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forked from 0ad/0ad
0ad/source/renderer/RenderPathVertexShader.h
prefect e2bbd9a654 #Models receive shadows now, including self-shadows.
This is a huge patch, including:
* add a LitRenderModifier abstract base class for RenderModifiers with
  shadow+light
* add LitRenderModifiers for all types of models
* add STREAM_TEXGENTOUV1 to request generation of shadow map texcoords
  for models
* create facilities to pass the texture matrix from the
  RenderModifier (fragment stage) to the ModelRenderer (vertex stage)
* split ambient and diffuse terms of lighting until further down in the
  pipeline; this is necessary since shadowed regions receive only
ambient light
* small improvement in how RenderPathVertexShader scales to a greater
  number of vertex shaders

This was SVN commit r3690.
2006-03-26 00:54:20 +00:00

117 lines
2.5 KiB
C++

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