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#pragma once
#include "EditorAttachment.hpp"
#include "GraphicsTags.hpp"
#include "RcPtr.hpp"
#include <absl/container/flat_hash_map.h>
#include <glad/glad.h>
#include <filesystem>
#include <memory>
#include <string_view>
#include <vector>
// TODO move to variable after pattern matching is in the language
// Forward declarations
class Shader;
struct ShaderVariable {
enum Kind {
KD_Math,
KD_Sampler,
};
std::string name;
Kind kind;
GLuint location;
protected:
ShaderVariable(Kind kind)
: kind{ kind } {}
};
struct ShaderMathVariable : public ShaderVariable {
GLenum scalarType;
int arrayLength;
int width;
int height;
ShaderMathVariable()
: ShaderVariable(KD_Math) {}
};
struct ShaderSamplerVariable : public ShaderVariable {
GLenum type;
int arrayLength;
ShaderSamplerVariable()
: ShaderVariable(KD_Sampler) {}
};
struct ShaderThingId {
enum Kind {
KD_Input,
KD_Output,
KD_Uniform,
KD_Invalid,
};
Kind kind = KD_Invalid;
int index = 0;
bool IsValid() const;
};
struct ShaderInfo {
struct InputOutputThing {
ShaderMathVariable variable;
Tags::VertexElementSemantic semantic = Tags::VES_Generic;
};
absl::flat_hash_map<std::string, ShaderThingId> things;
std::vector<InputOutputThing> inputs;
std::vector<InputOutputThing> outputs;
std::vector<std::unique_ptr<ShaderVariable>> uniforms;
ShaderVariable* FindVariable(const ShaderThingId& thing);
bool SaveToFile(const std::filesystem::path& filePath) const;
bool LoadFromFile(const std::filesystem::path& filePath);
void LoadLocations(const Shader& ownerShader);
};
class Shader : public RefCounted {
private:
std::string mName;
std::unique_ptr<ShaderInfo> mInfo;
std::unique_ptr<EditorAttachment> mEditorAttachment;
GLuint mHandle = 0;
public:
Shader(std::string name = "");
~Shader();
Shader(const Shader&) = delete;
Shader& operator=(const Shader&) = delete;
Shader(Shader&&) = default;
Shader& operator=(Shader&&) = default;
enum ErrorCode {
Success,
/// Generated when Init*() functions are called on an already initialized Shader object.
ShaderAlreadyCreated,
/// Generated when the one-source-file text contains invalid or duplicate shader variants.
InvalidShaderVariant,
FileIOFailed,
CompilationFailed,
LinkingFailed,
};
struct ShaderSources {
std::string_view vertex;
std::string_view geometry;
std::string_view tessControl;
std::string_view tessEval;
std::string_view fragment;
};
/// Create shader by compiling each shader source file separately and then combining them together
/// into a Shader object.
ErrorCode InitFromSources(const ShaderSources& sources);
/// The given text will be split into different shader sections according to #type directives,
/// and combined to form a Shader object.
/// For OpenGL, this process involves compililng each section separately and then linking them
/// together.
///
/// There are a directive for each shader type
/// - `#type vertex`: Vertex shader
/// - `#type geometry`: Geometry shader
/// - `#type tessellation_control`: Tessellation control shader
/// - `#type tessellation_evaluation`: Tessellation evaluation shader
/// - `#type fragment`: Fragment shader
ErrorCode InitFromSource(std::string_view source);
EditorAttachment* GetEditorAttachment() const { return mEditorAttachment.get(); }
void SetEditorAttachment(EditorAttachment* attachment) { mEditorAttachment.reset(attachment); }
void GetDesignatedMetadataPath(char* buffer, int bufferSize);
std::filesystem::path GetDesignatedMetadataPath();
bool CreateEmptyInfoIfAbsent();
bool GatherInfoIfAbsent();
ShaderInfo* GetInfo() const;
/// If not empty, this name must not duplicate with any other shader object in the process.
const std::string& GetName() const;
GLuint GetProgram() const;
bool IsValid() const;
};
class ShaderManager {
public:
static inline ShaderManager* instance = nullptr;
private:
absl::flat_hash_map<std::string_view, RcPtr<Shader>> mShaders;
public:
void DiscoverShaders();
const auto& GetShaders() const { return mShaders; }
Shader* FindShader(std::string_view name);
};
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