mirror of
https://github.com/ZDoom/Raze.git
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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++
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#pragma once
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#include "gles_system.h"
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#include "gles_shader.h"
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#include "hwrenderer/postprocessing/hw_postprocess.h"
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namespace OpenGLESRenderer
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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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GLuint mProgram = 0;
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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 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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template<typename T>
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class ShaderUniformsGles
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{
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public:
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ShaderUniformsGles()
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{
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memset(&Values, 0, sizeof(Values));
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}
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~ShaderUniformsGles()
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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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FString CreateDeclaration(const char* name, const std::vector<UniformFieldDesc>& fields)
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{
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mFields = fields;
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FString decl;
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decl += "\n";
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for (size_t i = 0; i < fields.size(); i++)
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{
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decl.AppendFormat("\tuniform %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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void Init()
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{
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if (mBuffer == nullptr)
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mBuffer = screen->CreateDataBuffer(-1, 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, BufferUsageType::Static);
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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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std::vector<UniformFieldDesc> mFields;
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std::vector<int> UniformLocation;
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private:
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ShaderUniformsGles(const ShaderUniformsGles&) = delete;
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ShaderUniformsGles& operator=(const ShaderUniformsGles&) = delete;
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IDataBuffer* mBuffer = nullptr;
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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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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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ShaderUniformsGles<PresentUniforms> 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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} |