0ad/source/graphics/ShaderTechnique.cpp

66 lines
1.8 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/>.
*/
#include "precompiled.h"
#include "ShaderTechnique.h"
#include "graphics/ShaderProgram.h"
CShaderPass::CShaderPass(
const Renderer::Backend::GraphicsPipelineStateDesc& pipelineStateDesc,
const CShaderProgramPtr& shader)
: m_PipelineStateDesc(pipelineStateDesc), m_Shader(shader)
{
m_PipelineStateDesc.shaderProgram = m_Shader->GetBackendShaderProgram();
}
CShaderTechnique::CShaderTechnique() = default;
void CShaderTechnique::SetPasses(std::vector<CShaderPass>&& passes)
{
m_Passes = std::move(passes);
}
int CShaderTechnique::GetNumPasses() const
{
return m_Passes.size();
}
Renderer::Backend::GL::CShaderProgram* CShaderTechnique::GetShader(int pass) const
{
ENSURE(0 <= pass && pass < (int)m_Passes.size());
return m_Passes[pass].GetShader();
}
const Renderer::Backend::GraphicsPipelineStateDesc&
CShaderTechnique::GetGraphicsPipelineStateDesc(int pass) const
{
ENSURE(0 <= pass && pass < static_cast<int>(m_Passes.size()));
return m_Passes[pass].GetPipelineStateDesc();
}
bool CShaderTechnique::GetSortByDistance() const
{
return m_SortByDistance;
}
void CShaderTechnique::SetSortByDistance(bool enable)
{
m_SortByDistance = enable;
}