134 lines
3.2 KiB
C++
134 lines
3.2 KiB
C++
/* Copyright (C) 2009 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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#ifndef INCLUDED_RENDERPATHVERTEXSHADER
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#define INCLUDED_RENDERPATHVERTEXSHADER
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#include "graphics/LightEnv.h"
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// Interface for globallight.vs
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struct VS_GlobalLight
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{
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public:
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void Init(Handle shader);
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void SetFromLightEnv(const CLightEnv& lightenv, bool units) const
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{
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SetAmbient(units ? lightenv.m_UnitsAmbientColor : lightenv.m_TerrainAmbientColor);
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SetSunDir(lightenv.GetSunDir());
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SetSunColor(lightenv.m_SunColor);
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}
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void SetAmbient(const RGBColor& color) const
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{
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pglUniform3fvARB(m_Ambient, 1, &color.X);
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}
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void SetSunDir(const CVector3D& sundir) const
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{
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pglUniform3fvARB(m_SunDir, 1, &sundir.X);
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}
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void SetSunColor(const RGBColor& color) const
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{
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pglUniform3fvARB(m_SunColor, 1, &color.X);
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}
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private:
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GLint m_Ambient;
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GLint m_SunDir;
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GLint m_SunColor;
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};
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// Interface for instancing_base.vs
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struct VS_Instancing
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{
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public:
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void Init(Handle shader);
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void SetMatrix(const CMatrix3D& mat) const
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{
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pglVertexAttrib4fARB(m_Instancing1, mat._11, mat._12, mat._13, mat._14);
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pglVertexAttrib4fARB(m_Instancing2, mat._21, mat._22, mat._23, mat._24);
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pglVertexAttrib4fARB(m_Instancing3, mat._31, mat._32, mat._33, mat._34);
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}
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private:
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GLint m_Instancing1;
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GLint m_Instancing2;
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GLint m_Instancing3;
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};
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// Interface for postouv1.vs
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struct VS_PosToUV1
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{
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public:
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void Init(Handle shader);
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void SetMatrix(const CMatrix3D& mat) const
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{
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pglUniform4fARB(m_TextureMatrix1, mat._11, mat._12, mat._13, mat._14);
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pglUniform4fARB(m_TextureMatrix2, mat._21, mat._22, mat._23, mat._24);
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pglUniform4fARB(m_TextureMatrix3, mat._31, mat._32, mat._33, mat._34);
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}
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private:
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GLint m_TextureMatrix1;
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GLint m_TextureMatrix2;
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GLint m_TextureMatrix3;
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};
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class RenderPathVertexShader
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{
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public:
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RenderPathVertexShader();
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~RenderPathVertexShader();
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// Initialize this render path.
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bool Init();
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// Call once per frame to update program stuff
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void BeginFrame();
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public:
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Handle m_ModelLight;
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VS_GlobalLight m_ModelLight_Light;
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Handle m_ModelLightP;
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VS_GlobalLight m_ModelLightP_Light;
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VS_PosToUV1 m_ModelLightP_PosToUV1;
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Handle m_InstancingLight;
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VS_GlobalLight m_InstancingLight_Light;
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VS_Instancing m_InstancingLight_Instancing;
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Handle m_InstancingLightP;
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VS_GlobalLight m_InstancingLightP_Light;
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VS_Instancing m_InstancingLightP_Instancing;
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VS_PosToUV1 m_InstancingLightP_PosToUV1;
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Handle m_Instancing;
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VS_Instancing m_Instancing_Instancing;
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Handle m_InstancingP;
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VS_Instancing m_InstancingP_Instancing;
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VS_PosToUV1 m_InstancingP_PosToUV1;
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};
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#endif // INCLUDED_RENDERPATHVERTEXSHADER
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