157 lines
6.3 KiB
C++
157 lines
6.3 KiB
C++
//
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// KRPipeline.h
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// KREngine
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//
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// Copyright 2019 Kearwood Gilbert. All rights reserved.
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//
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// Redistribution and use in source and binary forms, with or without modification, are
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// permitted provided that the following conditions are met:
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//
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// 1. Redistributions of source code must retain the above copyright notice, this list of
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// conditions and the following disclaimer.
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//
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// 2. Redistributions in binary form must reproduce the above copyright notice, this list
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// of conditions and the following disclaimer in the documentation and/or other materials
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// provided with the distribution.
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//
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// THIS SOFTWARE IS PROVIDED BY KEARWOOD GILBERT ''AS IS'' AND ANY EXPRESS OR IMPLIED
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// WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
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// FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL KEARWOOD GILBERT OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
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// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
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// ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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// NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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// ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// The views and conclusions contained in the software and documentation are those of the
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// authors and should not be interpreted as representing official policies, either expressed
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// or implied, of Kearwood Gilbert.
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//
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#ifndef KRPIPELINE_H
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#define KRPIPELINE_H
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#include "KREngine-common.h"
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#include "KRPipeline.h"
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#include "KRCamera.h"
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#include "KRNode.h"
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#include "KRViewport.h"
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class KRShader;
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class KRPipeline : public KRContextObject {
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public:
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KRPipeline(KRContext& context, VkDevice& device, const char* szKey, const std::vector<KRShader*>& shaders);
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KRPipeline(KRContext &context, char *szKey, std::string options, std::string vertShaderSource, const std::string fragShaderSource);
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virtual ~KRPipeline();
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const char *getKey() const;
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bool bind(KRCamera &camera, const KRViewport &viewport, const Matrix4 &matModel, const std::vector<KRPointLight *> &point_lights, const std::vector<KRDirectionalLight *> &directional_lights, const std::vector<KRSpotLight *>&spot_lights, const KRNode::RenderPass &renderPass, const Vector3 &rim_color, float rim_power, const Vector4 &fade_color);
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enum {
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KRENGINE_UNIFORM_MATERIAL_AMBIENT = 0,
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KRENGINE_UNIFORM_MATERIAL_DIFFUSE,
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KRENGINE_UNIFORM_MATERIAL_SPECULAR,
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KRENGINE_UNIFORM_MATERIAL_REFLECTION,
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KRENGINE_UNIFORM_MATERIAL_ALPHA,
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KRENGINE_UNIFORM_MATERIAL_SHININESS,
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KRENGINE_UNIFORM_LIGHT_POSITION,
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KRENGINE_UNIFORM_LIGHT_DIRECTION_MODEL_SPACE,
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KRENGINE_UNIFORM_LIGHT_DIRECTION_VIEW_SPACE,
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KRENGINE_UNIFORM_LIGHT_COLOR,
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KRENGINE_UNIFORM_LIGHT_DECAY_START,
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KRENGINE_UNIFORM_LIGHT_CUTOFF,
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KRENGINE_UNIFORM_LIGHT_INTENSITY,
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KRENGINE_UNIFORM_FLARE_SIZE,
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KRENGINE_UNIFORM_VIEW_SPACE_MODEL_ORIGIN,
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KRENGINE_UNIFORM_MVP,
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KRENGINE_UNIFORM_INVP,
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KRENGINE_UNIFORM_INVMVP,
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KRENGINE_UNIFORM_INVMVP_NO_TRANSLATE,
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KRENGINE_UNIFORM_MODEL_VIEW_INVERSE_TRANSPOSE,
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KRENGINE_UNIFORM_MODEL_INVERSE_TRANSPOSE,
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KRENGINE_UNIFORM_MODEL_VIEW,
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KRENGINE_UNIFORM_MODEL_MATRIX,
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KRENGINE_UNIFORM_PROJECTION_MATRIX,
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KRENGINE_UNIFORM_CAMERAPOS_MODEL_SPACE,
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KRENGINE_UNIFORM_VIEWPORT,
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KRENGINE_UNIFORM_VIEWPORT_DOWNSAMPLE,
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KRENGINE_UNIFORM_DIFFUSETEXTURE,
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KRENGINE_UNIFORM_SPECULARTEXTURE,
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KRENGINE_UNIFORM_REFLECTIONCUBETEXTURE,
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KRENGINE_UNIFORM_REFLECTIONTEXTURE,
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KRENGINE_UNIFORM_NORMALTEXTURE,
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KRENGINE_UNIFORM_DIFFUSETEXTURE_SCALE,
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KRENGINE_UNIFORM_SPECULARTEXTURE_SCALE,
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KRENGINE_UNIFORM_REFLECTIONTEXTURE_SCALE,
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KRENGINE_UNIFORM_NORMALTEXTURE_SCALE,
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KRENGINE_UNIFORM_AMBIENTTEXTURE_SCALE,
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KRENGINE_UNIFORM_DIFFUSETEXTURE_OFFSET,
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KRENGINE_UNIFORM_SPECULARTEXTURE_OFFSET,
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KRENGINE_UNIFORM_REFLECTIONTEXTURE_OFFSET,
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KRENGINE_UNIFORM_NORMALTEXTURE_OFFSET,
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KRENGINE_UNIFORM_AMBIENTTEXTURE_OFFSET,
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KRENGINE_UNIFORM_SHADOWMVP1,
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KRENGINE_UNIFORM_SHADOWMVP2,
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KRENGINE_UNIFORM_SHADOWMVP3,
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KRENGINE_UNIFORM_SHADOWTEXTURE1,
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KRENGINE_UNIFORM_SHADOWTEXTURE2,
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KRENGINE_UNIFORM_SHADOWTEXTURE3,
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KRENGINE_UNIFORM_LIGHTMAPTEXTURE,
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KRENGINE_UNIFORM_GBUFFER_FRAME,
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KRENGINE_UNIFORM_GBUFFER_DEPTH,
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KRENGINE_UNIFORM_DEPTH_FRAME,
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KRENGINE_UNIFORM_VOLUMETRIC_ENVIRONMENT_FRAME,
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KRENGINE_UNIFORM_RENDER_FRAME,
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KRENGINE_UNIFORM_ABSOLUTE_TIME,
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KRENGINE_UNIFORM_FOG_NEAR,
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KRENGINE_UNIFORM_FOG_FAR,
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KRENGINE_UNIFORM_FOG_DENSITY,
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KRENGINE_UNIFORM_FOG_COLOR,
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KRENGINE_UNIFORM_FOG_SCALE,
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KRENGINE_UNIFORM_DENSITY_PREMULTIPLIED_EXPONENTIAL,
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KRENGINE_UNIFORM_DENSITY_PREMULTIPLIED_SQUARED,
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KRENGINE_UNIFORM_SLICE_DEPTH_SCALE,
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KRENGINE_UNIFORM_PARTICLE_ORIGIN,
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KRENGINE_UNIFORM_BONE_TRANSFORMS,
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KRENGINE_UNIFORM_RIM_COLOR,
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KRENGINE_UNIFORM_RIM_POWER,
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KRENGINE_UNIFORM_FADE_COLOR,
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KRENGINE_NUM_UNIFORMS
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};
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static const char *KRENGINE_UNIFORM_NAMES[];
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GLint m_uniforms[KRENGINE_NUM_UNIFORMS];
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int m_uniform_value_index[KRENGINE_NUM_UNIFORMS];
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std::vector<float> m_uniform_value_float;
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std::vector<int> m_uniform_value_int;
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std::vector<Vector2> m_uniform_value_vector2;
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std::vector<Vector3> m_uniform_value_vector3;
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std::vector<Vector4> m_uniform_value_vector4;
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std::vector<Matrix4> m_uniform_value_mat4;
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char m_szKey[256];
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void setUniform(int location, float value);
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void setUniform(int location, int value);
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void setUniform(int location, const Vector2 &value);
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void setUniform(int location, const Vector3 &value);
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void setUniform(int location, const Vector4 &value);
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void setUniform(int location, const Matrix4 &value);
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private:
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GLuint m_iProgram;
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VkRenderPass m_renderPass;
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VkPipelineLayout m_pipelineLayout;
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VkPipeline m_graphicsPipeline;
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};
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#endif
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