#ifndef OPENMW_COMPONENTS_SHADERMANAGER_H #define OPENMW_COMPONENTS_SHADERMANAGER_H #include <string> #include <map> #include <mutex> #include <vector> #include <array> #include <memory> #include <osg/ref_ptr> #include <osg/Shader> #include <osg/Program> namespace osgViewer { class Viewer; } namespace Shader { struct HotReloadManager; /// @brief Reads shader template files and turns them into a concrete shader, based on a list of define's. /// @par Shader templates can get the value of a define with the syntax @define. class ShaderManager { public: friend HotReloadManager; ShaderManager(); ~ShaderManager(); void setShaderPath(const std::string& path); typedef std::map<std::string, std::string> DefineMap; /// Create or retrieve a shader instance. /// @param shaderTemplate The filename of the shader template. /// @param defines Define values that can be retrieved by the shader template. /// @param shaderType The type of shader (usually vertex or fragment shader). /// @note May return nullptr on failure. /// @note Thread safe. osg::ref_ptr<osg::Shader> getShader(const std::string& templateName, const DefineMap& defines, osg::Shader::Type shaderType); osg::ref_ptr<osg::Program> getProgram(osg::ref_ptr<osg::Shader> vertexShader, osg::ref_ptr<osg::Shader> fragmentShader, const osg::Program* programTemplate=nullptr); const osg::Program* getProgramTemplate() const { return mProgramTemplate; } void setProgramTemplate(const osg::Program* program) { mProgramTemplate = program; } /// Clone an osg::Program including bindUniformBlocks that osg::Program::clone does not copy for some reason. static osg::ref_ptr<osg::Program> cloneProgram(const osg::Program*); /// Get (a copy of) the DefineMap used to construct all shaders DefineMap getGlobalDefines(); /// Set the DefineMap used to construct all shaders /// @param defines The DefineMap to use /// @note This will change the source code for any shaders already created, potentially causing problems if they're being used to render a frame. It is recommended that any associated Viewers have their threading stopped while this function is running if any shaders are in use. void setGlobalDefines(DefineMap & globalDefines); void releaseGLObjects(osg::State* state); bool createSourceFromTemplate(std::string& source, std::vector<std::string>& linkedShaderTemplateNames, const std::string& templateName, const ShaderManager::DefineMap& defines); void setMaxTextureUnits(int maxTextureUnits) { mMaxTextureUnits = maxTextureUnits; } int getMaxTextureUnits() const { return mMaxTextureUnits; } int getAvailableTextureUnits() const { return mMaxTextureUnits - mReservedTextureUnits; } enum class Slot { OpaqueDepthTexture, SkyTexture, }; int reserveGlobalTextureUnits(Slot slot); void update(osgViewer::Viewer& viewer); void setHotReloadEnabled(bool value); void triggerShaderReload(); private: void getLinkedShaders(osg::ref_ptr<osg::Shader> shader, const std::vector<std::string>& linkedShaderNames, const DefineMap& defines); void addLinkedShaders(osg::ref_ptr<osg::Shader> shader, osg::ref_ptr<osg::Program> program); std::string mPath; DefineMap mGlobalDefines; // <name, code> typedef std::map<std::string, std::string> TemplateMap; TemplateMap mShaderTemplates; typedef std::pair<std::string, DefineMap> MapKey; typedef std::map<MapKey, osg::ref_ptr<osg::Shader> > ShaderMap; ShaderMap mShaders; typedef std::map<std::pair<osg::ref_ptr<osg::Shader>, osg::ref_ptr<osg::Shader> >, osg::ref_ptr<osg::Program> > ProgramMap; ProgramMap mPrograms; typedef std::vector<osg::ref_ptr<osg::Shader> > ShaderList; typedef std::map<osg::ref_ptr<osg::Shader>, ShaderList> LinkedShadersMap; LinkedShadersMap mLinkedShaders; std::mutex mMutex; osg::ref_ptr<const osg::Program> mProgramTemplate; int mMaxTextureUnits = 0; int mReservedTextureUnits = 0; std::unique_ptr<HotReloadManager> mHotReloadManager; std::array<int, 2> mReservedTextureUnitsBySlot = {-1, -1}; }; bool parseForeachDirective(std::string& source, const std::string& templateName, size_t foundPos); bool parseLinkDirective(std::string& source, std::string& linkTarget, const std::string& templateName, size_t foundPos); bool parseDefines(std::string& source, const ShaderManager::DefineMap& defines, const ShaderManager::DefineMap& globalDefines, const std::string& templateName); bool parseDirectives(std::string& source, std::vector<std::string>& linkedShaderTemplateNames, const ShaderManager::DefineMap& defines, const ShaderManager::DefineMap& globalDefines, const std::string& templateName); } #endif