wraitii
369c2e8801
GUIObjectBase is made a IGUIObject* to avoid including those headers un-necessarily. Subsequent diffs ought to clean up the various of pointers for that with a similar type with reference semantics. Also: - Add standard C and C++ headers (mostly cstring for memcpy, string and vector) where needed. - Swap out some includes for forward declarations - Clean up un-necessary boost includes in precompiled and other headers. - Clean up precompiled headers, including fewer things. - Move ACPI to the windows-specific folder as it's included there only and mostly specific to that platform. Thanks Stan for the testing. Differential Revision: https://code.wildfiregames.com/D3129 This was SVN commit r24352.
117 lines
2.7 KiB
C++
117 lines
2.7 KiB
C++
/* Copyright (C) 2020 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_SHADERTECHNIQUE
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#define INCLUDED_SHADERTECHNIQUE
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#include "graphics/ShaderProgramPtr.h"
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#include "graphics/ShaderTechniquePtr.h"
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#include "lib/ogl.h"
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#include <vector>
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/**
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* Implements a render pass consisting of various GL state changes and a shader,
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* used by CShaderTechnique.
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*/
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class CShaderPass
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{
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public:
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CShaderPass();
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/**
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* Set the shader program used for rendering with this pass.
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*/
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void SetShader(const CShaderProgramPtr& shader) { m_Shader = shader; }
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// Add various bits of GL state to the pass:
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void AlphaFunc(GLenum func, GLclampf ref);
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void BlendFunc(GLenum src, GLenum dst);
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void ColorMask(GLboolean r, GLboolean g, GLboolean b, GLboolean a);
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void DepthMask(GLboolean mask);
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void DepthFunc(GLenum func);
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/**
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* Set up all the GL state that was previously specified on this pass.
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*/
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void Bind();
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/**
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* Reset the GL state to the default.
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*/
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void Unbind();
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const CShaderProgramPtr& GetShader() const { return m_Shader; }
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private:
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CShaderProgramPtr m_Shader;
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bool m_HasAlpha;
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GLenum m_AlphaFunc;
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GLclampf m_AlphaRef;
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bool m_HasBlend;
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GLenum m_BlendSrc;
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GLenum m_BlendDst;
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bool m_HasColorMask;
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GLboolean m_ColorMaskR;
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GLboolean m_ColorMaskG;
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GLboolean m_ColorMaskB;
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GLboolean m_ColorMaskA;
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bool m_HasDepthMask;
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GLboolean m_DepthMask;
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bool m_HasDepthFunc;
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GLenum m_DepthFunc;
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};
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/**
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* Implements a render technique consisting of a sequence of passes.
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* CShaderManager loads these from shader effect XML files.
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*/
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class CShaderTechnique
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{
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public:
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CShaderTechnique();
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void AddPass(const CShaderPass& pass);
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int GetNumPasses() const;
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void BeginPass(int pass = 0);
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void EndPass(int pass = 0);
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const CShaderProgramPtr& GetShader(int pass = 0) const;
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/**
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* Whether this technique uses alpha blending that requires objects to be
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* drawn from furthest to nearest.
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*/
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bool GetSortByDistance() const;
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void SetSortByDistance(bool enable);
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void Reset();
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private:
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std::vector<CShaderPass> m_Passes;
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bool m_SortByDistance;
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};
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#endif // INCLUDED_SHADERTECHNIQUE
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