More code restructuring.

Move all love.graphics functionality that doesn’t call OpenGL out of the OpenGL backend Graphics class.

--HG--
branch : minor
This commit is contained in:
Alex Szpakowski
2016-12-30 18:36:54 -04:00
parent d94b363b39
commit f12596dd19
38 changed files with 1603 additions and 1431 deletions
+184
View File
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/**
* Copyright (c) 2006-2016 LOVE Development Team
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
**/
#pragma once
// LOVE
#include "common/Object.h"
#include "common/StringMap.h"
#include "Texture.h"
// STL
#include <string>
#include <map>
#include <vector>
namespace love
{
namespace graphics
{
// A GLSL shader
class Shader : public Object
{
public:
static love::Type type;
enum ShaderStage
{
STAGE_VERTEX,
STAGE_PIXEL,
STAGE_MAX_ENUM
};
// Built-in uniform variables.
enum BuiltinUniform
{
BUILTIN_TRANSFORM_MATRIX = 0,
BUILTIN_PROJECTION_MATRIX,
BUILTIN_TRANSFORM_PROJECTION_MATRIX,
BUILTIN_NORMAL_MATRIX,
BUILTIN_POINT_SIZE,
BUILTIN_SCREEN_SIZE,
BUILTIN_VIDEO_Y_CHANNEL,
BUILTIN_VIDEO_CB_CHANNEL,
BUILTIN_VIDEO_CR_CHANNEL,
BUILTIN_MAX_ENUM
};
// Types of potential uniform variables used in love's shaders.
enum UniformType
{
UNIFORM_FLOAT,
UNIFORM_MATRIX,
UNIFORM_INT,
UNIFORM_BOOL,
UNIFORM_SAMPLER,
UNIFORM_UNKNOWN,
UNIFORM_MAX_ENUM
};
struct ShaderSource
{
std::string vertex;
std::string pixel;
};
struct MatrixSize
{
short columns;
short rows;
};
struct UniformInfo
{
int location;
int count;
union
{
int components;
MatrixSize matrix;
};
UniformType baseType;
std::string name;
union
{
void *data;
float *floats;
int *ints;
};
Texture **textures;
};
// Pointer to currently active Shader.
static Shader *current;
// Pointer to the default Shader.
static Shader *defaultShader;
static Shader *defaultVideoShader;
virtual ~Shader();
/**
* Binds this Shader's program to be used when rendering.
*
* @param temporary True if we just want to send values to the shader with
* no intention of rendering.
**/
virtual void attach(bool temporary = false) = 0;
/**
* Attach the default shader.
**/
static void attachDefault();
/**
* Returns any warnings this Shader may have generated.
**/
virtual std::string getWarnings() const = 0;
virtual const UniformInfo *getUniformInfo(const std::string &name) const = 0;
virtual void updateUniform(const UniformInfo *info, int count, bool internalUpdate = false) = 0;
virtual void sendTextures(const UniformInfo *info, Texture **textures, int count, bool internalUpdate = false) = 0;
/**
* Gets whether a uniform with the specified name exists and is actively
* used in the shader.
**/
virtual bool hasUniform(const std::string &name) const = 0;
static bool getConstant(const char *in, ShaderStage &out);
static bool getConstant(ShaderStage in, const char *&out);
static bool getConstant(const char *in, UniformType &out);
static bool getConstant(UniformType in, const char *&out);
static bool getConstant(const char *in, VertexAttribID &out);
static bool getConstant(VertexAttribID in, const char *&out);
static bool getConstant(const char *in, BuiltinUniform &out);
static bool getConstant(BuiltinUniform in, const char *&out);
private:
static StringMap<ShaderStage, STAGE_MAX_ENUM>::Entry stageNameEntries[];
static StringMap<ShaderStage, STAGE_MAX_ENUM> stageNames;
static StringMap<UniformType, UNIFORM_MAX_ENUM>::Entry uniformTypeEntries[];
static StringMap<UniformType, UNIFORM_MAX_ENUM> uniformTypes;
// Names for the generic vertex attributes used by love.
static StringMap<VertexAttribID, ATTRIB_MAX_ENUM>::Entry attribNameEntries[];
static StringMap<VertexAttribID, ATTRIB_MAX_ENUM> attribNames;
// Names for the built-in uniform variables.
static StringMap<BuiltinUniform, BUILTIN_MAX_ENUM>::Entry builtinNameEntries[];
static StringMap<BuiltinUniform, BUILTIN_MAX_ENUM> builtinNames;
}; // Shader
} // graphics
} // love