axmol/extensions/Effekseer/EffekseerRendererGL/EffekseerRenderer/EffekseerRendererGL.Shader.cpp

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#include "EffekseerRendererGL.Shader.h"
#include "EffekseerRendererGL.GLExtension.h"
#include "EffekseerRendererGL.Renderer.h"
namespace EffekseerRendererGL
{
static const char g_header_vs_gl3_src[] =
R"(#version 330
#define lowp
#define mediump
#define highp
#define IN in
#define CENTROID centroid
#define TEX2D textureLod
#define OUT out
)";
static const char g_header_fs_gl3_src[] =
R"(#version 330
#define lowp
#define mediump
#define highp
#define IN in
#define CENTROID centroid
#define TEX2D texture
layout (location = 0) out vec4 FRAGCOLOR;
)";
static const char g_header_vs_gles3_src[] =
R"(#version 300 es
#define IN in
#define CENTROID centroid
#define TEX2D textureLod
#define OUT out
)";
static const char g_header_fs_gles3_src[] =
R"(#version 300 es
precision highp float;
#define IN in
#define CENTROID centroid
#define TEX2D texture
layout (location = 0) out vec4 FRAGCOLOR;
)";
static const char g_header_vs_gles2_src[] =
R"(
#define EFK__INSTANCING_DISABLED__ 1
#define EFK__OPENGL2__ 1
#define IN attribute
#define CENTROID
#define TEX2D texture2DLod
#define OUT varying
)";
static const char g_header_fs_gles2_src[] =
R"(precision highp float;
#define EFK__OPENGL2__ 1
#define IN varying
#define CENTROID
#define TEX2D texture2D
#define FRAGCOLOR gl_FragColor
)";
static const char g_header_vs_gl2_src[] =
R"(#version 120
#define EFK__INSTANCING_DISABLED__ 1
#define EFK__OPENGL2__ 1
#define lowp
#define mediump
#define highp
#define IN attribute
#define CENTROID
#define TEX2D texture2DLod
#define OUT varying
)";
static const char g_header_fs_gl2_src[] =
R"(#version 120
#define EFK__OPENGL2__ 1
#define lowp
#define mediump
#define highp
#define IN varying
#define CENTROID
#define TEX2D texture2D
#define FRAGCOLOR gl_FragColor
)";
const char* GetVertexShaderHeader(OpenGLDeviceType deviceType)
{
if (deviceType == OpenGLDeviceType::OpenGL3)
return g_header_vs_gl3_src;
if (deviceType == OpenGLDeviceType::OpenGL2)
return g_header_vs_gl2_src;
if (deviceType == OpenGLDeviceType::OpenGLES3)
return g_header_vs_gles3_src;
if (deviceType == OpenGLDeviceType::OpenGLES2)
return g_header_vs_gles2_src;
return nullptr;
}
const char* GetFragmentShaderHeader(OpenGLDeviceType deviceType)
{
if (deviceType == OpenGLDeviceType::OpenGL3)
return g_header_fs_gl3_src;
if (deviceType == OpenGLDeviceType::OpenGL2)
return g_header_fs_gl2_src;
if (deviceType == OpenGLDeviceType::OpenGLES3)
return g_header_fs_gles3_src;
if (deviceType == OpenGLDeviceType::OpenGLES2)
return g_header_fs_gles2_src;
return nullptr;
}
Backend::ShaderRef& Shader::GetCurrentShader()
{
if (shaderOverride_ != nullptr)
{
return shaderOverride_;
}
return shader_;
}
const Backend::ShaderRef& Shader::GetCurrentShader() const
{
if (shaderOverride_ != nullptr)
{
return shaderOverride_;
}
return shader_;
}
void Shader::AssignAttribs()
{
auto& shader = GetCurrentShader();
if (vertexLayout_ != nullptr)
{
attribs_ = Backend::GetVertexAttribLocations(vertexLayout_, shader);
}
baseInstance_ = GLExt::glGetUniformLocation(shader->GetProgram(), "SPIRV_Cross_BaseInstance");
}
Shader::Shader(const Backend::GraphicsDeviceRef& graphicsDevice,
Backend::ShaderRef shader,
const char* name)
: DeviceObject(graphicsDevice.Get())
, m_deviceType(graphicsDevice->GetDeviceType())
, shader_(shader)
, m_vertexSize(0)
{
name_ = name;
graphicsDevice_ = graphicsDevice;
AssignAttribs();
}
Shader* Shader::Create(const Backend::GraphicsDeviceRef& graphicsDevice,
Backend::ShaderRef shader,
const char* name)
{
if (shader == nullptr)
return nullptr;
return new Shader(graphicsDevice, shader, name);
}
void Shader::OnResetDevice()
{
AssignAttribs();
}
GLuint Shader::GetInterface() const
{
return GetCurrentShader()->GetProgram();
}
void Shader::OverrideShader(::Effekseer::Backend::ShaderRef shader)
{
shaderOverride_ = shader.DownCast<Backend::Shader>();
AssignAttribs();
}
void Shader::SetVertexLayout(Backend::VertexLayoutRef vertexLayout)
{
vertexLayout_ = vertexLayout;
AssignAttribs();
}
void Shader::BeginScene()
{
GLExt::glUseProgram(GetCurrentShader()->GetProgram());
}
void Shader::EndScene()
{
GLExt::glUseProgram(0);
}
void Shader::EnableAttribs()
{
GLCheckError();
Backend::EnableLayouts(vertexLayout_, attribs_);
GLCheckError();
}
void Shader::DisableAttribs()
{
GLCheckError();
Backend::DisableLayouts(attribs_);
GLCheckError();
}
void Shader::SetVertexConstantBufferSize(int32_t size)
{
vertexConstantBuffer_ = graphicsDevice_->CreateUniformBuffer(size, nullptr).DownCast<Backend::UniformBuffer>();
}
void Shader::SetPixelConstantBufferSize(int32_t size)
{
pixelConstantBuffer_ = graphicsDevice_->CreateUniformBuffer(size, nullptr).DownCast<Backend::UniformBuffer>();
}
void Shader::SetConstantBuffer()
{
if (baseInstance_ >= 0)
{
GLExt::glUniform1i(baseInstance_, 0);
}
Backend::StoreUniforms(GetCurrentShader(), vertexConstantBuffer_, pixelConstantBuffer_, isTransposeEnabled_);
GLCheckError();
}
GLint Shader::GetTextureSlot(int32_t index)
{
return GetCurrentShader()->GetTextureLocations()[index];
}
bool Shader::GetTextureSlotEnable(int32_t index)
{
return index < GetCurrentShader()->GetTextureLocations().size();
}
bool Shader::IsValid() const
{
return GetCurrentShader()->GetProgram() != 0;
}
} // namespace EffekseerRendererGL