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 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174
|
/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
#ifndef _GROPENGLSHADER_H
#define _GROPENGLSHADER_H
#include "globalincs/pstypes.h"
#include "graphics/2d.h"
#include "graphics/material.h"
#include "graphics/opengl/gropengl.h"
#include "graphics/util/UniformBuffer.h"
#include <glad/glad.h>
namespace opengl {
// Forward definition to avoid cyclic dependency
class ShaderProgram;
} // namespace opengl
enum shader_stage { SDR_STAGE_VERTEX, SDR_STAGE_FRAGMENT, SDR_STAGE_GEOMETRY };
struct opengl_vert_attrib {
enum attrib_id {
POSITION,
COLOR,
TEXCOORD,
NORMAL,
TANGENT,
MODEL_ID,
RADIUS,
UVEC,
WORLD_MATRIX,
NUM_ATTRIBS,
};
attrib_id attribute_id;
SCP_string name;
vec4 default_value;
};
namespace std {
template<> struct hash<opengl_vert_attrib::attrib_id> {
size_t operator()(const opengl_vert_attrib::attrib_id& data) const {
return std::hash<size_t>()(static_cast<size_t>(data));
}
};
}
extern SCP_vector<opengl_vert_attrib> GL_vertex_attrib_info;
struct geometry_sdr_params
{
int input_type;
int output_type;
int vertices_out;
};
struct opengl_shader_type_t {
shader_type type_id;
const char *vert;
const char *frag;
const char *geo;
SCP_vector<opengl_vert_attrib::attrib_id> attributes;
const char* description;
bool spirv_shader; // Specified if this shader was generated from SPIR-V
};
struct opengl_shader_variant_t {
shader_type type_id;
bool use_geometry_sdr;
int flag;
SCP_string flag_text;
SCP_vector<opengl_vert_attrib::attrib_id> attributes;
const char* description;
};
struct opengl_shader_file_t {
const char *vert;
const char *frag;
const char *geo;
int flags;
SCP_vector<const char*> uniforms;
SCP_vector<const char*> attributes;
const char* description;
};
struct opengl_shader_uniform_reference_t {
unsigned int flag;
SCP_vector<const char*> uniforms;
SCP_vector<const char*> attributes;
SCP_vector<const char*> uniform_blocks;
const char* name;
};
typedef struct opengl_shader_uniform_t {
SCP_string text_id;
GLint location;
opengl_shader_uniform_t() : location(-1) {}
} opengl_shader_uniform_t;
typedef struct opengl_shader_t {
std::unique_ptr<opengl::ShaderProgram> program;
shader_type shader;
unsigned int flags;
int flags2;
opengl_shader_t();
opengl_shader_t(opengl_shader_t&& other) noexcept;
opengl_shader_t& operator=(opengl_shader_t&& other) noexcept;
opengl_shader_t(const opengl_shader_t&) = delete;
opengl_shader_t& operator=(const opengl_shader_t&) = delete;
} opengl_shader_t;
extern SCP_vector<opengl_shader_t> GL_shader;
extern opengl_shader_t *Current_shader;
int gr_opengl_maybe_create_shader(shader_type shader_t, unsigned int flags);
void gr_opengl_recompile_all_shaders(const std::function<void(size_t, size_t)>& progress_callback = nullptr);
void opengl_delete_shader(int sdr_handle);
void opengl_shader_set_current(opengl_shader_t *shader_obj = NULL);
void opengl_shader_set_current(int handle);
void opengl_shader_init();
void opengl_shader_shutdown();
int opengl_compile_shader(shader_type sdr, uint flags);
GLint opengl_shader_get_attribute(opengl_vert_attrib::attrib_id attribute);
void opengl_shader_set_passthrough(bool textured, bool hdr);
void opengl_shader_set_default_material(bool textured, bool alpha, vec4* clr, float color_scale, uint32_t array_index, const material::clip_plane& clip_plane);
template <typename T, typename DataCallback>
void opengl_set_generic_uniform_data(DataCallback cb)
{
auto buffer = gr_get_uniform_buffer(uniform_block_type::GenericData, 1, sizeof(T));
auto bufferPtr = buffer.aligner().addTypedElement<T>();
cb(bufferPtr);
buffer.submitData();
gr_bind_uniform_buffer(uniform_block_type::GenericData, buffer.getBufferOffset(0), sizeof(T),
buffer.bufferHandle());
}
#endif // _GROPENGLSHADER_H
|