渲染后端加入
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129
Fostbite2D/include/fostbite2D/render/shader/shader_manager.h
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129
Fostbite2D/include/fostbite2D/render/shader/shader_manager.h
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#pragma once
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#include <fostbite2D/core/types.h>
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#include <fostbite2D/render/shader/shader_interface.h>
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#include <filesystem>
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#include <functional>
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#include <unordered_map>
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namespace frostbite2D {
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// ============================================================================
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// Shader重载回调
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// ============================================================================
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using ShaderReloadCallback = std::function<void(Ptr<IShader> newShader)>;
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// ============================================================================
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// Shader管理器 - 统一入口
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// ============================================================================
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class ShaderManager {
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public:
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/**
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* @brief 获取单例实例
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* @return Shader管理器实例引用
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*/
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static ShaderManager &getInstance();
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// ------------------------------------------------------------------------
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// 初始化和关闭
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// ------------------------------------------------------------------------
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/**
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* @brief 初始化Shader系统
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* @param factory 渲染后端Shader工厂
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* @return 初始化成功返回true,失败返回false
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*/
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bool init(Ptr<IShaderFactory> factory);
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/**
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* @brief 关闭Shader系统
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*/
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void shutdown();
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/**
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* @brief 检查是否已初始化
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* @return 已初始化返回true,否则返回false
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*/
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bool isInitialized() const { return initialized_; }
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// ------------------------------------------------------------------------
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// Shader加载
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// ------------------------------------------------------------------------
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/**
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* @brief 从源码加载Shader
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* @param name Shader名称
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* @param vertSource 顶点着色器源码
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* @param fragSource 片段着色器源码
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* @return 加载的Shader实例
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*/
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Ptr<IShader> loadFromSource(const std::string &name,
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const std::string &vertSource,
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const std::string &fragSource);
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/**
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* @brief 从文件加载Shader
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* @param name Shader名称
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* @param vertPath 顶点着色器文件路径
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* @param fragPath 片段着色器文件路径
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* @return 加载的Shader实例,失败返回nullptr
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*/
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Ptr<IShader> loadFromFile(const std::string &name,
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const std::filesystem::path &vertPath,
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const std::filesystem::path &fragPath);
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/**
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* @brief 获取已加载的Shader
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* @param name Shader名称
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* @return Shader实例,不存在返回nullptr
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*/
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Ptr<IShader> get(const std::string &name) const;
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/**
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* @brief 检查Shader是否存在
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* @param name Shader名称
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* @return 存在返回true,否则返回false
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*/
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bool has(const std::string &name) const;
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/**
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* @brief 移除Shader
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* @param name Shader名称
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*/
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void remove(const std::string &name);
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/**
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* @brief 清除所有Shader
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*/
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void clear();
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/**
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* @brief 注册重载回调
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* @param name Shader名称
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* @param callback 重载回调函数
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*/
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void setReloadCallback(const std::string &name,
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ShaderReloadCallback callback);
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private:
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ShaderManager() = default;
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~ShaderManager() = default;
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ShaderManager(const ShaderManager &) = delete;
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ShaderManager &operator=(const ShaderManager &) = delete;
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Ptr<IShaderFactory> factory_;
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struct ShaderInfo {
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Ptr<IShader> shader;
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ShaderReloadCallback reloadCallback;
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std::string vertSource;
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std::string fragSource;
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std::filesystem::path vertPath;
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std::filesystem::path fragPath;
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};
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std::unordered_map<std::string, ShaderInfo> shaders_;
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bool initialized_ = false;
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};
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} // namespace frostbite2D
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