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forked from 0ad/0ad
0ad/source/graphics/ShaderProgram.h
Ykkrosh 994ebd9836 Add a list of statically-constructed CStrIntern strings
Switch all the constant strings in graphics code to use the new
variables.
This avoids the cost of instantiating CStrInterns at runtime every
frame.

This was SVN commit r13906.
2013-09-29 13:19:52 +00:00

211 lines
6.8 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 CShaderDefines;
class CStrIntern;
// 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 (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 GetTextureBinding/GetUniformBinding 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
{
NONCOPYABLE(CShaderProgram);
public:
typedef CStrIntern attrib_id_t;
typedef CStrIntern texture_id_t;
typedef CStrIntern uniform_id_t;
typedef std::pair<int, GLenum> frag_index_pair_t;
/**
* Construct based on ARB vertex/fragment program files.
*/
static CShaderProgram* ConstructARB(const VfsPath& vertexFile, const VfsPath& fragmentFile,
const CShaderDefines& defines,
const std::map<CStrIntern, int>& vertexIndexes, const std::map<CStrIntern, frag_index_pair_t>& fragmentIndexes,
int streamflags);
/**
* Construct based on GLSL vertex/fragment shader files.
*/
static CShaderProgram* ConstructGLSL(const VfsPath& vertexFile, const VfsPath& fragmentFile,
const CShaderDefines& defines,
const std::map<CStrIntern, int>& vertexAttribs,
int streamflags);
/**
* Construct an instance of a pre-defined fixed-function pipeline setup.
*/
static CShaderProgram* ConstructFFP(const std::string& id, const CShaderDefines& defines);
/**
* Represents a uniform attribute or texture binding.
* For uniforms:
* - 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'.
* For textures, all store texture target (e.g. GL_TEXTURE_2D) in 'first', texture unit 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 (e.g. position, color, UV, ...).
*/
int GetStreamFlags() const;
virtual Binding GetTextureBinding(texture_id_t id) = 0;
// Variants of texture binding:
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 void BindTexture(Binding id, Handle tex) = 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;
virtual void Uniform(Binding id, size_t count, 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);
void Uniform(uniform_id_t id, size_t count, 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 ColorPointer(GLint size, GLenum type, GLsizei stride, void* pointer);
virtual void TexCoordPointer(GLenum texture, GLint size, GLenum type, GLsizei stride, void* pointer);
virtual void VertexAttribPointer(attrib_id_t id, GLint size, GLenum type, GLboolean normalized, GLsizei stride, void* pointer);
virtual void VertexAttribIPointer(attrib_id_t id, 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);
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