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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#ifndef SPRING_SHADERHANDLER_HDR
#define SPRING_SHADERHANDLER_HDR
#include <string>
#include <unordered_map>
#include "Rendering/GL/myGL.h" //GLuint
namespace Shader {
struct IProgramObject;
struct IShaderObject;
};
class CShaderHandler {
public:
typedef std::unordered_map<std::string, Shader::IProgramObject*> ProgramObjMap;
typedef std::unordered_map<std::string, Shader::IProgramObject*>::iterator ProgramObjMapIt;
typedef std::unordered_map<std::string, ProgramObjMap> ProgramTable;
~CShaderHandler();
static CShaderHandler* GetInstance(unsigned int instanceValue);
static void FreeInstance(CShaderHandler*);
void ReloadAll();
bool ReleaseProgramObjects(const std::string& poClass);
void ReleaseProgramObjectsMap(ProgramObjMap& poMap);
Shader::IProgramObject* GetProgramObject(const std::string& poClass, const std::string& poName);
Shader::IProgramObject* CreateProgramObject(const std::string& poClass, const std::string& poName, bool arbProgram);
/**
* @param soName The filepath to the shader.
* @param soDefs Additional preprocessor flags passed as header.
* @param soType In case of an ARB shader it must be either GL_VERTEX_PROGRAM_ARB & GL_FRAGMENT_PROGRAM_ARB.
* In case of an GLSL shader it can be GL_VERTEX_SHADER, GL_FRAGMENT_SHADER, ...
*/
Shader::IShaderObject* CreateShaderObject(const std::string& soName, const std::string& soDefs, int soType);
struct ShaderCache {
public:
void Clear() { cache.clear(); }
unsigned int Find(unsigned int hash) {
const auto it = cache.find(hash);
GLuint id = 0;
if (it != cache.end()) {
id = it->second;
cache.erase(it);
}
return id;
}
bool Push(unsigned int hash, unsigned int objID) {
const auto it = cache.find(hash);
if (it == cache.end()) {
cache[hash] = objID;
return true;
}
return false;
}
private:
std::unordered_map<size_t, GLuint> cache;
};
const ShaderCache& GetShaderCache() const { return shaderCache; }
ShaderCache& GetShaderCache() { return shaderCache; }
private:
// all created programs, by name
ProgramTable programObjects;
// all (re)loaded program ID's, by hash
ShaderCache shaderCache;
};
#define shaderHandler (CShaderHandler::GetInstance(1))
#endif
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