//********************************** Banshee Engine (www.banshee3d.com) **************************************************// //**************** Copyright (c) 2016 Marko Pintera (marko.pintera@gmail.com). All rights reserved. **********************// #pragma once #include "BsGLPrerequisites.h" #include "RenderAPI/BsVertexDeclaration.h" #include "Debug/BsDebug.h" #include "Error/BsException.h" #include "RenderAPI/BsGpuParamDesc.h" namespace bs { namespace ct { /** @addtogroup GL * @{ */ /** Holds a GLSL program input attribute used in vertex programs. */ struct GLSLAttribute { /** Constructs a new attribute from a name and a semantic that represents in which way is the attribute used. */ GLSLAttribute(const String& name, VertexElementSemantic semantic) :mName(name), mSemantic(semantic) { } /** * Return true if attribute name matches the specified name and returns optional semantic index if it exists. Start * of the two compared strings must match, and the remaining non-matching bit will be assumed to be the semantic * index. Returns -1 if no match is made. */ INT32 matchesName(const String& name); /** Returns the semantic of this attribute. */ VertexElementSemantic getSemantic() const { return mSemantic; } private: String mName; VertexElementSemantic mSemantic; }; /** Helper class that is able to parse a GLSL GPU program and retrieve used uniforms and input attributes. */ class GLSLParamParser { public: /** * Parses a compiled OpenGL program and outputs a parameter description that contains information about used * uniforms. * * @param[in] glProgram OpenGL handle to the GPU program. * @param[in] type Type of the GPU program we're parsing. * @param[out] returnParamDesc Output structure containing the parsed data. */ void buildUniformDescriptions(GLuint glProgram, GpuProgramType type, GpuParamDesc& returnParamDesc); /** * Parses a compiled OpenGL program and outputs vertex element list that describes input attributes to the program. * Only valid for vertex programs. * * @param[in] glProgram OpenGL handle to the GPU program. */ List buildVertexDeclaration(GLuint glProgram); private: /** Types of HLSL parameters. */ enum class ParamType { UniformBlock, Texture, Sampler, Image, StorageBlock, Count // Keep at end }; /** * Populates information for uniform with the specified index into the provided structure. * * @param[in] desc Output structure containing the parsed data. * @param[in] paramName Name of the uniform. * @param[in] programHandle Internal OpenGL handle to the GPU program. * @param[in] uniformIndex Unique uniform index to retrieve data from. Obtained from OpenGL parsing methods. */ void determineParamInfo(GpuParamDataDesc& desc, const String& paramName, GLuint programHandle, GLuint uniformIndex); /** * Attempts to find out a vertex element semantic based on input parameter name. GLSL has no concept of semantics, * so we require all shaders to use specific names for attributes so that we know what they are used for. * * Valid names and semantics: * bs_position - VES_POSITION * bs_normal - VES_NORMAL * bs_tangent - VES_TANGENT * bs_bitangent - VES_BITANGENT * bs_texcoord - VES_TEXCOORD * bs_color - VES_COLOR * bs_blendweights - VES_BLEND_WEIGHTS * bs_blendindices - VES_BLEND_INDICES * * You may append a number to the end of the name to specify semantic index. * * @return True if it succeeds, false if it fails. */ bool attribNameToElementSemantic(const String& name, VertexElementSemantic& semantic, UINT16& index); /** Converts an OpenGL type to vertex element type. */ VertexElementType glTypeToAttributeType(GLenum glType); /** Maps a parameter in a specific shader stage, of a specific type to a unique set index. */ static UINT32 mapParameterToSet(GpuProgramType progType, ParamType paramType); }; /** @} */ }}