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https://github.com/ZDoom/raze-gles.git
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103 lines
No EOL
2.1 KiB
C++
103 lines
No EOL
2.1 KiB
C++
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#pragma once
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#include "gl_system.h"
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#include "gl_shader.h"
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#include "hwrenderer/postprocessing/hw_postprocess.h"
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namespace OpenGLRenderer
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{
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class FShaderProgram : public PPShaderBackend
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{
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public:
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FShaderProgram();
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~FShaderProgram();
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enum ShaderType
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{
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Vertex,
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Fragment,
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NumShaderTypes
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};
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void Compile(ShaderType type, const char *lumpName, const char *defines, int maxGlslVersion);
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void Compile(ShaderType type, const char *name, const FString &code, const char *defines, int maxGlslVersion);
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void Link(const char *name);
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void SetUniformBufferLocation(int index, const char *name);
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void Bind();
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GLuint Handle() { return mProgram; }
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//explicit operator bool() const { return mProgram != 0; }
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std::unique_ptr<IDataBuffer> Uniforms;
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private:
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FShaderProgram(const FShaderProgram &) = delete;
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FShaderProgram &operator=(const FShaderProgram &) = delete;
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void CompileShader(ShaderType type);
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FString PatchShader(ShaderType type, const FString &code, const char *defines, int maxGlslVersion);
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void CreateShader(ShaderType type);
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FString GetShaderInfoLog(GLuint handle);
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FString GetProgramInfoLog(GLuint handle);
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GLuint mProgram = 0;
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GLuint mShaders[NumShaderTypes];
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FString mShaderSources[NumShaderTypes];
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FString mShaderNames[NumShaderTypes];
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TArray<std::pair<FString, int>> samplerstobind;
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};
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class FPresentShaderBase
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{
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public:
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virtual ~FPresentShaderBase() {}
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virtual void Bind() = 0;
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ShaderUniforms<PresentUniforms, POSTPROCESS_BINDINGPOINT> Uniforms;
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protected:
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virtual void Init(const char * vtx_shader_name, const char * program_name);
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std::unique_ptr<FShaderProgram> mShader;
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};
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class FPresentShader : public FPresentShaderBase
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{
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public:
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void Bind() override;
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};
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class FPresent3DCheckerShader : public FPresentShaderBase
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{
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public:
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void Bind() override;
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};
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class FPresent3DColumnShader : public FPresentShaderBase
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{
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public:
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void Bind() override;
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};
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class FPresent3DRowShader : public FPresentShaderBase
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{
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public:
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void Bind() override;
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};
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class FShadowMapShader
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{
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public:
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void Bind();
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ShaderUniforms<ShadowMapUniforms, POSTPROCESS_BINDINGPOINT> Uniforms;
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private:
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std::unique_ptr<FShaderProgram> mShader;
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};
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} |