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/* Copyright (C) 2022 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_SHADERPROGRAM
#define INCLUDED_SHADERPROGRAM
#include "graphics/ShaderDefines.h"
#include "graphics/ShaderProgramPtr.h"
#include "lib/file/vfs/vfs_path.h"
#include "ps/CStr.h"
#include "renderer/backend/IShaderProgram.h"
#include <vector>
/**
* A wrapper for backend shader program to handle high-level operations like
* file reloading and handling errors on reload.
*/
class CShaderProgram
{
NONCOPYABLE(CShaderProgram);
public:
static CShaderProgramPtr Create(const CStr& name, const CShaderDefines& defines);
void Reload();
std::vector<VfsPath> GetFileDependencies() const;
Renderer::Backend::IShaderProgram* GetBackendShaderProgram() { return m_BackendShaderProgram.get(); }
// TODO: add reloadable handles.
protected:
CShaderProgram(const CStr& name, const CShaderDefines& defines);
CStr m_Name;
CShaderDefines m_Defines;
std::unique_ptr<Renderer::Backend::IShaderProgram> m_BackendShaderProgram;
};
#endif // INCLUDED_SHADERPROGRAM
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