUniform(GetOrAddUniformState(name), v0, v1, v2, v3); }
template<typename TV> void SetUniform2v(const char* name, const TV* v) { SetUniform2v(GetOrAddUniformState(name), v); }
template<typename TV> void SetUniform3v(const char* name, const TV* v) { SetUniform3v(GetOrAddUniformState(name), v); }
template<typename TV> void SetUniform4v(const char* name, const TV* v) { SetUniform4v(GetOrAddUniformState(name), v); }
template<typename TV> void SetUniform2v(const char* name, int cnt, const TV* v) { SetUniform2v(GetOrAddUniformState(name), v, cnt); }
template<typename TV> void SetUniform3v(const char* name, int cnt, const TV* v) { SetUniform3v(GetOrAddUniformState(name), v, cnt); }
template<typename TV> void SetUniform4v(const char* name, int cnt, const TV* v) { SetUniform4v(GetOrAddUniformState(name), v, cnt); }
template<typename TV> void SetUniformMatrix2x2(const char* name, bool transp, const TV* v) { SetUniformMatrix2x2(GetOrAddUniformState(name), v, 1, transp); }
template<typename TV> void SetUniformMatrix3x3(const char* name, bool transp, const TV* v) { SetUniformMatrix3x3(GetOrAddUniformState(name), v, 1, transp); }
template<typename TV> void SetUniformMatrix4x4(const char* name, bool transp, const TV* v) { SetUniformMatrix4x4(GetOrAddUniformState(name), v, 1, transp); }
template<typename TV> void SetFlag(const char* key, TV val) { shaderFlags.Set(key, val); }
/// old interface
virtual int SetUniformLocation(const char*) { return -1; }
virtual void SetUniform1i(int idx, int v0 ) {}
virtual void SetUniform2i(int idx, int v0, int v1 ) {}
virtual void SetUniform3i(int idx, int v0, int v1, int v2 ) {}
virtual void SetUniform4i(int idx, int v0, int v1, int v2, int v3) {}
virtual void SetUniform1f(int idx, float v0 ) {}
virtual void SetUniform2f(int idx, float v0, float v1 ) {}
virtual void SetUniform3f(int idx, float v0, float v1, float v2 ) {}
virtual void SetUniform4f(int idx, float v0, float v1, float v2, float v3) {}
virtual void SetUniform2iv(int idx, const int* v) {}
virtual void SetUniform2iv(int idx, int cnt, const int* v) {}
virtual void SetUniform3iv(int idx, const int* v) {}
virtual void SetUniform3iv(int idx, int cnt, const int* v) {}
virtual void SetUniform4iv(int idx, const int* v) {}
virtual void SetUniform4iv(int idx, int cnt, const int* v) {}
virtual void SetUniform2fv(int idx, const float* v) {}
virtual void SetUniform2fv(int idx, int cnt, const float* v) {}
virtual void SetUniform3fv(int idx, const float* v) {}
virtual void SetUniform3fv(int idx, int cnt, const float* v) {}
virtual void SetUniform4fv(int idx, const float* v) {}
virtual void SetUniform4fv(int idx, int cnt, const float* v) {}
virtual void SetUniformMatrix2fv(int idx, bool transp, const float* v) {}
virtual void SetUniformMatrix2fv(int idx, int cnt, bool transp, const float* v) {}
virtual void SetUniformMatrix3fv(int idx, bool transp, const float* v) {}
virtual void SetUniformMatrix3fv(int idx, int cnt, bool transp, const float* v) {}
virtual void SetUniformMatrix4fv(int idx, bool transp, const float* v) {}
virtual void SetUniformMatrix4fv(int idx, int cnt, bool transp, const float* v) {}
protected:
/// internal; used by the templates above
virtual void SetUniform(UniformState* us, int v0 ) { SetUniform1i(us->GetLocation(), v0 ); }
virtual void SetUniform(UniformState* us, int v0, int v1 ) { SetUniform2i(us->GetLocation(), v0, v1 ); }
virtual void SetUniform(UniformState* us, int v0, int v1, int v2 ) { SetUniform3i(us->GetLocation(), v0, v1, v2 ); }
virtual void SetUniform(UniformState* us, int v0, int v1, int v2, int v3) { SetUniform4i(us->GetLocation(), v0, v1, v2, v3); }
virtual void SetUniform(UniformState* us, float v0 ) { SetUniform1f(us->GetLocation(), v0 ); }
virtual void SetUniform(UniformState* us, float v0, float v1 ) { SetUniform2f(us->GetLocation(), v0, v1 ); }
virtual void SetUniform(UniformState* us, float v0, float v1, float v2 ) { SetUniform3f(us->GetLocation(), v0, v1, v2 ); }
virtual void SetUniform(UniformState* us, float v0, float v1, float v2, float v3) { SetUniform4f(us->GetLocation(), v0, v1, v2, v3); }
virtual void SetUniform2v(UniformState* us, const int* v, int cnt = 1) { SetUniform2iv(us->GetLocation(), cnt, v); }
virtual void SetUniform3v(UniformState* us, const int* v, int cnt = 1) { SetUniform3iv(us->GetLocation(), cnt, v); }
virtual void SetUniform4v(UniformState* us, const int* v, int cnt = 1) { SetUniform4iv(us->GetLocation(), cnt, v); }
virtual void SetUniform2v(UniformState* us, const float* v, int cnt = 1) { SetUniform2fv(us->GetLocation(), cnt, v); }
virtual void SetUniform3v(UniformState* us, const float* v, int cnt = 1) { SetUniform3fv(us->GetLocation(), cnt, v); }
virtual void SetUniform4v(UniformState* us, const float* v, int cnt = 1) { SetUniform4fv(us->GetLocation(), cnt, v); }
virtual void SetUniformMatrix2x2(UniformState* us, const float* m, int cnt, bool transp) { SetUniformMatrix2fv(us->GetLocation(), cnt, transp, m); }
virtual void SetUniformMatrix3x3(UniformState* us, const float* m, int cnt, bool transp) { SetUniformMatrix3fv(us->GetLocation(), cnt, transp, m); }
virtual void SetUniformMatrix4x4(UniformState* us, const float* m, int cnt, bool transp) { SetUniformMatrix4fv(us->GetLocation(), cnt, transp, m); }
protected:
int GetUniformLocation(const char* name, size_t hash) { return (GetOrAddUniformState(name, hash)->GetLocation()); }
private:
UniformState* GetOrAddUniformState(const char* name) { return (GetOrAddUniformState(name, hashString(name))); }
UniformState* GetOrAddUniformState(const char* name, size_t hash) {
// (when inlined) hash might be compiletime const cause of constexpr of hashString
// WARNING: Cause of a bug in gcc, you _must_ assign the constexpr to a var before
// passing it to a function. I.e. foo.find(hashString(name)) would always
// be runtime evaluated (even when `name` is a literal)!
const auto iter = uniformStates.find(hash);
if (iter != uniformStates.end())
return &iter->second;
return (AddUniformState(name, hash));
}
UniformState* AddUniformState(const char* name, size_t hash) {
const auto pair = uniformStates.emplace(hash, name);
const auto iter = pair.first;
UniformState* us = &(iter->second);
us->SetLocation(GetUniformLoc(name));
return us;
}
protected:
unsigned int glid = 0; // GL identifier
unsigned int hash = 0; // hash-code
bool valid = false;
bool bound = false;
std::string name;
std::string log;
std::vector<IShaderObject*> shaderObjs;
ShaderFlags shaderFlags;
public:
spring::unsynced_map<std::size_t, UniformState, fast_hash> uniformStates;
spring::unsynced_map<int, LuaMatTexture> luaTextures;
};
struct NullProgramObject: public Shader::IProgramObject {
public:
NullProgramObject(const std::string& poName): IProgramObject(poName) {}
NullProgramObject(const NullProgramObject& po) = delete;
NullProgramObject(NullProgramObject&& po) = delete; // never moved
NullProgramObject& operator = (const NullProgramObject& po) = delete;
NullProgramObject& operator = (NullProgramObject&& po) = delete;
void Enable() override {}
void Disable() override {}
bool CreateAndLink() override { return false; }
bool CopyUniformsAndValidate(unsigned int tgtProgID, unsigned int srcProgID) override { return false; }
void Link() override {}
void Release(bool deleteShaderObjs = true) override {}
void Reload(bool force, bool linking) override {}
bool ReloadState(bool reloadShaderObjs) override { return true; }
bool Validate() override { return true; }
};
struct GLSLProgramObject: public Shader::IProgramObject {
public:
GLSLProgramObject(): IProgramObject() {}
GLSLProgramObject(const std::string& poName); // NOTE: calls glCreateProgram
GLSLProgramObject(const GLSLProgramObject&) = delete;
GLSLProgramObject(GLSLProgramObject&& po) { *this = std::move(po); }
~GLSLProgramObject() { assert(glid == 0 && shaderObjs.empty()); }
GLSLProgramObject& operator = (const GLSLProgramObject& po) = delete;
GLSLProgramObject& operator = (GLSLProgramObject&& po) {
uniformHashes = std::move(po.uniformHashes);
IProgramObject::operator = (std::move(po));
return *this;
}
void Enable() override;
void Disable() override { DisableRaw(); }
void EnableRaw() override;
void DisableRaw() override;
bool CreateAndLink() override;
bool CopyUniformsAndValidate(unsigned int tgtProgID, unsigned int srcProgID) override;
bool CopyUniformsAndValidate(unsigned int srcProgID) { return (CopyUniformsAndValidate(glid, srcProgID)); }
void Link() override; // NOTE: calls MaybeReload (i.e. Reload which compiles *and* links)
bool Validate() override;
void Release(bool deleteShaderObjs = true) override;
void Reload(bool force, bool linking) override;
bool ReloadState(bool reloadShaderObjs) override;
void ClearUniformLocations();
void SetShaderDefinitions(const std::string& defs);
void ReloadShaderObjects();
void RecalculateShaderHash();
public:
int GetUniformLoc(const char* name) const override;
int GetUniformType(int idx) const override;
void SetUniform(const ShaderInput& u) override { SetUniformLocation(u.name); } // TODO: values (u.type, u.data)
int SetUniformLocation(const char* name) override {
uniformHashes.push_back(hashString(name));
// create a new state if one is not yet associated with <name>
return (GetUniformLocation(name, uniformHashes.back()));
}
void SetUniform1i(int idx, int v0 ) override { SetUniform(GetUniformState(idx), v0 ); }
void SetUniform2i(int idx, int v0, int v1 ) override { SetUniform(GetUniformState(idx), v0, v1 ); }
void SetUniform3i(int idx, int v0, int v1, int v2 ) override { SetUniform(GetUniformState(idx), v0, v1, v2 ); }
void SetUniform4i(int idx, int v0, int v1, int v2, int v3) override { SetUniform(GetUniformState(idx), v0, v1, v2, v3); }
void SetUniform1f(int idx, float v0 ) override { SetUniform(GetUniformState(idx), v0 ); }
void SetUniform2f(int idx, float v0, float v1 ) override { SetUniform(GetUniformState(idx), v0, v1 ); }
void SetUniform3f(int idx, float v0, float v1, float v2 ) override { SetUniform(GetUniformState(idx), v0, v1, v2 ); }
void SetUniform4f(int idx, float v0, float v1, float v2, float v3) override { SetUniform(GetUniformState(idx), v0, v1, v2, v3); }
void SetUniform2iv(int idx, const int* v) override { SetUniform2v(GetUniformState(idx), v, 1); }
void SetUniform2iv(int idx, int cnt, const int* v) override { SetUniform2v(GetUniformState(idx), v, cnt); }
void SetUniform3iv(int idx, const int* v) override { SetUniform3v(GetUniformState(idx), v, 1); }
void SetUniform3iv(int idx, int cnt, const int* v) override { SetUniform3v(GetUniformState(idx), v, cnt); }
void SetUniform4iv(int idx, const int* v) override { SetUniform4v(GetUniformState(idx), v, 1); }
void SetUniform4iv(int idx, int cnt, const int* v) override { SetUniform4v(GetUniformState(idx), v, cnt); }
void SetUniform2fv(int idx, const float* v) override { SetUniform2v(GetUniformState(idx), v, 1); }
void SetUniform2fv(int idx, int cnt, const float* v) override { SetUniform2v(GetUniformState(idx), v, cnt); }
void SetUniform3fv(int idx, const float* v) override { SetUniform3v(GetUniformState(idx), v, 1); }
void SetUniform3fv(int idx, int cnt, const float* v) override { SetUniform3v(GetUniformState(idx), v, cnt); }
void SetUniform4fv(int idx, const float* v) override { SetUniform4v(GetUniformState(idx), v, 1); }
void SetUniform4fv(int idx, int cnt, const float* v) override { SetUniform4v(GetUniformState(idx), v, cnt); }
void SetUniformMatrix2fv(int idx, bool transp, const float* v) override { SetUniformMatrix2x2(GetUniformState(idx), v, 1, transp); }
void SetUniformMatrix2fv(int idx, int cnt, bool transp, const float* v) override { SetUniformMatrix2x2(GetUniformState(idx), v, cnt, transp); }
void SetUniformMatrix3fv(int idx, bool transp, const float* v) override { SetUniformMatrix3x3(GetUniformState(idx), v, 1, transp); }
void SetUniformMatrix3fv(int idx, int cnt, bool transp, const float* v) override { SetUniformMatrix3x3(GetUniformState(idx), v, cnt, transp); }
void SetUniformMatrix4fv(int idx, bool transp, const float* v) override { SetUniformMatrix4x4(GetUniformState(idx), v, 1, transp); }
void SetUniformMatrix4fv(int idx, int cnt, bool transp, const float* v) override { SetUniformMatrix4x4(GetUniformState(idx), v, cnt, transp); }
private:
UniformState* GetUniformState(size_t idx) {
assert(IsBound());
assert(idx < uniformHashes.size());
const auto it = uniformStates.find(uniformHashes[idx]);
assert(it != uniformStates.end());
return &(it->second);
}
void SetUniform(UniformState* us, int v0 ) override;
void SetUniform(UniformState* us, int v0, int v1 ) override;
void SetUniform(UniformState* us, int v0, int v1, int v2 ) override;
void SetUniform(UniformState* us, int v0, int v1, int v2, int v3) override;
void SetUniform(UniformState* us, float v0 ) override;
void SetUniform(UniformState* us, float v0, float v1 ) override;
void SetUniform(UniformState* us, float v0, float v1, float v2 ) override;
void SetUniform(UniformState* us, float v0, float v1, float v2, float v3) override;
void SetUniform2v(UniformState* us, const int* v, int cnt = 1) override;
void SetUniform3v(UniformState* us, const int* v, int cnt = 1) override;
void SetUniform4v(UniformState* us, const int* v, int cnt = 1) override;
void SetUniform2v(UniformState* us, const float* v, int cnt = 1) override;
void SetUniform3v(UniformState* us, const float* v, int cnt = 1) override;
void SetUniform4v(UniformState* us, const float* v, int cnt = 1) override;
void SetUniformMatrix2x2(UniformState* us, const float* v, int cnt, bool transp) override;
void SetUniformMatrix3x3(UniformState* us, const float* v, int cnt, bool transp) override;
void SetUniformMatrix4x4(UniformState* us, const float* v, int cnt, bool transp) override;
private:
std::vector<size_t> uniformHashes;
};
extern NullShaderObject* nullShaderObject;
extern NullProgramObject* nullProgramObject;
}
#endif
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