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-rw-r--r--backends/graphics/opengl/shader.h141
1 files changed, 128 insertions, 13 deletions
diff --git a/backends/graphics/opengl/shader.h b/backends/graphics/opengl/shader.h
index e5dbcacfad..1aee8ed681 100644
--- a/backends/graphics/opengl/shader.h
+++ b/backends/graphics/opengl/shader.h
@@ -27,8 +27,9 @@
#if !USE_FORCED_GLES
-#include "common/str.h"
#include "common/singleton.h"
+#include "common/hash-str.h"
+#include "common/ptr.h"
namespace OpenGL {
@@ -38,6 +39,62 @@ enum {
kColorAttribLocation = 2
};
+/**
+ * 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);
@@ -47,7 +104,8 @@ public:
* Destroy the shader program.
*
* This keeps the vertex and fragment shader sources around and thus
- * allows for recreating the shader on context recreation.
+ * allows for recreating the shader on context recreation. It also keeps
+ * the uniform state around.
*/
void destroy();
@@ -60,10 +118,13 @@ public:
/**
* Make shader active.
- *
- * @param projectionMatrix Projection matrix to use.
*/
- void activate(const GLfloat *projectionMatrix);
+ void activate();
+
+ /**
+ * Make shader inactive.
+ */
+ void deactivate();
/**
* Return location for uniform with given name.
@@ -76,12 +137,24 @@ public:
/**
* Bind value to uniform.
*
- * Note: this only works when the shader is actived by activate.
+ * @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 location Location of the uniform.
- * @param value The value to be set.
+ * @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.
*/
- void setUniformI(GLint location, GLint value);
+ bool setUniform1I(const Common::String &name, GLint value) {
+ return setUniform(name, new ShaderUniformInteger(value));
+ }
protected:
/**
* Vertex shader sources.
@@ -94,19 +167,59 @@ protected:
const Common::String _fragment;
/**
+ * Whether the shader is active or not.
+ */
+ bool _isActive;
+
+ /**
* Shader program handle.
*/
GLprogram _program;
/**
- * Location of the matrix uniform in the shader 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.
*/
- GLint _projectionLocation;
+ 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;
/**
- * Location of the texture sampler location in the shader program.
+ * Map from uniform name to associated uniform description.
*/
- GLint _textureLocation;
+ UniformMap _uniforms;
/**
* Compile a vertex or fragment shader.
@@ -152,6 +265,8 @@ private:
ShaderManager();
~ShaderManager();
+ bool _initializeShaders;
+
Shader *_builtIn[kMaxUsages];
};