vladislavbelov
709e8292b0
Tested By: Langbart Comments By: Stan Differential Revision: https://code.wildfiregames.com/D4465 This was SVN commit r26284.
88 lines
2.1 KiB
C++
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;
|
|
}
|