/* * ***** BEGIN GPL LICENSE BLOCK ***** * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * The Original Code is Copyright (C) 2005 Blender Foundation. * All rights reserved. * * The Original Code is: all of this file. * * Contributor(s): Brecht Van Lommel. * * ***** END GPL LICENSE BLOCK ***** */ #include "MEM_guardedalloc.h" #include "BLI_utildefines.h" #include "BLI_math_base.h" #include "BLI_math_vector.h" #include "BLI_path_util.h" #include "BKE_appdir.h" #include "BKE_global.h" #include "DNA_space_types.h" #include "GPU_compositing.h" #include "GPU_extensions.h" #include "GPU_matrix.h" #include "GPU_shader.h" #include "GPU_texture.h" #include "GPU_uniformbuffer.h" #include "gpu_shader_private.h" /* Adjust these constants as needed. */ #define MAX_DEFINE_LENGTH 256 #define MAX_EXT_DEFINE_LENGTH 256 /* Non-generated shaders */ extern char datatoc_gpu_shader_depth_only_frag_glsl[]; extern char datatoc_gpu_shader_uniform_color_frag_glsl[]; extern char datatoc_gpu_shader_checker_frag_glsl[]; extern char datatoc_gpu_shader_diag_stripes_frag_glsl[]; extern char datatoc_gpu_shader_simple_lighting_frag_glsl[]; extern char datatoc_gpu_shader_simple_lighting_flat_color_frag_glsl[]; extern char datatoc_gpu_shader_simple_lighting_smooth_color_frag_glsl[]; extern char datatoc_gpu_shader_simple_lighting_smooth_color_alpha_frag_glsl[]; extern char datatoc_gpu_shader_flat_color_frag_glsl[]; extern char datatoc_gpu_shader_flat_color_alpha_test_0_frag_glsl[]; extern char datatoc_gpu_shader_2D_vert_glsl[]; extern char datatoc_gpu_shader_2D_flat_color_vert_glsl[]; extern char datatoc_gpu_shader_2D_smooth_color_vert_glsl[]; extern char datatoc_gpu_shader_2D_smooth_color_frag_glsl[]; extern char datatoc_gpu_shader_2D_image_vert_glsl[]; extern char datatoc_gpu_shader_3D_image_vert_glsl[]; extern char datatoc_gpu_shader_image_linear_frag_glsl[]; extern char datatoc_gpu_shader_image_color_frag_glsl[]; extern char datatoc_gpu_shader_image_alpha_color_frag_glsl[]; extern char datatoc_gpu_shader_image_shuffle_color_frag_glsl[]; extern char datatoc_gpu_shader_image_interlace_frag_glsl[]; extern char datatoc_gpu_shader_image_mask_uniform_color_frag_glsl[]; extern char datatoc_gpu_shader_image_modulate_alpha_frag_glsl[]; extern char datatoc_gpu_shader_image_rect_modulate_alpha_frag_glsl[]; extern char datatoc_gpu_shader_image_depth_linear_frag_glsl[]; extern char datatoc_gpu_shader_3D_vert_glsl[]; extern char datatoc_gpu_shader_3D_normal_vert_glsl[]; extern char datatoc_gpu_shader_3D_flat_color_vert_glsl[]; extern char datatoc_gpu_shader_3D_smooth_color_vert_glsl[]; extern char datatoc_gpu_shader_3D_normal_flat_color_vert_glsl[]; extern char datatoc_gpu_shader_3D_normal_smooth_color_vert_glsl[]; extern char datatoc_gpu_shader_3D_smooth_color_frag_glsl[]; extern char datatoc_gpu_shader_3D_passthrough_vert_glsl[]; extern char datatoc_gpu_shader_3D_clipped_uniform_color_vert_glsl[]; extern char datatoc_gpu_shader_instance_vert_glsl[]; extern char datatoc_gpu_shader_instance_variying_size_variying_color_vert_glsl[]; extern char datatoc_gpu_shader_instance_objectspace_variying_color_vert_glsl[]; extern char datatoc_gpu_shader_instance_screenspace_variying_color_vert_glsl[]; extern char datatoc_gpu_shader_instance_screen_aligned_vert_glsl[]; extern char datatoc_gpu_shader_instance_camera_vert_glsl[]; extern char datatoc_gpu_shader_instance_distance_line_vert_glsl[]; extern char datatoc_gpu_shader_instance_edges_variying_color_geom_glsl[]; extern char datatoc_gpu_shader_instance_edges_variying_color_vert_glsl[]; extern char datatoc_gpu_shader_instance_bone_envelope_solid_vert_glsl[]; extern char datatoc_gpu_shader_instance_bone_envelope_wire_vert_glsl[]; extern char datatoc_gpu_shader_instance_mball_helpers_vert_glsl[]; extern char datatoc_gpu_shader_3D_groundpoint_vert_glsl[]; extern char datatoc_gpu_shader_3D_groundline_geom_glsl[]; extern char datatoc_gpu_shader_point_uniform_color_frag_glsl[]; extern char datatoc_gpu_shader_point_uniform_color_aa_frag_glsl[]; extern char datatoc_gpu_shader_point_uniform_color_outline_aa_frag_glsl[]; extern char datatoc_gpu_shader_point_varying_color_outline_aa_frag_glsl[]; extern char datatoc_gpu_shader_point_varying_color_frag_glsl[]; extern char datatoc_gpu_shader_3D_point_fixed_size_varying_color_vert_glsl[]; extern char datatoc_gpu_shader_3D_point_varying_size_vert_glsl[]; extern char datatoc_gpu_shader_3D_point_varying_size_varying_color_vert_glsl[]; extern char datatoc_gpu_shader_3D_point_uniform_size_aa_vert_glsl[]; extern char datatoc_gpu_shader_3D_point_uniform_size_outline_aa_vert_glsl[]; extern char datatoc_gpu_shader_2D_point_varying_size_varying_color_vert_glsl[]; extern char datatoc_gpu_shader_2D_point_uniform_size_aa_vert_glsl[]; extern char datatoc_gpu_shader_2D_point_uniform_size_outline_aa_vert_glsl[]; extern char datatoc_gpu_shader_2D_point_uniform_size_varying_color_outline_aa_vert_glsl[]; extern char datatoc_gpu_shader_2D_line_dashed_uniform_color_vert_glsl[]; extern char datatoc_gpu_shader_2D_line_dashed_frag_glsl[]; extern char datatoc_gpu_shader_2D_line_dashed_geom_glsl[]; extern char datatoc_gpu_shader_3D_line_dashed_uniform_color_legacy_vert_glsl[]; extern char datatoc_gpu_shader_3D_line_dashed_uniform_color_vert_glsl[]; extern char datatoc_gpu_shader_edges_front_back_persp_vert_glsl[]; extern char datatoc_gpu_shader_edges_front_back_persp_geom_glsl[]; extern char datatoc_gpu_shader_edges_front_back_persp_legacy_vert_glsl[]; extern char datatoc_gpu_shader_edges_front_back_ortho_vert_glsl[]; extern char datatoc_gpu_shader_edges_overlay_vert_glsl[]; extern char datatoc_gpu_shader_edges_overlay_geom_glsl[]; extern char datatoc_gpu_shader_edges_overlay_simple_geom_glsl[]; extern char datatoc_gpu_shader_edges_overlay_frag_glsl[]; extern char datatoc_gpu_shader_text_vert_glsl[]; extern char datatoc_gpu_shader_text_frag_glsl[]; extern char datatoc_gpu_shader_keyframe_diamond_vert_glsl[]; extern char datatoc_gpu_shader_keyframe_diamond_frag_glsl[]; extern char datatoc_gpu_shader_fire_frag_glsl[]; extern char datatoc_gpu_shader_smoke_vert_glsl[]; extern char datatoc_gpu_shader_smoke_frag_glsl[]; extern char datatoc_gpu_shader_vsm_store_vert_glsl[]; extern char datatoc_gpu_shader_vsm_store_frag_glsl[]; extern char datatoc_gpu_shader_sep_gaussian_blur_vert_glsl[]; extern char datatoc_gpu_shader_sep_gaussian_blur_frag_glsl[]; extern char datatoc_gpu_shader_fullscreen_vert_glsl[]; extern char datatoc_gpu_shader_fx_ssao_frag_glsl[]; extern char datatoc_gpu_shader_fx_dof_frag_glsl[]; extern char datatoc_gpu_shader_fx_dof_vert_glsl[]; extern char datatoc_gpu_shader_fx_dof_hq_frag_glsl[]; extern char datatoc_gpu_shader_fx_dof_hq_vert_glsl[]; extern char datatoc_gpu_shader_fx_dof_hq_geo_glsl[]; extern char datatoc_gpu_shader_fx_depth_resolve_glsl[]; extern char datatoc_gpu_shader_fx_lib_glsl[]; /* cache of built-in shaders (each is created on first use) */ static GPUShader *builtin_shaders[GPU_NUM_BUILTIN_SHADERS] = { NULL }; /* cache for shader fx. Those can exist in combinations so store them here */ static GPUShader *fx_shaders[MAX_FX_SHADERS * 2] = { NULL }; typedef struct { const char *vert; const char *frag; const char *geom; /* geometry stage runs between vert & frag, but is less common, so it goes last */ } GPUShaderStages; static void shader_print_errors(const char *task, const char *log, const char **code, int totcode) { int line = 1; fprintf(stderr, "GPUShader: %s error:\n", task); for (int i = 0; i < totcode; i++) { const char *c, *pos, *end = code[i] + strlen(code[i]); if (G.debug & G_DEBUG) { fprintf(stderr, "===== shader string %d ====\n", i + 1); c = code[i]; while ((c < end) && (pos = strchr(c, '\n'))) { fprintf(stderr, "%2d ", line); fwrite(c, (pos + 1) - c, 1, stderr); c = pos + 1; line++; } fprintf(stderr, "%s", c); } } fprintf(stderr, "%s\n", log); } static const char *gpu_shader_version(void) { return "#version 330\n"; } static void gpu_shader_standard_extensions(char defines[MAX_EXT_DEFINE_LENGTH]) { /* enable extensions for features that are not part of our base GLSL version * don't use an extension for something already available! */ if (GLEW_ARB_texture_query_lod) { /* a #version 400 feature, but we use #version 330 maximum so use extension */ strcat(defines, "#extension GL_ARB_texture_query_lod: enable\n"); } } static void gpu_shader_standard_defines(char defines[MAX_DEFINE_LENGTH], bool use_opensubdiv, bool use_new_shading) { /* some useful defines to detect GPU type */ if (GPU_type_matches(GPU_DEVICE_ATI, GPU_OS_ANY, GPU_DRIVER_ANY)) { strcat(defines, "#define GPU_ATI\n"); if (GLEW_VERSION_3_0) { /* TODO(merwin): revisit this version check; GLEW_VERSION_3_0 means GL 3.0 or newer */ strcat(defines, "#define CLIP_WORKAROUND\n"); } } else if (GPU_type_matches(GPU_DEVICE_NVIDIA, GPU_OS_ANY, GPU_DRIVER_ANY)) strcat(defines, "#define GPU_NVIDIA\n"); else if (GPU_type_matches(GPU_DEVICE_INTEL, GPU_OS_ANY, GPU_DRIVER_ANY)) strcat(defines, "#define GPU_INTEL\n"); if (GPU_bicubic_bump_support()) strcat(defines, "#define BUMP_BICUBIC\n"); #ifdef WITH_OPENSUBDIV /* TODO(sergey): Check whether we actually compiling shader for * the OpenSubdiv mesh. */ if (use_opensubdiv) { strcat(defines, "#define USE_OPENSUBDIV\n"); /* TODO(sergey): not strictly speaking a define, but this is * a global typedef which we don't have better place to define * in yet. */ strcat(defines, "struct VertexData {\n" " vec4 position;\n" " vec3 normal;\n" " vec2 uv;" "};\n"); } #else UNUSED_VARS(use_opensubdiv); #endif if (use_new_shading) { strcat(defines, "#define USE_NEW_SHADING\n"); } return; } GPUShader *GPU_shader_create(const char *vertexcode, const char *fragcode, const char *geocode, const char *libcode, const char *defines) { return GPU_shader_create_ex(vertexcode, fragcode, geocode, libcode, defines, GPU_SHADER_FLAGS_NONE); } #define DEBUG_SHADER_NONE "" #define DEBUG_SHADER_VERTEX "vert" #define DEBUG_SHADER_FRAGMENT "frag" #define DEBUG_SHADER_GEOMETRY "geom" /** * Dump GLSL shaders to disk * * This is used for profiling shader performance externally and debug if shader code is correct. * If called with no code, it simply bumps the shader index, so different shaders for the same * program share the same index. */ static void gpu_dump_shaders(const char **code, const int num_shaders, const char *extension) { if ((G.debug & G_DEBUG_GPU_SHADERS) == 0) { return; } /* We use the same shader index for shaders in the same program. * So we call this function once before calling for the invidual shaders. */ static int shader_index = 0; if (code == NULL) { shader_index++; BLI_assert(STREQ(DEBUG_SHADER_NONE, extension)); return; } /* Determine the full path of the new shader. */ char shader_path[FILE_MAX]; char file_name[512] = {'\0'}; sprintf(file_name, "%04d.%s", shader_index, extension); BLI_join_dirfile(shader_path, sizeof(shader_path), BKE_tempdir_session(), file_name); /* Write shader to disk. */ FILE *f = fopen(shader_path, "w"); if (f == NULL) { printf("Error writing to file: %s\n", shader_path); } for (int j = 0; j < num_shaders; j++) { fprintf(f, "%s", code[j]); } fclose(f); printf("Shader file written to disk: %s\n", shader_path); } GPUShader *GPU_shader_create_ex(const char *vertexcode, const char *fragcode, const char *geocode, const char *libcode, const char *defines, const int flags) { #ifdef WITH_OPENSUBDIV bool use_opensubdiv = (flags & GPU_SHADER_FLAGS_SPECIAL_OPENSUBDIV) != 0; #else UNUSED_VARS(flags); bool use_opensubdiv = false; #endif GLint status; GLchar log[5000]; GLsizei length = 0; GPUShader *shader; char standard_defines[MAX_DEFINE_LENGTH] = ""; char standard_extensions[MAX_EXT_DEFINE_LENGTH] = ""; shader = MEM_callocN(sizeof(GPUShader), "GPUShader"); gpu_dump_shaders(NULL, 0, DEBUG_SHADER_NONE); if (vertexcode) shader->vertex = glCreateShader(GL_VERTEX_SHADER); if (fragcode) shader->fragment = glCreateShader(GL_FRAGMENT_SHADER); if (geocode) shader->geometry = glCreateShader(GL_GEOMETRY_SHADER_EXT); shader->program = glCreateProgram(); if (!shader->program || (vertexcode && !shader->vertex) || (fragcode && !shader->fragment) || (geocode && !shader->geometry)) { fprintf(stderr, "GPUShader, object creation failed.\n"); GPU_shader_free(shader); return NULL; } gpu_shader_standard_defines(standard_defines, use_opensubdiv, (flags & GPU_SHADER_FLAGS_NEW_SHADING) != 0); gpu_shader_standard_extensions(standard_extensions); if (vertexcode) { const char *source[5]; /* custom limit, may be too small, beware */ int num_source = 0; source[num_source++] = gpu_shader_version(); source[num_source++] = standard_extensions; source[num_source++] = standard_defines; if (defines) source[num_source++] = defines; source[num_source++] = vertexcode; gpu_dump_shaders(source, num_source, DEBUG_SHADER_VERTEX); glAttachShader(shader->program, shader->vertex); glShaderSource(shader->vertex, num_source, source, NULL); glCompileShader(shader->vertex); glGetShaderiv(shader->vertex, GL_COMPILE_STATUS, &status); if (!status) { glGetShaderInfoLog(shader->vertex, sizeof(log), &length, log); shader_print_errors("compile", log, source, num_source); GPU_shader_free(shader); return NULL; } } if (fragcode) { const char *source[7]; int num_source = 0; source[num_source++] = gpu_shader_version(); source[num_source++] = standard_extensions; source[num_source++] = standard_defines; #ifdef WITH_OPENSUBDIV /* TODO(sergey): Move to fragment shader source code generation. */ if (use_opensubdiv) { source[num_source++] = "#ifdef USE_OPENSUBDIV\n" "in block {\n" " VertexData v;\n" "} inpt;\n" "#endif\n"; } #endif if (defines) source[num_source++] = defines; if (libcode) source[num_source++] = libcode; source[num_source++] = fragcode; gpu_dump_shaders(source, num_source, DEBUG_SHADER_FRAGMENT); glAttachShader(shader->program, shader->fragment); glShaderSource(shader->fragment, num_source, source, NULL); glCompileShader(shader->fragment); glGetShaderiv(shader->fragment, GL_COMPILE_STATUS, &status); if (!status) { glGetShaderInfoLog(shader->fragment, sizeof(log), &length, log); shader_print_errors("compile", log, source, num_source); GPU_shader_free(shader); return NULL; } } if (geocode) { const char *source[6]; int num_source = 0; source[num_source++] = gpu_shader_version(); source[num_source++] = standard_extensions; source[num_source++] = standard_defines; if (defines) source[num_source++] = defines; source[num_source++] = geocode; gpu_dump_shaders(source, num_source, DEBUG_SHADER_GEOMETRY); glAttachShader(shader->program, shader->geometry); glShaderSource(shader->geometry, num_source, source, NULL); glCompileShader(shader->geometry); glGetShaderiv(shader->geometry, GL_COMPILE_STATUS, &status); if (!status) { glGetShaderInfoLog(shader->geometry, sizeof(log), &length, log); shader_print_errors("compile", log, source, num_source); GPU_shader_free(shader); return NULL; } } #ifdef WITH_OPENSUBDIV if (use_opensubdiv) { glBindAttribLocation(shader->program, 0, "position"); glBindAttribLocation(shader->program, 1, "normal"); } #endif glLinkProgram(shader->program); glGetProgramiv(shader->program, GL_LINK_STATUS, &status); if (!status) { glGetProgramInfoLog(shader->program, sizeof(log), &length, log); /* print attached shaders in pipeline order */ if (vertexcode) shader_print_errors("linking", log, &vertexcode, 1); if (geocode) shader_print_errors("linking", log, &geocode, 1); if (libcode) shader_print_errors("linking", log, &libcode, 1); if (fragcode) shader_print_errors("linking", log, &fragcode, 1); GPU_shader_free(shader); return NULL; } shader->interface = GWN_shaderinterface_create(shader->program); #ifdef WITH_OPENSUBDIV /* TODO(sergey): Find a better place for this. */ if (use_opensubdiv) { if (GLEW_VERSION_4_1) { glProgramUniform1i(shader->program, GWN_shaderinterface_uniform(shader->interface, "FVarDataOffsetBuffer")->location, 30); /* GL_TEXTURE30 */ glProgramUniform1i(shader->program, GWN_shaderinterface_uniform(shader->interface, "FVarDataBuffer")->location, 31); /* GL_TEXTURE31 */ } else { glUseProgram(shader->program); glUniform1i(GWN_shaderinterface_uniform(shader->interface, "FVarDataOffsetBuffer")->location, 30); glUniform1i(GWN_shaderinterface_uniform(shader->interface, "FVarDataBuffer")->location, 31); glUseProgram(0); } } #endif return shader; } #undef DEBUG_SHADER_GEOMETRY #undef DEBUG_SHADER_FRAGMENT #undef DEBUG_SHADER_VERTEX #undef DEBUG_SHADER_NONE void GPU_shader_bind(GPUShader *shader) { BLI_assert(shader && shader->program); glUseProgram(shader->program); gpuBindMatrices(shader->interface); } void GPU_shader_unbind(void) { glUseProgram(0); } void GPU_shader_free(GPUShader *shader) { BLI_assert(shader); if (shader->vertex) glDeleteShader(shader->vertex); if (shader->geometry) glDeleteShader(shader->geometry); if (shader->fragment) glDeleteShader(shader->fragment); if (shader->program) glDeleteProgram(shader->program); if (shader->uniform_interface) MEM_freeN(shader->uniform_interface); if (shader->interface) GWN_shaderinterface_discard(shader->interface); MEM_freeN(shader); } int GPU_shader_get_uniform(GPUShader *shader, const char *name) { BLI_assert(shader && shader->program); const Gwn_ShaderInput *uniform = GWN_shaderinterface_uniform(shader->interface, name); return uniform ? uniform->location : -1; } int GPU_shader_get_builtin_uniform(GPUShader *shader, int builtin) { BLI_assert(shader && shader->program); const Gwn_ShaderInput *uniform = GWN_shaderinterface_uniform_builtin(shader->interface, builtin); return uniform ? uniform->location : -1; } int GPU_shader_get_uniform_block(GPUShader *shader, const char *name) { BLI_assert(shader && shader->program); const Gwn_ShaderInput *ubo = GWN_shaderinterface_ubo(shader->interface, name); return ubo ? ubo->location : -1; } void *GPU_fx_shader_get_interface(GPUShader *shader) { return shader->uniform_interface; } void *GPU_shader_get_interface(GPUShader *shader) { return shader->interface; } /* Clement : Temp */ int GPU_shader_get_program(GPUShader *shader) { return (int)shader->program; } void GPU_fx_shader_set_interface(GPUShader *shader, void *interface) { shader->uniform_interface = interface; } void GPU_shader_uniform_vector(GPUShader *UNUSED(shader), int location, int length, int arraysize, const float *value) { if (location == -1 || value == NULL) return; if (length == 1) glUniform1fv(location, arraysize, value); else if (length == 2) glUniform2fv(location, arraysize, value); else if (length == 3) glUniform3fv(location, arraysize, value); else if (length == 4) glUniform4fv(location, arraysize, value); else if (length == 9) glUniformMatrix3fv(location, arraysize, 0, value); else if (length == 16) glUniformMatrix4fv(location, arraysize, 0, value); } void GPU_shader_uniform_vector_int(GPUShader *UNUSED(shader), int location, int length, int arraysize, const int *value) { if (location == -1) return; if (length == 1) glUniform1iv(location, arraysize, value); else if (length == 2) glUniform2iv(location, arraysize, value); else if (length == 3) glUniform3iv(location, arraysize, value); else if (length == 4) glUniform4iv(location, arraysize, value); } void GPU_shader_uniform_int(GPUShader *UNUSED(shader), int location, int value) { if (location == -1) return; glUniform1i(location, value); } void GPU_shader_uniform_buffer(GPUShader *shader, int location, GPUUniformBuffer *ubo) { int bindpoint = GPU_uniformbuffer_bindpoint(ubo); if (location == -1) { return; } glUniformBlockBinding(shader->program, location, bindpoint); } void GPU_shader_uniform_texture(GPUShader *UNUSED(shader), int location, GPUTexture *tex) { int number = GPU_texture_bound_number(tex); int bindcode = GPU_texture_opengl_bindcode(tex); int target = GPU_texture_target(tex); if (number >= GPU_max_textures()) { fprintf(stderr, "Not enough texture slots.\n"); return; } if (number == -1) return; if (location == -1) return; if (number != 0) glActiveTexture(GL_TEXTURE0 + number); if (bindcode != 0) glBindTexture(target, bindcode); else GPU_invalid_tex_bind(target); glUniform1i(location, number); if (number != 0) glActiveTexture(GL_TEXTURE0); } int GPU_shader_get_attribute(GPUShader *shader, const char *name) { BLI_assert(shader && shader->program); const Gwn_ShaderInput *attrib = GWN_shaderinterface_attr(shader->interface, name); return attrib ? attrib->location : -1; } GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader) { BLI_assert(shader != GPU_NUM_BUILTIN_SHADERS); /* don't be a troll */ static const GPUShaderStages builtin_shader_stages[GPU_NUM_BUILTIN_SHADERS] = { [GPU_SHADER_VSM_STORE] = { datatoc_gpu_shader_vsm_store_vert_glsl, datatoc_gpu_shader_vsm_store_frag_glsl }, [GPU_SHADER_SEP_GAUSSIAN_BLUR] = { datatoc_gpu_shader_sep_gaussian_blur_vert_glsl, datatoc_gpu_shader_sep_gaussian_blur_frag_glsl }, [GPU_SHADER_SMOKE] = { datatoc_gpu_shader_smoke_vert_glsl, datatoc_gpu_shader_smoke_frag_glsl }, [GPU_SHADER_SMOKE_FIRE] = { datatoc_gpu_shader_smoke_vert_glsl, datatoc_gpu_shader_smoke_frag_glsl }, [GPU_SHADER_SMOKE_COBA] = { datatoc_gpu_shader_smoke_vert_glsl, datatoc_gpu_shader_smoke_frag_glsl }, [GPU_SHADER_TEXT] = { datatoc_gpu_shader_text_vert_glsl, datatoc_gpu_shader_text_frag_glsl }, [GPU_SHADER_KEYFRAME_DIAMOND] = { datatoc_gpu_shader_keyframe_diamond_vert_glsl, datatoc_gpu_shader_keyframe_diamond_frag_glsl }, [GPU_SHADER_EDGES_FRONT_BACK_PERSP] = { datatoc_gpu_shader_edges_front_back_persp_vert_glsl, /* this version is */ datatoc_gpu_shader_flat_color_frag_glsl, /* magical but slooow */ datatoc_gpu_shader_edges_front_back_persp_geom_glsl }, [GPU_SHADER_EDGES_FRONT_BACK_ORTHO] = { datatoc_gpu_shader_edges_front_back_ortho_vert_glsl, datatoc_gpu_shader_flat_color_frag_glsl }, [GPU_SHADER_EDGES_OVERLAY_SIMPLE] = { datatoc_gpu_shader_3D_vert_glsl, datatoc_gpu_shader_edges_overlay_frag_glsl, datatoc_gpu_shader_edges_overlay_simple_geom_glsl }, [GPU_SHADER_EDGES_OVERLAY] = { datatoc_gpu_shader_edges_overlay_vert_glsl, datatoc_gpu_shader_edges_overlay_frag_glsl, datatoc_gpu_shader_edges_overlay_geom_glsl }, [GPU_SHADER_SIMPLE_LIGHTING] = { datatoc_gpu_shader_3D_normal_vert_glsl, datatoc_gpu_shader_simple_lighting_frag_glsl }, /* Use 'USE_FLAT_NORMAL' to make flat shader from smooth */ [GPU_SHADER_SIMPLE_LIGHTING_FLAT_COLOR] = { datatoc_gpu_shader_3D_normal_smooth_color_vert_glsl, datatoc_gpu_shader_simple_lighting_smooth_color_frag_glsl }, [GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR] = { datatoc_gpu_shader_3D_normal_smooth_color_vert_glsl, datatoc_gpu_shader_simple_lighting_smooth_color_frag_glsl }, [GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR_ALPHA] = { datatoc_gpu_shader_3D_normal_smooth_color_vert_glsl, datatoc_gpu_shader_simple_lighting_smooth_color_alpha_frag_glsl }, [GPU_SHADER_2D_IMAGE_MASK_UNIFORM_COLOR] = { datatoc_gpu_shader_3D_image_vert_glsl, datatoc_gpu_shader_image_mask_uniform_color_frag_glsl }, [GPU_SHADER_3D_IMAGE_MODULATE_ALPHA] = { datatoc_gpu_shader_3D_image_vert_glsl, datatoc_gpu_shader_image_modulate_alpha_frag_glsl }, [GPU_SHADER_3D_IMAGE_RECT_MODULATE_ALPHA] = { datatoc_gpu_shader_3D_image_vert_glsl, datatoc_gpu_shader_image_rect_modulate_alpha_frag_glsl }, [GPU_SHADER_3D_IMAGE_DEPTH] = { datatoc_gpu_shader_3D_image_vert_glsl, datatoc_gpu_shader_image_depth_linear_frag_glsl }, [GPU_SHADER_2D_IMAGE_INTERLACE] = { datatoc_gpu_shader_2D_image_vert_glsl, datatoc_gpu_shader_image_interlace_frag_glsl }, [GPU_SHADER_2D_CHECKER] = { datatoc_gpu_shader_2D_vert_glsl, datatoc_gpu_shader_checker_frag_glsl }, [GPU_SHADER_2D_DIAG_STRIPES] = { datatoc_gpu_shader_2D_vert_glsl, datatoc_gpu_shader_diag_stripes_frag_glsl }, [GPU_SHADER_2D_UNIFORM_COLOR] = { datatoc_gpu_shader_2D_vert_glsl, datatoc_gpu_shader_uniform_color_frag_glsl }, [GPU_SHADER_2D_FLAT_COLOR] = { datatoc_gpu_shader_2D_flat_color_vert_glsl, datatoc_gpu_shader_flat_color_frag_glsl }, [GPU_SHADER_2D_SMOOTH_COLOR] = { datatoc_gpu_shader_2D_smooth_color_vert_glsl, datatoc_gpu_shader_2D_smooth_color_frag_glsl }, [GPU_SHADER_2D_IMAGE_LINEAR_TO_SRGB] = { datatoc_gpu_shader_2D_image_vert_glsl, datatoc_gpu_shader_image_linear_frag_glsl }, [GPU_SHADER_2D_IMAGE_COLOR] = { datatoc_gpu_shader_2D_image_vert_glsl, datatoc_gpu_shader_image_color_frag_glsl }, [GPU_SHADER_2D_IMAGE_ALPHA_COLOR] = { datatoc_gpu_shader_2D_image_vert_glsl, datatoc_gpu_shader_image_alpha_color_frag_glsl }, [GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR] = { datatoc_gpu_shader_2D_image_vert_glsl, datatoc_gpu_shader_image_shuffle_color_frag_glsl }, [GPU_SHADER_3D_UNIFORM_COLOR] = { datatoc_gpu_shader_3D_vert_glsl, datatoc_gpu_shader_uniform_color_frag_glsl }, [GPU_SHADER_3D_UNIFORM_COLOR_U32] = { datatoc_gpu_shader_3D_vert_glsl, datatoc_gpu_shader_uniform_color_frag_glsl }, [GPU_SHADER_3D_FLAT_COLOR] = { datatoc_gpu_shader_3D_flat_color_vert_glsl, datatoc_gpu_shader_flat_color_frag_glsl }, [GPU_SHADER_3D_FLAT_COLOR_U32] = { datatoc_gpu_shader_3D_flat_color_vert_glsl, datatoc_gpu_shader_flat_color_frag_glsl }, [GPU_SHADER_3D_SMOOTH_COLOR] = { datatoc_gpu_shader_3D_smooth_color_vert_glsl, datatoc_gpu_shader_3D_smooth_color_frag_glsl }, [GPU_SHADER_3D_DEPTH_ONLY] = { datatoc_gpu_shader_3D_vert_glsl, datatoc_gpu_shader_depth_only_frag_glsl }, [GPU_SHADER_3D_CLIPPED_UNIFORM_COLOR] = { datatoc_gpu_shader_3D_clipped_uniform_color_vert_glsl, datatoc_gpu_shader_uniform_color_frag_glsl }, [GPU_SHADER_3D_GROUNDPOINT] = { datatoc_gpu_shader_3D_groundpoint_vert_glsl, datatoc_gpu_shader_point_uniform_color_frag_glsl }, [GPU_SHADER_3D_GROUNDLINE] = { datatoc_gpu_shader_3D_passthrough_vert_glsl, datatoc_gpu_shader_uniform_color_frag_glsl, datatoc_gpu_shader_3D_groundline_geom_glsl }, [GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR] = { datatoc_gpu_shader_2D_line_dashed_uniform_color_vert_glsl, datatoc_gpu_shader_2D_line_dashed_frag_glsl, datatoc_gpu_shader_2D_line_dashed_geom_glsl }, [GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR] = { datatoc_gpu_shader_3D_line_dashed_uniform_color_vert_glsl, datatoc_gpu_shader_2D_line_dashed_frag_glsl, datatoc_gpu_shader_2D_line_dashed_geom_glsl }, [GPU_SHADER_3D_OBJECTSPACE_SIMPLE_LIGHTING_VARIYING_COLOR] = { datatoc_gpu_shader_instance_objectspace_variying_color_vert_glsl, datatoc_gpu_shader_simple_lighting_frag_glsl}, [GPU_SHADER_3D_OBJECTSPACE_VARIYING_COLOR] = { datatoc_gpu_shader_instance_objectspace_variying_color_vert_glsl, datatoc_gpu_shader_flat_color_frag_glsl}, [GPU_SHADER_3D_SCREENSPACE_VARIYING_COLOR] = { datatoc_gpu_shader_instance_screenspace_variying_color_vert_glsl, datatoc_gpu_shader_flat_color_frag_glsl}, [GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED_AXIS] = { datatoc_gpu_shader_instance_screen_aligned_vert_glsl, datatoc_gpu_shader_flat_color_frag_glsl}, [GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED] = { datatoc_gpu_shader_instance_screen_aligned_vert_glsl, datatoc_gpu_shader_flat_color_frag_glsl}, [GPU_SHADER_CAMERA] = { datatoc_gpu_shader_instance_camera_vert_glsl, datatoc_gpu_shader_flat_color_frag_glsl}, [GPU_SHADER_DISTANCE_LINES] = { datatoc_gpu_shader_instance_distance_line_vert_glsl, datatoc_gpu_shader_flat_color_frag_glsl}, [GPU_SHADER_2D_POINT_FIXED_SIZE_UNIFORM_COLOR] = { datatoc_gpu_shader_2D_vert_glsl, datatoc_gpu_shader_point_uniform_color_frag_glsl }, [GPU_SHADER_2D_POINT_VARYING_SIZE_VARYING_COLOR] = { datatoc_gpu_shader_2D_point_varying_size_varying_color_vert_glsl, datatoc_gpu_shader_point_varying_color_frag_glsl }, [GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA] = { datatoc_gpu_shader_2D_point_uniform_size_aa_vert_glsl, datatoc_gpu_shader_point_uniform_color_aa_frag_glsl }, [GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA] = { datatoc_gpu_shader_2D_point_uniform_size_outline_aa_vert_glsl, datatoc_gpu_shader_point_uniform_color_outline_aa_frag_glsl }, [GPU_SHADER_2D_POINT_UNIFORM_SIZE_VARYING_COLOR_OUTLINE_AA] = { datatoc_gpu_shader_2D_point_uniform_size_varying_color_outline_aa_vert_glsl, datatoc_gpu_shader_point_varying_color_outline_aa_frag_glsl }, [GPU_SHADER_3D_POINT_FIXED_SIZE_UNIFORM_COLOR] = { datatoc_gpu_shader_3D_vert_glsl, datatoc_gpu_shader_point_uniform_color_frag_glsl }, [GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR] = { datatoc_gpu_shader_3D_point_fixed_size_varying_color_vert_glsl, datatoc_gpu_shader_point_varying_color_frag_glsl }, [GPU_SHADER_3D_POINT_VARYING_SIZE_UNIFORM_COLOR] = { datatoc_gpu_shader_3D_point_varying_size_vert_glsl, datatoc_gpu_shader_point_uniform_color_frag_glsl }, [GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR] = { datatoc_gpu_shader_3D_point_varying_size_varying_color_vert_glsl, datatoc_gpu_shader_point_varying_color_frag_glsl }, [GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA] = { datatoc_gpu_shader_3D_point_uniform_size_aa_vert_glsl, datatoc_gpu_shader_point_uniform_color_aa_frag_glsl }, [GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA] = { datatoc_gpu_shader_3D_point_uniform_size_outline_aa_vert_glsl, datatoc_gpu_shader_point_uniform_color_outline_aa_frag_glsl }, [GPU_SHADER_INSTANCE_UNIFORM_COLOR] = { datatoc_gpu_shader_instance_vert_glsl, datatoc_gpu_shader_uniform_color_frag_glsl }, [GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE] = { datatoc_gpu_shader_instance_variying_size_variying_color_vert_glsl, datatoc_gpu_shader_flat_color_frag_glsl }, [GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SCALE] = { datatoc_gpu_shader_instance_variying_size_variying_color_vert_glsl, datatoc_gpu_shader_flat_color_frag_glsl }, [GPU_SHADER_INSTANCE_EDGES_VARIYING_COLOR] = { datatoc_gpu_shader_instance_edges_variying_color_vert_glsl, datatoc_gpu_shader_flat_color_frag_glsl, datatoc_gpu_shader_instance_edges_variying_color_geom_glsl}, [GPU_SHADER_3D_INSTANCE_BONE_ENVELOPE_SOLID] = { datatoc_gpu_shader_instance_bone_envelope_solid_vert_glsl, datatoc_gpu_shader_simple_lighting_frag_glsl }, [GPU_SHADER_3D_INSTANCE_BONE_ENVELOPE_WIRE] = { datatoc_gpu_shader_instance_bone_envelope_wire_vert_glsl, datatoc_gpu_shader_flat_color_frag_glsl }, [GPU_SHADER_3D_INSTANCE_MBALL_HELPERS] = { datatoc_gpu_shader_instance_mball_helpers_vert_glsl, datatoc_gpu_shader_flat_color_frag_glsl }, }; if (builtin_shaders[shader] == NULL) { /* just a few special cases */ const char *defines = NULL; switch (shader) { case GPU_SHADER_SMOKE_COBA: defines = "#define USE_COBA;\n"; break; case GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE: defines = "#define UNIFORM_SCALE;\n"; break; case GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED_AXIS: defines = "#define AXIS_NAME;\n"; break; case GPU_SHADER_3D_OBJECTSPACE_SIMPLE_LIGHTING_VARIYING_COLOR: case GPU_SHADER_3D_INSTANCE_BONE_ENVELOPE_SOLID: defines = "#define USE_INSTANCE_COLOR;\n"; break; case GPU_SHADER_3D_FLAT_COLOR_U32: case GPU_SHADER_3D_UNIFORM_COLOR_U32: defines = "#define USE_COLOR_U32;\n"; break; case GPU_SHADER_SIMPLE_LIGHTING_FLAT_COLOR: defines = "#define USE_FLAT_NORMAL;\n"; break; default: break; } const GPUShaderStages *stages = builtin_shader_stages + shader; if (shader == GPU_SHADER_EDGES_FRONT_BACK_PERSP && !GLEW_VERSION_3_2) { /* TODO: remove after switch to core profile (maybe) */ static const GPUShaderStages legacy_fancy_edges = { datatoc_gpu_shader_edges_front_back_persp_legacy_vert_glsl, datatoc_gpu_shader_flat_color_alpha_test_0_frag_glsl }; stages = &legacy_fancy_edges; } if (shader == GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR && !GLEW_VERSION_3_2) { /* Dashed need geometry shader, which are not supported by legacy OpenGL, fallback to solid lines. */ /* TODO: remove after switch to core profile (maybe) */ static const GPUShaderStages legacy_dashed_lines = { datatoc_gpu_shader_3D_line_dashed_uniform_color_legacy_vert_glsl, datatoc_gpu_shader_2D_line_dashed_frag_glsl }; stages = &legacy_dashed_lines; } /* common case */ builtin_shaders[shader] = GPU_shader_create(stages->vert, stages->frag, stages->geom, NULL, defines); } return builtin_shaders[shader]; } #define MAX_DEFINES 100 GPUShader *GPU_shader_get_builtin_fx_shader(int effect, bool persp) { int offset; char defines[MAX_DEFINES] = ""; /* avoid shaders out of range */ if (effect >= MAX_FX_SHADERS) return NULL; offset = 2 * effect; if (persp) { offset += 1; strcat(defines, "#define PERSP_MATRIX\n"); } if (!fx_shaders[offset]) { GPUShader *shader = NULL; switch (effect) { case GPU_SHADER_FX_SSAO: shader = GPU_shader_create(datatoc_gpu_shader_fullscreen_vert_glsl, datatoc_gpu_shader_fx_ssao_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines); break; case GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_ONE: strcat(defines, "#define FIRST_PASS\n"); shader = GPU_shader_create(datatoc_gpu_shader_fx_dof_vert_glsl, datatoc_gpu_shader_fx_dof_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines); break; case GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_TWO: strcat(defines, "#define SECOND_PASS\n"); shader = GPU_shader_create(datatoc_gpu_shader_fx_dof_vert_glsl, datatoc_gpu_shader_fx_dof_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines); break; case GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_THREE: strcat(defines, "#define THIRD_PASS\n"); shader = GPU_shader_create(datatoc_gpu_shader_fx_dof_vert_glsl, datatoc_gpu_shader_fx_dof_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines); break; case GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_FOUR: strcat(defines, "#define FOURTH_PASS\n"); shader = GPU_shader_create(datatoc_gpu_shader_fx_dof_vert_glsl, datatoc_gpu_shader_fx_dof_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines); break; case GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_FIVE: strcat(defines, "#define FIFTH_PASS\n"); shader = GPU_shader_create(datatoc_gpu_shader_fx_dof_vert_glsl, datatoc_gpu_shader_fx_dof_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines); break; case GPU_SHADER_FX_DEPTH_OF_FIELD_HQ_PASS_ONE: strcat(defines, "#define FIRST_PASS\n"); shader = GPU_shader_create(datatoc_gpu_shader_fx_dof_hq_vert_glsl, datatoc_gpu_shader_fx_dof_hq_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines); break; case GPU_SHADER_FX_DEPTH_OF_FIELD_HQ_PASS_TWO: strcat(defines, "#define SECOND_PASS\n"); shader = GPU_shader_create(datatoc_gpu_shader_fx_dof_hq_vert_glsl, datatoc_gpu_shader_fx_dof_hq_frag_glsl, datatoc_gpu_shader_fx_dof_hq_geo_glsl, datatoc_gpu_shader_fx_lib_glsl, defines); break; case GPU_SHADER_FX_DEPTH_OF_FIELD_HQ_PASS_THREE: strcat(defines, "#define THIRD_PASS\n"); shader = GPU_shader_create(datatoc_gpu_shader_fx_dof_hq_vert_glsl, datatoc_gpu_shader_fx_dof_hq_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines); break; case GPU_SHADER_FX_DEPTH_RESOLVE: shader = GPU_shader_create(datatoc_gpu_shader_fullscreen_vert_glsl, datatoc_gpu_shader_fx_depth_resolve_glsl, NULL, NULL, defines); break; } fx_shaders[offset] = shader; GPU_fx_shader_init_interface(shader, effect); } return fx_shaders[offset]; } void GPU_shader_free_builtin_shaders(void) { for (int i = 0; i < GPU_NUM_BUILTIN_SHADERS; ++i) { if (builtin_shaders[i]) { GPU_shader_free(builtin_shaders[i]); builtin_shaders[i] = NULL; } } for (int i = 0; i < 2 * MAX_FX_SHADERS; ++i) { if (fx_shaders[i]) { GPU_shader_free(fx_shaders[i]); fx_shaders[i] = NULL; } } }