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0ad/source/graphics/ShaderProgram.h
Ykkrosh a3f168b887 Initial support for GLSL generic vertex attributes in shader API, for GLES compatibility.
Specify GLSL version in shader files, for better error detection.

This was SVN commit r11040.
2012-02-09 17:55:25 +00:00

206 lines
6.1 KiB
C++

/* Copyright (C) 2012 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_SHADERPROGRAM
#define INCLUDED_SHADERPROGRAM
#include "graphics/Texture.h"
#include "lib/ogl.h"
#include "lib/file/vfs/vfs_path.h"
#include "lib/res/handle.h"
#include "ps/CStr.h"
#include <map>
struct CColor;
class CMatrix3D;
class CVector3D;
class CPreprocessor;
// Vertex data stream flags
enum
{
STREAM_POS = (1 << 0),
STREAM_NORMAL = (1 << 1),
STREAM_COLOR = (1 << 2),
STREAM_UV0 = (1 << 3),
STREAM_UV1 = (1 << 4),
STREAM_UV2 = (1 << 5),
STREAM_UV3 = (1 << 6),
STREAM_POSTOUV0 = (1 << 7),
STREAM_POSTOUV1 = (1 << 8),
STREAM_POSTOUV2 = (1 << 9),
STREAM_POSTOUV3 = (1 << 10)
};
/**
* A compiled vertex+fragment shader program.
* The implementation may use GL_ARB_{vertex,fragment}_program (assembly syntax)
* or GL_ARB_{vertex,fragment}_shader (GLSL); the difference is hidden from the caller.
*
* Texture/uniform IDs are typically strings, corresponding to the names defined
* in the shader .xml file. Alternatively (and more efficiently, if used extremely
* frequently), call GetUniformBinding and pass its return value as the ID.
* Setting uniforms that the shader .xml doesn't support is harmless.
*/
class CShaderProgram
{
NONCOPYABLE(CShaderProgram);
public:
/**
* Construct based on ARB vertex/fragment program files.
*/
static CShaderProgram* ConstructARB(const VfsPath& vertexFile, const VfsPath& fragmentFile,
const std::map<CStr, CStr>& defines,
const std::map<CStr, int>& vertexIndexes, const std::map<CStr, int>& fragmentIndexes,
int streamflags);
/**
* Construct based on GLSL vertex/fragment shader files.
*/
static CShaderProgram* ConstructGLSL(const VfsPath& vertexFile, const VfsPath& fragmentFile,
const std::map<CStr, CStr>& defines,
const std::map<CStr, int>& vertexAttribs,
int streamflags);
/**
* Construct an instance of a pre-defined fixed-function pipeline setup.
*/
static CShaderProgram* ConstructFFP(const std::string& id, const std::map<CStr, CStr>& defines);
typedef const char* attrib_id_t;
typedef const char* texture_id_t;
typedef const char* uniform_id_t;
/**
* Represents a uniform attribute binding.
* ARB shaders store vertex location in 'first', fragment location in 'second'.
* GLSL shaders store uniform location in 'first', data type in 'second'.
* FFP shaders store -1 in 'first', index in 'second'.
* Non-existent bindings must store -1 in both.
*/
struct Binding
{
Binding(int a, int b) : first(a), second(b) { }
Binding() : first(-1), second(-1) { }
/**
* Returns whether this uniform attribute is active in the shader.
* If not then there's no point calling Uniform() to set its value.
*/
bool Active() { return first != -1 || second != -1; }
int first;
int second;
};
virtual ~CShaderProgram() { }
virtual void Reload() = 0;
/**
* Returns whether this shader was successfully loaded.
*/
bool IsValid() const;
/**
* Binds the shader into the GL context. Call this before calling Uniform()
* or trying to render with it.
*/
virtual void Bind() = 0;
/**
* Unbinds the shader from the GL context. Call this after rendering with it.
*/
virtual void Unbind() = 0;
/**
* Returns bitset of STREAM_* value, indicating what vertex data streams the
* vertex shader needs.
*/
int GetStreamFlags() const;
// TODO: implement vertex attributes
GLuint GetAttribIndex(attrib_id_t id);
/**
* Returns whether the shader needs the texture with the given name.
*/
virtual bool HasTexture(texture_id_t id) = 0;
void BindTexture(texture_id_t id, CTexturePtr tex);
virtual void BindTexture(texture_id_t id, Handle tex) = 0;
virtual void BindTexture(texture_id_t id, GLuint tex) = 0;
virtual int GetTextureUnit(texture_id_t) = 0;
virtual Binding GetUniformBinding(uniform_id_t id) = 0;
// Uniform-setting methods that subclasses must define:
virtual void Uniform(Binding id, float v0, float v1, float v2, float v3) = 0;
virtual void Uniform(Binding id, const CMatrix3D& v) = 0;
// Convenient uniform-setting wrappers:
void Uniform(Binding id, int v);
void Uniform(Binding id, float v);
void Uniform(Binding id, float v0, float v1);
void Uniform(Binding id, const CVector3D& v);
void Uniform(Binding id, const CColor& v);
void Uniform(uniform_id_t id, int v);
void Uniform(uniform_id_t id, float v);
void Uniform(uniform_id_t id, float v0, float v1);
void Uniform(uniform_id_t id, const CVector3D& v);
void Uniform(uniform_id_t id, const CColor& v);
void Uniform(uniform_id_t id, float v0, float v1, float v2, float v3);
void Uniform(uniform_id_t id, const CMatrix3D& v);
// Vertex attribute pointers (equivalent to glVertexPointer etc):
virtual void VertexPointer(GLint size, GLenum type, GLsizei stride, void* pointer);
virtual void NormalPointer(GLenum type, GLsizei stride, void* pointer);
virtual void TexCoordPointer(GLenum texture, GLint size, GLenum type, GLsizei stride, void* pointer);
/**
* Checks that all the required vertex attributes have been set.
* Call this before calling glDrawArrays/glDrawElements etc to avoid potential crashes.
*/
void AssertPointersBound();
protected:
CShaderProgram(int streamflags);
CStr Preprocess(CPreprocessor& preprocessor, const CStr& input);
bool m_IsValid;
int m_StreamFlags;
// Non-GLSL client state handling:
void BindClientStates();
void UnbindClientStates();
int m_ValidStreams; // which streams have been specified via VertexPointer etc since the last Bind
};
typedef shared_ptr<CShaderProgram> CShaderProgramPtr;
#endif // INCLUDED_SHADERPROGRAM