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0ad/source/graphics/ShaderDefines.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_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