2011-03-26 21:17:21 +01:00
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/* Copyright (C) 2011 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "ShaderTechnique.h"
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CShaderPass::CShaderPass(const CShaderProgramPtr& shader) :
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m_Shader(shader),
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m_HasAlpha(false), m_HasBlend(false), m_HasColorMask(false), m_HasDepthMask(false)
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{
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}
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void CShaderPass::Bind()
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{
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m_Shader->Bind();
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if (m_HasAlpha)
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{
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glEnable(GL_ALPHA_TEST);
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glAlphaFunc(m_AlphaFunc, m_AlphaRef);
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}
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if (m_HasBlend)
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{
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glEnable(GL_BLEND);
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glBlendFunc(m_BlendSrc, m_BlendDst);
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}
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if (m_HasColorMask)
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glColorMask(m_ColorMaskR, m_ColorMaskG, m_ColorMaskB, m_ColorMaskA);
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if (m_HasDepthMask)
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glDepthMask(m_DepthMask);
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}
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void CShaderPass::Unbind()
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{
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m_Shader->Unbind();
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if (m_HasAlpha)
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{
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glDisable(GL_ALPHA_TEST);
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}
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if (m_HasBlend)
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{
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glDisable(GL_BLEND);
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}
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if (m_HasColorMask)
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glColorMask(1, 1, 1, 1);
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if (m_HasDepthMask)
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glDepthMask(1);
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}
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void CShaderPass::AlphaFunc(GLenum func, GLclampf ref)
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{
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m_HasAlpha = true;
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m_AlphaFunc = func;
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m_AlphaRef = ref;
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}
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void CShaderPass::BlendFunc(GLenum src, GLenum dst)
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{
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m_HasBlend = true;
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m_BlendSrc = src;
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m_BlendDst = dst;
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}
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void CShaderPass::ColorMask(GLboolean r, GLboolean g, GLboolean b, GLboolean a)
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{
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m_HasColorMask = true;
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m_ColorMaskR = r;
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m_ColorMaskG = g;
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m_ColorMaskB = b;
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m_ColorMaskA = a;
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}
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void CShaderPass::DepthMask(GLboolean mask)
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{
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m_HasDepthMask = true;
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m_DepthMask = mask;
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}
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CShaderTechnique::CShaderTechnique(const CShaderPass& pass)
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{
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m_Passes.push_back(pass);
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}
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void CShaderTechnique::AddPass(const CShaderPass& pass)
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{
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m_Passes.push_back(pass);
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}
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int CShaderTechnique::GetNumPasses()
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{
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return m_Passes.size();
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}
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void CShaderTechnique::BeginPass(int pass)
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{
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2011-04-30 15:01:45 +02:00
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ENSURE(0 <= pass && pass < (int)m_Passes.size());
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2011-03-26 21:17:21 +01:00
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m_Passes[pass].Bind();
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}
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void CShaderTechnique::EndPass(int pass)
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{
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2011-04-30 15:01:45 +02:00
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ENSURE(0 <= pass && pass < (int)m_Passes.size());
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2011-03-26 21:17:21 +01:00
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m_Passes[pass].Unbind();
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}
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CShaderProgramPtr CShaderTechnique::GetShader(int pass)
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{
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2011-04-30 15:01:45 +02:00
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ENSURE(0 <= pass && pass < (int)m_Passes.size());
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2011-03-26 21:17:21 +01:00
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return m_Passes[pass].GetShader();
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}
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