/* 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 value; }; typedef Common::HashMap 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 { 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; 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