/* Copyright (C) 2023 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. 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. * * 0 A.D. 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 0 A.D. If not, see . */ #ifndef INCLUDED_RENDERER_BACKEND_GL_SHADERPROGRAM #define INCLUDED_RENDERER_BACKEND_GL_SHADERPROGRAM #include "lib/ogl.h" #include "lib/file/vfs/vfs_path.h" #include "ps/containers/Span.h" #include "ps/CStrForward.h" #include "renderer/backend/Format.h" #include "renderer/backend/gl/Texture.h" #include "renderer/backend/IShaderProgram.h" #include #include struct CColor; class CMatrix3D; class CVector3D; class CShaderDefines; class CStrIntern; namespace Renderer { namespace Backend { namespace GL { class CDevice; class CVertexInputLayout : public IVertexInputLayout { public: CVertexInputLayout(CDevice* device, const PS::span attributes) : m_Device(device), m_Attributes(attributes.begin(), attributes.end()) { for (const SVertexAttributeFormat& attribute : m_Attributes) { ENSURE(attribute.format != Format::UNDEFINED); ENSURE(attribute.stride > 0); } } ~CVertexInputLayout() override = default; IDevice* GetDevice() override; const std::vector& GetAttributes() const noexcept { return m_Attributes; } private: CDevice* m_Device = nullptr; std::vector m_Attributes; }; /** * A compiled vertex+fragment shader program. * The implementation may use GL_ARB_{vertex,fragment}_program (ARB assembly syntax) * or GL_ARB_{vertex,fragment}_shader (GLSL), or may use hard-coded fixed-function * multitexturing setup code; the difference is hidden from the caller. * * Texture/uniform IDs are typically strings, corresponding to the names defined in * the shader .xml file. Alternatively (and more efficiently, if used very frequently), * call GetBindingSlot and pass its return value as the ID. * Setting uniforms that the shader .xml doesn't support is harmless. * * For a high-level overview of shaders and materials, see * http://trac.wildfiregames.com/wiki/MaterialSystem */ class CShaderProgram : public IShaderProgram { NONCOPYABLE(CShaderProgram); public: typedef CStrIntern attrib_id_t; static std::unique_ptr Create( CDevice* device, const CStr& name, const CShaderDefines& baseDefines); ~CShaderProgram() override; /** * Binds the shader into the GL context. Call this before calling Uniform() * or trying to render with it. */ virtual void Bind(CShaderProgram* previousShaderProgram) = 0; /** * Unbinds the shader from the GL context. Call this after rendering with it. */ virtual void Unbind() = 0; struct TextureUnit { GLenum type; GLenum target; GLint unit; }; virtual TextureUnit GetTextureUnit(const int32_t bindingSlot) = 0; virtual void SetUniform( const int32_t bindingSlot, const float value) = 0; virtual void SetUniform( const int32_t bindingSlot, const float valueX, const float valueY) = 0; virtual void SetUniform( const int32_t bindingSlot, const float valueX, const float valueY, const float valueZ) = 0; virtual void SetUniform( const int32_t bindingSlot, const float valueX, const float valueY, const float valueZ, const float valueW) = 0; virtual void SetUniform( const int32_t bindingSlot, PS::span values) = 0; // Vertex attribute pointers (equivalent to glVertexPointer etc). virtual void VertexAttribPointer( const VertexAttributeStream stream, const Format format, const uint32_t offset, const uint32_t stride, const VertexAttributeRate rate, const void* data); bool IsStreamActive(const VertexAttributeStream stream) const; /** * Checks that all the required vertex attributes have been set. * Call this before calling Draw/DrawIndexed etc to avoid potential crashes. */ void AssertPointersBound(); protected: CShaderProgram(int streamflags); void VertexPointer(const Renderer::Backend::Format format, GLsizei stride, const void* pointer); void NormalPointer(const Renderer::Backend::Format format, GLsizei stride, const void* pointer); void ColorPointer(const Renderer::Backend::Format format, GLsizei stride, const void* pointer); void TexCoordPointer(GLenum texture, const Renderer::Backend::Format format, GLsizei stride, const void* pointer); int m_StreamFlags; // Non-GLSL client state handling: void BindClientStates(); void UnbindClientStates(); int m_ValidStreams; // which streams have been specified via VertexPointer etc since the last Bind }; } // namespace GL } // namespace Backend } // namespace Renderer #endif // INCLUDED_RENDERER_BACKEND_GL_SHADERPROGRAM