vladislavbelov
e3f46bb809
Fixes #6842 Comments By: phosit, Stan Differential Revision: https://code.wildfiregames.com/D5218 This was SVN commit r28010.
112 lines
3.3 KiB
C++
112 lines
3.3 KiB
C++
/* Copyright (C) 2024 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef INCLUDED_SHADERTECHNIQUE
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#define INCLUDED_SHADERTECHNIQUE
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#include "graphics/ShaderDefines.h"
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#include "graphics/ShaderProgram.h"
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#include "graphics/ShaderTechniquePtr.h"
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#include "lib/code_annotation.h"
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#include "lib/file/vfs/vfs_path.h"
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#include "renderer/backend/PipelineState.h"
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#include <functional>
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#include <memory>
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#include <vector>
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/**
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* Implements a render pass consisting of a pipeline state and a shader,
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* used by CShaderTechnique.
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*/
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class CShaderPass
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{
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public:
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CShaderPass(
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std::unique_ptr<Renderer::Backend::IGraphicsPipelineState> pipelineState,
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const CShaderProgramPtr& shader);
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MOVABLE(CShaderPass);
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const CShaderProgramPtr& GetShaderProgram() const noexcept { return m_Shader; }
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Renderer::Backend::IGraphicsPipelineState*
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GetPipelineState() const noexcept { return m_PipelineState.get(); }
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private:
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CShaderProgramPtr m_Shader;
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std::unique_ptr<Renderer::Backend::IGraphicsPipelineState> m_PipelineState;
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};
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/**
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* Implements a render technique consisting of a sequence of passes.
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* CShaderManager loads these from shader effect XML files.
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*/
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class CShaderTechnique
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{
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public:
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using PipelineStateDescCallback =
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std::function<void(Renderer::Backend::SGraphicsPipelineStateDesc& pipelineStateDesc)>;
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CShaderTechnique(const VfsPath& path, const CShaderDefines& defines, const PipelineStateDescCallback& callback);
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void SetPasses(std::vector<CShaderPass>&& passes);
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void SetComputePipelineState(
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std::unique_ptr<Renderer::Backend::IComputePipelineState> pipelineState,
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const CShaderProgramPtr& computeShader);
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int GetNumPasses() const;
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Renderer::Backend::IShaderProgram* GetShader(int pass = 0) const;
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Renderer::Backend::IGraphicsPipelineState*
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GetGraphicsPipelineState(int pass = 0) const;
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Renderer::Backend::IComputePipelineState*
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GetComputePipelineState() const;
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/**
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* Whether this technique uses alpha blending that requires objects to be
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* drawn from furthest to nearest.
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*/
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bool GetSortByDistance() const;
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void SetSortByDistance(bool enable);
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const VfsPath& GetPath() { return m_Path; }
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const CShaderDefines& GetShaderDefines() { return m_Defines; }
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const PipelineStateDescCallback& GetPipelineStateDescCallback() const { return m_PipelineStateDescCallback; };
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private:
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std::vector<CShaderPass> m_Passes;
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bool m_SortByDistance = false;
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// We need additional data to reload the technique.
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VfsPath m_Path;
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CShaderDefines m_Defines;
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PipelineStateDescCallback m_PipelineStateDescCallback;
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std::unique_ptr<Renderer::Backend::IComputePipelineState> m_ComputePipelineState;
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CShaderProgramPtr m_ComputeShader;
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};
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#endif // INCLUDED_SHADERTECHNIQUE
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