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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#ifndef _TERRAIN_TEXTURE_GLSL_H_
#define _TERRAIN_TEXTURE_GLSL_H_
#include "TerrainTexture.h"
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;
};
};
#endif // _TERRAIN_TEXTURE_GLSL_H_
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