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155 lines
2.9 KiB
C
155 lines
2.9 KiB
C
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#pragma once
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#include <vector>
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#include "hwrenderer/data/buffers.h"
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#include "v_video.h"
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enum
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{
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LIGHTBUF_BINDINGPOINT = 1,
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POSTPROCESS_BINDINGPOINT = 2,
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VIEWPOINT_BINDINGPOINT = 3,
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LIGHTNODES_BINDINGPOINT = 4,
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LIGHTLINES_BINDINGPOINT = 5,
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LIGHTLIST_BINDINGPOINT = 6
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};
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enum class UniformType
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{
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Int,
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UInt,
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Float,
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Vec2,
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Vec3,
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Vec4,
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IVec2,
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IVec3,
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IVec4,
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UVec2,
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UVec3,
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UVec4,
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Mat4
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};
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class UniformFieldDesc
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{
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public:
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UniformFieldDesc() { }
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UniformFieldDesc(const char *name, UniformType type, std::size_t offset) : Name(name), Type(type), Offset(offset) { }
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const char *Name;
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UniformType Type;
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std::size_t Offset;
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};
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class UniformBlockDecl
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{
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public:
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static FString Create(const char *name, const std::vector<UniformFieldDesc> &fields, int bindingpoint)
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{
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FString decl;
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FString layout;
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if (bindingpoint == -1)
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{
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layout = "push_constant";
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}
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else if (screen->glslversion < 4.20)
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{
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layout = "std140";
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}
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else
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{
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layout.Format("std140, binding = %d", bindingpoint);
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}
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decl.Format("layout(%s) uniform %s\n{\n", layout.GetChars(), name);
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for (size_t i = 0; i < fields.size(); i++)
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{
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decl.AppendFormat("\t%s %s;\n", GetTypeStr(fields[i].Type), fields[i].Name);
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}
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decl += "};\n";
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return decl;
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}
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private:
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static const char *GetTypeStr(UniformType type)
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{
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switch (type)
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{
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default:
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case UniformType::Int: return "int";
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case UniformType::UInt: return "uint";
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case UniformType::Float: return "float";
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case UniformType::Vec2: return "vec2";
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case UniformType::Vec3: return "vec3";
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case UniformType::Vec4: return "vec4";
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case UniformType::IVec2: return "ivec2";
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case UniformType::IVec3: return "ivec3";
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case UniformType::IVec4: return "ivec4";
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case UniformType::UVec2: return "uvec2";
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case UniformType::UVec3: return "uvec3";
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case UniformType::UVec4: return "uvec4";
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case UniformType::Mat4: return "mat4";
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}
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}
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};
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template<typename T, int bindingpoint>
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class ShaderUniforms
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{
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public:
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ShaderUniforms()
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{
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memset(&Values, 0, sizeof(Values));
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}
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~ShaderUniforms()
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{
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if (mBuffer != nullptr)
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delete mBuffer;
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}
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int BindingPoint() const
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{
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return bindingpoint;
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}
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FString CreateDeclaration(const char *name, const std::vector<UniformFieldDesc> &fields)
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{
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mFields = fields;
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return UniformBlockDecl::Create(name, fields, bindingpoint);
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}
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void Init()
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{
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if (mBuffer == nullptr)
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mBuffer = screen->CreateDataBuffer(bindingpoint, false, false);
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}
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void SetData()
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{
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if (mBuffer != nullptr)
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mBuffer->SetData(sizeof(T), &Values);
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}
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IDataBuffer* GetBuffer() const
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{
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// OpenGL needs to mess around with this in ways that should not be part of the interface.
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return mBuffer;
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}
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T *operator->() { return &Values; }
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const T *operator->() const { return &Values; }
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T Values;
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private:
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ShaderUniforms(const ShaderUniforms &) = delete;
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ShaderUniforms &operator=(const ShaderUniforms &) = delete;
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IDataBuffer *mBuffer = nullptr;
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std::vector<UniformFieldDesc> mFields;
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};
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