180 lines
6.1 KiB
C
180 lines
6.1 KiB
C
|
|
#pragma once
|
|||
|
|
|
|||
|
|
#include <easy2d/core/types.h>
|
|||
|
|
#include <easy2d/core/color.h>
|
|||
|
|
#include <easy2d/graphics/opengl/gl_shader.h>
|
|||
|
|
#include <string>
|
|||
|
|
#include <unordered_map>
|
|||
|
|
#include <functional>
|
|||
|
|
|
|||
|
|
namespace easy2d {
|
|||
|
|
|
|||
|
|
// ============================================================================
|
|||
|
|
// Shader参数绑定回调
|
|||
|
|
// ============================================================================
|
|||
|
|
using ShaderBindCallback = std::function<void(GLShader&)>;
|
|||
|
|
|
|||
|
|
// ============================================================================
|
|||
|
|
// Shader系统 - 管理所有Shader的加载、缓存和热重载
|
|||
|
|
// ============================================================================
|
|||
|
|
class ShaderSystem {
|
|||
|
|
public:
|
|||
|
|
// ------------------------------------------------------------------------
|
|||
|
|
// 单例访问
|
|||
|
|
// ------------------------------------------------------------------------
|
|||
|
|
static ShaderSystem& getInstance();
|
|||
|
|
|
|||
|
|
// ------------------------------------------------------------------------
|
|||
|
|
// 初始化和关闭
|
|||
|
|
// ------------------------------------------------------------------------
|
|||
|
|
bool init();
|
|||
|
|
void shutdown();
|
|||
|
|
|
|||
|
|
// ------------------------------------------------------------------------
|
|||
|
|
// Shader加载
|
|||
|
|
// ------------------------------------------------------------------------
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* @brief 从文件加载Shader
|
|||
|
|
* @param name Shader名称(用于缓存)
|
|||
|
|
* @param vertPath 顶点着色器文件路径
|
|||
|
|
* @param fragPath 片段着色器文件路径
|
|||
|
|
* @return 加载的Shader,失败返回nullptr
|
|||
|
|
*/
|
|||
|
|
Ptr<GLShader> loadFromFile(const std::string& name,
|
|||
|
|
const std::string& vertPath,
|
|||
|
|
const std::string& fragPath);
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* @brief 从源码字符串加载Shader
|
|||
|
|
* @param name Shader名称(用于缓存)
|
|||
|
|
* @param vertSource 顶点着色器源码
|
|||
|
|
* @param fragSource 片段着色器源码
|
|||
|
|
* @return 加载的Shader,失败返回nullptr
|
|||
|
|
*/
|
|||
|
|
Ptr<GLShader> loadFromSource(const std::string& name,
|
|||
|
|
const std::string& vertSource,
|
|||
|
|
const std::string& fragSource);
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* @brief 从已编译的程序获取Shader
|
|||
|
|
* @param name Shader名称
|
|||
|
|
* @return 缓存的Shader,不存在返回nullptr
|
|||
|
|
*/
|
|||
|
|
Ptr<GLShader> get(const std::string& name);
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* @brief 检查Shader是否存在
|
|||
|
|
*/
|
|||
|
|
bool has(const std::string& name) const;
|
|||
|
|
|
|||
|
|
// ------------------------------------------------------------------------
|
|||
|
|
// Shader移除
|
|||
|
|
// ------------------------------------------------------------------------
|
|||
|
|
void remove(const std::string& name);
|
|||
|
|
void clear();
|
|||
|
|
|
|||
|
|
// ------------------------------------------------------------------------
|
|||
|
|
// 热重载支持
|
|||
|
|
// ------------------------------------------------------------------------
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* @brief 启用/禁用文件监视
|
|||
|
|
*/
|
|||
|
|
void setFileWatching(bool enable);
|
|||
|
|
bool isFileWatching() const { return fileWatching_; }
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* @brief 更新文件监视(在主循环中调用)
|
|||
|
|
*/
|
|||
|
|
void updateFileWatching();
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* @brief 重载指定Shader
|
|||
|
|
*/
|
|||
|
|
bool reload(const std::string& name);
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* @brief 重载所有Shader
|
|||
|
|
*/
|
|||
|
|
void reloadAll();
|
|||
|
|
|
|||
|
|
// ------------------------------------------------------------------------
|
|||
|
|
// 内置Shader获取
|
|||
|
|
// ------------------------------------------------------------------------
|
|||
|
|
Ptr<GLShader> getBuiltinSpriteShader();
|
|||
|
|
Ptr<GLShader> getBuiltinParticleShader();
|
|||
|
|
Ptr<GLShader> getBuiltinPostProcessShader();
|
|||
|
|
Ptr<GLShader> getBuiltinShapeShader();
|
|||
|
|
|
|||
|
|
// ------------------------------------------------------------------------
|
|||
|
|
// 工具方法
|
|||
|
|
// ------------------------------------------------------------------------
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* @brief 从文件读取文本内容
|
|||
|
|
*/
|
|||
|
|
static std::string readFile(const std::string& filepath);
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* @brief 获取Shader文件的最后修改时间
|
|||
|
|
*/
|
|||
|
|
static uint64_t getFileModifiedTime(const std::string& filepath);
|
|||
|
|
|
|||
|
|
private:
|
|||
|
|
ShaderSystem() = default;
|
|||
|
|
~ShaderSystem() = default;
|
|||
|
|
ShaderSystem(const ShaderSystem&) = delete;
|
|||
|
|
ShaderSystem& operator=(const ShaderSystem&) = delete;
|
|||
|
|
|
|||
|
|
struct ShaderInfo {
|
|||
|
|
Ptr<GLShader> shader;
|
|||
|
|
std::string vertPath;
|
|||
|
|
std::string fragPath;
|
|||
|
|
uint64_t vertModifiedTime;
|
|||
|
|
uint64_t fragModifiedTime;
|
|||
|
|
bool isBuiltin;
|
|||
|
|
};
|
|||
|
|
|
|||
|
|
std::unordered_map<std::string, ShaderInfo> shaders_;
|
|||
|
|
bool fileWatching_ = false;
|
|||
|
|
float watchTimer_ = 0.0f;
|
|||
|
|
static constexpr float WATCH_INTERVAL = 1.0f; // 检查间隔(秒)
|
|||
|
|
|
|||
|
|
// 内置Shader缓存
|
|||
|
|
Ptr<GLShader> builtinSpriteShader_;
|
|||
|
|
Ptr<GLShader> builtinParticleShader_;
|
|||
|
|
Ptr<GLShader> builtinPostProcessShader_;
|
|||
|
|
Ptr<GLShader> builtinShapeShader_;
|
|||
|
|
|
|||
|
|
bool loadBuiltinShaders();
|
|||
|
|
void checkAndReload();
|
|||
|
|
};
|
|||
|
|
|
|||
|
|
// ============================================================================
|
|||
|
|
// Shader参数包装器 - 简化Uniform设置
|
|||
|
|
// ============================================================================
|
|||
|
|
class ShaderParams {
|
|||
|
|
public:
|
|||
|
|
explicit ShaderParams(GLShader& shader);
|
|||
|
|
|
|||
|
|
ShaderParams& setBool(const std::string& name, bool value);
|
|||
|
|
ShaderParams& setInt(const std::string& name, int value);
|
|||
|
|
ShaderParams& setFloat(const std::string& name, float value);
|
|||
|
|
ShaderParams& setVec2(const std::string& name, const glm::vec2& value);
|
|||
|
|
ShaderParams& setVec3(const std::string& name, const glm::vec3& value);
|
|||
|
|
ShaderParams& setVec4(const std::string& name, const glm::vec4& value);
|
|||
|
|
ShaderParams& setMat4(const std::string& name, const glm::mat4& value);
|
|||
|
|
ShaderParams& setColor(const std::string& name, const Color& color);
|
|||
|
|
|
|||
|
|
private:
|
|||
|
|
GLShader& shader_;
|
|||
|
|
};
|
|||
|
|
|
|||
|
|
// ============================================================================
|
|||
|
|
// 便捷宏
|
|||
|
|
// ============================================================================
|
|||
|
|
#define E2D_SHADER_SYSTEM() ::easy2d::ShaderSystem::getInstance()
|
|||
|
|
|
|||
|
|
} // namespace easy2d
|