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author | Paul Gilbert | 2016-07-26 19:48:14 -0400 |
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committer | Paul Gilbert | 2016-07-26 19:48:14 -0400 |
commit | 504cf6ecb688a3f1c65a857bffd527d8b0e6ba63 (patch) | |
tree | 0c0d96d4061c11850c851f0fc981c75a58c20515 /backends/graphics/opengl/shader.h | |
parent | d8c28d15ae553d047b7e571f98727fa79ee143f3 (diff) | |
parent | e19922d181e775791f9105b8be7ff410770ede51 (diff) | |
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Merge branch 'master' into xeen
Diffstat (limited to 'backends/graphics/opengl/shader.h')
-rw-r--r-- | backends/graphics/opengl/shader.h | 288 |
1 files changed, 288 insertions, 0 deletions
diff --git a/backends/graphics/opengl/shader.h b/backends/graphics/opengl/shader.h new file mode 100644 index 0000000000..ec1e516d14 --- /dev/null +++ b/backends/graphics/opengl/shader.h @@ -0,0 +1,288 @@ +/* ScummVM - Graphic Adventure Engine + * + * ScummVM is the legal property of its developers, whose names + * are too numerous to list here. Please refer to the COPYRIGHT + * file distributed with this source distribution. + * + * This program 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. + * + * This program 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 this program; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + * + */ + +#ifndef BACKENDS_GRAPHICS_OPENGL_SHADER_H +#define BACKENDS_GRAPHICS_OPENGL_SHADER_H + +#include "backends/graphics/opengl/opengl-sys.h" + +#if !USE_FORCED_GLES + +#include "common/singleton.h" +#include "common/hash-str.h" +#include "common/ptr.h" + +namespace OpenGL { + +/** + * A generic uniform value interface for a shader program. + */ +class ShaderUniformValue { +public: + virtual ~ShaderUniformValue() {} + + /** + * Setup the the value to the given location. + * + * @param location Location of the uniform. + */ + virtual void set(GLint location) const = 0; +}; + +/** + * Integer value for a shader uniform. + */ +class ShaderUniformInteger : public ShaderUniformValue { +public: + ShaderUniformInteger(GLint value) : _value(value) {} + + virtual void set(GLint location) const override; + +private: + const GLint _value; +}; + +/** + * Float value for a shader uniform. + */ +class ShaderUniformFloat : public ShaderUniformValue { +public: + ShaderUniformFloat(GLfloat value) : _value(value) {} + + virtual void set(GLint location) const override; + +private: + const GLfloat _value; +}; + +/** + * 4x4 Matrix value for a shader uniform. + */ +class ShaderUniformMatrix44 : public ShaderUniformValue { +public: + ShaderUniformMatrix44(const GLfloat *mat44) { + memcpy(_matrix, mat44, sizeof(_matrix)); + } + + virtual void set(GLint location) const override; + +private: + GLfloat _matrix[4*4]; +}; + +class Shader { +public: + Shader(const Common::String &vertex, const Common::String &fragment); + ~Shader(); + + /** + * Destroy the shader program. + * + * This keeps the vertex and fragment shader sources around and thus + * allows for recreating the shader on context recreation. It also keeps + * the uniform state around. + */ + void destroy(); + + /** + * Recreate shader program. + * + * @return true on success, false on failure. + */ + bool recreate(); + + /** + * Make shader active. + */ + void activate(); + + /** + * Make shader inactive. + */ + void deactivate(); + + /** + * Return location for attribute with given name. + * + * @param name Name of the attribute to look up in the shader. + * @return The loctaion of -1 if attribute was not found. + */ + GLint getAttributeLocation(const char *name) const; + GLint getAttributeLocation(const Common::String &name) const { + return getAttributeLocation(name.c_str()); + } + + /** + * Return location for uniform with given name. + * + * @param name Name of the uniform to look up in the shader. + * @return The location or -1 if uniform was not found. + */ + GLint getUniformLocation(const char *name) const; + GLint getUniformLocation(const Common::String &name) const { + return getUniformLocation(name.c_str()); + } + + /** + * Bind value to uniform. + * + * @param name The name of the uniform to be set. + * @param value The value to be set. + * @return 'false' on error (i.e. uniform unknown or otherwise), + * 'true' otherwise. + */ + bool setUniform(const Common::String &name, ShaderUniformValue *value); + + /** + * Bind integer value to uniform. + * + * @param name The name of the uniform to be set. + * @param value The value to be set. + * @return 'false' on error (i.e. uniform unknown or otherwise), + * 'true' otherwise. + */ + bool setUniform1I(const Common::String &name, GLint value) { + return setUniform(name, new ShaderUniformInteger(value)); + } +protected: + /** + * Vertex shader sources. + */ + const Common::String _vertex; + + /** + * Fragment shader sources. + */ + const Common::String _fragment; + + /** + * Whether the shader is active or not. + */ + bool _isActive; + + /** + * Shader program handle. + */ + GLprogram _program; + + /** + * A uniform descriptor. + * + * This stores the state of a shader uniform. The state is made up of the + * uniform location, whether the state was altered since last set, and the + * value of the uniform. + */ + struct Uniform { + Uniform() : location(-1), altered(false), value() {} + Uniform(GLint loc, ShaderUniformValue *val) + : location(loc), altered(true), value(val) {} + + /** + * Write uniform value into currently active shader. + */ + void set() { + if (altered && value) { + value->set(location); + altered = false; + } + } + + /** + * The location of the uniform or -1 in case it does not exist. + */ + GLint location; + + /** + * Whether the uniform state was aletered since last 'set'. + */ + bool altered; + + /** + * The value of the uniform. + */ + Common::SharedPtr<ShaderUniformValue> value; + }; + + typedef Common::HashMap<Common::String, Uniform> UniformMap; + + /** + * Map from uniform name to associated uniform description. + */ + UniformMap _uniforms; + + /** + * Compile a vertex or fragment shader. + * + * @param source Sources to the shader. + * @param shaderType Type of shader to compile (GL_FRAGMENT_SHADER_ARB or + * GL_VERTEX_SHADER_ARB) + * @return The shader object or 0 on failure. + */ + static GLshader compileShader(const char *source, GLenum shaderType); +}; + +class ShaderManager : public Common::Singleton<ShaderManager> { +public: + enum ShaderUsage { + /** Default shader implementing the GL fixed-function pipeline. */ + kDefault = 0, + + /** CLUT8 look up shader. */ + kCLUT8LookUp, + + /** Number of built-in shaders. Should not be used for query. */ + kMaxUsages + }; + + /** + * Notify shader manager about context destruction. + */ + void notifyDestroy(); + + /** + * Notify shader manager about context creation. + */ + void notifyCreate(); + + /** + * Query a built-in shader. + */ + Shader *query(ShaderUsage shader) const; + +private: + friend class Common::Singleton<SingletonBaseType>; + ShaderManager(); + ~ShaderManager(); + + bool _initializeShaders; + + Shader *_builtIn[kMaxUsages]; +}; + +} // End of namespace OpenGL + +/** Shortcut for accessing the font manager. */ +#define ShaderMan (OpenGL::ShaderManager::instance()) + +#endif // !USE_FORCED_GLES + +#endif |