mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-16 01:11:44 +00:00
9071949a46
* Vulkan SDK and dependencies updated. * better interface for buffers in the render backend.
159 lines
No EOL
3.5 KiB
C++
159 lines
No EOL
3.5 KiB
C++
|
|
#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;
|
|
|
|
};
|
|
|
|
|
|
} |