0ad/source/graphics/ShaderTechnique.h
Ykkrosh b08e142193 Graphics optimisations and features from eihrul.
Add shadow filtering (PCF) option.
Fix ugly shadow saturation in old lighting mode.
Fix fancy water shader.
Fix camera matrix computation.
Support scissoring of camera frustum.
Optimise vertex skinning.
Inline various matrix functions.
Support filtering of the list of submitted models before a rendering
pass, for more precise culling.
Optimise water renderer (fixes #721, based on patch by ortalo).
Use scissoring when generating reflection/refraction textures.
Skip reflection/refraction texture generation when no water is visible.
Render alpha-blended objects differently (fixes #434).
Reduce shadow swimming effects.

This was SVN commit r9814.
2011-07-12 23:48:05 +00:00

96 lines
2.3 KiB
C++

/* Copyright (C) 2011 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.
*/
class CShaderPass
{
public:
CShaderPass(const CShaderProgramPtr& 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 all the GL state that was previously specified on this pass.
*/
void Bind();
/**
* Reset the GL state to the default.
*/
void Unbind();
CShaderProgramPtr GetShader() { 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.
* In theory these should probably be loaded from an XML file or something,
* but currently you have to construct them manually.
*/
class CShaderTechnique
{
public:
CShaderTechnique(const CShaderPass& pass);
void AddPass(const CShaderPass& pass);
int GetNumPasses();
void BeginPass(int pass);
void EndPass(int pass);
CShaderProgramPtr GetShader(int pass);
private:
std::vector<CShaderPass> m_Passes;
};
#endif // INCLUDED_SHADERTECHNIQUE