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openmw/components/shader/shadermanager.hpp
psi29a b21c9cdf31 Merge branch 'SHADER_HOT_RELOAD' into 'master'
Shaders: Hot reload, togglable by lua debug command

See merge request OpenMW/openmw!2238

(cherry picked from commit 4078f19c74)

8d194a16 Shaders: rudimentary hot reloader on shaders
4e7c1c5b Added break when the operation failed
6b38d622 Added lua bindings to toggle hot reload (disabled by default) or to trigger a reload
31d41252 forgot memory include
f78fa989 fixed include, cleaned comments and indentation
fc8838c7 Renamed lua binding, and use action to avoid concurrency issue
aa51d6de Missing chrono include ?
68d06989 Fixed cyclical included check
b6d7293a Removed weird lines that I thought were necessary to please the compiler
9a475b0c fixed blank lines and missing breaks
cdd95f78 replaced empty function body by default
a1c8dc9d C++17 compat ?
7b78bf4b Fix files with different defines weren't added to the hot reload manager
cc9d4364 includes now work when the same shader has different defines
15751c57 Lua debug api doc
3ab0a991 Hot reload done only once every 200 ms, no point in beeing faster
df69fc76 Post processing shaders now use the same lua commands, no more launcher option...
c71f3508 changed overview.rst of post processing
603b30e1 Added some variable names to make it clearer what their function was
baadc06e Merge branch 'master' into 'SHADER_HOT_RELOAD'
decfbc53 Fix threading issues
b14cc673 adds missing decleration
16a4b571 adds missing include
166717d6 Makes sure threads are only stopped once ,and that they will be re-started
25c1f0ca Renamed variable to fix case issue
2022-08-21 09:10:29 +00:00

122 lines
5 KiB
C++

#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