raze/source/common/rendering/vulkan/shaders/vk_shader.h

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#pragma once
#include <memory>
#include "vectors.h"
#include "matrix.h"
#include "name.h"
#include "hw_renderstate.h"
#define SHADER_MIN_REQUIRED_TEXTURE_LAYERS 8
class VulkanDevice;
class VulkanShader;
struct MatricesUBO
{
VSMatrix ModelMatrix;
VSMatrix NormalModelMatrix;
VSMatrix TextureMatrix;
};
#define MAX_STREAM_DATA ((int)(65536 / sizeof(StreamData)))
struct StreamUBO
{
StreamData data[MAX_STREAM_DATA];
};
struct PushConstants
{
int uTextureMode;
float uAlphaThreshold;
FVector2 uClipSplit;
// Lighting + Fog
float uLightLevel;
float uFogDensity;
float uLightFactor;
float uLightDist;
int uFogEnabled;
// dynamic lights
int uLightIndex;
// Blinn glossiness and specular level
FVector2 uSpecularMaterial;
int uDataIndex;
int padding1, padding2, padding3;
};
class VkShaderProgram
{
public:
std::unique_ptr<VulkanShader> vert;
std::unique_ptr<VulkanShader> frag;
};
class VkShaderManager
{
public:
VkShaderManager(VulkanDevice *device);
~VkShaderManager();
VkShaderProgram *GetEffect(int effect, EPassType passType);
VkShaderProgram *Get(unsigned int eff, bool alphateston, EPassType passType);
private:
std::unique_ptr<VulkanShader> LoadVertShader(FString shadername, const char *vert_lump, const char *defines);
std::unique_ptr<VulkanShader> LoadFragShader(FString shadername, const char *frag_lump, const char *material_lump, const char *light_lump, const char *defines, bool alphatest, bool gbufferpass);
FString GetTargetGlslVersion();
FString LoadPublicShaderLump(const char *lumpname);
FString LoadPrivateShaderLump(const char *lumpname);
VulkanDevice *device;
std::vector<VkShaderProgram> mMaterialShaders[MAX_PASS_TYPES];
std::vector<VkShaderProgram> mMaterialShadersNAT[MAX_PASS_TYPES];
std::vector<VkShaderProgram> mEffectShaders[MAX_PASS_TYPES];
};