Files
panopainter/src/shader.h

149 lines
5.7 KiB
C++

#pragma once
#include "renderer_api/renderer_api.h"
#include "../libs/glm/glm/glm.hpp"
#include <cstdint>
#include <map>
#include <string>
#include <sys/stat.h>
uint16_t constexpr shader_const_hash(const char* input)
{
return *input ?
static_cast<uint16_t>(*input) + 33 * shader_const_hash(input + 1) :
5381;
}
bool check_uniform_uniqueness();
enum class kShaderUniform : uint16_t
{
MVP = shader_const_hash("mvp"),
Tex = shader_const_hash("tex"),
TexFG = shader_const_hash("tex_fg"),
TexBG = shader_const_hash("tex_bg"),
TexMix = shader_const_hash("tex_mix"),
TexMixA = shader_const_hash("tex_mix_alpha"),
TexMask = shader_const_hash("tex_mask"),
TexDual = shader_const_hash("tex_dual"),
TexStroke = shader_const_hash("tex_stroke"),
TexPattern = shader_const_hash("tex_pattern"),
PatternOffset = shader_const_hash("pattern_offset"),
PatternAlpha = shader_const_hash("pattern_alpha"),
MixAlpha = shader_const_hash("mix_alpha"),
Opacity = shader_const_hash("opacity"),
Wet = shader_const_hash("wet"),
Lock = shader_const_hash("lock"),
Col = shader_const_hash("col"),
Tof = shader_const_hash("tof"),
Tsz = shader_const_hash("tsz"),
Alpha = shader_const_hash("alpha"),
Mask = shader_const_hash("mask"),
Resolution = shader_const_hash("resolution"),
Highlight = shader_const_hash("highlight"),
BlendMode = shader_const_hash("blend_mode"),
DualBlendMode = shader_const_hash("dual_blend_mode"),
Noise = shader_const_hash("noise"),
Direction = shader_const_hash("dir"),
UseDual = shader_const_hash("use_dual"),
UsePattern = shader_const_hash("use_pattern"),
LightDir = shader_const_hash("light_dir"),
Mode = shader_const_hash("mode"),
Ambient = shader_const_hash("ambient"),
PatternInvert = shader_const_hash("pattern_invert"),
PatternScale = shader_const_hash("pattern_scale"),
PatternBright = shader_const_hash("pattern_bright"),
PatternContrast = shader_const_hash("pattern_contr"),
PatternDepth = shader_const_hash("pattern_depth"),
PatternBlendMode = shader_const_hash("patt_blend_mode"),
Colorize = shader_const_hash("colorize"),
DualAlpha = shader_const_hash("dual_alpha"),
UseFragcoord = shader_const_hash("use_fragcoord"),
DrawOutline = shader_const_hash("draw_outline"),
};
enum class kShader : uint16_t
{
Color = shader_const_hash("color"),
ColorQuad = shader_const_hash("color-quad"),
ColorTri = shader_const_hash("color-tri"),
ColorHue = shader_const_hash("color-hue"),
Texture = shader_const_hash("texture"),
TextureMask = shader_const_hash("texture-mask"),
TextureColorize = shader_const_hash("texture-colorize"),
TextureAlpha= shader_const_hash("texture-alpha"),
TextureBlend= shader_const_hash("texture-blend"),
CompErase = shader_const_hash("comp-erase"),
CompDraw = shader_const_hash("comp-draw"),
UVs = shader_const_hash("uvs"),
UVs_2 = shader_const_hash("uvs2"),
Font = shader_const_hash("font"),
Atlas = shader_const_hash("atlas"),
Stroke = shader_const_hash("stroke"),
StrokePad = shader_const_hash("stroke-pad"),
StrokeDilate= shader_const_hash("stroke-dilate"),
StrokePreview = shader_const_hash("stroke-preview"),
Checkerboard= shader_const_hash("checkerboard"),
Equirect = shader_const_hash("equirect"),
BrushStroke = shader_const_hash("brush-stroke"),
VertexColor = shader_const_hash("vertex-color"),
Lambert = shader_const_hash("lambert"),
LambertLightmap = shader_const_hash("lambert-lightmap"),
BakeUV = shader_const_hash("bakeuv"),
};
class Shader
{
std::map<std::string, struct stat> m_deps;
std::string m_path;
std::map<kShaderUniform, unsigned int> m_umap;
unsigned int prog;
std::string read(const std::string& path);
public:
kShader name;
void parse_error(const std::string& msg, const std::string& code);
bool load(const std::string& path);
bool reload();
bool create(const std::string& vertex, const std::string& fragment);
void destroy();
void use();
void u_vec4(kShaderUniform id, const glm::vec4& v);
void u_vec3(kShaderUniform id, const glm::vec3& v);
void u_vec2(kShaderUniform id, const glm::vec2& v);
void u_mat4(kShaderUniform id, const glm::mat4& m);
void u_int(kShaderUniform id, int i);
void u_int(const char* uniform_name, int i);
void u_float(kShaderUniform id, float f);
int GetAttribLocation(const char* attribute_name);
};
class ShaderManager
{
static std::map<kShader, Shader> m_shaders;
static Shader* m_current;
static pp::renderer::RenderDeviceFeatures m_render_device_features;
public:
static bool ext_framebuffer_fetch;
static bool ext_float32;
static bool ext_float32_linear;
static bool ext_float16;
static bool ext_map_aligned;
static bool load(kShader id, const std::string& path);
static bool reload();
static bool create(kShader id, const std::string& vertex, const std::string& fragment);
static void use(kShader id);
static void use(const char* name);
static Shader* get(kShader id);
static void u_vec4(kShaderUniform id, const glm::vec4& v);
static void u_vec3(kShaderUniform id, const glm::vec3& v);
static void u_vec2(kShaderUniform id, const glm::vec2& v);
static void u_mat4(kShaderUniform id, const glm::mat4& m);
static void u_int(kShaderUniform id, int i);
static void u_int(const char* name, int i);
static void u_float(kShaderUniform id, float f);
static void set_render_device_features(pp::renderer::RenderDeviceFeatures features) noexcept;
static pp::renderer::RenderDeviceFeatures render_device_features() noexcept;
static void invalidate();
};