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+/* 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