| 1 | /** | 
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| 2 | * Copyright (c) 2006-2023 LOVE Development Team | 
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| 3 | * | 
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| 4 | * This software is provided 'as-is', without any express or implied | 
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| 5 | * warranty.  In no event will the authors be held liable for any damages | 
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| 6 | * arising from the use of this software. | 
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| 7 | * | 
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| 8 | * Permission is granted to anyone to use this software for any purpose, | 
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| 9 | * including commercial applications, and to alter it and redistribute it | 
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| 10 | * freely, subject to the following restrictions: | 
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| 11 | * | 
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| 12 | * 1. The origin of this software must not be misrepresented; you must not | 
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| 13 | *    claim that you wrote the original software. If you use this software | 
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| 14 | *    in a product, an acknowledgment in the product documentation would be | 
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| 15 | *    appreciated but is not required. | 
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| 16 | * 2. Altered source versions must be plainly marked as such, and must not be | 
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| 17 | *    misrepresented as being the original software. | 
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| 18 | * 3. This notice may not be removed or altered from any source distribution. | 
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| 19 | **/ | 
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| 20 |  | 
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| 21 | #pragma once | 
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| 22 |  | 
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| 23 | // LOVE | 
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| 24 | #include "graphics/Shader.h" | 
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| 25 | #include "graphics/Graphics.h" | 
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| 26 | #include "graphics/Volatile.h" | 
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| 27 | #include "OpenGL.h" | 
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| 28 |  | 
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| 29 | // STL | 
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| 30 | #include <string> | 
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| 31 | #include <map> | 
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| 32 | #include <vector> | 
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| 33 |  | 
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| 34 | namespace love | 
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| 35 | { | 
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| 36 | namespace graphics | 
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| 37 | { | 
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| 38 | namespace opengl | 
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| 39 | { | 
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| 40 |  | 
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| 41 | // A GLSL shader | 
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| 42 | class Shader final : public love::graphics::Shader, public Volatile | 
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| 43 | { | 
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| 44 | public: | 
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| 45 |  | 
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| 46 | /** | 
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| 47 | * Creates a new Shader using a list of source codes. | 
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| 48 | * Source must contain either vertex or pixel shader code, or both. | 
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| 49 | **/ | 
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| 50 | Shader(love::graphics::ShaderStage *vertex, love::graphics::ShaderStage *pixel); | 
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| 51 | virtual ~Shader(); | 
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| 52 |  | 
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| 53 | // Implements Volatile | 
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| 54 | bool loadVolatile() override; | 
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| 55 | void unloadVolatile() override; | 
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| 56 |  | 
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| 57 | // Implements Shader. | 
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| 58 | void attach() override; | 
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| 59 | std::string getWarnings() const override; | 
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| 60 | int getVertexAttributeIndex(const std::string &name) override; | 
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| 61 | const UniformInfo *getUniformInfo(const std::string &name) const override; | 
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| 62 | const UniformInfo *getUniformInfo(BuiltinUniform builtin) const override; | 
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| 63 | void updateUniform(const UniformInfo *info, int count) override; | 
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| 64 | void sendTextures(const UniformInfo *info, Texture **textures, int count) override; | 
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| 65 | bool hasUniform(const std::string &name) const override; | 
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| 66 | ptrdiff_t getHandle() const override; | 
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| 67 | void setVideoTextures(Texture *ytexture, Texture *cbtexture, Texture *crtexture) override; | 
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| 68 |  | 
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| 69 | void updateScreenParams(); | 
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| 70 | void updatePointSize(float size); | 
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| 71 | void updateBuiltinUniforms(); | 
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| 72 |  | 
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| 73 | static std::string getGLSLVersion(); | 
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| 74 | static bool isSupported(); | 
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| 75 |  | 
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| 76 | private: | 
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| 77 |  | 
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| 78 | struct TextureUnit | 
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| 79 | { | 
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| 80 | GLuint texture = 0; | 
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| 81 | TextureType type = TEXTURE_2D; | 
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| 82 | bool active = false; | 
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| 83 | }; | 
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| 84 |  | 
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| 85 | // Map active uniform names to their locations. | 
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| 86 | void mapActiveUniforms(); | 
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| 87 |  | 
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| 88 | void updateUniform(const UniformInfo *info, int count, bool internalupdate); | 
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| 89 | void sendTextures(const UniformInfo *info, Texture **textures, int count, bool internalupdate); | 
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| 90 |  | 
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| 91 | int getUniformTypeComponents(GLenum type) const; | 
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| 92 | MatrixSize getMatrixSize(GLenum type) const; | 
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| 93 | UniformType getUniformBaseType(GLenum type) const; | 
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| 94 | TextureType getUniformTextureType(GLenum type) const; | 
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| 95 | bool isDepthTextureType(GLenum type) const; | 
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| 96 |  | 
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| 97 | void flushStreamDraws() const; | 
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| 98 |  | 
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| 99 | // Get any warnings or errors generated only by the shader program object. | 
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| 100 | std::string getProgramWarnings() const; | 
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| 101 |  | 
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| 102 | // volatile | 
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| 103 | GLuint program; | 
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| 104 |  | 
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| 105 | // Location values for any built-in uniform variables. | 
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| 106 | GLint builtinUniforms[BUILTIN_MAX_ENUM]; | 
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| 107 | UniformInfo *builtinUniformInfo[BUILTIN_MAX_ENUM]; | 
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| 108 |  | 
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| 109 | // Location values for any generic vertex attribute variables. | 
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| 110 | GLint builtinAttributes[ATTRIB_MAX_ENUM]; | 
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| 111 |  | 
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| 112 | std::map<std::string, GLint> attributes; | 
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| 113 |  | 
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| 114 | // Uniform location buffer map | 
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| 115 | std::map<std::string, UniformInfo> uniforms; | 
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| 116 |  | 
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| 117 | // Texture unit pool for setting images | 
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| 118 | std::vector<TextureUnit> textureUnits; | 
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| 119 |  | 
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| 120 | std::vector<std::pair<const UniformInfo *, int>> pendingUniformUpdates; | 
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| 121 |  | 
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| 122 | bool canvasWasActive; | 
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| 123 | Rect lastViewport; | 
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| 124 |  | 
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| 125 | float lastPointSize; | 
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| 126 |  | 
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| 127 | Matrix4 lastTransformMatrix; | 
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| 128 | Matrix4 lastProjectionMatrix; | 
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| 129 |  | 
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| 130 | }; // Shader | 
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| 131 |  | 
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| 132 | } // opengl | 
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| 133 | } // graphics | 
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| 134 | } // love | 
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| 135 |  | 
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