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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#ifndef SMF_RENDERSTATE_H
#define SMF_RENDERSTATE_H
#include "Map/MapDrawPassTypes.h"
class CSMFGroundDrawer;
struct ISkyLight;
namespace Shader {
struct IProgramObject;
};
struct ISMFRenderState {
public:
static ISMFRenderState* GetInstance(bool haveARB, bool haveGLSL);
static void FreeInstance(ISMFRenderState* state) { delete state; }
virtual ~ISMFRenderState() {}
virtual bool Init(const CSMFGroundDrawer* smfGroundDrawer) = 0;
virtual void Kill() = 0;
virtual bool CanEnable(const CSMFGroundDrawer* smfGroundDrawer) const = 0;
virtual void Enable(const CSMFGroundDrawer* smfGroundDrawer, const DrawPass::e& drawPass) = 0;
virtual void Disable(const CSMFGroundDrawer* smfGroundDrawer, const DrawPass::e& drawPass) = 0;
virtual void SetSquareTexGen(const int sqx, const int sqy) const = 0;
virtual void SetCurrentShader(const DrawPass::e& drawPass) = 0;
virtual void UpdateCurrentShader(const ISkyLight* skyLight) const = 0;
};
struct SMFRenderStateFFP: public ISMFRenderState {
public:
bool Init(const CSMFGroundDrawer* smfGroundDrawer) { return false; }
void Kill() {}
bool CanEnable(const CSMFGroundDrawer* smfGroundDrawer) const;
void Enable(const CSMFGroundDrawer* smfGroundDrawer, const DrawPass::e& drawPass);
void Disable(const CSMFGroundDrawer* smfGroundDrawer, const DrawPass::e& drawPass);
void SetSquareTexGen(const int sqx, const int sqy) const;
void SetCurrentShader(const DrawPass::e& drawPass) {}
void UpdateCurrentShader(const ISkyLight* skyLight) const {}
};
struct SMFRenderStateARB: public ISMFRenderState {
public:
bool Init(const CSMFGroundDrawer* smfGroundDrawer);
void Kill();
bool CanEnable(const CSMFGroundDrawer* smfGroundDrawer) const;
void Enable(const CSMFGroundDrawer* smfGroundDrawer, const DrawPass::e& drawPass);
void Disable(const CSMFGroundDrawer* smfGroundDrawer, const DrawPass::e& drawPass);
void SetSquareTexGen(const int sqx, const int sqy) const;
void SetCurrentShader(const DrawPass::e& drawPass);
void UpdateCurrentShader(const ISkyLight* skyLight) const;
private:
Shader::IProgramObject* smfShaderBaseARB; // default (V+F) SMF ARB shader
Shader::IProgramObject* smfShaderReflARB; // shader (V+F) for the DynamicWater reflection pass
Shader::IProgramObject* smfShaderRefrARB; // shader (V+F) for the DynamicWater refraction pass
Shader::IProgramObject* smfShaderCurrARB; // currently active ARB shader
};
struct SMFRenderStateGLSL: public ISMFRenderState {
public:
bool Init(const CSMFGroundDrawer* smfGroundDrawer);
void Kill();
bool CanEnable(const CSMFGroundDrawer* smfGroundDrawer) const;
void Enable(const CSMFGroundDrawer* smfGroundDrawer, const DrawPass::e& drawPass);
void Disable(const CSMFGroundDrawer* smfGroundDrawer, const DrawPass::e& drawPass);
void SetSquareTexGen(const int sqx, const int sqy) const;
void SetCurrentShader(const DrawPass::e& drawPass) {}
void UpdateCurrentShader(const ISkyLight* skyLight) const;
private:
Shader::IProgramObject* smfShaderDefGLSL; // GLSL shader used when shadows are on
Shader::IProgramObject* smfShaderAdvGLSL; // GLSL shader used when shadows are off
Shader::IProgramObject* smfShaderCurGLSL; // currently active GLSL shader
};
#endif
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