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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#ifndef UNITDRAWER_STATE_H
#define UNITDRAWER_STATE_H
#include <vector>
class CUnitDrawer;
struct ISkyLight;
namespace Shader {
struct IProgramObject;
}
struct IUnitDrawerState {
public:
static IUnitDrawerState* GetInstance(bool haveARB, bool haveGLSL);
static void FreeInstance(IUnitDrawerState* state) { delete state; }
virtual ~IUnitDrawerState() {}
virtual bool Init(const CUnitDrawer*) { return false; }
virtual void Kill() {}
virtual bool CanEnable(const CUnitDrawer*) const { return false; }
virtual bool CanDrawDeferred() const { return false; }
virtual void Enable(const CUnitDrawer*, bool) {}
virtual void Disable(const CUnitDrawer*, bool) {}
virtual void EnableTextures(const CUnitDrawer*) {}
virtual void DisableTextures(const CUnitDrawer*) {}
virtual void EnableShaders(const CUnitDrawer*) {}
virtual void DisableShaders(const CUnitDrawer*) {}
virtual void UpdateCurrentShader(const CUnitDrawer*, const ISkyLight*) const {}
virtual void SetTeamColor(int team, float alpha) const {}
static void SetBasicTeamColor(int team, float alpha);
void SetActiveShader(bool shadowed, bool deferred) {
if (shadowed) {
modelShaders[MODEL_SHADER_ACTIVE] = (deferred? modelShaders[MODEL_SHADER_SHADOWED_DEFERRED]: modelShaders[MODEL_SHADER_SHADOWED_STANDARD]);
} else {
modelShaders[MODEL_SHADER_ACTIVE] = (deferred? modelShaders[MODEL_SHADER_NOSHADOW_DEFERRED]: modelShaders[MODEL_SHADER_NOSHADOW_STANDARD]);
}
}
enum ModelShaderProgram {
MODEL_SHADER_NOSHADOW_STANDARD = 0, ///< model shader (V+F) without self-shadowing
MODEL_SHADER_SHADOWED_STANDARD = 1, ///< model shader (V+F) with self-shadowing
MODEL_SHADER_NOSHADOW_DEFERRED = 2, ///< deferred version of MODEL_SHADER_NOSHADOW (GLSL-only)
MODEL_SHADER_SHADOWED_DEFERRED = 3, ///< deferred version of MODEL_SHADER_SHADOW (GLSL-only)
MODEL_SHADER_ACTIVE = 4, ///< currently active model shader
MODEL_SHADER_COUNT = 5,
};
protected:
// shared ARB and GLSL state managers
void EnableCommon(const CUnitDrawer*, bool);
void DisableCommon(const CUnitDrawer*, bool);
void EnableTexturesCommon(const CUnitDrawer*);
void DisableTexturesCommon(const CUnitDrawer*);
protected:
std::vector<Shader::IProgramObject*> modelShaders;
};
struct UnitDrawerStateFFP: public IUnitDrawerState {
public:
bool CanEnable(const CUnitDrawer*) const;
void Enable(const CUnitDrawer*, bool);
void Disable(const CUnitDrawer*, bool);
void EnableTextures(const CUnitDrawer*);
void DisableTextures(const CUnitDrawer*);
void SetTeamColor(int team, float alpha) const;
};
struct UnitDrawerStateARB: public IUnitDrawerState {
public:
bool Init(const CUnitDrawer*);
void Kill();
bool CanEnable(const CUnitDrawer*) const;
void Enable(const CUnitDrawer*, bool);
void Disable(const CUnitDrawer*, bool);
void EnableTextures(const CUnitDrawer*);
void DisableTextures(const CUnitDrawer*);
void EnableShaders(const CUnitDrawer*);
void DisableShaders(const CUnitDrawer*);
void SetTeamColor(int team, float alpha) const;
};
struct UnitDrawerStateGLSL: public IUnitDrawerState {
public:
bool Init(const CUnitDrawer*);
void Kill();
bool CanEnable(const CUnitDrawer*) const;
bool CanDrawDeferred() const { return true; }
void Enable(const CUnitDrawer*, bool);
void Disable(const CUnitDrawer*, bool);
void EnableTextures(const CUnitDrawer*);
void DisableTextures(const CUnitDrawer*);
void EnableShaders(const CUnitDrawer*);
void DisableShaders(const CUnitDrawer*);
void UpdateCurrentShader(const CUnitDrawer*, const ISkyLight*) const;
void SetTeamColor(int team, float alpha) const;
};
#endif
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