1
0
forked from 0ad/0ad
0ad/source/graphics/ShaderTechnique.h
Ykkrosh 531b40578a More GLES compatibility.
Add config option to disable hardware cursors on Windows.

This was SVN commit r11053.
2012-02-12 20:45:31 +00:00

101 lines
2.4 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.
*/
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();
CShaderTechnique(const CShaderPass& pass);
void AddPass(const CShaderPass& pass);
int GetNumPasses();
void BeginPass(int pass = 0);
void EndPass(int pass = 0);
CShaderProgramPtr GetShader(int pass = 0);
void Reset();
private:
std::vector<CShaderPass> m_Passes;
};
typedef shared_ptr<CShaderTechnique> CShaderTechniquePtr;
#endif // INCLUDED_SHADERTECHNIQUE