mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
160 lines
6.1 KiB
C++
160 lines
6.1 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _GFXGLSHADER_H_
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#define _GFXGLSHADER_H_
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#include "core/util/refBase.h"
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#include "gfx/gfxShader.h"
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#include "gfx/gl/tGL/tGL.h"
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#include "core/util/tSignal.h"
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#include "core/util/tDictionary.h"
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class GFXGLShaderConstHandle;
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class FileStream;
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class GFXGLShaderConstBuffer;
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class GFXGLDevice;
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class GFXGLShader : public GFXShader
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{
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typedef Map<String, GFXGLShaderConstHandle*> HandleMap;
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public:
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GFXGLShader(GFXGLDevice* device);
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virtual ~GFXGLShader();
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/// @name GFXShader interface
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/// @{
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virtual GFXShaderConstHandle* getShaderConstHandle(const String& name);
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virtual GFXShaderConstHandle* findShaderConstHandle(const String& name);
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/// Returns our list of shader constants, the material can get this and just set the constants it knows about
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virtual const Vector<GFXShaderConstDesc>& getShaderConstDesc() const;
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/// Returns the alignment value for constType
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virtual U32 getAlignmentValue(const GFXShaderConstType constType) const;
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virtual GFXShaderConstBufferRef allocConstBuffer();
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/// @}
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/// @name GFXResource interface
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/// @{
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virtual void zombify();
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virtual void resurrect() { reload(); }
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virtual const String describeSelf() const;
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/// @}
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/// Activates this shader in the GL context.
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void useProgram();
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protected:
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friend class GFXGLShaderConstBuffer;
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friend class GFXGLShaderConstHandle;
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virtual bool _init();
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bool initShader( const Torque::Path &file,
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bool isVertex,
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const Vector<GFXShaderMacro> ¯os );
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void clearShaders();
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void initConstantDescs();
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void initHandles();
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void setConstantsFromBuffer(GFXGLShaderConstBuffer* buffer);
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static char* _handleIncludes( const Torque::Path &path, FileStream *s );
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static bool _loadShaderFromStream( GLuint shader,
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const Torque::Path& path,
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FileStream* s,
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const Vector<GFXShaderMacro>& macros );
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/// @name Internal GL handles
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/// @{
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GLuint mVertexShader;
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GLuint mPixelShader;
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GLuint mProgram;
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/// @}
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Vector<GFXShaderConstDesc> mConstants;
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U32 mConstBufferSize;
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U8* mConstBuffer;
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HandleMap mHandles;
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GFXGLDevice* mDevice;
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Vector<GFXGLShaderConstHandle*> mValidHandles;
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};
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class GFXGLShaderConstBuffer : public GFXShaderConstBuffer
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{
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public:
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GFXGLShaderConstBuffer(GFXGLShader* shader, U32 bufSize, U8* existingConstants);
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~GFXGLShaderConstBuffer();
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/// Called by GFXGLDevice to activate this buffer.
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void activate();
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/// Called when the shader this buffer references is reloaded.
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void onShaderReload( GFXGLShader *shader );
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// GFXShaderConstBuffer
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virtual GFXShader* getShader() { return mShader; }
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virtual void set(GFXShaderConstHandle* handle, const F32 fv);
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virtual void set(GFXShaderConstHandle* handle, const Point2F& fv);
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virtual void set(GFXShaderConstHandle* handle, const Point3F& fv);
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virtual void set(GFXShaderConstHandle* handle, const Point4F& fv);
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virtual void set(GFXShaderConstHandle* handle, const PlaneF& fv);
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virtual void set(GFXShaderConstHandle* handle, const LinearColorF& fv);
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virtual void set(GFXShaderConstHandle* handle, const S32 f);
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virtual void set(GFXShaderConstHandle* handle, const Point2I& fv);
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virtual void set(GFXShaderConstHandle* handle, const Point3I& fv);
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virtual void set(GFXShaderConstHandle* handle, const Point4I& fv);
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virtual void set(GFXShaderConstHandle* handle, const AlignedArray<F32>& fv);
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virtual void set(GFXShaderConstHandle* handle, const AlignedArray<Point2F>& fv);
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virtual void set(GFXShaderConstHandle* handle, const AlignedArray<Point3F>& fv);
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virtual void set(GFXShaderConstHandle* handle, const AlignedArray<Point4F>& fv);
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virtual void set(GFXShaderConstHandle* handle, const AlignedArray<S32>& fv);
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virtual void set(GFXShaderConstHandle* handle, const AlignedArray<Point2I>& fv);
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virtual void set(GFXShaderConstHandle* handle, const AlignedArray<Point3I>& fv);
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virtual void set(GFXShaderConstHandle* handle, const AlignedArray<Point4I>& fv);
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virtual void set(GFXShaderConstHandle* handle, const MatrixF& mat, const GFXShaderConstType matType = GFXSCT_Float4x4);
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virtual void set(GFXShaderConstHandle* handle, const MatrixF* mat, const U32 arraySize, const GFXShaderConstType matrixType = GFXSCT_Float4x4);
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// GFXResource
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virtual const String describeSelf() const;
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virtual void zombify() {}
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virtual void resurrect() {}
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private:
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friend class GFXGLShader;
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U8* mBuffer;
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WeakRefPtr<GFXGLShader> mShader;
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template<typename ConstType>
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void internalSet(GFXShaderConstHandle* handle, const ConstType& param);
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template<typename ConstType>
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void internalSet(GFXShaderConstHandle* handle, const AlignedArray<ConstType>& fv);
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};
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#endif // _GFXGLSHADER_H_
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