mirror of
https://github.com/panda3d/panda3d.git
synced 2025-10-01 09:23:03 -04:00
Fix various GLSL bugs: attributes, p3d_Color range, and missing MatrixInverseTranspose stuff
This commit is contained in:
parent
3af8da3bcd
commit
c7976e945d
@ -2507,8 +2507,8 @@ begin_draw_primitives(const GeomPipelineReader *geom_reader,
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return false;
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}
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#else
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if (_current_shader_context == 0 || !_current_shader_context->uses_custom_vertex_arrays()) {
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// No shader, or a non-Cg shader.
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if (_current_shader_context == 0) {
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// No shader.
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if (_vertex_array_shader_context != 0) {
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_vertex_array_shader_context->disable_shader_vertex_arrays(this);
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}
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@ -2516,17 +2516,27 @@ begin_draw_primitives(const GeomPipelineReader *geom_reader,
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return false;
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}
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} else {
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// Cg shader.
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if (_vertex_array_shader_context == 0) {
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disable_standard_vertex_arrays();
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if (!_current_shader_context->update_shader_vertex_arrays(NULL, this, force)) {
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return false;
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// Shader.
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if (_vertex_array_shader_context == 0 || _vertex_array_shader_context->uses_standard_vertex_arrays()) {
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// Previous shader used standard arrays.
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if (_current_shader_context->uses_standard_vertex_arrays()) {
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// So does the current, so update them.
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if (!update_standard_vertex_arrays(force)) {
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return false;
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}
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} else {
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// The current shader does not, so disable them entirely.
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disable_standard_vertex_arrays();
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}
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} else {
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}
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if (_current_shader_context->uses_custom_vertex_arrays()) {
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// The current shader also uses custom vertex arrays.
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if (!_current_shader_context->
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update_shader_vertex_arrays(_vertex_array_shader_context, this, force)) {
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return false;
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}
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} else {
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_vertex_array_shader_context->disable_shader_vertex_arrays(this);
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}
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}
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@ -36,6 +36,18 @@ valid() {
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return false;
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}
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////////////////////////////////////////////////////////////////////
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// Function: GLShaderContext::uses_standard_vertex_arrays
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// Access: Public
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// Description: Returns true if the shader may need to access
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// standard vertex attributes as passed by
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// glVertexPointer and the like.
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////////////////////////////////////////////////////////////////////
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INLINE bool CLP(ShaderContext)::
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uses_standard_vertex_arrays() {
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return _uses_standard_vertex_arrays;
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}
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////////////////////////////////////////////////////////////////////
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// Function: GLShaderContext::uses_custom_vertex_arrays
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// Access: Public
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@ -43,11 +55,7 @@ valid() {
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////////////////////////////////////////////////////////////////////
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INLINE bool CLP(ShaderContext)::
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uses_custom_vertex_arrays() {
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#ifdef OPENGLES_2
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return true;
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#else
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return (_shader->get_language() == Shader::SL_Cg);
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#endif
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return true;
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}
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////////////////////////////////////////////////////////////////////
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@ -219,6 +219,8 @@ CLP(ShaderContext)(Shader *s, GSG *gsg) : ShaderContext(s) {
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_glsl_gshader = 0;
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_glsl_tcshader = 0;
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_glsl_teshader = 0;
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_uses_standard_vertex_arrays = false;
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#if defined(HAVE_CG) && !defined(OPENGLES)
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_cg_context = 0;
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if (s->get_language() == Shader::SL_Cg) {
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@ -284,7 +286,7 @@ CLP(ShaderContext)(Shader *s, GSG *gsg) : ShaderContext(s) {
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}
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}
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// Analyze the uniforms and put them in _glsl_parameter_map
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if (s->_glsl_parameter_map.size() == 0) {
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if (_glsl_parameter_map.size() == 0) {
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int seqno = 0, texunitno = 0;
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string noprefix;
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GLint param_count, param_maxlength, param_size;
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@ -300,53 +302,80 @@ CLP(ShaderContext)(Shader *s, GSG *gsg) : ShaderContext(s) {
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Shader::ShaderArgId arg_id;
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arg_id._name = param_name;
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arg_id._seqno = seqno++;
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s->_glsl_parameter_map.push_back(p);
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if (param_name.substr(0, 4) == "p3d_" || param_name.substr(0, 3) == "gl_") {
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if (param_name.substr(0, 3) == "gl_") {
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noprefix = param_name.substr(3);
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} else {
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noprefix = param_name.substr(4);
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_glsl_parameter_map.push_back(p);
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// Check for inputs with p3d_ prefix.
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if (param_name.substr(0, 4) == "p3d_") {
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noprefix = param_name.substr(4);
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// Check for matrix inputs.
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bool transpose = false;
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bool inverse = false;
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string matrix_name (noprefix);
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size_t size = matrix_name.size();
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// Check for and chop off any "Transpose" or "Inverse" suffix.
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if (size > 15 && matrix_name.compare(size - 9, 9, "Transpose") == 0) {
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transpose = true;
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matrix_name = matrix_name.substr(0, size - 9);
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}
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if (noprefix == "ModelViewProjectionMatrix") {
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size = matrix_name.size();
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if (size > 13 && matrix_name.compare(size - 7, 7, "Inverse") == 0) {
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inverse = true;
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matrix_name = matrix_name.substr(0, size - 7);
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}
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size = matrix_name.size();
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// Now if the suffix that is left over is "Matrix",
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// we know that it is supposed to be a matrix input.
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if (size > 6 && matrix_name.compare(size - 6, 6, "Matrix") == 0) {
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Shader::ShaderMatSpec bind;
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bind._id = arg_id;
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bind._piece = Shader::SMP_whole;
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bind._func = Shader::SMF_compose;
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bind._part[0] = Shader::SMO_model_to_view;
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if (transpose) {
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bind._piece = Shader::SMP_transpose;
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} else {
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bind._piece = Shader::SMP_whole;
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}
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bind._arg[0] = NULL;
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bind._dep[0] = Shader::SSD_general | Shader::SSD_transform;
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bind._part[1] = Shader::SMO_view_to_apiclip;
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bind._arg[1] = NULL;
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bind._dep[1] = Shader::SSD_general | Shader::SSD_transform;
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s->_mat_spec.push_back(bind);
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continue;
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}
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if (noprefix == "ModelViewMatrix") {
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Shader::ShaderMatSpec bind;
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bind._id = arg_id;
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bind._piece = Shader::SMP_whole;
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bind._func = Shader::SMF_first;
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bind._part[0] = Shader::SMO_model_to_view;
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bind._arg[0] = NULL;
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bind._dep[0] = Shader::SSD_general | Shader::SSD_transform;
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bind._part[1] = Shader::SMO_identity;
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bind._arg[1] = NULL;
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bind._dep[1] = Shader::SSD_NONE;
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s->_mat_spec.push_back(bind);
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continue;
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}
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if (noprefix == "ProjectionMatrix") {
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Shader::ShaderMatSpec bind;
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bind._id = arg_id;
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bind._piece = Shader::SMP_whole;
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bind._func = Shader::SMF_first;
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bind._part[0] = Shader::SMO_view_to_apiclip;
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bind._arg[0] = NULL;
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bind._dep[0] = Shader::SSD_general | Shader::SSD_transform;
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bind._part[1] = Shader::SMO_identity;
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bind._arg[1] = NULL;
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bind._dep[1] = Shader::SSD_NONE;
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if (matrix_name == "ModelViewProjectionMatrix") {
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bind._func = Shader::SMF_compose;
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if (inverse) {
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bind._part[0] = Shader::SMO_apiclip_to_view;
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bind._part[1] = Shader::SMO_view_to_model;
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} else {
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bind._part[0] = Shader::SMO_model_to_view;
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bind._part[1] = Shader::SMO_view_to_apiclip;
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}
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bind._dep[0] = Shader::SSD_general | Shader::SSD_transform;
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bind._dep[1] = Shader::SSD_general | Shader::SSD_transform;
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} else if (matrix_name == "ModelViewMatrix") {
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bind._func = Shader::SMF_first;
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if (inverse) {
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bind._part[0] = Shader::SMO_view_to_model;
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} else {
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bind._part[0] = Shader::SMO_model_to_view;
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}
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bind._part[1] = Shader::SMO_identity;
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bind._dep[0] = Shader::SSD_general | Shader::SSD_transform;
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bind._dep[1] = Shader::SSD_NONE;
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} else if (matrix_name == "ProjectionMatrix") {
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bind._func = Shader::SMF_first;
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if (inverse) {
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bind._part[0] = Shader::SMO_apiclip_to_view;
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} else {
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bind._part[0] = Shader::SMO_view_to_apiclip;
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}
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bind._part[1] = Shader::SMO_identity;
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bind._dep[0] = Shader::SSD_general | Shader::SSD_transform;
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bind._dep[1] = Shader::SSD_NONE;
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} else {
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GLCAT.error() << "Unrecognized uniform matrix name '" << matrix_name << "'!\n";
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continue;
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}
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s->_mat_spec.push_back(bind);
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continue;
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}
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@ -530,72 +559,80 @@ CLP(ShaderContext)(Shader *s, GSG *gsg) : ShaderContext(s) {
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gsg->_glGetProgramiv(_glsl_program, GL_ACTIVE_ATTRIBUTES, ¶m_count);
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gsg->_glGetProgramiv(_glsl_program, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, ¶m_maxlength);
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param_name_cstr = (char *)alloca(param_maxlength);
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for (int i = 0; i < param_count; ++i) {
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gsg->_glGetActiveAttrib(_glsl_program, i, param_maxlength, NULL, ¶m_size, ¶m_type, param_name_cstr);
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string param_name(param_name_cstr);
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if (param_name.substr(0, 3) == "gl_") {
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// We shouldn't bind anything to these.
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// Get the attrib location.
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GLint p = gsg->_glGetAttribLocation(_glsl_program, param_name_cstr);
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GLCAT.error() <<
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"Active attribute " << param_name << " is bound to location " << p << "\n";
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if (p == -1) {
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// A gl_ attribute such as gl_Vertex requires us to pass the
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// standard vertex arrays as we would do without shader.
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// This is not always the case, though -- see below.
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_uses_standard_vertex_arrays = true;
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continue;
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}
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Shader::ShaderArgId arg_id;
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arg_id._name = param_name;
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arg_id._seqno = seqno++;
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_glsl_parameter_map.push_back(p);
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Shader::ShaderVarSpec bind;
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bind._id = arg_id;
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bind._name = NULL;
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bind._append_uv = -1;
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if (param_name.substr(0, 3) == "gl_") {
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// Not all drivers return -1 in glGetAttribLocation
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// for gl_ prefixed attributes.
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_uses_standard_vertex_arrays = true;
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continue;
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} else if (param_name.substr(0, 4) == "p3d_") {
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noprefix = param_name.substr(4);
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} else {
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noprefix = "";
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}
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Shader::ShaderVarSpec bind;
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bind._append_uv = -1;
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if (noprefix.empty()) {
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// Arbitrarily named attribute.
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bind._name = InternalName::make(param_name);
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if (noprefix == "Vertex") {
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bind._name = InternalName::get_vertex();
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s->_var_spec.push_back(bind);
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gsg->_glBindAttribLocation(_glsl_program, i, param_name_cstr);
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continue;
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} else if (noprefix == "Vertex") {
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bind._name = InternalName::get_vertex();
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} else if (noprefix == "Normal") {
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bind._name = InternalName::get_normal();
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} else if (noprefix == "Color") {
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bind._name = InternalName::get_color();
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} else if (noprefix.substr(0, 7) == "Tangent") {
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bind._name = InternalName::get_tangent();
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if (noprefix.size() > 7) {
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bind._append_uv = atoi(noprefix.substr(7).c_str());
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}
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if (noprefix == "Normal") {
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bind._name = InternalName::get_normal();
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s->_var_spec.push_back(bind);
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gsg->_glBindAttribLocation(_glsl_program, i, param_name_cstr);
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continue;
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} else if (noprefix.substr(0, 8) == "Binormal") {
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bind._name = InternalName::get_binormal();
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if (noprefix.size() > 8) {
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bind._append_uv = atoi(noprefix.substr(8).c_str());
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}
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if (noprefix == "Color") {
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bind._name = InternalName::get_color();
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s->_var_spec.push_back(bind);
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gsg->_glBindAttribLocation(_glsl_program, i, param_name_cstr);
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continue;
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}
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if (noprefix.substr(0, 7) == "Tangent") {
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bind._name = InternalName::get_tangent();
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if (noprefix.size() > 7) {
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bind._append_uv = atoi(noprefix.substr(7).c_str());
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}
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s->_var_spec.push_back(bind);
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gsg->_glBindAttribLocation(_glsl_program, i, param_name_cstr);
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continue;
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}
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if (noprefix.substr(0, 8) == "Binormal") {
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bind._name = InternalName::get_binormal();
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if (noprefix.size() > 8) {
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bind._append_uv = atoi(noprefix.substr(8).c_str());
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}
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s->_var_spec.push_back(bind);
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gsg->_glBindAttribLocation(_glsl_program, i, param_name_cstr);
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continue;
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}
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if (noprefix.substr(0, 13) == "MultiTexCoord") {
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bind._name = InternalName::get_texcoord();
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bind._append_uv = atoi(noprefix.substr(13).c_str());
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s->_var_spec.push_back(bind);
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gsg->_glBindAttribLocation(_glsl_program, i, param_name_cstr);
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continue;
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}
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GLCAT.error() << "Unrecognized vertex attrib '" << param_name << "'!\n";
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continue;
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} else if (noprefix.substr(0, 13) == "MultiTexCoord") {
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bind._name = InternalName::get_texcoord();
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bind._append_uv = atoi(noprefix.substr(13).c_str());
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} else {
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Shader::ShaderVarSpec bind;
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bind._name = InternalName::make(param_name);
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bind._append_uv = -1;
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s->_var_spec.push_back(bind);
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gsg->_glBindAttribLocation(_glsl_program, i, param_name_cstr);
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GLCAT.error() << "Unrecognized vertex attrib '" << param_name << "'!\n";
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continue;
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}
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s->_var_spec.push_back(bind);
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}
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}
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@ -810,7 +847,7 @@ issue_parameters(GSG *gsg, int altered) {
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release_resources(gsg);
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return;
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}
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GLint p = _shader->_glsl_parameter_map[_shader->_ptr_spec[i]._id._seqno];
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GLint p = _glsl_parameter_map[_shader->_ptr_spec[i]._id._seqno];
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switch(_ptr._dim[1]) {
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case 1: gsg->_glUniform4fv(p, _ptr._dim[0], (float*)_ptr_data->_ptr); continue;
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case 2: gsg->_glUniform4fv(p, _ptr._dim[0], (float*)_ptr_data->_ptr); continue;
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@ -925,7 +962,7 @@ issue_parameters(GSG *gsg, int altered) {
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#endif
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if (_shader->get_language() == Shader::SL_GLSL) {
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GLint p = _shader->_glsl_parameter_map[_shader->_mat_spec[i]._id._seqno];
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GLint p = _glsl_parameter_map[_shader->_mat_spec[i]._id._seqno];
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switch (_shader->_mat_spec[i]._piece) {
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case Shader::SMP_whole: gsg->_glUniformMatrix4fv(p, 1, false, data); continue;
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case Shader::SMP_transpose: gsg->_glUniformMatrix4fv(p, 1, true, data); continue;
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@ -1035,7 +1072,7 @@ update_shader_vertex_arrays(CLP(ShaderContext) *prev, GSG *gsg,
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Geom::NumericType numeric_type;
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int start, stride, num_values;
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int nvarying = _shader->_var_spec.size();
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for (int i=0; i<nvarying; i++) {
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for (int i = 0; i < nvarying; ++i) {
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#if defined(HAVE_CG) && !defined(OPENGLES)
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if (_shader->get_language() == Shader::SL_Cg) {
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if (_cg_parameter_map[_shader->_var_spec[i]._id._seqno] == 0) {
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@ -1062,16 +1099,13 @@ update_shader_vertex_arrays(CLP(ShaderContext) *prev, GSG *gsg,
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if (!gsg->setup_array_data(client_pointer, array_reader, force)) {
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return false;
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}
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if (_shader->get_language() == Shader::SL_GLSL) {
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#ifndef OPENGLES_2
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glEnableClientState(GL_VERTEX_ARRAY);
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#endif
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gsg->_glEnableVertexAttribArray(i);
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gsg->_glVertexAttribPointer(i, num_values, gsg->get_numeric_type(numeric_type),
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GL_FALSE, stride, client_pointer + start);
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#ifndef OPENGLES_2
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glDisableClientState(GL_VERTEX_ARRAY);
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#endif
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const GLint p = _glsl_parameter_map[_shader->_var_spec[i]._id._seqno];
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gsg->_glEnableVertexAttribArray(p);
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gsg->_glVertexAttribPointer(p, num_values, gsg->get_numeric_type(numeric_type),
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GL_TRUE, stride, client_pointer + start);
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#if defined(HAVE_CG) && !defined(OPENGLES)
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} else if (_shader->get_language() == Shader::SL_Cg) {
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CGparameter p = _cg_parameter_map[_shader->_var_spec[i]._id._seqno];
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@ -1245,7 +1279,7 @@ update_shader_texture_bindings(CLP(ShaderContext) *prev, GSG *gsg) {
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gsg->apply_texture(tc);
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||||
|
||||
if (_shader->get_language() == Shader::SL_GLSL) {
|
||||
GLint p = _shader->_glsl_parameter_map[_shader->_tex_spec[i]._id._seqno];
|
||||
GLint p = _glsl_parameter_map[_shader->_tex_spec[i]._id._seqno];
|
||||
gsg->_glUniform1i(p, texunit);
|
||||
}
|
||||
|
||||
|
@ -46,6 +46,7 @@ public:
|
||||
void disable_shader_texture_bindings(GSG *gsg);
|
||||
void update_shader_texture_bindings(CLP(ShaderContext) *prev, GSG *gsg);
|
||||
|
||||
INLINE bool uses_standard_vertex_arrays(void);
|
||||
INLINE bool uses_custom_vertex_arrays(void);
|
||||
INLINE bool uses_custom_texture_bindings(void);
|
||||
|
||||
@ -67,11 +68,15 @@ private:
|
||||
GLuint _glsl_tcshader;
|
||||
GLuint _glsl_teshader;
|
||||
|
||||
pvector <GLint> _glsl_parameter_map;
|
||||
|
||||
int _stage_offset;
|
||||
// Avoid using this! It merely exists so the
|
||||
// destructor has access to the extension functions.
|
||||
WPT(GSG) _last_gsg;
|
||||
|
||||
bool _uses_standard_vertex_arrays;
|
||||
|
||||
void glsl_report_shader_errors(GSG *gsg, unsigned int shader);
|
||||
void glsl_report_program_errors(GSG *gsg, unsigned int program);
|
||||
unsigned int glsl_compile_entry_point(GSG *gsg, Shader::ShaderType type);
|
||||
|
Loading…
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Reference in New Issue
Block a user