Ykkrosh
b7888aea52
Let materials specify shader uniform values. Use interned strings for shader uniform/attribute names. Remove confusing float* cast operator on CVector4D. Simplify and clean up CVector4D. Remove non-supported 'old' lighting model. This was SVN commit r11453.
171 lines
4.4 KiB
C++
171 lines
4.4 KiB
C++
/* Copyright (C) 2012 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_SHADERDEFINES
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#define INCLUDED_SHADERDEFINES
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#include "graphics/ShaderProgram.h"
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#include "ps/CStr.h"
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#include "ps/CStrIntern.h"
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#include <boost/unordered_map.hpp>
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class CVector4D;
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/**
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* Represents a mapping of name strings to value, for use with
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* CShaderDefines (values are strings) and CShaderUniforms (values are vec4s).
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*
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* Stored as interned vectors of name-value pairs, to support high performance
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* comparison operators.
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*
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* Not thread-safe - must only be used from the main thread.
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*/
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template<typename value_t>
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class CShaderParams
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{
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public:
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/**
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* Create an empty map of defines.
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*/
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CShaderParams();
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/**
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* Add a name and associated value to the map of parameters.
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* If the name is already defined, its value will be replaced.
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*/
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void Set(CStrIntern name, const value_t& value);
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/**
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* Add all the names and values from another set of parameters.
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* If any name is already defined in this object, its value will be replaced.
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*/
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void SetMany(const CShaderParams& params);
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/**
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* Return a copy of the current name/value mapping.
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*/
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std::map<CStrIntern, value_t> GetMap() const;
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/**
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* Return a hash of the current mapping.
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*/
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size_t GetHash() const;
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/**
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* Compare with some arbitrary total order.
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* The order may be different each time the application is run
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* (it is based on interned memory addresses).
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*/
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bool operator<(const CShaderParams& b) const
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{
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return m_Items < b.m_Items;
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}
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/**
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* Fast equality comparison.
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*/
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bool operator==(const CShaderParams& b) const
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{
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return m_Items == b.m_Items;
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}
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/**
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* Fast inequality comparison.
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*/
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bool operator!=(const CShaderParams& b) const
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{
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return m_Items != b.m_Items;
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}
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struct SItems
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{
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// Name/value pair
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typedef std::pair<CStrIntern, value_t> Item;
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// Sorted by name; no duplicated names
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std::vector<Item> items;
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size_t hash;
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void RecalcHash();
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};
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protected:
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SItems* m_Items; // interned value
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private:
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typedef boost::unordered_map<SItems, shared_ptr<SItems> > InternedItems_t;
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static InternedItems_t s_InternedItems;
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/**
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* Returns a pointer to an SItems equal to @p items.
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* The pointer will be valid forever, and the same pointer will be returned
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* for any subsequent requests for an equal items list.
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*/
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static SItems* GetInterned(const SItems& items);
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};
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/**
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* Represents a mapping of name strings to value strings, for use with
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* \#if and \#ifdef and similar conditionals in shaders.
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*
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* Not thread-safe - must only be used from the main thread.
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*/
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class CShaderDefines : public CShaderParams<CStrIntern>
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{
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public:
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/**
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* Add a name and associated value to the map of defines.
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* If the name is already defined, its value will be replaced.
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*/
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void Add(const char* name, const char* value);
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/**
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* Return the value for the given name as an integer, or 0 if not defined.
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*/
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int GetInt(const char* name) const;
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};
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/**
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* Represents a mapping of name strings to value CVector4Ds, for use with
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* uniforms in shaders.
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*
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* Not thread-safe - must only be used from the main thread.
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*/
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class CShaderUniforms : public CShaderParams<CVector4D>
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{
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public:
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/**
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* Add a name and associated value to the map of uniforms.
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* If the name is already defined, its value will be replaced.
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*/
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void Add(const char* name, const CVector4D& value);
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/**
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* Return the value for the given name, or (0,0,0,0) if not defined.
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*/
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CVector4D GetVector(const char* name) const;
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/**
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* Bind the collection of uniforms onto the given shader.
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*/
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void BindUniforms(const CShaderProgramPtr& shader) const;
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};
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#endif // INCLUDED_SHADERDEFINES
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