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forked from 0ad/0ad
0ad/source/graphics/ShaderTechnique.h
Ykkrosh d295dacb9b # Add new renderer mode based on GL_ARB_fragment_program.
Change lighting model for new maps to allow better overbrightness.
Cache player colours instead of loading from scripts every time the
renderer wants them.

This was SVN commit r9123.
2011-03-26 20:17:21 +00:00

92 lines
2.2 KiB
C++

/* Copyright (C) 2011 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);
/**
* 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;
};
/**
* 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(const CShaderPass& pass);
void AddPass(const CShaderPass& pass);
int GetNumPasses();
void BeginPass(int pass);
void EndPass(int pass);
CShaderProgramPtr GetShader(int pass);
private:
std::vector<CShaderPass> m_Passes;
};
#endif // INCLUDED_SHADERTECHNIQUE