#pragma once #include #include "vectors.h" #include "matrix.h" #include "name.h" #include "hw_renderstate.h" #include #define SHADER_MIN_REQUIRED_TEXTURE_LAYERS 11 class VulkanRenderDevice; class VulkanDevice; class VulkanShader; class VkPPShader; class PPShader; 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; // bone animation int uBoneIndexBase; int uDataIndex; int padding1, padding2, padding3; }; class VkShaderProgram { public: std::unique_ptr vert; std::unique_ptr frag; }; class VkShaderManager { public: VkShaderManager(VulkanRenderDevice* fb); ~VkShaderManager(); void Deinit(); VkShaderProgram *GetEffect(int effect, EPassType passType); VkShaderProgram *Get(unsigned int eff, bool alphateston, EPassType passType); bool CompileNextShader(); VkPPShader* GetVkShader(PPShader* shader); void AddVkPPShader(VkPPShader* shader); void RemoveVkPPShader(VkPPShader* shader); private: std::unique_ptr LoadVertShader(FString shadername, const char *vert_lump, const char *defines); std::unique_ptr 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); VulkanRenderDevice* fb = nullptr; std::vector mMaterialShaders[MAX_PASS_TYPES]; std::vector mMaterialShadersNAT[MAX_PASS_TYPES]; std::vector mEffectShaders[MAX_PASS_TYPES]; uint8_t compilePass = 0, compileState = 0; int compileIndex = 0; std::list PPShaders; };