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//-----------------------------------------------------------------------------
// Name: shaders.h
// Author: David Rosen
// Developer: Wolfire Games LLC
// Description: The shaders class holds an array of shader ID's, the
// shader creation states, and the current bound shader.
// License: Read below
//-----------------------------------------------------------------------------
//
//
// Copyright 2022 Wolfire Games LLC
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//
//-----------------------------------------------------------------------------
#pragma once
#include <Math/enginemath.h>
#include <Math/vec2.h>
#include <Graphics/textures.h>
#include <Internal/datemodified.h>
#include <Utility/flat_hash_map.hpp>
#include <opengl.h>
#define maximum_shaders 200
#define maximum_programs 200
enum ShaderType {_vertex = 0,
_fragment,
_geom,
_tess_ctrl,
_tess_eval,
kMaxShaderTypes};
const unsigned int UNLOADED_SHADER_ID = (unsigned int)-2;
const int MISSING_GEOM_SHADER_ID = -1;
enum BlendMode {
_BM_NORMAL = 0,
_BM_ADD = 1,
_BM_MULTIPLY = 2
};
struct ShaderUniformType {
enum Type {
UNKNOWN = 0,
SAMPLER2D,
SAMPLER3D,
SAMPLERCUBE,
INT,
FLOAT,
VEC2,
VEC3,
VEC4,
MAT3,
MAT4,
NUM_TYPES
} type;
operator Type() const { return type; }
ShaderUniformType(Type t) : type(t) {}
ShaderUniformType(const std::string &t) {
if (t == "sampler2D") {
type = SAMPLER2D;
} else if (t == "sampler3D") {
type = SAMPLER3D;
} else if (t == "samplerCube") {
type = SAMPLERCUBE;
} else if (t == "int" || t == "bool") {
type = INT;
} else if (t == "float") {
type = FLOAT;
} else if (t == "vec2") {
type = VEC2;
} else if (t == "vec3") {
type = VEC3;
} else if (t == "vec4") {
type = VEC4;
} else if (t == "mat3") {
type = MAT3;
} else if (t == "mat4") {
type = MAT4;
} else {
type = UNKNOWN;
}
}
unsigned int size() const {
static const unsigned int SIZES[NUM_TYPES] = {
0, //UNKNOWN = 0,
0, //SAMPLER2D,
0, //SAMPLER3D,
0, //SAMPLERCUBE,
1, //INT,
1, //FLOAT,
2, //VEC2,
3, //VEC3,
4, //VEC4,
9, //MAT3,
16 //MAT4
};
return SIZES[type];
}
};
struct ShaderUniform {
ShaderUniformType type;
std::string name;
GLint address; //uninitialized
float *cachedValue;
ShaderUniform() : type(ShaderUniformType::UNKNOWN), cachedValue(0) {}
ShaderUniform(const std::string &t, const std::string &n) : type(t), name(n), cachedValue(0) {}
void Submit();
};
class Shader {
public:
GLuint gl_shader;
std::string name;
std::string full_name;
std::string text;
ShaderType type;
int64_t modified;
bool transparent;
bool use_tangent;
bool bind_out_color;
bool bind_out_vel;
bool depth_only;
bool particle;
int blend_src;
int blend_dst;
std::vector<std::string> definitions;
std::vector<int64_t> include_modified;
std::vector<std::string> include_files;
};
enum CommonShaderUniformIDs {
NORMAL_MATRIX = 0,
MODEL_MATRIX,
MAX_COMMON_UNIFORMS
};
struct UniformBufferObject {
GLuint id;
};
class Program {
public:
GLuint gl_program;
std::string name;
int shader_ids[kMaxShaderTypes];
std::vector<GLint> tex_uniform;
typedef ska::flat_hash_map<std::string, GLint> UniformAddressCacheMap;
UniformAddressCacheMap uniform_address_cache;
typedef ska::flat_hash_map<GLint, GLint> UniformOffsetCacheMap;
UniformOffsetCacheMap uniform_offset_cache;
typedef ska::flat_hash_map<std::string, GLint> AttribAddressCacheMap;
AttribAddressCacheMap attrib_address_cache;
typedef ska::flat_hash_map<GLint, std::vector<GLfloat> > UniformValueCacheMap;
UniformValueCacheMap uniform_value_cache;
std::vector<GLint> commonShaderUniforms;
public:
template <typename T> void SetUniform(CommonShaderUniformIDs uniformID, const T& value)
{
SetUniform(commonShaderUniforms[uniformID],value);
}
void SetUniform(GLint uniformID, const mat4& value)
{
//note that this avoids all of the caching that would otherwise happen
glUniformMatrix4fv(uniformID, 1, GL_FALSE, value);
}
void SetUniform(GLint uniformID, const mat3& value)
{
//note that this avoids all of the caching that would otherwise happen
glUniformMatrix3fv(uniformID, 1, GL_FALSE, value);
}
};
class Shaders {
private:
std::vector<Shader> shaders;
Shaders():bound_program(-1), create_program_warning(false) {
// Help fix race conditions in loading screen
programs.reserve(1000);
shaders.reserve(1000);
}
public:
std::vector<Program> programs;
enum ForceFlag {kNoForce, kForce}; // To determine if a value should be set even if the shadow state matches
enum OptionalShaders {kNone = 0, kGeometry = 1, kTesselation = 2};
int bound_program;
std::string shader_dir_path;
// If true, print a warning when a shader program is created.
// Useful to make sure all shaders are preloaded
Path level_path;
bool create_program_warning;
void setProgram(int which);
GLint returnShaderVariable(const std::string &name, int which);
GLint returnShaderVariableIndex(const std::string &name, int which);
GLint returnShaderVariableOffset(int uniform_index, int program_id);
GLint returnShaderBlockSize(int block_index, int program_id);
int returnShader(const char *path, ShaderType type, const std::vector<std::string> &definitions);
int returnProgram(std::string name, OptionalShaders optional_shaders = kNone);
bool createShader(int which, ShaderType type);
void createProgram(int which_program);
Program *GetCurrentProgram();
GLint GetTexUniform(int which);
void SetUniformMat4(const std::string & var_name, const GLfloat* data);
void SetUniformMat4(GLint var_id, const GLfloat* data);
void SetUniformMat3(const std::string & var_name, const GLfloat* data);
void SetUniformMat3(GLint var_id, const GLfloat* data);
void SetUniformVec3(const std::string & var_name, const vec3& data);
void SetUniformVec3(GLint var_id, const vec3& data);
void SetUniformVec3(GLint var_id, const GLfloat* data);
void SetUniformVec4(const std::string & var_name, const vec4& data);
void SetUniformVec4(GLint var_id, const vec4& data);
void SetUniformVec4(GLint var_id, const GLfloat* data);
bool IsProgramTransparent (int which_program);
int GetProgramBlendSrc (int which_program);
int GetProgramBlendDst (int which_program);
void noProgram();
void Reload(bool force = false);
void ReloadShader(int which, ShaderType type);
void Dispose();
static Shaders* Instance()
{
static Shaders instance;
return &instance;
}
void SetUniformVec2( const std::string & var_name, const vec2& data_vec );
void SetUniformVec2( GLint var_id, const vec2& data_vec );
void SetUniformVec2( GLint var_id, const GLfloat* data );
void SetUniformFloat( const std::string &var_name, const float& data );
void SetUniformFloat( GLint var_id, const float& data);
void SetUniformInt( const std::string & var_name, const int& data, ForceFlag force_flag = kNoForce );
void SetUniformInt( GLint var_id, const int& data, ForceFlag force_flag = kNoForce);
bool DoesProgramUseTangent (int which_program);
void SetUniformMat4Array( const std::string &var_name, const std::vector<mat4> &transforms );
void SetUniformMat4Array(GLint var_id, const std::vector<mat4> &transforms);
GLint returnShaderAttrib(const std::string &name, int which);
void SetUniformVec4Array( const std::string &var_name, const std::vector<vec4> &val );
void SetUniformVec4Array(GLint var_id, const std::vector<vec4> &val);
void SetUniformVec3Array( const std::string &var_name, const std::vector<vec3> &val );
void SetUniformVec3Array(GLint var_id, const std::vector<vec3> &val);
void SetUniformVec3Array(GLint var_id, const vec3* val, int size);
void ResetVRAM();
int GetUBOBindIndex( int shader_id, const char* name );
};
std::string GetShaderPath( const std::string &shader_name, const std::string& shader_dir_path, ShaderType type );
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