First pass of new shader manager

This commit is contained in:
2023-04-04 21:49:20 -07:00
parent a52f54b3e6
commit 095a60e5dc
26 changed files with 302 additions and 31 deletions

View File

@ -14,4 +14,5 @@ target_sources(${DAWN_TARGET_NAME}
# Subdirs
add_subdirectory(animation)
add_subdirectory(font)
add_subdirectory(mesh)
add_subdirectory(mesh)
add_subdirectory(shader)

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@ -18,7 +18,7 @@ RenderPipeline::RenderPipeline(RenderManager *renderManager) {
}
void RenderPipeline::init() {
this->renderManager->getShaderManager()->lockShader<SimpleTexturedShader>();
}
void RenderPipeline::render() {
@ -160,7 +160,7 @@ void RenderPipeline::renderSceneCamera(Scene *scene, Camera *camera) {
&lineMesh,
&lineIndex,
camera,
&this->renderManager->simpleShader
this->renderManager->getShaderManager()->getShader<SimpleTexturedShader>(this->simpleTexturedShaderLock)
);
shaderPassItems.push_back(item);
itDebugLine = scene->debugLines.erase(itDebugLine);
@ -262,5 +262,5 @@ void RenderPipeline::renderSceneCamera(Scene *scene, Camera *camera) {
}
RenderPipeline::~RenderPipeline() {
this->renderManager->getShaderManager()->releaseShader<SimpleTexturedShader>(this->simpleTexturedShaderLock);
}

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@ -17,6 +17,7 @@ namespace Dawn {
class RenderPipeline {
private:
int_fast16_t renderId = -1;
shaderlock_t simpleTexturedShaderLock;
public:
RenderManager *renderManager;

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@ -4,8 +4,8 @@
// https://opensource.org/licenses/MIT
#pragma once
#include "RenderTarget.hpp"
#include "util/flag.hpp"
#include "RenderTarget.hpp"
#define RENDER_MANAGER_RENDER_FLAG_DEPTH_TEST FLAG_DEFINE(0)
#define RENDER_MANAGER_RENDER_FLAG_BLEND FLAG_DEFINE(1)
@ -14,6 +14,7 @@ typedef flag_t renderflag_t;
namespace Dawn {
class DawnGame;
class RenderPipeline;
class ShaderManager;
class IRenderManager {
protected:
@ -21,7 +22,6 @@ namespace Dawn {
public:
DawnGame *game;
RenderPipeline *renderPipeline;
/**
* Default constructor for a render manager instance.
@ -48,6 +48,13 @@ namespace Dawn {
* @return Reference to the currently active main scene render pipeline.
*/
virtual RenderPipeline * getRenderPipeline() = 0;
/**
* Returns the shader manager that this render manager uses.
*
* @return Reference to the shader manager.
*/
virtual ShaderManager * getShaderManager() = 0;
/**
* Sets the render flags for the render manager to use.

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@ -0,0 +1,10 @@
# Copyright (c) 2023 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Sources
target_sources(${DAWN_TARGET_NAME}
PRIVATE
ShaderManager.cpp
)

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@ -38,6 +38,7 @@ namespace Dawn {
class Shader {
public:
int32_t shaderId = -1;
int_fast16_t renderId = 0;
/**

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@ -0,0 +1,20 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "ShaderManager.hpp"
using namespace Dawn;
ShaderManager::ShaderManager() {
this->nextLock = 0;
}
ShaderManager::~ShaderManager() {
auto it = this->shaders.begin();
while(it != this->shaders.end()) {
delete it->second;
++it;
}
}

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@ -0,0 +1,108 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "display/shader/Shader.hpp"
namespace Dawn {
typedef int64_t shaderlock_t;
typedef int16_t shaderid_t;
class ShaderManager {
private:
int32_t nextId;
shaderlock_t nextLock;
std::map<shaderid_t, Shader*> shaders;
std::map<shaderlock_t, shaderid_t> shaderLocks;
std::map<shaderid_t, std::vector<shaderlock_t>> shaderLocksByShader;
/**
* Returns the shader id for the given shader type, or -1 if it is not
* loaded.
*
* @return The shader id for the shader, or -1 if it is not loaded.
*/
template<class T>
shaderid_t getShaderId() {
auto it = shaders.begin();
while(it != shaders.end()) {
auto asT = dynamic_cast<T*>(it->second);
if(asT != nullptr) return asT->shaderId;
++it;
}
return -1;
}
public:
/**
* Creates a new shader manager.
*/
ShaderManager();
/**
* Locks a shader of the given type. If the shader is not already loaded,
* it will be loaded. If the shader is already loaded, it will be
* returned.
*
* @return The shader lock for the shader of the given type.
*/
template<class T>
shaderlock_t lockShader() {
auto shaderId = this->getShaderId<T>();
if(shaderId == -1) {
T* shader = new T();
shader->compile();
shader->shaderId = this->nextId++;
this->shaders[shader->shaderId] = shader;
shaderId = shader->shaderId;
}
shaderlock_t lock = this->nextId++;
this->shaderLocks[lock] = shaderId;
this->shaderLocksByShader[shaderId].push_back(lock);
return lock;
}
/**
* Returns the shader for the given lock.
*
* @param lock The shader lock.
* @return The shader for the given lock.
*/
template<class T>
T * getShader(shaderlock_t lock) {
auto shaderId = this->shaderLocks[lock];
return (T*)this->shaders[shaderId];
}
/**
* Releases the shader for the given lock. This will unload any shader
* that is no longer in use.
*
* @param lock Lock to release.
*/
template<class T>
void releaseShader(shaderlock_t lock) {
auto shaderId = this->shaderLocks[lock];
this->shaderLocks.erase(lock);
auto& locks = this->shaderLocksByShader[shaderId];
auto it = std::find(locks.begin(), locks.end(), lock);
if(it != locks.end()) locks.erase(it);
if(locks.size() == 0) {
this->shaderLocksByShader.erase(shaderId);
auto shader = (T*)this->shaders[shaderId];
delete shader;
this->shaders.erase(shaderId);
}
}
/**
* Destroys the shader manager.
*/
~ShaderManager();
};
}

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@ -7,15 +7,6 @@
#include "display/Texture.hpp"
namespace Dawn {
// class Material;
// enum ShaderParameterType {
// SHADER_PARAMETER_TYPE_MATRIX,
// SHADER_PARAMETER_TYPE_BOOLEAN,
// SHADER_PARAMETER_TYPE_COLOR,
// SHADER_PARAMETER_TYPE_VECTOR3,
// SHADER_PARAMETER_TYPE_TEXTURE,
// SHADER_PARAMETER_TYPE_FLOAT
// };
template<typename T>
class IShaderProgram {

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@ -6,6 +6,7 @@
#pragma once
#include "event/Event.hpp"
#include "asset/Asset.hpp"
#include "display/shader/ShaderManager.hpp"
#include "scene/debug/SceneDebugLine.hpp"
#include "physics/ScenePhysicsManager.hpp"
#include "state/StateEvent.hpp"

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@ -5,7 +5,7 @@
#pragma once
#include "scene/SceneItemComponent.hpp"
#include "display/shader/Shader.hpp"
#include "display/shader/ShaderManager.hpp"
namespace Dawn {
class Material : public SceneItemComponent {

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@ -6,7 +6,6 @@
#pragma once
#include "scene/SceneItemComponent.hpp"
#include "UICanvas.hpp"
#include "display/shader/Shader.hpp"
#include "util/mathutils.hpp"
namespace Dawn {

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@ -29,7 +29,7 @@ std::vector<struct ShaderPassItem> UIImage::getPassItems(
glm::mat4 proj, glm::mat4 view
) {
struct ShaderPassItem item;
auto shader = &getGame()->renderManager.uiShaderProgram;
auto shader = &getGame()->renderManager.uiShader->program;
item.shaderProgram = shader;
item.colorValues[shader->paramColor] = this->color;
item.matrixValues[shader->paramProjection] = proj;

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@ -63,7 +63,7 @@ std::vector<struct ShaderPassItem> UILabel::getPassItems(
this->updateMesh();
struct ShaderPassItem item;
auto shader = &getGame()->renderManager.uiShaderProgram;
auto shader = &getGame()->renderManager.uiShader->program;
item.shaderProgram = shader;
item.colorValues[shader->paramColor] = textColor;
item.matrixValues[shader->paramProjection] = proj;

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@ -6,7 +6,7 @@
#pragma once
#include "display/Color.hpp"
#include "display/mesh/Mesh.hpp"
#include "display/shader/Shader.hpp"
#include "display/shader/ShaderManager.hpp"
#define SCENE_DEBUG_LINE_VERTICE_COUNT 2
#define SCENE_DEBUG_LINE_INDICE_COUNT 2