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0ad/source/renderer/backend/gl/ShaderProgram.h
2023-01-06 00:39:25 +00:00

173 lines
5.1 KiB
C++

/* Copyright (C) 2023 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_RENDERER_BACKEND_GL_SHADERPROGRAM
#define INCLUDED_RENDERER_BACKEND_GL_SHADERPROGRAM
#include "lib/ogl.h"
#include "lib/file/vfs/vfs_path.h"
#include "ps/containers/Span.h"
#include "ps/CStrForward.h"
#include "renderer/backend/Format.h"
#include "renderer/backend/gl/Texture.h"
#include "renderer/backend/IShaderProgram.h"
#include <map>
#include <vector>
struct CColor;
class CMatrix3D;
class CVector3D;
class CShaderDefines;
class CStrIntern;
namespace Renderer
{
namespace Backend
{
namespace GL
{
class CDevice;
class CVertexInputLayout : public IVertexInputLayout
{
public:
CVertexInputLayout(CDevice* device, const PS::span<const SVertexAttributeFormat> attributes)
: m_Device(device), m_Attributes(attributes.begin(), attributes.end())
{
for (const SVertexAttributeFormat& attribute : m_Attributes)
{
ENSURE(attribute.format != Format::UNDEFINED);
ENSURE(attribute.stride > 0);
}
}
~CVertexInputLayout() override = default;
IDevice* GetDevice() override;
const std::vector<SVertexAttributeFormat>& GetAttributes() const noexcept { return m_Attributes; }
private:
CDevice* m_Device = nullptr;
std::vector<SVertexAttributeFormat> m_Attributes;
};
/**
* A compiled vertex+fragment shader program.
* The implementation may use GL_ARB_{vertex,fragment}_program (ARB assembly syntax)
* or GL_ARB_{vertex,fragment}_shader (GLSL), or may use hard-coded fixed-function
* multitexturing setup code; 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 very frequently),
* call GetBindingSlot and pass its return value as the ID.
* Setting uniforms that the shader .xml doesn't support is harmless.
*
* For a high-level overview of shaders and materials, see
* http://trac.wildfiregames.com/wiki/MaterialSystem
*/
class CShaderProgram : public IShaderProgram
{
NONCOPYABLE(CShaderProgram);
public:
typedef CStrIntern attrib_id_t;
static std::unique_ptr<CShaderProgram> Create(
CDevice* device, const CStr& name, const CShaderDefines& baseDefines);
~CShaderProgram() override;
/**
* Binds the shader into the GL context. Call this before calling Uniform()
* or trying to render with it.
*/
virtual void Bind(CShaderProgram* previousShaderProgram) = 0;
/**
* Unbinds the shader from the GL context. Call this after rendering with it.
*/
virtual void Unbind() = 0;
struct TextureUnit
{
GLenum type;
GLenum target;
GLint unit;
};
virtual TextureUnit GetTextureUnit(const int32_t bindingSlot) = 0;
virtual void SetUniform(
const int32_t bindingSlot,
const float value) = 0;
virtual void SetUniform(
const int32_t bindingSlot,
const float valueX, const float valueY) = 0;
virtual void SetUniform(
const int32_t bindingSlot,
const float valueX, const float valueY,
const float valueZ) = 0;
virtual void SetUniform(
const int32_t bindingSlot,
const float valueX, const float valueY,
const float valueZ, const float valueW) = 0;
virtual void SetUniform(
const int32_t bindingSlot, PS::span<const float> values) = 0;
// Vertex attribute pointers (equivalent to glVertexPointer etc).
virtual void VertexAttribPointer(
const VertexAttributeStream stream, const Format format,
const uint32_t offset, const uint32_t stride,
const VertexAttributeRate rate, const void* data);
bool IsStreamActive(const VertexAttributeStream stream) const;
/**
* Checks that all the required vertex attributes have been set.
* Call this before calling Draw/DrawIndexed etc to avoid potential crashes.
*/
void AssertPointersBound();
protected:
CShaderProgram(int streamflags);
void VertexPointer(const Renderer::Backend::Format format, GLsizei stride, const void* pointer);
void NormalPointer(const Renderer::Backend::Format format, GLsizei stride, const void* pointer);
void ColorPointer(const Renderer::Backend::Format format, GLsizei stride, const void* pointer);
void TexCoordPointer(GLenum texture, const Renderer::Backend::Format format, GLsizei stride, const void* pointer);
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
};
} // namespace GL
} // namespace Backend
} // namespace Renderer
#endif // INCLUDED_RENDERER_BACKEND_GL_SHADERPROGRAM