0ad/source/graphics/ShaderTechnique.h
Ykkrosh 6bc33fe8bd Update renderer design to be more flexible and data-driven based on material and shader definitions.
Support conditional expressions in shader effect XML files.
Consolidate fixed-function model rendering into the shader system.
Remove lots of now-obsolete renderer code.
Move shader defines from std::map to new class with interned data, for
performance.
Move texture from model into material.
Alleviate singletonitis.
Remove obsolete lodbias setting.
Remove unused terrain shadow transparency.

This was SVN commit r11423.
2012-04-03 18:44:46 +00:00

115 lines
2.7 KiB
C++

/* Copyright (C) 2012 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_SHADERTECHNIQUE
#define INCLUDED_SHADERTECHNIQUE
#include "graphics/ShaderProgram.h"
/**
* Implements a render pass consisting of various GL state changes and a shader,
* used by CShaderTechnique.
*/
class CShaderPass
{
public:
CShaderPass();
/**
* Set the shader program used for rendering with this pass.
*/
void SetShader(const CShaderProgramPtr& shader) { m_Shader = shader; }
// Add various bits of GL state to the pass:
void AlphaFunc(GLenum func, GLclampf ref);
void BlendFunc(GLenum src, GLenum dst);
void ColorMask(GLboolean r, GLboolean g, GLboolean b, GLboolean a);
void DepthMask(GLboolean mask);
void DepthFunc(GLenum func);
/**
* Set up all the GL state that was previously specified on this pass.
*/
void Bind();
/**
* Reset the GL state to the default.
*/
void Unbind();
const CShaderProgramPtr& GetShader() const { return m_Shader; }
private:
CShaderProgramPtr m_Shader;
bool m_HasAlpha;
GLenum m_AlphaFunc;
GLclampf m_AlphaRef;
bool m_HasBlend;
GLenum m_BlendSrc;
GLenum m_BlendDst;
bool m_HasColorMask;
GLboolean m_ColorMaskR;
GLboolean m_ColorMaskG;
GLboolean m_ColorMaskB;
GLboolean m_ColorMaskA;
bool m_HasDepthMask;
GLboolean m_DepthMask;
bool m_HasDepthFunc;
GLenum m_DepthFunc;
};
/**
* Implements a render technique consisting of a sequence of passes.
* CShaderManager loads these from shader effect XML files.
*/
class CShaderTechnique
{
public:
CShaderTechnique();
void AddPass(const CShaderPass& pass);
int GetNumPasses() const;
void BeginPass(int pass = 0);
void EndPass(int pass = 0);
const CShaderProgramPtr& GetShader(int pass = 0) const;
/**
* Whether this technique uses alpha blending that requires objects to be
* drawn from furthest to nearest.
*/
bool GetSortByDistance() const;
void SetSortByDistance(bool enable);
void Reset();
private:
std::vector<CShaderPass> m_Passes;
bool m_SortByDistance;
};
typedef shared_ptr<CShaderTechnique> CShaderTechniquePtr;
#endif // INCLUDED_SHADERTECHNIQUE