/* 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 .
*/
#ifndef INCLUDED_SHADERTECHNIQUE
#define INCLUDED_SHADERTECHNIQUE
#include "graphics/ShaderProgramPtr.h"
#include "lib/ogl.h"
/**
* Implements a render pass consisting of various GL state changes and a shader,
* used by CShaderTechnique.
*/
class CShaderPass
{
public:
CShaderPass();
/**
* Set the shader program used for rendering with this pass.
*/
void SetShader(const CShaderProgramPtr& shader) { m_Shader = 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);
void DepthFunc(GLenum func);
/**
* Set up all the GL state that was previously specified on this pass.
*/
void Bind();
/**
* Reset the GL state to the default.
*/
void Unbind();
const CShaderProgramPtr& GetShader() const { 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;
bool m_HasDepthFunc;
GLenum m_DepthFunc;
};
/**
* Implements a render technique consisting of a sequence of passes.
* CShaderManager loads these from shader effect XML files.
*/
class CShaderTechnique
{
public:
CShaderTechnique();
void AddPass(const CShaderPass& pass);
int GetNumPasses() const;
void BeginPass(int pass = 0);
void EndPass(int pass = 0);
const CShaderProgramPtr& GetShader(int pass = 0) const;
/**
* Whether this technique uses alpha blending that requires objects to be
* drawn from furthest to nearest.
*/
bool GetSortByDistance() const;
void SetSortByDistance(bool enable);
void Reset();
private:
std::vector m_Passes;
bool m_SortByDistance;
};
typedef shared_ptr CShaderTechniquePtr;
#endif // INCLUDED_SHADERTECHNIQUE