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
|
/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#ifndef _TERRAIN_TEX_ENV_COMBINE_H_
#define _TERRAIN_TEX_ENV_COMBINE_H_
#include "TerrainTexture.h" // for IShaderSetup
namespace terrain {
//-----------------------------------------------------------------------
// texture environment programs - texture setup using GL_TEXTURE_ENV_COMBINE
//-----------------------------------------------------------------------
struct Blendmap;
struct TiledTexture;
struct TexEnvStage
{
enum Operation {
Replace,
Mul,
Add,
Sub,
Interp, ///< interpolate: color = prev.RGB * prev.Alpha + current.RGB * ( 1-prev.Alpha )
InsertAlpha, ///< use the previous color and insert an alpha channel
AlphaToRGB, ///< use the texture alpha as RGB
Dot3, ///< dot product, requires GL_ARB_texture_env_dot3
};
enum Source {
None, TextureSrc, ColorSrc
};
Operation operation;
Source source;
BaseTexture* srcTexture;
TexEnvStage();
};
/// each TQuad has an instance of this class
struct NodeTexEnvSetup : public IShaderSetup
{
NodeTexEnvSetup()
: IShaderSetup()
, usedTexUnits(0)
{}
std::string GetDebugDesc();
uint GetVertexDataRequirements();
void GetTextureUnits(BaseTexture* tex, int &imageUnit, int& coordUnit);
int usedTexUnits;
std::vector <TexEnvStage> stages;
};
/// Texenv setup
class TexEnvSetupHandler : public ITexShaderHandler
{
public:
TexEnvSetupHandler();
void SetTexCoordGen(float* tgv);
// ITexShaderHandler interface
void BeginTexturing();
void EndTexturing();
void BeginPass(const std::vector<Blendmap*>& blendmaps, const std::vector<TiledTexture*>& textures, int pass);
void EndPass() {}
void BuildNodeSetup(ShaderDef* shaderDef, RenderSetup* renderSetup);
bool SetupShader(IShaderSetup* shadercfg, NodeSetupParams& params);
int MaxTextureUnits();
int MaxTextureCoords();
protected:
int maxtu;
bool hasDot3;
// Used when enabling texture units without actual texture
GLuint whiteTexture;
NodeTexEnvSetup* lastShader;
NodeTexEnvSetup* curSetup;
};
};
#endif // _TERRAIN_TEX_ENV_COMBINE_H_
|