forked from 0ad/0ad
Ykkrosh
d295dacb9b
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.
141 lines
4.2 KiB
C++
141 lines
4.2 KiB
C++
/* Copyright (C) 2011 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_SHADERPROGRAM
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#define INCLUDED_SHADERPROGRAM
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#include "lib/ogl.h"
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#include "lib/file/vfs/vfs_path.h"
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#include "lib/res/handle.h"
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#include "ps/CStr.h"
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class CColor;
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class CMatrix3D;
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class CVector3D;
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/**
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* A compiled vertex+fragment shader program.
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* The implementation may use GL_ARB_{vertex,fragment}_program (assembly syntax)
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* or GL_ARB_{vertex,fragment}_shader (GLSL); the difference is hidden from the caller.
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*
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* Texture/uniform IDs are typically strings, corresponding to the names defined
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* in the shader .xml file. Alternatively (and more efficiently, if used extremely
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* frequently), call GetUniformBinding and pass its return value as the ID.
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* Setting uniforms that the shader .xml doesn't support is harmless.
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*/
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class CShaderProgram
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{
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NONCOPYABLE(CShaderProgram);
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public:
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/**
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* Construct based on ARB vertex/fragment program files.
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*/
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static CShaderProgram* ConstructARB(const VfsPath& vertexFile, const VfsPath& fragmentFile,
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const std::map<CStr, CStr>& defines,
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const std::map<CStr, int>& vertexIndexes, const std::map<CStr, int>& fragmentIndexes,
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int streamflags);
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typedef const char* attrib_id_t;
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typedef const char* texture_id_t;
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typedef const char* uniform_id_t;
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/**
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* Represents a uniform attribute binding.
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*/
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struct Binding
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{
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friend class CShaderProgramARB;
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private:
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Binding(int v, int f) : vertex(v), fragment(f) { }
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i16 vertex;
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i16 fragment;
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public:
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Binding() : vertex(-1), fragment(-1) { }
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/**
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* Returns whether this uniform attribute is active in the shader.
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* If not then there's no point calling Uniform() to set its value.
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*/
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bool Active() { return vertex != -1 || fragment != -1; }
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};
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virtual ~CShaderProgram() { }
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virtual void Reload() = 0;
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/**
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* Returns whether this shader was successfully loaded.
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*/
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bool IsValid() const;
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/**
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* Binds the shader into the GL context. Call this before calling Uniform()
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* or trying to render with it.
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*/
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virtual void Bind() = 0;
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/**
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* Unbinds the shader from the GL context. Call this after rendering with it.
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*/
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virtual void Unbind() = 0;
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/**
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* Returns bitset of STREAM_* value, indicating what vertex data streams the
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* vertex shader needs.
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*/
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int GetStreamFlags() const;
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// TODO: implement vertex attributes
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GLuint GetAttribIndex(attrib_id_t id);
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/**
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* Returns whether the shader needs the texture with the given name.
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*/
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virtual bool HasTexture(texture_id_t id) = 0;
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virtual void BindTexture(texture_id_t id, Handle tex) = 0;
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virtual void BindTexture(texture_id_t id, GLuint tex) = 0;
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virtual Binding GetUniformBinding(uniform_id_t id) = 0;
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virtual void Uniform(uniform_id_t id, int v) = 0;
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virtual void Uniform(uniform_id_t id, float v) = 0;
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virtual void Uniform(uniform_id_t id, float v0, float v1, float v2, float v3) = 0;
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virtual void Uniform(uniform_id_t id, const CVector3D& v) = 0;
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virtual void Uniform(uniform_id_t id, const CColor& v) = 0;
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virtual void Uniform(uniform_id_t id, const CMatrix3D& v) = 0;
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virtual void Uniform(Binding id, int v) = 0;
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virtual void Uniform(Binding id, float v) = 0;
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virtual void Uniform(Binding id, float v0, float v1, float v2, float v3) = 0;
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virtual void Uniform(Binding id, const CVector3D& v) = 0;
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virtual void Uniform(Binding id, const CColor& v) = 0;
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virtual void Uniform(Binding id, const CMatrix3D& v) = 0;
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protected:
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CShaderProgram(int streamflags);
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bool m_IsValid;
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int m_StreamFlags;
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};
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typedef shared_ptr<CShaderProgram> CShaderProgramPtr;
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#endif // INCLUDED_SHADERPROGRAM
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