1
0
forked from 0ad/0ad
0ad/source/graphics/ShaderTechnique.cpp
2022-01-31 20:10:06 +00:00

88 lines
2.1 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() = default;
void CShaderPass::Bind()
{
m_Shader->Bind();
}
void CShaderPass::Unbind()
{
m_Shader->Unbind();
}
void CShaderPass::SetPipelineStateDesc(
const Renderer::Backend::GraphicsPipelineStateDesc& pipelineStateDesc)
{
m_PipelineStateDesc = pipelineStateDesc;
}
CShaderTechnique::CShaderTechnique() = default;
void CShaderTechnique::SetPasses(std::vector<CShaderPass>&& passes)
{
m_Passes = std::move(passes);
}
int CShaderTechnique::GetNumPasses() const
{
return m_Passes.size();
}
void CShaderTechnique::BeginPass(int pass)
{
ENSURE(0 <= pass && pass < (int)m_Passes.size());
m_Passes[pass].Bind();
}
void CShaderTechnique::EndPass(int pass)
{
ENSURE(0 <= pass && pass < (int)m_Passes.size());
m_Passes[pass].Unbind();
}
const CShaderProgramPtr& 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;
}