File: ShaderTechnique.h

package info (click to toggle)
0ad 0.0.26-3
  • links: PTS, VCS
  • area: main
  • in suites: bookworm
  • size: 130,460 kB
  • sloc: cpp: 261,824; ansic: 198,392; javascript: 19,067; python: 14,557; sh: 7,629; perl: 4,072; xml: 849; makefile: 741; java: 533; ruby: 229; php: 190; pascal: 30; sql: 21; tcl: 4
file content (89 lines) | stat: -rw-r--r-- 2,595 bytes parent folder | download
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
/* 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_SHADERTECHNIQUE
#define INCLUDED_SHADERTECHNIQUE

#include "graphics/ShaderDefines.h"
#include "graphics/ShaderProgram.h"
#include "graphics/ShaderTechniquePtr.h"
#include "lib/file/vfs/vfs_path.h"
#include "renderer/backend/PipelineState.h"

#include <vector>

/**
 * Implements a render pass consisting of various GL state changes and a shader,
 * used by CShaderTechnique.
 */
class CShaderPass
{
public:
	CShaderPass(const Renderer::Backend::GraphicsPipelineStateDesc& pipelineStateDesc, const CShaderProgramPtr& shader);

	Renderer::Backend::IShaderProgram* GetShader() const { return m_Shader->GetBackendShaderProgram(); }

	const Renderer::Backend::GraphicsPipelineStateDesc&
	GetPipelineStateDesc() const { return m_PipelineStateDesc; }

private:
	CShaderProgramPtr m_Shader;

	Renderer::Backend::GraphicsPipelineStateDesc m_PipelineStateDesc{};
};

/**
 * Implements a render technique consisting of a sequence of passes.
 * CShaderManager loads these from shader effect XML files.
 */
class CShaderTechnique
{
public:
	CShaderTechnique(const VfsPath& path, const CShaderDefines& defines);

	void SetPasses(std::vector<CShaderPass>&& passes);

	int GetNumPasses() const;

	Renderer::Backend::IShaderProgram* GetShader(int pass = 0) const;

	const Renderer::Backend::GraphicsPipelineStateDesc&
	GetGraphicsPipelineStateDesc(int pass = 0) const;

	/**
	 * Whether this technique uses alpha blending that requires objects to be
	 * drawn from furthest to nearest.
	 */
	bool GetSortByDistance() const;

	void SetSortByDistance(bool enable);

	const VfsPath& GetPath() { return m_Path; }

	const CShaderDefines& GetShaderDefines() { return m_Defines; }

private:
	std::vector<CShaderPass> m_Passes;

	bool m_SortByDistance = false;

	// We need additional data to reload the technique.
	VfsPath m_Path;
	CShaderDefines m_Defines;
};

#endif // INCLUDED_SHADERTECHNIQUE