axmol/cocos/renderer/backend/ProgramState.h

96 lines
3.4 KiB
C++

#pragma once
#include <vector>
#include <string>
#include <unordered_map>
#include <cstdint>
#include "platform/CCPlatformMacros.h"
#include "base/CCRef.h"
#include "renderer/backend/Types.h"
#include "renderer/backend/Program.h"
CC_BACKEND_BEGIN
class Texture;
struct UniformBuffer
{
UniformBuffer(const backend::UniformInfo& _uniformInfo);
UniformBuffer() = default;
UniformBuffer(const UniformBuffer& _uniformBuffer);
UniformBuffer& operator =(const UniformBuffer& rhs);
~UniformBuffer();
UniformBuffer& operator =(UniformBuffer&& rhs);
inline const bool isValid() const { return uniformInfo.location != -1; }
backend::UniformInfo uniformInfo;
std::vector<char> data;
};
struct TextureInfo
{
TextureInfo(const std::vector<uint32_t>& _slots, const std::vector<backend::Texture*> _textures);
TextureInfo() = default;
TextureInfo(const TextureInfo &);
~TextureInfo();
TextureInfo& operator=(TextureInfo&& rhs);
TextureInfo& operator=(const TextureInfo& rhs);
void retainTextures();
void releaseTextures();
std::vector<uint32_t> slot;
std::vector<backend::Texture*> textures;
};
class ProgramState : public Ref
{
public:
ProgramState(const std::string& vertexShader, const std::string& fragmentShader);
virtual ~ProgramState();
/***
* deep clone ProgramState
*/
ProgramState *clone() const;
//get program
backend::Program* getProgram() const { return _program; }
//get or set uniforms
void setUniform(const backend::UniformLocation& uniformLocation, const void* data, uint32_t size);
backend::UniformLocation getUniformLocation(const std::string& uniform) const;
inline const std::vector<UniformBuffer>& getVertexUniformInfos() const { return _vertexUniformInfos; }
inline std::vector<UniformBuffer>& getVertexUniformInfos() { return _vertexUniformInfos; }
inline const std::vector<UniformBuffer>& getFragmentUniformInfos() const { return _fragmentUniformInfos; }
//set textures
void setTexture(const backend::UniformLocation& uniformLocation, uint32_t slot, backend::Texture* texture);
void setTextureArray(const backend::UniformLocation& uniformLocation, const std::vector<uint32_t>& slots, const std::vector<backend::Texture*> textures);
inline const std::unordered_map<int, TextureInfo>& getVertexTextureInfos() const { return _vertexTextureInfos; }
inline const std::unordered_map<int, TextureInfo>& getFragmentTextureInfos() const { return _fragmentTextureInfos; }
protected:
ProgramState();
void setVertexUniform(int location, const void* data, uint32_t size);
void setFragmentUniform(int location, const void* data, uint32_t size);
void createVertexUniformBuffer();
void createFragmentUniformBuffer();
void setTexture(int location, uint32_t slot, backend::Texture* texture, std::unordered_map<int, TextureInfo>& textureInfo);
void setTextureArray(int location, const std::vector<uint32_t>& slots, const std::vector<backend::Texture*> textures, std::unordered_map<int, TextureInfo>& textureInfo);
backend::Program* _program = nullptr;
std::vector<UniformBuffer> _vertexUniformInfos;
std::vector<UniformBuffer> _fragmentUniformInfos;
std::unordered_map<int, TextureInfo> _vertexTextureInfos;
std::unordered_map<int, TextureInfo> _fragmentTextureInfos;
};
CC_BACKEND_END