raze/source/common/rendering/gles/gles_shaderprogram.h

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#pragma once
#include "gles_system.h"
#include "gles_shader.h"
#include "hwrenderer/postprocessing/hw_postprocess.h"
namespace OpenGLESRenderer
{
class FShaderProgram : public PPShaderBackend
{
public:
FShaderProgram();
~FShaderProgram();
enum ShaderType
{
Vertex,
Fragment,
NumShaderTypes
};
void Compile(ShaderType type, const char *lumpName, const char *defines, int maxGlslVersion);
void Compile(ShaderType type, const char *name, const FString &code, const char *defines, int maxGlslVersion);
void Link(const char *name);
void SetUniformBufferLocation(int index, const char *name);
void Bind();
GLuint Handle() { return mProgram; }
//explicit operator bool() const { return mProgram != 0; }
std::unique_ptr<IDataBuffer> Uniforms;
GLuint mProgram = 0;
private:
FShaderProgram(const FShaderProgram &) = delete;
FShaderProgram &operator=(const FShaderProgram &) = delete;
void CompileShader(ShaderType type);
FString PatchShader(ShaderType type, const FString &code, const char *defines, int maxGlslVersion);
void CreateShader(ShaderType type);
FString GetShaderInfoLog(GLuint handle);
FString GetProgramInfoLog(GLuint handle);
GLuint mShaders[NumShaderTypes];
FString mShaderSources[NumShaderTypes];
FString mShaderNames[NumShaderTypes];
TArray<std::pair<FString, int>> samplerstobind;
};
template<typename T>
class ShaderUniformsGles
{
public:
ShaderUniformsGles()
{
memset(&Values, 0, sizeof(Values));
}
~ShaderUniformsGles()
{
if (mBuffer != nullptr)
delete mBuffer;
}
FString CreateDeclaration(const char* name, const std::vector<UniformFieldDesc>& fields)
{
mFields = fields;
FString decl;
decl += "\n";
for (size_t i = 0; i < fields.size(); i++)
{
decl.AppendFormat("\tuniform %s %s;\n", GetTypeStr(fields[i].Type), fields[i].Name);
}
decl += "\n";
return decl;
}
void Init()
{
if (mBuffer == nullptr)
mBuffer = screen->CreateDataBuffer(-1, false, false);
}
void SetData()
{
if (mBuffer != nullptr)
mBuffer->SetData(sizeof(T), &Values, BufferUsageType::Static);
}
IDataBuffer* GetBuffer() const
{
// OpenGL needs to mess around with this in ways that should not be part of the interface.
return mBuffer;
}
T* operator->() { return &Values; }
const T* operator->() const { return &Values; }
T Values;
std::vector<UniformFieldDesc> mFields;
std::vector<int> UniformLocation;
private:
ShaderUniformsGles(const ShaderUniformsGles&) = delete;
ShaderUniformsGles& operator=(const ShaderUniformsGles&) = delete;
IDataBuffer* mBuffer = nullptr;
private:
static const char* GetTypeStr(UniformType type)
{
switch (type)
{
default:
case UniformType::Int: return "int";
case UniformType::UInt: return "uint";
case UniformType::Float: return "float";
case UniformType::Vec2: return "vec2";
case UniformType::Vec3: return "vec3";
case UniformType::Vec4: return "vec4";
case UniformType::IVec2: return "ivec2";
case UniformType::IVec3: return "ivec3";
case UniformType::IVec4: return "ivec4";
case UniformType::UVec2: return "uvec2";
case UniformType::UVec3: return "uvec3";
case UniformType::UVec4: return "uvec4";
case UniformType::Mat4: return "mat4";
}
}
};
class FPresentShaderBase
{
public:
virtual ~FPresentShaderBase() {}
virtual void Bind() = 0;
ShaderUniformsGles<PresentUniforms> Uniforms;
protected:
virtual void Init(const char * vtx_shader_name, const char * program_name);
std::unique_ptr<FShaderProgram> mShader;
};
class FPresentShader : public FPresentShaderBase
{
public:
void Bind() override;
};
}