// Copyright (C) 2002-2012 Nikolaus Gebhardt // This file is part of the "Irrlicht Engine". // For conditions of distribution and use, see copyright notice in irrlicht.h // This file was originally written by William Finlayson. I (Nikolaus // Gebhardt) did some minor modifications and changes to it and integrated it // into Irrlicht. Thanks a lot to William for his work on this and that he gave // me his permission to add it into Irrlicht using the zlib license. // After Irrlicht 0.12, Michael Zoech did some improvements to this renderer, I // merged this into Irrlicht 0.14, thanks to him for his work. #include "IrrCompileConfig.h" #ifdef _IRR_COMPILE_WITH_OPENGL_ #include "COpenGLSLMaterialRenderer.h" #include "IGPUProgrammingServices.h" #include "IShaderConstantSetCallBack.h" #include "IMaterialRendererServices.h" #include "IVideoDriver.h" #include "os.h" #include "COpenGLDriver.h" namespace irr { namespace video { //! Constructor COpenGLSLMaterialRenderer::COpenGLSLMaterialRenderer(video::COpenGLDriver* driver, s32& outMaterialTypeNr, const c8* vertexShaderProgram, const c8* vertexShaderEntryPointName, E_VERTEX_SHADER_TYPE vsCompileTarget, const c8* pixelShaderProgram, const c8* pixelShaderEntryPointName, E_PIXEL_SHADER_TYPE psCompileTarget, const c8* geometryShaderProgram, const c8* geometryShaderEntryPointName, E_GEOMETRY_SHADER_TYPE gsCompileTarget, scene::E_PRIMITIVE_TYPE inType, scene::E_PRIMITIVE_TYPE outType, u32 verticesOut, IShaderConstantSetCallBack* callback, video::IMaterialRenderer* baseMaterial, s32 userData) : Driver(driver), CallBack(callback), BaseMaterial(baseMaterial), Program(0), Program2(0), UserData(userData) { #ifdef _DEBUG setDebugName("COpenGLSLMaterialRenderer"); #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(); if (!Driver->queryFeature(EVDF_ARB_GLSL)) return; init(outMaterialTypeNr, vertexShaderProgram, pixelShaderProgram, geometryShaderProgram); } //! constructor only for use by derived classes who want to //! create a fall back material for example. COpenGLSLMaterialRenderer::COpenGLSLMaterialRenderer(COpenGLDriver* driver, IShaderConstantSetCallBack* callback, IMaterialRenderer* baseMaterial, s32 userData) : Driver(driver), CallBack(callback), BaseMaterial(baseMaterial), Program(0), Program2(0), UserData(userData) { if (BaseMaterial) BaseMaterial->grab(); if (CallBack) CallBack->grab(); } //! Destructor COpenGLSLMaterialRenderer::~COpenGLSLMaterialRenderer() { if (CallBack) CallBack->drop(); if (Program) { GLhandleARB shaders[8]; GLint count; Driver->extGlGetAttachedObjects(Program, 8, &count, shaders); // avoid bugs in some drivers, which return larger numbers count=core::min_(count,8); for (GLint i=0; iextGlDeleteObject(shaders[i]); Driver->extGlDeleteObject(Program); Program = 0; } if (Program2) { GLuint shaders[8]; GLint count; Driver->extGlGetAttachedShaders(Program2, 8, &count, shaders); // avoid bugs in some drivers, which return larger numbers count=core::min_(count,8); for (GLint i=0; iextGlDeleteShader(shaders[i]); Driver->extGlDeleteProgram(Program2); Program2 = 0; } UniformInfo.clear(); if (BaseMaterial) BaseMaterial->drop(); } void COpenGLSLMaterialRenderer::init(s32& outMaterialTypeNr, const c8* vertexShaderProgram, const c8* pixelShaderProgram, const c8* geometryShaderProgram, scene::E_PRIMITIVE_TYPE inType, scene::E_PRIMITIVE_TYPE outType, u32 verticesOut) { outMaterialTypeNr = -1; if (!createProgram()) return; #if defined(GL_ARB_vertex_shader) && defined (GL_ARB_fragment_shader) if (vertexShaderProgram) if (!createShader(GL_VERTEX_SHADER_ARB, vertexShaderProgram)) return; if (pixelShaderProgram) if (!createShader(GL_FRAGMENT_SHADER_ARB, pixelShaderProgram)) return; #endif #if defined(GL_ARB_geometry_shader4) || defined(GL_EXT_geometry_shader4) || defined(GL_NV_geometry_program4) || defined(GL_NV_geometry_shader4) if (geometryShaderProgram && Driver->queryFeature(EVDF_GEOMETRY_SHADER)) { if (!createShader(GL_GEOMETRY_SHADER_EXT, geometryShaderProgram)) return; #if defined(GL_ARB_geometry_shader4) || defined(GL_EXT_geometry_shader4) || defined(GL_NV_geometry_shader4) if (Program2) // Geometry shaders are supported only in OGL2.x+ drivers. { Driver->extGlProgramParameteri(Program2, GL_GEOMETRY_INPUT_TYPE_EXT, Driver->primitiveTypeToGL(inType)); Driver->extGlProgramParameteri(Program2, GL_GEOMETRY_OUTPUT_TYPE_EXT, Driver->primitiveTypeToGL(outType)); if (verticesOut==0) Driver->extGlProgramParameteri(Program2, GL_GEOMETRY_VERTICES_OUT_EXT, Driver->MaxGeometryVerticesOut); else Driver->extGlProgramParameteri(Program2, GL_GEOMETRY_VERTICES_OUT_EXT, core::min_(verticesOut, Driver->MaxGeometryVerticesOut)); } #elif defined(GL_NV_geometry_program4) if (verticesOut==0) Driver->extGlProgramVertexLimit(GL_GEOMETRY_PROGRAM_NV, Driver->MaxGeometryVerticesOut); else Driver->extGlProgramVertexLimit(GL_GEOMETRY_PROGRAM_NV, core::min_(verticesOut, Driver->MaxGeometryVerticesOut)); #endif } #endif if (!linkProgram()) return; // register myself as new material outMaterialTypeNr = Driver->addMaterialRenderer(this); } bool COpenGLSLMaterialRenderer::OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype) { // call callback to set shader constants if (CallBack && (Program||Program2)) CallBack->OnSetConstants(this, UserData); return true; } void COpenGLSLMaterialRenderer::OnSetMaterial(const video::SMaterial& material, const video::SMaterial& lastMaterial, bool resetAllRenderstates, video::IMaterialRendererServices* services) { if (material.MaterialType != lastMaterial.MaterialType || resetAllRenderstates) { if (Program2) Driver->extGlUseProgram(Program2); else if (Program) Driver->extGlUseProgramObject(Program); if (BaseMaterial) BaseMaterial->OnSetMaterial(material, material, true, this); } //let callback know used material if (CallBack) CallBack->OnSetMaterial(material); for (u32 i=0; isetActiveTexture(i, material.getTexture(i)); Driver->setBasicRenderStates(material, lastMaterial, resetAllRenderstates); } void COpenGLSLMaterialRenderer::OnUnsetMaterial() { if (Program) Driver->extGlUseProgramObject(0); if (Program2) Driver->extGlUseProgram(0); if (BaseMaterial) BaseMaterial->OnUnsetMaterial(); } //! Returns if the material is transparent. bool COpenGLSLMaterialRenderer::isTransparent() const { return BaseMaterial ? BaseMaterial->isTransparent() : false; } bool COpenGLSLMaterialRenderer::createProgram() { if (Driver->Version>=200) Program2 = Driver->extGlCreateProgram(); else Program = Driver->extGlCreateProgramObject(); return true; } bool COpenGLSLMaterialRenderer::createShader(GLenum shaderType, const char* shader) { if (Program2) { GLuint shaderHandle = Driver->extGlCreateShader(shaderType); Driver->extGlShaderSource(shaderHandle, 1, &shader, NULL); Driver->extGlCompileShader(shaderHandle); GLint status = 0; #ifdef GL_VERSION_2_0 Driver->extGlGetShaderiv(shaderHandle, GL_COMPILE_STATUS, &status); #endif if (status != GL_TRUE) { os::Printer::log("GLSL shader failed to compile", ELL_ERROR); // check error message and log it GLint maxLength=0; GLint length; #ifdef GL_VERSION_2_0 Driver->extGlGetShaderiv(shaderHandle, GL_INFO_LOG_LENGTH, &maxLength); #endif if (maxLength) { GLchar *infoLog = new GLchar[maxLength]; Driver->extGlGetShaderInfoLog(shaderHandle, maxLength, &length, infoLog); os::Printer::log(reinterpret_cast(infoLog), ELL_ERROR); delete [] infoLog; } return false; } Driver->extGlAttachShader(Program2, shaderHandle); } else { GLhandleARB shaderHandle = Driver->extGlCreateShaderObject(shaderType); Driver->extGlShaderSourceARB(shaderHandle, 1, &shader, NULL); Driver->extGlCompileShaderARB(shaderHandle); GLint status = 0; #ifdef GL_ARB_shader_objects Driver->extGlGetObjectParameteriv(shaderHandle, GL_OBJECT_COMPILE_STATUS_ARB, &status); #endif if (!status) { os::Printer::log("GLSL shader failed to compile", ELL_ERROR); // check error message and log it GLint maxLength=0; GLsizei length; #ifdef GL_ARB_shader_objects Driver->extGlGetObjectParameteriv(shaderHandle, GL_OBJECT_INFO_LOG_LENGTH_ARB, &maxLength); #endif if (maxLength) { GLcharARB *infoLog = new GLcharARB[maxLength]; Driver->extGlGetInfoLog(shaderHandle, maxLength, &length, infoLog); os::Printer::log(reinterpret_cast(infoLog), ELL_ERROR); delete [] infoLog; } return false; } Driver->extGlAttachObject(Program, shaderHandle); } return true; } bool COpenGLSLMaterialRenderer::linkProgram() { if (Program2) { Driver->extGlLinkProgram(Program2); GLint status = 0; #ifdef GL_VERSION_2_0 Driver->extGlGetProgramiv(Program2, GL_LINK_STATUS, &status); #endif if (!status) { os::Printer::log("GLSL shader program failed to link", ELL_ERROR); // check error message and log it GLint maxLength=0; GLsizei length; #ifdef GL_VERSION_2_0 Driver->extGlGetProgramiv(Program2, GL_INFO_LOG_LENGTH, &maxLength); #endif if (maxLength) { GLchar *infoLog = new GLchar[maxLength]; Driver->extGlGetProgramInfoLog(Program2, maxLength, &length, infoLog); os::Printer::log(reinterpret_cast(infoLog), ELL_ERROR); delete [] infoLog; } return false; } // get uniforms information GLint num = 0; #ifdef GL_VERSION_2_0 Driver->extGlGetProgramiv(Program2, GL_ACTIVE_UNIFORMS, &num); #endif if (num == 0) { // no uniforms return true; } GLint maxlen = 0; #ifdef GL_VERSION_2_0 Driver->extGlGetProgramiv(Program2, GL_ACTIVE_UNIFORM_MAX_LENGTH, &maxlen); #endif if (maxlen == 0) { os::Printer::log("GLSL: failed to retrieve uniform information", ELL_ERROR); return false; } // seems that some implementations use an extra null terminator ++maxlen; c8 *buf = new c8[maxlen]; UniformInfo.clear(); UniformInfo.reallocate(num); for (GLint i=0; i < num; ++i) { SUniformInfo ui; memset(buf, 0, maxlen); GLint size; Driver->extGlGetActiveUniform(Program2, i, maxlen, 0, &size, &ui.type, reinterpret_cast(buf)); ui.name = buf; UniformInfo.push_back(ui); } delete [] buf; } else { Driver->extGlLinkProgramARB(Program); GLint status = 0; #ifdef GL_ARB_shader_objects Driver->extGlGetObjectParameteriv(Program, GL_OBJECT_LINK_STATUS_ARB, &status); #endif if (!status) { os::Printer::log("GLSL shader program failed to link", ELL_ERROR); // check error message and log it GLint maxLength=0; GLsizei length; #ifdef GL_ARB_shader_objects Driver->extGlGetObjectParameteriv(Program, GL_OBJECT_INFO_LOG_LENGTH_ARB, &maxLength); #endif if (maxLength) { GLcharARB *infoLog = new GLcharARB[maxLength]; Driver->extGlGetInfoLog(Program, maxLength, &length, infoLog); os::Printer::log(reinterpret_cast(infoLog), ELL_ERROR); delete [] infoLog; } return false; } // get uniforms information GLint num = 0; #ifdef GL_ARB_shader_objects Driver->extGlGetObjectParameteriv(Program, GL_OBJECT_ACTIVE_UNIFORMS_ARB, &num); #endif if (num == 0) { // no uniforms return true; } GLint maxlen = 0; #ifdef GL_ARB_shader_objects Driver->extGlGetObjectParameteriv(Program, GL_OBJECT_ACTIVE_UNIFORM_MAX_LENGTH_ARB, &maxlen); #endif if (maxlen == 0) { os::Printer::log("GLSL: failed to retrieve uniform information", ELL_ERROR); return false; } // seems that some implementations use an extra null terminator ++maxlen; c8 *buf = new c8[maxlen]; UniformInfo.clear(); UniformInfo.reallocate(num); for (int i=0; i < num; ++i) { SUniformInfo ui; memset(buf, 0, maxlen); GLint size; Driver->extGlGetActiveUniformARB(Program, i, maxlen, 0, &size, &ui.type, reinterpret_cast(buf)); ui.name = buf; UniformInfo.push_back(ui); } delete [] buf; } return true; } void COpenGLSLMaterialRenderer::setBasicRenderStates(const SMaterial& material, const SMaterial& lastMaterial, bool resetAllRenderstates) { // forward Driver->setBasicRenderStates(material, lastMaterial, resetAllRenderstates); } bool COpenGLSLMaterialRenderer::setVertexShaderConstant(const c8* name, const f32* floats, int count) { return setPixelShaderConstant(name, floats, count); } bool COpenGLSLMaterialRenderer::setVertexShaderConstant(const c8* name, const bool* bools, int count) { return setPixelShaderConstant(name, bools, count); } bool COpenGLSLMaterialRenderer::setVertexShaderConstant(const c8* name, const s32* ints, int count) { return setPixelShaderConstant(name, ints, count); } void COpenGLSLMaterialRenderer::setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount) { os::Printer::log("Cannot set constant, please use high level shader call instead.", ELL_WARNING); } bool COpenGLSLMaterialRenderer::setPixelShaderConstant(const c8* name, const f32* floats, int count) { u32 i; const u32 num = UniformInfo.size(); for (i=0; i < num; ++i) { if (UniformInfo[i].name == name) break; } if (i == num) return false; #if defined(GL_VERSION_2_0)||defined(GL_ARB_shader_objects) GLint Location=0; if (Program2) Location=Driver->extGlGetUniformLocation(Program2,name); else Location=Driver->extGlGetUniformLocationARB(Program,name); bool status = true; switch (UniformInfo[i].type) { case GL_FLOAT: Driver->extGlUniform1fv(Location, count, floats); break; case GL_FLOAT_VEC2: Driver->extGlUniform2fv(Location, count/2, floats); break; case GL_FLOAT_VEC3: Driver->extGlUniform3fv(Location, count/3, floats); break; case GL_FLOAT_VEC4: Driver->extGlUniform4fv(Location, count/4, floats); break; case GL_FLOAT_MAT2: Driver->extGlUniformMatrix2fv(Location, count/4, false, floats); break; case GL_FLOAT_MAT3: Driver->extGlUniformMatrix3fv(Location, count/9, false, floats); break; case GL_FLOAT_MAT4: Driver->extGlUniformMatrix4fv(Location, count/16, false, floats); break; case GL_SAMPLER_1D: case GL_SAMPLER_2D: case GL_SAMPLER_3D: case GL_SAMPLER_CUBE: case GL_SAMPLER_1D_SHADOW: case GL_SAMPLER_2D_SHADOW: { const GLint id = static_cast(*floats); Driver->extGlUniform1iv(Location, 1, &id); } break; default: status = false; break; } return status; #else return false; #endif } bool COpenGLSLMaterialRenderer::setPixelShaderConstant(const c8* name, const bool* bools, int count) { u32 i; const u32 num = UniformInfo.size(); for (i=0; i < num; ++i) { if (UniformInfo[i].name == name) break; } if (i == num) return false; #if defined(GL_VERSION_2_0)||defined(GL_ARB_shader_objects) GLint Location=0; if (Program2) Location=Driver->extGlGetUniformLocation(Program2,name); else Location=Driver->extGlGetUniformLocationARB(Program,name); bool status = true; switch (UniformInfo[i].type) { case GL_BOOL: Driver->extGlUniform1iv(Location, count, (GLint*)bools); break; case GL_BOOL_VEC2: Driver->extGlUniform2iv(Location, count/2, (GLint*)bools); break; case GL_BOOL_VEC3: Driver->extGlUniform3iv(Location, count/3, (GLint*)bools); break; case GL_BOOL_VEC4: Driver->extGlUniform4iv(Location, count/4, (GLint*)bools); break; default: status = false; break; } return status; #else return false; #endif } bool COpenGLSLMaterialRenderer::setPixelShaderConstant(const c8* name, const s32* ints, int count) { u32 i; const u32 num = UniformInfo.size(); for (i=0; i < num; ++i) { if (UniformInfo[i].name == name) break; } if (i == num) return false; #if defined(GL_VERSION_2_0)||defined(GL_ARB_shader_objects) GLint Location=0; if (Program2) Location=Driver->extGlGetUniformLocation(Program2,name); else Location=Driver->extGlGetUniformLocationARB(Program,name); bool status = true; switch (UniformInfo[i].type) { case GL_INT: Driver->extGlUniform1iv(Location, count, ints); break; case GL_INT_VEC2: Driver->extGlUniform2iv(Location, count/2, ints); break; case GL_INT_VEC3: Driver->extGlUniform3iv(Location, count/3, ints); break; case GL_INT_VEC4: Driver->extGlUniform4iv(Location, count/4, ints); break; case GL_SAMPLER_1D: case GL_SAMPLER_2D: case GL_SAMPLER_3D: case GL_SAMPLER_CUBE: case GL_SAMPLER_1D_SHADOW: case GL_SAMPLER_2D_SHADOW: Driver->extGlUniform1iv(Location, 1, ints); break; default: status = false; break; } return status; #else return false; #endif } void COpenGLSLMaterialRenderer::setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount) { os::Printer::log("Cannot set constant, use high level shader call.", ELL_WARNING); } IVideoDriver* COpenGLSLMaterialRenderer::getVideoDriver() { return Driver; } } // end namespace video } // end namespace irr #endif