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0
forked from 0ad/0ad
0ad/source/graphics/ShaderTechnique.cpp
Ykkrosh 6bc33fe8bd Update renderer design to be more flexible and data-driven based on material and shader definitions.
Support conditional expressions in shader effect XML files.
Consolidate fixed-function model rendering into the shader system.
Remove lots of now-obsolete renderer code.
Move shader defines from std::map to new class with interned data, for
performance.
Move texture from model into material.
Alleviate singletonitis.
Remove obsolete lodbias setting.
Remove unused terrain shadow transparency.

This was SVN commit r11423.
2012-04-03 18:44:46 +00:00

163 lines
3.2 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/>.
*/
#include "precompiled.h"
#include "ShaderTechnique.h"
CShaderPass::CShaderPass() :
m_HasAlpha(false), m_HasBlend(false), m_HasColorMask(false), m_HasDepthMask(false), m_HasDepthFunc(false)
{
}
void CShaderPass::Bind()
{
m_Shader->Bind();
#if !CONFIG2_GLES
if (m_HasAlpha)
{
glEnable(GL_ALPHA_TEST);
glAlphaFunc(m_AlphaFunc, m_AlphaRef);
}
#endif
// TODO: maybe emit some warning if GLSL shaders try to use alpha test;
// the test should be done inside the shader itself
if (m_HasBlend)
{
glEnable(GL_BLEND);
glBlendFunc(m_BlendSrc, m_BlendDst);
}
if (m_HasColorMask)
glColorMask(m_ColorMaskR, m_ColorMaskG, m_ColorMaskB, m_ColorMaskA);
if (m_HasDepthMask)
glDepthMask(m_DepthMask);
if (m_HasDepthFunc)
glDepthFunc(m_DepthFunc);
}
void CShaderPass::Unbind()
{
m_Shader->Unbind();
#if !CONFIG2_GLES
if (m_HasAlpha)
glDisable(GL_ALPHA_TEST);
#endif
if (m_HasBlend)
glDisable(GL_BLEND);
if (m_HasColorMask)
glColorMask(1, 1, 1, 1);
if (m_HasDepthMask)
glDepthMask(1);
if (m_HasDepthFunc)
glDepthFunc(GL_LEQUAL);
}
void CShaderPass::AlphaFunc(GLenum func, GLclampf ref)
{
m_HasAlpha = true;
m_AlphaFunc = func;
m_AlphaRef = ref;
}
void CShaderPass::BlendFunc(GLenum src, GLenum dst)
{
m_HasBlend = true;
m_BlendSrc = src;
m_BlendDst = dst;
}
void CShaderPass::ColorMask(GLboolean r, GLboolean g, GLboolean b, GLboolean a)
{
m_HasColorMask = true;
m_ColorMaskR = r;
m_ColorMaskG = g;
m_ColorMaskB = b;
m_ColorMaskA = a;
}
void CShaderPass::DepthMask(GLboolean mask)
{
m_HasDepthMask = true;
m_DepthMask = mask;
}
void CShaderPass::DepthFunc(GLenum func)
{
m_HasDepthFunc = true;
m_DepthFunc = func;
}
CShaderTechnique::CShaderTechnique()
: m_SortByDistance(false)
{
}
void CShaderTechnique::AddPass(const CShaderPass& pass)
{
m_Passes.push_back(pass);
}
int CShaderTechnique::GetNumPasses() const
{
return m_Passes.size();
}
void CShaderTechnique::BeginPass(int pass)
{
ENSURE(0 <= pass && pass < (int)m_Passes.size());
m_Passes[pass].Bind();
}
void CShaderTechnique::EndPass(int pass)
{
ENSURE(0 <= pass && pass < (int)m_Passes.size());
m_Passes[pass].Unbind();
}
const CShaderProgramPtr& CShaderTechnique::GetShader(int pass) const
{
ENSURE(0 <= pass && pass < (int)m_Passes.size());
return m_Passes[pass].GetShader();
}
bool CShaderTechnique::GetSortByDistance() const
{
return m_SortByDistance;
}
void CShaderTechnique::SetSortByDistance(bool enable)
{
m_SortByDistance = enable;
}
void CShaderTechnique::Reset()
{
m_SortByDistance = false;
m_Passes.clear();
}