// Copyright (C) 2009-2010 Amundis // Heavily based on the OpenGL driver implemented by Nikolaus Gebhardt // and OpenGL ES driver implemented by Christian Stehno // This file is part of the "Irrlicht Engine". // For conditions of distribution and use, see copyright notice in Irrlicht.h #include "IrrCompileConfig.h" #ifdef _IRR_COMPILE_WITH_OGLES2_ #include "COGLES2SLMaterialRenderer.h" #include "IGPUProgrammingServices.h" #include "IShaderConstantSetCallBack.h" #include "IMaterialRendererServices.h" #include "IVideoDriver.h" #include "os.h" #include "COGLES2Driver.h" #include "EVertexAttributes.h" #include "COGLES2Texture.h" #include namespace irr { namespace video { //! Constructor COGLES2SLMaterialRenderer::COGLES2SLMaterialRenderer( video::COGLES2Driver* driver, s32& outMaterialTypeNr, const c8* vertexShaderProgram, const c8* pixelShaderProgram, IShaderConstantSetCallBack* callback, video::IMaterialRenderer* baseMaterial, s32 userData ) : Driver( driver ), CallBack( callback ), BaseMaterial( baseMaterial ), FileSystem( 0 ), Program( 0 ), UserData( userData ), UniformStringTable( 0 ), UniformCount( 0 ) { #ifdef _DEBUG setDebugName( "COGLES2SLMaterialRenderer" ); #endif //entry points must always be main, and the compile target isn't selectable //it is fine to ignore what has been asked for, as the compiler should spot anything wrong //just check that GLSL is available if ( BaseMaterial ) BaseMaterial->grab(); if ( CallBack ) CallBack->grab(); init( outMaterialTypeNr, vertexShaderProgram, pixelShaderProgram ); } //! constructor only for use by derived classes who want to //! create a fall back material for example. COGLES2SLMaterialRenderer::COGLES2SLMaterialRenderer( COGLES2Driver* driver, io::IFileSystem* fs, IShaderConstantSetCallBack* callback, IMaterialRenderer* baseMaterial, const char* const * uniformStringTable, const u32& uniformCount, s32 userData ) : Driver( driver ), CallBack( callback ), BaseMaterial( baseMaterial ), FileSystem( fs ), Program( 0 ), UserData( userData ), UniformStringTable( uniformStringTable ), UniformCount( uniformCount ) { if ( BaseMaterial ) BaseMaterial->grab(); if ( CallBack ) CallBack->grab(); } //! Destructor COGLES2SLMaterialRenderer::~COGLES2SLMaterialRenderer() { if ( CallBack ) CallBack->drop(); if ( Program ) { glDeleteProgram( Program ); Program = 0; } UniformInfo.clear(); AttributeInfo.clear(); if ( BaseMaterial ) BaseMaterial->drop(); } void COGLES2SLMaterialRenderer::init(s32& outMaterialTypeNr, const c8* vertexShaderProgram, const c8* pixelShaderProgram, bool registerMaterial ) { outMaterialTypeNr = -1; if ( Program == 0 && !createProgram() ) return; if ( vertexShaderProgram ) if ( !createShader( GL_VERTEX_SHADER, vertexShaderProgram, "" ) ) return; if ( pixelShaderProgram ) if ( !createShader( GL_FRAGMENT_SHADER, pixelShaderProgram, "" ) ) return; if ( !linkProgram() ) return; // register myself as new material if ( registerMaterial ) outMaterialTypeNr = Driver->addMaterialRenderer( this ); } void COGLES2SLMaterialRenderer::initFromFiles( s32 &outMaterialTypeNr, const c8 *vertexShaderFile, const c8 *pixelShaderFile, bool registerMaterial ) { if ( !createProgram() ) { os::Printer::log( "Could not create shader program.", ELL_ERROR ); } if ( !readVertexShader( vertexShaderFile ) ) { os::Printer::log( "Error reading fixed pipeline vertex shader.", ELL_ERROR ); } if ( !readFragmentShader( pixelShaderFile ) ) { os::Printer::log( "Error reading fixed pipeline fragment shader.", ELL_ERROR ); } for ( size_t i = 0; i < EVA_COUNT; ++i ) glBindAttribLocation( Program, i, sBuiltInVertexAttributeNames[i] ); if ( !linkProgram() ) { os::Printer::log( "Error linking fixed pipeline shader program.", ELL_ERROR ); } if ( registerMaterial ) outMaterialTypeNr = Driver->addMaterialRenderer( this ); } void COGLES2SLMaterialRenderer::reloadFromFiles( const c8 *vertexShaderFile, const c8 *pixelShaderFile ) { GLsizei shaderCount; GLuint shaderHandles[2]; glGetAttachedShaders( Program, 2, &shaderCount, shaderHandles ); glDetachShader( Program, shaderHandles[0] ); glDeleteShader( shaderHandles[0] ); glDetachShader( Program, shaderHandles[1] ); glDeleteShader( shaderHandles[1] ); if ( !readVertexShader( vertexShaderFile ) ) { os::Printer::log( "Error reading fixed pipeline vertex shader.", ELL_ERROR ); } if ( !readFragmentShader( pixelShaderFile ) ) { os::Printer::log( "Error reading fixed pipeline fragment shader.", ELL_ERROR ); } if ( !linkProgram() ) { os::Printer::log( "Error linking fixed pipeline shader program.", ELL_ERROR ); } } bool COGLES2SLMaterialRenderer::readShader( GLenum shaderType, const c8* shaderFile ) { io::IReadFile* file = FileSystem->createAndOpenFile(shaderFile); if (!file) { os::Printer::log("Could not open shader file", shaderFile, ELL_ERROR); return false; } const long size = file->getSize(); if (!size) { os::Printer::log( "Shader file is empty", shaderFile, ELL_ERROR ); file->drop(); return false; } c8* shader = new c8[size+1]; file->read(shader, size); shader[size] = 0; bool success = createShader(shaderType, shader, shaderFile); file->drop(); delete shader; return success; } bool COGLES2SLMaterialRenderer::readVertexShader( const c8 *vertexShaderFile ) { return readShader( GL_VERTEX_SHADER, vertexShaderFile ); } bool COGLES2SLMaterialRenderer::readFragmentShader( const c8 *fragmentShaderFile ) { return readShader( GL_FRAGMENT_SHADER, fragmentShaderFile ); } bool COGLES2SLMaterialRenderer::OnRender( IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype ) { // call callback to set shader constants and attributes if ( CallBack && Program ) { CallBack->OnSetAttribute( this, UserData ); CallBack->OnSetConstants( this, UserData ); } return true; } bool COGLES2SLMaterialRenderer::PostRender( IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype ) { // call callback to unset shader attributes if ( CallBack && Program ) CallBack->OnUnSetAttribute( this, UserData ); return true; } void COGLES2SLMaterialRenderer::OnSetMaterial( const video::SMaterial& material, const video::SMaterial& lastMaterial, bool resetAllRenderstates, video::IMaterialRendererServices* services ) { if ( material.MaterialType != lastMaterial.MaterialType || resetAllRenderstates ) { if ( Program ) glUseProgram( Program ); //let callback know used material if ( CallBack ) CallBack->OnSetMaterial( material ); } //if (BaseMaterial) //BaseMaterial->OnSetMaterial(material, material, true, this); //for (u32 i=0; isetActiveTexture(i, material.getTexture(i)); Driver->setBasicRenderStates( material, lastMaterial, resetAllRenderstates ); } void COGLES2SLMaterialRenderer::OnUnsetMaterial() { glUseProgram( 0 ); //if (BaseMaterial) // BaseMaterial->OnUnsetMaterial(); } //! Returns if the material is transparent. bool COGLES2SLMaterialRenderer::isTransparent() const { return BaseMaterial ? BaseMaterial->isTransparent() : false; } bool COGLES2SLMaterialRenderer::createProgram() { Program = glCreateProgram(); return true; } bool COGLES2SLMaterialRenderer::createShader( GLenum shaderType, const char* shader, const char* shaderFile ) { GLuint shaderHandle = glCreateShader( shaderType ); os::Printer::log("Loading shader", shaderFile); glShaderSource( shaderHandle, 1, &shader, NULL ); glCompileShader( shaderHandle ); int status = 0; glGetShaderiv( shaderHandle, GL_COMPILE_STATUS, &status ); if ( !status ) { os::Printer::log("GLSL shader failed to compile", shaderFile, ELL_ERROR); // check error message and log it int maxLength = 0; GLsizei length; glGetShaderiv( shaderHandle, GL_INFO_LOG_LENGTH, &maxLength ); char *pInfoLog = new char[maxLength]; glGetShaderInfoLog( shaderHandle, maxLength, &length, pInfoLog ); os::Printer::log(pInfoLog, ELL_ERROR); delete [] pInfoLog; return false; } glAttachShader(Program, shaderHandle); return true; } bool COGLES2SLMaterialRenderer::linkProgram() { glLinkProgram( Program ); int status = 0; glGetProgramiv( Program, GL_LINK_STATUS, &status ); if ( !status ) { os::Printer::log( "GLSL shader program failed to link", ELL_ERROR ); // check error message and log it int maxLength = 0; GLsizei length; glGetProgramiv( Program, GL_INFO_LOG_LENGTH, &maxLength ); char *pInfoLog = new char[maxLength]; glGetProgramInfoLog( Program, maxLength, &length, pInfoLog ); os::Printer::log(pInfoLog, ELL_ERROR); delete [] pInfoLog; return false; } // get uniforms information int num = 0; glGetProgramiv( Program, GL_ACTIVE_UNIFORMS, &num ); int maxlen = 0; glGetProgramiv( Program, GL_ACTIVE_UNIFORM_MAX_LENGTH, &maxlen ); if ( maxlen == 0 && num != 0 ) { os::Printer::log( "GLSL: failed to retrieve uniform information", ELL_ERROR ); return false; } c8 *buf = new c8[maxlen]; UniformInfo.clear(); UniformInfo.reallocate( num ); core::array names( num ); core::array uni( num ); for ( int i = 0; i < num; ++i ) { memset( buf, 0, maxlen ); GLint size; SUniformInfo ui; glGetActiveUniform( Program, i, maxlen, 0, &size, &ui.type, reinterpret_cast( buf ) ); ui.location = glGetUniformLocation( Program, buf ); uni.push_back( ui ); names.push_back( buf ); } delete [] buf; for ( int i = 0; i < UniformCount; ++i ) { int j; for ( j = 0; j < num; ++j ) { if ( names[j] == UniformStringTable[i] ) break; } if ( j < num ) { UniformInfo.push_back( uni[j] ); } else { wchar_t buf[512]; swprintf( buf, 512, L"Unable to find uniform : %S", UniformStringTable[i] ); os::Printer::log( buf, ELL_WARNING ); SUniformInfo blank; blank.location = -1; blank.type = GL_INVALID_ENUM; UniformInfo.push_back( blank ); } } return true; } void COGLES2SLMaterialRenderer::setBasicRenderStates( const SMaterial& material, const SMaterial& lastMaterial, bool resetAllRenderstates ) { // forward Driver->setBasicRenderStates( material, lastMaterial, resetAllRenderstates ); } bool COGLES2SLMaterialRenderer::setVertexShaderConstant( const c8* name, const f32* floats, int count ) { return setPixelShaderConstant( name, floats, count ); } void COGLES2SLMaterialRenderer::setVertexShaderConstant( const f32* data, s32 startRegister, s32 constantAmount ) { os::Printer::log( "Cannot set constant, please use high level shader call instead.", ELL_WARNING ); } bool COGLES2SLMaterialRenderer::setVertexShaderPointer( const c8* name, const void* pointer, s32 size, bool normalized, u16 stride ) { os::Printer::log( "Cannot set constant, use high level shader call.", ELL_WARNING ); return false; } void COGLES2SLMaterialRenderer::enableVertexShaderPointer( const c8* name ) { os::Printer::log( "Cannot set constant, use high level shader call.", ELL_WARNING ); } void COGLES2SLMaterialRenderer::disableVertexShaderPointer( const c8* name ) { os::Printer::log( "Cannot set constant, use high level shader call.", ELL_WARNING ); } bool COGLES2SLMaterialRenderer::setPixelShaderConstant( const c8* name, const f32* floats, int count ) { os::Printer::log( "Cannot set constant, use high level shader call.", ELL_WARNING ); return false; } bool COGLES2SLMaterialRenderer::setUniform( int index, const void* data, int count ) { SUniformInfo& ui = UniformInfo[index]; if ( ui.location == -1 ) return false; switch ( ui.type ) { case GL_FLOAT: glUniform1fv( ui.location, count, static_cast( data ) ); break; case GL_FLOAT_VEC2: glUniform2fv( ui.location, count, static_cast( data ) ); break; case GL_FLOAT_VEC3: glUniform3fv( ui.location, count, static_cast( data ) ); break; case GL_FLOAT_VEC4: glUniform4fv( ui.location, count, static_cast( data ) ); break; case GL_FLOAT_MAT2: glUniformMatrix2fv( ui.location, count, false, static_cast( data ) ); break; case GL_FLOAT_MAT3: glUniformMatrix3fv( ui.location, count, false, static_cast( data ) ); break; case GL_FLOAT_MAT4: glUniformMatrix4fv( ui.location, count, false, static_cast( data ) ); break; default: glUniform1iv( ui.location, count, static_cast( data ) ); break; } return !Driver->testGLError(); } bool COGLES2SLMaterialRenderer::setTextureUnit( const c8* name, int unit ) { os::Printer::log( "Cannot set constant, use high level shader call.", ELL_WARNING ); return false; } bool COGLES2SLMaterialRenderer::enableMaterialTexture( const c8* name, int materialId ) { ITexture * t = Driver->getTextureByIndex( materialId ); COGLES2Texture * tex = reinterpret_cast( t ); if ( !tex ) return false; const GLuint unit = tex->getOGLES2TextureName(); glActiveTexture( GL_TEXTURE0 + unit ); glBindTexture( GL_TEXTURE_2D, unit ); return setTextureUnit( name, unit ); } bool COGLES2SLMaterialRenderer::disableMaterialTexture( int materialId ) { COGLES2Texture * tex = reinterpret_cast( Driver->getTextureByIndex( materialId ) ); if ( !tex ) return false; const GLuint unit = tex->getOGLES2TextureName(); glActiveTexture( GL_TEXTURE0 + unit ); glBindTexture( GL_TEXTURE_2D, 0 ); return true; } void COGLES2SLMaterialRenderer::setPixelShaderConstant( const f32* data, s32 startRegister, s32 constantAmount ) { os::Printer::log( "Cannot set constant, use high level shader call.", ELL_WARNING ); } IVideoDriver* COGLES2SLMaterialRenderer::getVideoDriver() { return Driver; } void COGLES2SLMaterialRenderer::useProgram() { glUseProgram( Program ); } } // end namespace video } // end namespace irr #endif //_IRR_COMPILE_WITH_OPENGLES2_