LCOV - code coverage report
Current view: top level - source/renderer/backend/gl - ShaderProgram.h (source / functions) Hit Total Coverage
Test: 0 A.D. test coverage report Lines: 0 9 0.0 %
Date: 2023-01-19 00:18:29 Functions: 0 6 0.0 %

          Line data    Source code
       1             : /* Copyright (C) 2023 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_RENDERER_BACKEND_GL_SHADERPROGRAM
      19             : #define INCLUDED_RENDERER_BACKEND_GL_SHADERPROGRAM
      20             : 
      21             : #include "lib/ogl.h"
      22             : #include "lib/file/vfs/vfs_path.h"
      23             : #include "ps/containers/Span.h"
      24             : #include "ps/CStrForward.h"
      25             : #include "renderer/backend/Format.h"
      26             : #include "renderer/backend/gl/Texture.h"
      27             : #include "renderer/backend/IShaderProgram.h"
      28             : 
      29             : #include <map>
      30             : #include <vector>
      31             : 
      32             : struct CColor;
      33             : class CMatrix3D;
      34             : class CVector3D;
      35             : class CShaderDefines;
      36             : class CStrIntern;
      37             : 
      38             : namespace Renderer
      39             : {
      40             : 
      41             : namespace Backend
      42             : {
      43             : 
      44             : namespace GL
      45             : {
      46             : 
      47             : class CDevice;
      48             : 
      49             : class CVertexInputLayout : public IVertexInputLayout
      50             : {
      51             : public:
      52           0 :     CVertexInputLayout(CDevice* device, const PS::span<const SVertexAttributeFormat> attributes)
      53           0 :         : m_Device(device), m_Attributes(attributes.begin(), attributes.end())
      54             :     {
      55           0 :         for (const SVertexAttributeFormat& attribute : m_Attributes)
      56             :         {
      57           0 :             ENSURE(attribute.format != Format::UNDEFINED);
      58           0 :             ENSURE(attribute.stride > 0);
      59             :         }
      60           0 :     }
      61             : 
      62           0 :     ~CVertexInputLayout() override = default;
      63             : 
      64             :     IDevice* GetDevice() override;
      65             : 
      66           0 :     const std::vector<SVertexAttributeFormat>& GetAttributes() const noexcept { return m_Attributes; }
      67             : 
      68             : private:
      69             :     CDevice* m_Device = nullptr;
      70             : 
      71             :     std::vector<SVertexAttributeFormat> m_Attributes;
      72             : };
      73             : 
      74             : /**
      75             :  * A compiled vertex+fragment shader program.
      76             :  * The implementation may use GL_ARB_{vertex,fragment}_program (ARB assembly syntax)
      77             :  * or GL_ARB_{vertex,fragment}_shader (GLSL), or may use hard-coded fixed-function
      78             :  * multitexturing setup code; the difference is hidden from the caller.
      79             :  *
      80             :  * Texture/uniform IDs are typically strings, corresponding to the names defined in
      81             :  * the shader .xml file. Alternatively (and more efficiently, if used very frequently),
      82             :  * call GetBindingSlot and pass its return value as the ID.
      83             :  * Setting uniforms that the shader .xml doesn't support is harmless.
      84             :  *
      85             :  * For a high-level overview of shaders and materials, see
      86             :  * http://trac.wildfiregames.com/wiki/MaterialSystem
      87             :  */
      88           0 : class CShaderProgram : public IShaderProgram
      89             : {
      90             :     NONCOPYABLE(CShaderProgram);
      91             : 
      92             : public:
      93             :     typedef CStrIntern attrib_id_t;
      94             : 
      95             :     static std::unique_ptr<CShaderProgram> Create(
      96             :         CDevice* device, const CStr& name, const CShaderDefines& baseDefines);
      97             : 
      98             :     ~CShaderProgram() override;
      99             : 
     100             :     /**
     101             :      * Binds the shader into the GL context. Call this before calling Uniform()
     102             :      * or trying to render with it.
     103             :      */
     104             :     virtual void Bind(CShaderProgram* previousShaderProgram) = 0;
     105             : 
     106             :     /**
     107             :      * Unbinds the shader from the GL context. Call this after rendering with it.
     108             :      */
     109             :     virtual void Unbind() = 0;
     110             : 
     111             :     struct TextureUnit
     112             :     {
     113             :         GLenum type;
     114             :         GLenum target;
     115             :         GLint unit;
     116             :     };
     117             :     virtual TextureUnit GetTextureUnit(const int32_t bindingSlot) = 0;
     118             : 
     119             :     virtual void SetUniform(
     120             :         const int32_t bindingSlot,
     121             :         const float value) = 0;
     122             :     virtual void SetUniform(
     123             :         const int32_t bindingSlot,
     124             :         const float valueX, const float valueY) = 0;
     125             :     virtual void SetUniform(
     126             :         const int32_t bindingSlot,
     127             :         const float valueX, const float valueY,
     128             :         const float valueZ) = 0;
     129             :     virtual void SetUniform(
     130             :         const int32_t bindingSlot,
     131             :         const float valueX, const float valueY,
     132             :         const float valueZ, const float valueW) = 0;
     133             :     virtual void SetUniform(
     134             :         const int32_t bindingSlot, PS::span<const float> values) = 0;
     135             : 
     136             :     // Vertex attribute pointers (equivalent to glVertexPointer etc).
     137             :     virtual void VertexAttribPointer(
     138             :         const VertexAttributeStream stream, const Format format,
     139             :         const uint32_t offset, const uint32_t stride,
     140             :         const VertexAttributeRate rate, const void* data);
     141             : 
     142             :     bool IsStreamActive(const VertexAttributeStream stream) const;
     143             : 
     144             :     /**
     145             :      * Checks that all the required vertex attributes have been set.
     146             :      * Call this before calling Draw/DrawIndexed etc to avoid potential crashes.
     147             :      */
     148             :     void AssertPointersBound();
     149             : 
     150             : protected:
     151             :     CShaderProgram(int streamflags);
     152             : 
     153             :     void VertexPointer(const Renderer::Backend::Format format, GLsizei stride, const void* pointer);
     154             :     void NormalPointer(const Renderer::Backend::Format format, GLsizei stride, const void* pointer);
     155             :     void ColorPointer(const Renderer::Backend::Format format, GLsizei stride, const void* pointer);
     156             :     void TexCoordPointer(GLenum texture, const Renderer::Backend::Format format, GLsizei stride, const void* pointer);
     157             : 
     158             :     int m_StreamFlags;
     159             : 
     160             :     // Non-GLSL client state handling:
     161             :     void BindClientStates();
     162             :     void UnbindClientStates();
     163             :     int m_ValidStreams; // which streams have been specified via VertexPointer etc since the last Bind
     164             : };
     165             : 
     166             : } // namespace GL
     167             : 
     168             : } // namespace Backend
     169             : 
     170             : } // namespace Renderer
     171             : 
     172             : #endif // INCLUDED_RENDERER_BACKEND_GL_SHADERPROGRAM

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