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forked from 0ad/0ad
0ad/source/graphics/ShaderTechnique.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

103 lines
2.9 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_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