0ad/source/graphics/ShaderTechnique.h
vladislavbelov 709e8292b0 Moves color mask, depth mask and function management from CShaderPass to DeviceCommandContext.
Tested By: Langbart
Comments By: Stan
Differential Revision: https://code.wildfiregames.com/D4465
This was SVN commit r26284.
2022-01-31 20:10:06 +00:00

99 lines
2.5 KiB
C++

/* Copyright (C) 2022 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_SHADERTECHNIQUE
#define INCLUDED_SHADERTECHNIQUE
#include "graphics/ShaderProgramPtr.h"
#include "graphics/ShaderTechniquePtr.h"
#include "lib/ogl.h"
#include "renderer/backend/PipelineState.h"
#include <vector>
/**
* Implements a render pass consisting of various GL state changes and a shader,
* used by CShaderTechnique.
*/
class CShaderPass
{
public:
CShaderPass();
/**
* Set the shader program used for rendering with this pass.
*/
void SetShader(const CShaderProgramPtr& shader) { m_Shader = shader; }
void SetPipelineStateDesc(
const Renderer::Backend::GraphicsPipelineStateDesc& pipelineStateDesc);
/**
* Set up all the GL state that was previously specified on this pass.
*/
void Bind();
/**
* Reset the GL state to the default.
*/
void Unbind();
const CShaderProgramPtr& GetShader() const { return m_Shader; }
const Renderer::Backend::GraphicsPipelineStateDesc&
GetPipelineStateDesc() const { return m_PipelineStateDesc; }
private:
CShaderProgramPtr m_Shader;
Renderer::Backend::GraphicsPipelineStateDesc m_PipelineStateDesc{};
};
/**
* Implements a render technique consisting of a sequence of passes.
* CShaderManager loads these from shader effect XML files.
*/
class CShaderTechnique
{
public:
CShaderTechnique();
void SetPasses(std::vector<CShaderPass>&& passes);
int GetNumPasses() const;
void BeginPass(int pass = 0);
void EndPass(int pass = 0);
const CShaderProgramPtr& GetShader(int pass = 0) const;
const Renderer::Backend::GraphicsPipelineStateDesc&
GetGraphicsPipelineStateDesc(int pass = 0) const;
/**
* Whether this technique uses alpha blending that requires objects to be
* drawn from furthest to nearest.
*/
bool GetSortByDistance() const;
void SetSortByDistance(bool enable);
private:
std::vector<CShaderPass> m_Passes;
bool m_SortByDistance = false;
};
#endif // INCLUDED_SHADERTECHNIQUE