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shader_list.h
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//--------------------------------------------------------------------
// 文件名: shader_list.h
// 内 容:
// 说 明:
// 创建日期: 2012年9月29日
// 创建人:
// 版权所有: 苏州蜗牛电子有限公司
//--------------------------------------------------------------------
#ifndef _VISUAL_SHADER_LIST_H
#define _VISUAL_SHADER_LIST_H
#include "../public/macros.h"
#include "../public/fast_str.h"
#include "../public/core_mem.h"
#include "../visual/i_resource.h"
class IRender;
IVertexShader* render_load_vs(IRender* pRender, const char* file_name,
const char* func_name, const char* defines);
IPixelShader* render_load_ps(IRender* pRender, const char* file_name,
const char* func_name, const char* defines);
class TShaderAlloc
{
public:
TShaderAlloc() {}
~TShaderAlloc() {}
// 申请内存
void* Alloc(size_t size) { return CORE_ALLOC(size); }
// 释放内存
void Free(void* ptr, size_t size) { CORE_FREE(ptr, size); }
// 交换
void Swap(TShaderAlloc& src) {}
};
// 方便着色器管理的辅助类
template<typename SHADER_TYPE>
struct TShaderTraits
{
};
template<>
struct TShaderTraits<IVertexShader>
{
static IVertexShader* LoadShader(IRender* pRender,
const char* file_name, const char* func_name, const char* defines)
{
return render_load_vs(pRender, file_name, func_name, defines);
}
};
template<>
struct TShaderTraits<IPixelShader>
{
static IPixelShader* LoadShader(IRender* pRender,
const char* file_name, const char* func_name, const char* defines)
{
return render_load_ps(pRender, file_name, func_name, defines);
}
};
// 管理具有几个宏定义的着色器
template<typename SHADER_TYPE, size_t DEFINE_NUM,
typename TRAITS = TShaderTraits<SHADER_TYPE> >
class TShaderList
{
private:
enum { SHADER_NUM = 0x1 << DEFINE_NUM };
public:
TShaderList()
{
m_pRender = NULL;
m_strFileName = NULL;
m_strFuncName = NULL;
memset(m_strDefines, 0, sizeof(m_strDefines));
for (size_t i = 0; i < SHADER_NUM; ++i)
{
m_nShaderList[i] = NULL;
}
}
~TShaderList()
{
}
// 设置管理器
void SetRender(IRender* value)
{
m_pRender = value;
}
// 设置着色器名称
void SetShaderName(const char* file_name, const char* func_name)
{
m_strFileName = file_name;
m_strFuncName = func_name;
}
// 设置宏定义
void SetDefine(size_t slot, const char* value)
{
Assert(slot < DEFINE_NUM);
m_strDefines[slot] = value;
}
// 获得指定的着色器索引值
SHADER_TYPE* GetShader(size_t index)
{
Assert(index < SHADER_NUM);
if (NULL == m_nShaderList[index])
{
return LoadShader(index, "");
}
return m_nShaderList[index];
}
// 获得指定的着色器索引值
SHADER_TYPE* GetShaderWithPrefix(size_t index, const char* prefix)
{
Assert(index < SHADER_NUM);
Assert(prefix != NULL);
if (NULL == m_nShaderList[index])
{
return LoadShader(index, prefix);
}
return m_nShaderList[index];
}
// 加载指定的着色器
SHADER_TYPE* LoadShader(size_t index, const char* prefix = "")
{
Assert(index < SHADER_NUM);
TFastStr<char, 256, TCharTraits<char>, TCoreAlloc> def(prefix);
size_t count = 0;
size_t val = index;
while (val > 0)
{
if ((val & 0x1) != 0)
{
def += m_strDefines[count];
}
val = val >> 1;
++count;
}
SHADER_TYPE* pShader = TRAITS::LoadShader(m_pRender, m_strFileName,
m_strFuncName, def.c_str());
m_nShaderList[index] = pShader;
return pShader;
}
// 加载着色器
bool LoadAllShader()
{
for (size_t i = 0; i < SHADER_NUM; ++i)
{
TFastStr<char, 256, TCharTraits<char>, TCoreAlloc> def;
size_t count = 0;
size_t val = i;
while (val > 0)
{
if ((val & 0x1) != 0)
{
def += m_strDefines[count];
}
val = val >> 1;
++count;
}
SHADER_TYPE* pShader = TRAITS::LoadShader(m_pRender,
m_strFileName, m_strFuncName, def.c_str());
if (NULL == pShader)
{
return false;
}
m_nShaderList[i] = pShader;
}
return true;
}
private:
IRender* m_pRender;
const char* m_strFileName;
const char* m_strFuncName;
const char* m_strDefines[DEFINE_NUM];
SHADER_TYPE* m_nShaderList[SHADER_NUM];
};
// 管理一个多项选择和几个宏定义的着色器
template<typename SHADER_TYPE, size_t OPTION_NUM, size_t DEFINE_NUM,
typename TRAITS = TShaderTraits<SHADER_TYPE> >
class TShaderOption
{
private:
enum { DEFINE_SIZE = 0x1 << DEFINE_NUM };
enum { SHADER_NUM = OPTION_NUM * DEFINE_SIZE };
public:
TShaderOption()
{
m_pRender = NULL;
m_strFileName = NULL;
m_strFuncName = NULL;
memset(m_strOption, 0, sizeof(m_strOption));
memset(m_strDefines, 0, sizeof(m_strDefines));
for (size_t i = 0; i < SHADER_NUM; ++i)
{
m_nShaderList[i] = NULL;
}
}
~TShaderOption()
{
}
// 设置管理器
void SetRender(IRender* value)
{
m_pRender = value;
}
// 设置着色器名称
void SetShaderName(const char* file_name, const char* func_name)
{
m_strFileName = file_name;
m_strFuncName = func_name;
}
// 设置选项
void SetOption(size_t option_index, const char* value)
{
Assert(option_index < OPTION_NUM);
m_strOption[option_index] = value;
}
// 设置宏定义
void SetDefine(size_t define_index, const char* value)
{
Assert(define_index < DEFINE_NUM);
m_strDefines[define_index] = value;
}
// 获得指定的着色器索引值
SHADER_TYPE* GetShader(size_t option_index, size_t define_index)
{
Assert(option_index < OPTION_NUM);
Assert(define_index < DEFINE_SIZE);
size_t index = option_index * DEFINE_SIZE + define_index;
if (NULL == m_nShaderList[index])
{
return LoadShader(option_index, define_index);
}
return m_nShaderList[index];
}
// 加载指定的着色器
SHADER_TYPE* LoadShader(size_t option_index, size_t define_index)
{
Assert(option_index < OPTION_NUM);
Assert(define_index < DEFINE_SIZE);
TFastStr<char, 256, TCharTraits<char>, TCoreAlloc> def =
m_strOption[option_index];
size_t count = 0;
size_t val = define_index;
while (val > 0)
{
if ((val & 0x1) != 0)
{
def += m_strDefines[count];
}
val = val >> 1;
++count;
}
SHADER_TYPE* pShader = TRAITS::LoadShader(m_pRender, m_strFileName,
m_strFuncName, def.c_str());
m_nShaderList[option_index * DEFINE_SIZE + define_index] = pShader;
return pShader;
}
// 加载着色器
bool LoadAllShader()
{
for (size_t k = 0; k < OPTION_NUM; ++k)
{
for (size_t i = 0; i < DEFINE_SIZE; ++i)
{
TFastStr<char, 256, TCharTraits<char>, TCoreAlloc> def =
m_strOption[k];
size_t count = 0;
size_t val = i;
while (val > 0)
{
if ((val & 0x1) != 0)
{
def += m_strDefines[count];
}
val = val >> 1;
++count;
}
SHADER_TYPE* pShader = TRAITS::LoadShader(m_pRender,
m_strFileName, m_strFuncName, def.c_str());
if (NULL == pShader)
{
return false;
}
m_nShaderList[k * DEFINE_SIZE + i] = pShader;
}
}
return true;
}
private:
IRender* m_pRender;
const char* m_strFileName;
const char* m_strFuncName;
const char* m_strOption[OPTION_NUM];
const char* m_strDefines[DEFINE_NUM];
SHADER_TYPE* m_nShaderList[SHADER_NUM];
};
// 使用哈希表管理包含很多宏定义的着色器
template<typename SHADER_TYPE, size_t DEFINE_NUM,
typename TRAITS = TShaderTraits<SHADER_TYPE> >
class TShaderManyDefines
{
private:
static const int64_t SHADER_NUM = (int64_t)0x1 << DEFINE_NUM ;
struct shader_node_t
{
size_t nIndex;
SHADER_TYPE* pShader;
shader_node_t* pNext;
};
public:
TShaderManyDefines()
{
m_pRender = NULL;
m_strFileName = NULL;
m_strFuncName = NULL;
memset(m_strDefines, 0, sizeof(m_strDefines));
m_nSize = 0;
m_nCount = 0;
m_pBuckets = NULL;
}
~TShaderManyDefines()
{
Clear();
}
// 设置管理器
void SetRender(IRender* value)
{
m_pRender = value;
}
// 设置着色器名称
void SetShaderName(const char* file_name, const char* func_name)
{
m_strFileName = file_name;
m_strFuncName = func_name;
}
// 设置宏定义
void SetDefine(size_t slot, const char* value)
{
Assert(slot < DEFINE_NUM);
m_strDefines[slot] = value;
}
// 获得指定的着色器索引值
SHADER_TYPE* GetShader(size_t index)
{
Assert(index < SHADER_NUM);
shader_node_t* pNode = FindNode(index);
if (NULL == pNode)
{
return LoadShader(index, "");
}
return pNode->pShader;
}
SHADER_TYPE* GetShaderWithPrefix(size_t index, const char* prefix)
{
Assert(index < SHADER_NUM);
Assert(prefix != NULL);
shader_node_t* pNode = FindNode(index);
if (NULL == pNode)
{
return LoadShader(index, prefix);
}
return pNode->pShader;
}
// 加载指定的着色器
SHADER_TYPE* LoadShader(size_t index, const char* prefix = "")
{
Assert(index < SHADER_NUM);
TFastStr<char, 256, TCharTraits<char>, TCoreAlloc> def(prefix);
size_t count = 0;
size_t val = index;
while (val > 0)
{
if ((val & 0x1) != 0)
{
def += m_strDefines[count];
}
val = val >> 1;
++count;
}
SHADER_TYPE* pShader = TRAITS::LoadShader(m_pRender, m_strFileName,
m_strFuncName, def.c_str());
AddNode(index, pShader);
return pShader;
}
// 加载着色器
bool LoadAllShader()
{
for (size_t i = 0; i < SHADER_NUM; ++i)
{
TFastStr<char, 256, TCharTraits<char>, TCoreAlloc> def;
size_t count = 0;
size_t val = i;
while (val > 0)
{
if ((val & 0x1) != 0)
{
def += m_strDefines[count];
}
val = val >> 1;
++count;
}
SHADER_TYPE* pShader = TRAITS::LoadShader(m_pRender,
m_strFileName, m_strFuncName, def.c_str());
if (NULL == pShader)
{
return false;
}
AddNode(i, pShader);
}
return true;
}
// 清空
void Clear()
{
if (m_pBuckets)
{
for (size_t i = 0; i < m_nSize; ++i)
{
shader_node_t* p = m_pBuckets[i];
while (p)
{
shader_node_t* t = p->pNext;
CORE_FREE(p, sizeof(shader_node_t));
p = t;
}
}
CORE_FREE(m_pBuckets, sizeof(shader_node_t*) * m_nSize);
m_pBuckets = NULL;
m_nSize = 0;
m_nCount = 0;
}
}
private:
TShaderManyDefines(const TShaderManyDefines&);
TShaderManyDefines& operator=(const TShaderManyDefines&);
shader_node_t* FindNode(size_t index) const
{
if (0 == m_nSize)
{
return NULL;
}
size_t bucket = index % m_nSize;
shader_node_t* p = m_pBuckets[bucket];
while (p)
{
if (p->nIndex == index)
{
return p;
}
p = p->pNext;
}
return NULL;
}
bool AddNode(size_t index, SHADER_TYPE* pShader)
{
if (m_nCount == m_nSize)
{
Expand();
}
size_t bucket = index % m_nSize;
shader_node_t* p = (shader_node_t*)CORE_ALLOC(sizeof(shader_node_t));
p->pNext = m_pBuckets[bucket];
p->nIndex = index;
p->pShader = pShader;
m_pBuckets[bucket] = p;
m_nCount++;
return true;
}
void Expand()
{
size_t new_size = m_nSize * 2 + 1;
shader_node_t** new_buckets = (shader_node_t**)CORE_ALLOC(
sizeof(shader_node_t*) * new_size);
memset(new_buckets, 0, sizeof(shader_node_t*) * new_size);
for (size_t i = 0; i < m_nSize; ++i)
{
shader_node_t* p = m_pBuckets[i];
while (p)
{
shader_node_t* t = p->pNext;
size_t bucket = size_t(p->nIndex) % new_size;
p->pNext = new_buckets[bucket];
new_buckets[bucket] = p;
p = t;
}
}
if (m_pBuckets)
{
CORE_FREE(m_pBuckets, sizeof(shader_node_t*) * m_nSize);
}
m_pBuckets = new_buckets;
m_nSize = new_size;
}
private:
IRender* m_pRender;
const char* m_strFileName;
const char* m_strFuncName;
const char* m_strDefines[DEFINE_NUM];
shader_node_t** m_pBuckets;
size_t m_nSize;
size_t m_nCount;
};
#endif // _VISUAL_SHADER_LIST_H