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101 lines
2.2 KiB
C++
101 lines
2.2 KiB
C++
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#pragma once
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#include <memory>
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#include "vectors.h"
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#include "matrix.h"
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#include "name.h"
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#include "hw_renderstate.h"
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#include <list>
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#define SHADER_MIN_REQUIRED_TEXTURE_LAYERS 11
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class VulkanRenderDevice;
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class VulkanDevice;
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class VulkanShader;
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class VkPPShader;
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class PPShader;
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struct MatricesUBO
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{
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VSMatrix ModelMatrix;
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VSMatrix NormalModelMatrix;
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VSMatrix TextureMatrix;
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};
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#define MAX_STREAM_DATA ((int)(65536 / sizeof(StreamData)))
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struct StreamUBO
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{
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StreamData data[MAX_STREAM_DATA];
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};
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struct PushConstants
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{
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int uTextureMode;
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float uAlphaThreshold;
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FVector2 uClipSplit;
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// Lighting + Fog
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float uLightLevel;
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float uFogDensity;
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float uLightFactor;
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float uLightDist;
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int uFogEnabled;
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// dynamic lights
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int uLightIndex;
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// Blinn glossiness and specular level
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FVector2 uSpecularMaterial;
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// bone animation
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int uBoneIndexBase;
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int uDataIndex;
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int padding1, padding2, padding3;
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};
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class VkShaderProgram
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{
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public:
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std::unique_ptr<VulkanShader> vert;
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std::unique_ptr<VulkanShader> frag;
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};
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class VkShaderManager
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{
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public:
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VkShaderManager(VulkanRenderDevice* fb);
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~VkShaderManager();
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void Deinit();
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VkShaderProgram *GetEffect(int effect, EPassType passType);
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VkShaderProgram *Get(unsigned int eff, bool alphateston, EPassType passType);
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bool CompileNextShader();
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VkPPShader* GetVkShader(PPShader* shader);
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void AddVkPPShader(VkPPShader* shader);
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void RemoveVkPPShader(VkPPShader* shader);
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private:
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std::unique_ptr<VulkanShader> LoadVertShader(FString shadername, const char *vert_lump, const char *defines);
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std::unique_ptr<VulkanShader> LoadFragShader(FString shadername, const char *frag_lump, const char *material_lump, const char *light_lump, const char *defines, bool alphatest, bool gbufferpass);
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FString GetTargetGlslVersion();
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FString LoadPublicShaderLump(const char *lumpname);
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FString LoadPrivateShaderLump(const char *lumpname);
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VulkanRenderDevice* fb = nullptr;
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std::vector<VkShaderProgram> mMaterialShaders[MAX_PASS_TYPES];
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std::vector<VkShaderProgram> mMaterialShadersNAT[MAX_PASS_TYPES];
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std::vector<VkShaderProgram> mEffectShaders[MAX_PASS_TYPES];
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uint8_t compilePass = 0, compileState = 0;
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int compileIndex = 0;
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std::list<VkPPShader*> PPShaders;
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};
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