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