1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130
|
/*
---------------------------------------------------------------------
Terrain Renderer using texture splatting and geomipmapping
Copyright (c) 2006 Jelmer Cnossen
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any
damages arising from the use of this software.
Permission is granted to anyone to use this software for any
purpose, including commercial applications, and to alter it and
redistribute it freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you
must not claim that you wrote the original software. If you use
this software in a product, an acknowledgment in the product
documentation would be appreciated but is not required.
2. Altered source versions must be plainly marked as such, and
must not be misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
Jelmer Cnossen
j.cnossen at gmail dot com
---------------------------------------------------------------------
*/
namespace terrain
{
struct Blendmap;
struct TiledTexture;
class BufferTexture;
struct GLSLBaseShader : public IShaderSetup
{
virtual void Setup(NodeSetupParams& params) = 0;
virtual void Cleanup() = 0;
};
struct SimpleCopyShader
{
SimpleCopyShader(BufferTexture *src);
~SimpleCopyShader();
void Setup();
void Cleanup();
BufferTexture *source;
GLhandleARB vertexShader;
GLhandleARB fragmentShader;
GLhandleARB program;
};
struct SimpleCopyNodeShader : public GLSLBaseShader
{
SimpleCopyNodeShader(SimpleCopyShader *scs) :
shader(scs) {}
void Setup(NodeSetupParams& params) { shader->Setup(); }
void Cleanup() { shader->Cleanup(); }
SimpleCopyShader* shader;
};
struct NodeGLSLShader : public GLSLBaseShader
{
NodeGLSLShader ();
~NodeGLSLShader ();
std::string GetDebugDesc ();
uint GetVertexDataRequirements ();
void GetTextureUnits(BaseTexture* tex, int &imageUnit, int& coordUnit);
void BindTSM(Vector3* buf, uint vertexSize);
void UnbindTSM();
std::vector<BaseTexture*> texUnits; // texture image units
std::vector<BaseTexture*> texCoordGen; // textures that are used for texture coordinate generation
GLhandleARB vertexShader;
GLhandleARB fragmentShader;
GLhandleARB program;
GLint tsmAttrib; // attribute ID of tangent space matrix
GLint wsLightDirLocation, wsEyePosLocation; // location for wsLightDir
uint vertBufReq;
std::string debugstr;
GLint shadowMapLocation;
GLint shadowMatrixLocation;
GLint shadowParamsLocation;
BufferTexture* renderBuffer; // 0 for normal display
void Setup(NodeSetupParams& params);
void Cleanup();
};
class GLSLShaderHandler : public ITexShaderHandler
{
public:
GLSLShaderHandler ();
~GLSLShaderHandler ();
// ITexShaderHandler interface
void BeginPass (const std::vector<Blendmap*>& blendmaps, const std::vector<TiledTexture*>& textures, int pass);
void EndPass () {}
void BeginTexturing();
void EndTexturing();
void BuildNodeSetup (ShaderDef *shaderDef, RenderSetup *renderSetup);
bool SetupShader (IShaderSetup *shadercfg, NodeSetupParams& params);
void BeginBuild();
void EndBuild();
int MaxTextureUnits ();
int MaxTextureCoords ();
protected:
GLSLBaseShader* curShader;
BufferTexture *buffer;
std::vector<RenderSetup*> renderSetups;
SimpleCopyShader *scShader;
};
};
|