0ad/source/graphics/ShaderDefines.h
bb 157c6af18e Make the space in 0 A.D. non-breaking throughout the codebase.
Avoid cases of filenames
Update years in terms and other legal(ish) documents
Don't update years in license headers, since change is not meaningful

Will add linter rule in seperate commit

Happy recompiling everyone!

Original Patch By: Nescio
Comment By: Gallaecio
Differential Revision: D2620
This was SVN commit r27786.
2023-07-27 20:54:46 +00:00

215 lines
5.2 KiB
C++

/* 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_SHADERDEFINES
#define INCLUDED_SHADERDEFINES
#include "ps/CStr.h"
#include "ps/CStrIntern.h"
#include "renderer/backend/IDeviceCommandContext.h"
#include "renderer/backend/IShaderProgram.h"
#include <map>
#include <unordered_map>
#include <vector>
class CVector4D;
/**
* Represents a mapping of name strings to value, for use with
* CShaderDefines (values are strings) and CShaderUniforms (values are vec4s).
*
* Stored as interned vectors of name-value pairs, to support high performance
* comparison operators.
*
* Not thread-safe - must only be used from the main thread.
*/
template<typename value_t>
class CShaderParams
{
public:
/**
* Create an empty map of defines.
*/
CShaderParams();
/**
* Add a name and associated value to the map of parameters.
* If the name is already defined, its value will be replaced.
*/
void Set(CStrIntern name, const value_t& value);
/**
* Add all the names and values from another set of parameters.
* If any name is already defined in this object, its value will be replaced.
*/
void SetMany(const CShaderParams& params);
/**
* Return a copy of the current name/value mapping.
*/
std::map<CStrIntern, value_t> GetMap() const;
/**
* Return a hash of the current mapping.
*/
size_t GetHash() const;
/**
* Compare with some arbitrary total order.
* The order may be different each time the application is run
* (it is based on interned memory addresses).
*/
bool operator<(const CShaderParams& b) const
{
return m_Items < b.m_Items;
}
/**
* Fast equality comparison.
*/
bool operator==(const CShaderParams& b) const
{
return m_Items == b.m_Items;
}
/**
* Fast inequality comparison.
*/
bool operator!=(const CShaderParams& b) const
{
return m_Items != b.m_Items;
}
struct SItems
{
// Name/value pair
using Item = std::pair<CStrIntern, value_t>;
// Sorted by name; no duplicated names
std::vector<Item> items;
size_t hash;
void RecalcHash();
static bool NameLess(const Item& a, const Item& b);
};
struct SItemsHash
{
std::size_t operator()(const SItems& items) const
{
return items.hash;
}
};
protected:
SItems* m_Items; // interned value
private:
using InternedItems_t = std::unordered_map<SItems, std::shared_ptr<SItems>, SItemsHash>;
static InternedItems_t s_InternedItems;
/**
* Returns a pointer to an SItems equal to @p items.
* The pointer will be valid forever, and the same pointer will be returned
* for any subsequent requests for an equal items list.
*/
static SItems* GetInterned(const SItems& items);
CShaderParams(SItems* items);
static CShaderParams CreateEmpty();
static CShaderParams s_Empty;
};
/**
* Represents a mapping of name strings to value strings, for use with
* \#if and \#ifdef and similar conditionals in shaders.
*
* Not thread-safe - must only be used from the main thread.
*/
class CShaderDefines : public CShaderParams<CStrIntern>
{
public:
/**
* Add a name and associated value to the map of defines.
* If the name is already defined, its value will be replaced.
*/
void Add(CStrIntern name, CStrIntern value);
/**
* Return the value for the given name as an integer, or 0 if not defined.
*/
int GetInt(const char* name) const;
};
/**
* Represents a mapping of name strings to value CVector4Ds, for use with
* uniforms in shaders.
*
* Not thread-safe - must only be used from the main thread.
*/
class CShaderUniforms : public CShaderParams<CVector4D>
{
public:
/**
* Add a name and associated value to the map of uniforms.
* If the name is already defined, its value will be replaced.
*/
void Add(const char* name, const CVector4D& value);
/**
* Return the value for the given name, or (0,0,0,0) if not defined.
*/
CVector4D GetVector(const char* name) const;
/**
* Bind the collection of uniforms onto the given shader.
*/
void BindUniforms(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
Renderer::Backend::IShaderProgram* shader) const;
};
// Add here the types of queries we can make in the renderer
enum RENDER_QUERIES
{
RQUERY_TIME,
RQUERY_WATER_TEX,
RQUERY_SKY_CUBE
};
/**
* Uniform values that need to be evaluated in the renderer.
*
* Not thread-safe - must only be used from the main thread.
*/
class CShaderRenderQueries
{
public:
using RenderQuery = std::pair<int, CStrIntern>;
void Add(const char* name);
size_t GetSize() const { return m_Items.size(); }
RenderQuery GetItem(size_t i) const { return m_Items[i]; }
private:
std::vector<RenderQuery> m_Items;
};
#endif // INCLUDED_SHADERDEFINES