mirror of
https://github.com/DrBeef/Raze.git
synced 2024-12-11 13:21:39 +00:00
5eb9af1e00
IQM model support and a few bugfixes.
155 lines
3 KiB
C++
155 lines
3 KiB
C++
#pragma once
|
|
|
|
#include <vector>
|
|
#include "hwrenderer/data/buffers.h"
|
|
#include "v_video.h"
|
|
|
|
enum
|
|
{
|
|
LIGHTBUF_BINDINGPOINT = 1,
|
|
POSTPROCESS_BINDINGPOINT = 2,
|
|
VIEWPOINT_BINDINGPOINT = 3,
|
|
LIGHTNODES_BINDINGPOINT = 4,
|
|
LIGHTLINES_BINDINGPOINT = 5,
|
|
LIGHTLIST_BINDINGPOINT = 6,
|
|
BONEBUF_BINDINGPOINT = 7
|
|
};
|
|
|
|
enum class UniformType
|
|
{
|
|
Int,
|
|
UInt,
|
|
Float,
|
|
Vec2,
|
|
Vec3,
|
|
Vec4,
|
|
IVec2,
|
|
IVec3,
|
|
IVec4,
|
|
UVec2,
|
|
UVec3,
|
|
UVec4,
|
|
Mat4
|
|
};
|
|
|
|
class UniformFieldDesc
|
|
{
|
|
public:
|
|
UniformFieldDesc() { }
|
|
UniformFieldDesc(const char *name, UniformType type, std::size_t offset) : Name(name), Type(type), Offset(offset) { }
|
|
|
|
const char *Name;
|
|
UniformType Type;
|
|
std::size_t Offset;
|
|
};
|
|
|
|
class UniformBlockDecl
|
|
{
|
|
public:
|
|
static FString Create(const char *name, const std::vector<UniformFieldDesc> &fields, int bindingpoint)
|
|
{
|
|
FString decl;
|
|
FString layout;
|
|
if (bindingpoint == -1)
|
|
{
|
|
layout = "push_constant";
|
|
}
|
|
else if (screen->glslversion < 4.20)
|
|
{
|
|
layout = "std140";
|
|
}
|
|
else
|
|
{
|
|
layout.Format("std140, binding = %d", bindingpoint);
|
|
}
|
|
decl.Format("layout(%s) uniform %s\n{\n", layout.GetChars(), name);
|
|
for (size_t i = 0; i < fields.size(); i++)
|
|
{
|
|
decl.AppendFormat("\t%s %s;\n", GetTypeStr(fields[i].Type), fields[i].Name);
|
|
}
|
|
decl += "};\n";
|
|
|
|
return decl;
|
|
}
|
|
|
|
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";
|
|
}
|
|
}
|
|
};
|
|
|
|
template<typename T, int bindingpoint>
|
|
class ShaderUniforms
|
|
{
|
|
public:
|
|
ShaderUniforms()
|
|
{
|
|
memset(&Values, 0, sizeof(Values));
|
|
}
|
|
|
|
~ShaderUniforms()
|
|
{
|
|
if (mBuffer != nullptr)
|
|
delete mBuffer;
|
|
}
|
|
|
|
int BindingPoint() const
|
|
{
|
|
return bindingpoint;
|
|
}
|
|
|
|
FString CreateDeclaration(const char *name, const std::vector<UniformFieldDesc> &fields)
|
|
{
|
|
mFields = fields;
|
|
return UniformBlockDecl::Create(name, fields, bindingpoint);
|
|
}
|
|
|
|
void Init()
|
|
{
|
|
if (mBuffer == nullptr)
|
|
mBuffer = screen->CreateDataBuffer(bindingpoint, 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;
|
|
|
|
private:
|
|
ShaderUniforms(const ShaderUniforms &) = delete;
|
|
ShaderUniforms &operator=(const ShaderUniforms &) = delete;
|
|
|
|
IDataBuffer *mBuffer = nullptr;
|
|
std::vector<UniformFieldDesc> mFields;
|
|
};
|
|
|
|
|