mirror of https://github.com/axmolengine/axmol.git
226 lines
7.1 KiB
C++
226 lines
7.1 KiB
C++
/****************************************************************************
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Copyright (c) 2018-2019 Xiamen Yaji Software Co., Ltd.
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https://axmol.dev/
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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 deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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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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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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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 FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#pragma once
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#include "Macros.h"
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#include "base/Object.h"
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#include "platform/PlatformMacros.h"
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#include "Types.h"
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#include "ShaderCache.h"
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#include <functional>
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#include <string>
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#include <vector>
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#include <unordered_map>
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NS_AX_BACKEND_BEGIN
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class ShaderModule;
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class VertexLayout;
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class ProgramManager;
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/**
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* @addtogroup _backend
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* @{
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*/
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enum class VertexLayoutType
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{
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Unspec, // needs binding after program load
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Pos, // V2F
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Texture, // T2F
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Sprite, // V3F_C4B_T2F posTexColor
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DrawNode, // V2F_C4B_T2F
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DrawNode3D, // V3F_C4B
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SkyBox, // V3F
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PU3D, // V3F_C4B_T2F // same with sprite, TODO: reuse spriete
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posColor, // V3F_C4B
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Terrain3D, // V3F_T2F_V3F
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Count
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};
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/**
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* @addtogroup _backend
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* @{
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*/
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/**
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* A program.
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*/
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class AX_DLL Program : public Object
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{
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public:
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~Program();
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/**
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* Get engine built-in program.
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* @param type Specifies the built-in program type.
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*/
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static Program* getBuiltinProgram(uint32_t type);
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/**
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* Get uniform location by name.
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* @param uniform Specifies the uniform name.
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* @return The uniform location.
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*/
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virtual UniformLocation getUniformLocation(std::string_view uniform) const = 0;
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/**
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* Get uniform location by engine built-in uniform enum name.
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* @param name Specifies the engine built-in uniform enum name.
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* @return The uniform location.
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*/
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virtual UniformLocation getUniformLocation(backend::Uniform name) const = 0;
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/**
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* Get attribute location by attribute name.
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* @param name Specifies the attribute name.
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* @return The attribute location.
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*/
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virtual int getAttributeLocation(std::string_view name) const = 0;
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/**
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* Get attribute location by engine built-in attribute enum name.
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* @param name Specifies the engine built-in attribute enum name.
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* @return The attribute location.
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*/
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virtual int getAttributeLocation(backend::Attribute name) const = 0;
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/**
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* Get maximum vertex location.
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* @return Maximum vertex locaiton.
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*/
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virtual int getMaxVertexLocation() const = 0;
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/**
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* Get maximum fragment location.
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* @return Maximum fragment location.
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*/
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virtual int getMaxFragmentLocation() const = 0;
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/**
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* Get active vertex attributes.
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* @return Active vertex attributes. key is active attribute name, Value is corresponding attribute info.
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*/
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virtual const hlookup::string_map<AttributeBindInfo>& getActiveAttributes() const = 0;
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/**
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* Get vertex shader.
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* @return Vertex shader.
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*/
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std::string_view getVertexShader() const { return _vertexShader; }
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/**
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* Get fragment shader.
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* @ Fragment shader.
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*/
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std::string_view getFragmentShader() const { return _fragmentShader; }
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/**
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* Sets the program shared vertex layout type, see: VertexLayoutType
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*/
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void setupVertexLayout(VertexLayoutType vlt);
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/**
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* Get engine built-in program type.
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* @return The built-in program type.
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*/
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uint32_t getProgramType() const { return _programType; }
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/**
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* Get program id.
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* @return The program id.
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*/
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int64_t getProgramId() const { return _programId; }
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/**
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* Get uniform buffer size in bytes that can hold all the uniforms.
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* @param stage Specifies the shader stage. The symbolic constant can be either VERTEX or FRAGMENT.
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* @return The uniform buffer size in bytes.
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*/
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virtual std::size_t getUniformBufferSize(ShaderStage stage) const = 0;
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/**
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* Get all uniformInfos.
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* @return The uniformInfos.
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*/
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virtual const hlookup::string_map<UniformInfo>& getAllActiveUniformInfo(ShaderStage stage) const = 0;
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inline VertexLayout* getVertexLayout() const { return _vertexLayout; }
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protected:
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void setProgramIds(uint32_t progType, uint64_t progId);
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/**
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* @param vs Specifes the vertex shader source.
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* @param fs Specifes the fragment shader source.
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*/
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Program(std::string_view vs, std::string_view fs);
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#if AX_ENABLE_CACHE_TEXTURE_DATA
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/**
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* In case of EGL context lost, the engine will reload shaders. Thus location of uniform may changed.
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* The engine will maintain the relationship between the original uniform location and the current active uniform
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* location.
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* @param location Specifies original location.
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* @return Current active uniform location.
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* @see `int getOriginalLocation(int location) const`
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*/
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virtual int getMappedLocation(int location) const = 0;
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/**
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* In case of EGL context lost, the engine will reload shaders. Thus location of uniform may changed.
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* The engine will maintain the relationship between the original uniform location and the current active uniform
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* location.
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* @param location Specifies the current active uniform location.
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* @return The original uniform location.
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* @see `int getMappedLocation(int location) const`
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*/
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virtual int getOriginalLocation(int location) const = 0;
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/**
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* Get all uniform locations.
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* @return All uniform locations.
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*/
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virtual const std::unordered_map<std::string, int> getAllUniformsLocation() const = 0;
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friend class ProgramState;
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#endif
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friend class ProgramManager;
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std::string _vertexShader; ///< Vertex shader.
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std::string _fragmentShader; ///< Fragment shader.
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VertexLayout* _vertexLayout = nullptr;
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uint32_t _programType = ProgramType::CUSTOM_PROGRAM; ///< built-in program type, initial value is CUSTOM_PROGRAM.
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uint64_t _programId = 0;
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using VERTEX_LAYOUT_SETUP_FUNC = std::function<void(Program*)>;
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static std::function<void(Program*)> s_vertexLayoutSetupList[static_cast<int>(VertexLayoutType::Count)];
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};
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// end of _backend group
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/// @}
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NS_AX_BACKEND_END
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