Ykkrosh
d295dacb9b
Change lighting model for new maps to allow better overbrightness. Cache player colours instead of loading from scripts every time the renderer wants them. This was SVN commit r9123.
135 lines
2.6 KiB
C++
135 lines
2.6 KiB
C++
/* 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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debug_assert(0 <= pass && pass < (int)m_Passes.size());
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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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debug_assert(0 <= pass && pass < (int)m_Passes.size());
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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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debug_assert(0 <= pass && pass < (int)m_Passes.size());
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return m_Passes[pass].GetShader();
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}
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