Line data Source code
1 : /* Copyright (C) 2022 Wildfire Games.
2 : * This file is part of 0 A.D.
3 : *
4 : * 0 A.D. is free software: you can redistribute it and/or modify
5 : * it under the terms of the GNU General Public License as published by
6 : * the Free Software Foundation, either version 2 of the License, or
7 : * (at your option) any later version.
8 : *
9 : * 0 A.D. is distributed in the hope that it will be useful,
10 : * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 : * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 : * GNU General Public License for more details.
13 : *
14 : * You should have received a copy of the GNU General Public License
15 : * along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
16 : */
17 :
18 : #ifndef INCLUDED_SHADERTECHNIQUE
19 : #define INCLUDED_SHADERTECHNIQUE
20 :
21 : #include "graphics/ShaderDefines.h"
22 : #include "graphics/ShaderProgram.h"
23 : #include "graphics/ShaderTechniquePtr.h"
24 : #include "lib/code_annotation.h"
25 : #include "lib/file/vfs/vfs_path.h"
26 : #include "renderer/backend/PipelineState.h"
27 :
28 : #include <functional>
29 : #include <memory>
30 : #include <vector>
31 :
32 : /**
33 : * Implements a render pass consisting of a pipeline state and a shader,
34 : * used by CShaderTechnique.
35 : */
36 0 : class CShaderPass
37 : {
38 : public:
39 : CShaderPass(
40 : std::unique_ptr<Renderer::Backend::IGraphicsPipelineState> pipelineState,
41 : const CShaderProgramPtr& shader);
42 0 : MOVABLE(CShaderPass);
43 :
44 : const CShaderProgramPtr& GetShaderProgram() const noexcept { return m_Shader; }
45 :
46 : Renderer::Backend::IGraphicsPipelineState*
47 0 : GetPipelineState() const noexcept { return m_PipelineState.get(); }
48 :
49 : private:
50 : CShaderProgramPtr m_Shader;
51 :
52 : std::unique_ptr<Renderer::Backend::IGraphicsPipelineState> m_PipelineState;
53 : };
54 :
55 : /**
56 : * Implements a render technique consisting of a sequence of passes.
57 : * CShaderManager loads these from shader effect XML files.
58 : */
59 60 : class CShaderTechnique
60 : {
61 : public:
62 : using PipelineStateDescCallback =
63 : std::function<void(Renderer::Backend::SGraphicsPipelineStateDesc& pipelineStateDesc)>;
64 :
65 : CShaderTechnique(const VfsPath& path, const CShaderDefines& defines, const PipelineStateDescCallback& callback);
66 :
67 : void SetPasses(std::vector<CShaderPass>&& passes);
68 :
69 : int GetNumPasses() const;
70 :
71 : Renderer::Backend::IShaderProgram* GetShader(int pass = 0) const;
72 :
73 : Renderer::Backend::IGraphicsPipelineState*
74 : GetGraphicsPipelineState(int pass = 0) const;
75 :
76 : /**
77 : * Whether this technique uses alpha blending that requires objects to be
78 : * drawn from furthest to nearest.
79 : */
80 : bool GetSortByDistance() const;
81 :
82 : void SetSortByDistance(bool enable);
83 :
84 180 : const VfsPath& GetPath() { return m_Path; }
85 :
86 0 : const CShaderDefines& GetShaderDefines() { return m_Defines; }
87 :
88 0 : const PipelineStateDescCallback& GetPipelineStateDescCallback() const { return m_PipelineStateDescCallback; };
89 :
90 : private:
91 : std::vector<CShaderPass> m_Passes;
92 :
93 : bool m_SortByDistance = false;
94 :
95 : // We need additional data to reload the technique.
96 : VfsPath m_Path;
97 : CShaderDefines m_Defines;
98 :
99 : PipelineStateDescCallback m_PipelineStateDescCallback;
100 : };
101 :
102 : #endif // INCLUDED_SHADERTECHNIQUE
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