blah/include/blah/graphics/shader.h

101 lines
2.0 KiB
C++

#pragma once
#include <blah/containers/stackvector.h>
#include <blah/containers/str.h>
#include <memory>
namespace Blah
{
// Supported Uniform Types
enum class UniformType
{
None,
Float,
Float2,
Float3,
Float4,
Mat3x2,
Mat4x4,
Texture2D,
Sampler2D
};
// Supported Shader Types
enum class ShaderType
{
None = 0,
Vertex = 1 << 0,
Fragment = 1 << 1
};
// Uniform Info, provided by the Shader
struct UniformInfo
{
// Name of the Uniform
String name;
// The Value type of the Uniform
UniformType type;
// The Shader type the Uniform is a part of
ShaderType shader;
// Some rendering APIs have uniform buffers. The `buffer_index`
// specifies which buffer the uniform belongs to
int buffer_index;
// Array length of the Uniform (ex. a vec2[4] would be 4)
int array_length;
};
// Data to be passed to the shader to construct it
struct ShaderData
{
struct HLSL_Attribute
{
// Semantic Name
const char* semantic_name = nullptr;
// (optional) Semantic Index
int semantic_index = 0;
};
// Vertex Shader Program data
String vertex;
// Fragment Shader Program data
String fragment;
// HLSL Attributes - required for D3D11
StackVector<HLSL_Attribute, 16> hlsl_attributes;
};
class Shader;
typedef std::shared_ptr<Shader> ShaderRef;
class Shader
{
protected:
Shader() = default;
public:
// Copy / Moves not allowed
Shader(const Shader&) = delete;
Shader(Shader&&) = delete;
Shader& operator=(const Shader&) = delete;
Shader& operator=(Shader&&) = delete;
// Default Destructor
virtual ~Shader() = default;
// Creates a Shader with the given Shader Data.
// If the Shader creation fails, it will return an invalid ShaderRef.
static ShaderRef create(const ShaderData& data);
// Gets a list of Shader Uniforms from Shader
virtual Vector<UniformInfo>& uniforms() = 0;
// Gets a list of Shader Uniforms from Shader
virtual const Vector<UniformInfo>& uniforms() const = 0;
};
}