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0ad/source/graphics/ShaderTechnique.h

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/* Copyright (C) 2022 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. 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.
*
* 0 A.D. 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 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_SHADERTECHNIQUE
#define INCLUDED_SHADERTECHNIQUE
#include "graphics/ShaderDefines.h"
#include "graphics/ShaderProgram.h"
#include "graphics/ShaderTechniquePtr.h"
#include "lib/code_annotation.h"
#include "lib/file/vfs/vfs_path.h"
#include "renderer/backend/PipelineState.h"
#include <functional>
#include <memory>
#include <vector>
/**
* Implements a render pass consisting of a pipeline state and a shader,
* used by CShaderTechnique.
*/
class CShaderPass
{
public:
CShaderPass(
std::unique_ptr<Renderer::Backend::IGraphicsPipelineState> pipelineState,
const CShaderProgramPtr& shader);
MOVABLE(CShaderPass);
const CShaderProgramPtr& GetShaderProgram() const noexcept { return m_Shader; }
Renderer::Backend::IGraphicsPipelineState*
GetPipelineState() const noexcept { return m_PipelineState.get(); }
private:
CShaderProgramPtr m_Shader;
std::unique_ptr<Renderer::Backend::IGraphicsPipelineState> m_PipelineState;
};
/**
* Implements a render technique consisting of a sequence of passes.
* CShaderManager loads these from shader effect XML files.
*/
class CShaderTechnique
{
public:
using PipelineStateDescCallback =
std::function<void(Renderer::Backend::SGraphicsPipelineStateDesc& pipelineStateDesc)>;
CShaderTechnique(const VfsPath& path, const CShaderDefines& defines, const PipelineStateDescCallback& callback);
void SetPasses(std::vector<CShaderPass>&& passes);
int GetNumPasses() const;
Renderer::Backend::IShaderProgram* GetShader(int pass = 0) const;
Renderer::Backend::IGraphicsPipelineState*
GetGraphicsPipelineState(int pass = 0) const;
/**
* Whether this technique uses alpha blending that requires objects to be
* drawn from furthest to nearest.
*/
bool GetSortByDistance() const;
void SetSortByDistance(bool enable);
const VfsPath& GetPath() { return m_Path; }
const CShaderDefines& GetShaderDefines() { return m_Defines; }
const PipelineStateDescCallback& GetPipelineStateDescCallback() const { return m_PipelineStateDescCallback; };
private:
std::vector<CShaderPass> m_Passes;
bool m_SortByDistance = false;
// We need additional data to reload the technique.
VfsPath m_Path;
CShaderDefines m_Defines;
PipelineStateDescCallback m_PipelineStateDescCallback;
};
#endif // INCLUDED_SHADERTECHNIQUE