1 /* Copyright (C) 2022 Wildfire Games.
2 * This file is part of 0 A.D.
4 * 0 A.D. is free software: you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation, either version 2 of the License, or
7 * (at your option) any later version.
9 * 0 A.D. is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
19 * RenderModifiers can affect the fragment stage behaviour of some
20 * ModelRenderers. This file defines some common RenderModifiers in
21 * addition to the base class.
23 * TODO: See comment in CRendererInternals::Models - we no longer use multiple
24 * subclasses of RenderModifier, so most of the stuff here is unnecessary
25 * abstraction which should probably be cleaned up.
28 #ifndef INCLUDED_RENDERMODIFIERS
29 #define INCLUDED_RENDERMODIFIERS
31 #include "ModelRenderer.h"
32 #include "graphics/Color.h"
33 #include "graphics/ShaderProgram.h"
34 #include "graphics/ShaderTechnique.h"
35 #include "graphics/Texture.h"
42 * Class RenderModifier: Some ModelRenderer implementations provide vertex
43 * management behaviour but allow fragment stages to be modified by a plugged in
46 * You should use RenderModifierPtr when referencing RenderModifiers.
52 virtual ~RenderModifier() { }
55 * BeginPass: Setup OpenGL for the given rendering pass.
57 * Must be implemented by derived classes.
59 virtual void BeginPass(
60 Renderer::Backend::IDeviceCommandContext
* deviceCommandContext
,
61 Renderer::Backend::IShaderProgram
* shader
) = 0;
64 * PrepareModel: Called before rendering the given model.
66 * Default behaviour does nothing.
68 * @param model The model that is about to be rendered.
70 virtual void PrepareModel(
71 Renderer::Backend::IDeviceCommandContext
* deviceCommandContext
,
77 * Class LitRenderModifier: Abstract base class for RenderModifiers that apply
79 * LitRenderModifiers expect the diffuse brightness in the primary color (instead of ambient + diffuse).
81 class LitRenderModifier
: public RenderModifier
88 * SetShadowMap: Set the shadow map that will be used for rendering.
89 * Must be called by the user of the RenderModifier.
91 * The shadow map must be non-null and use depth texturing, or subsequent rendering
92 * using this RenderModifier will fail.
94 * @param shadow the shadow map
96 void SetShadowMap(const ShadowMap
* shadow
);
99 * SetLightEnv: Set the light environment that will be used for rendering.
100 * Must be called by the user of the RenderModifier.
102 * @param lightenv the light environment (must be non-null)
104 void SetLightEnv(const CLightEnv
* lightenv
);
106 const ShadowMap
* GetShadowMap() const { return m_Shadow
; }
107 const CLightEnv
* GetLightEnv() const { return m_LightEnv
; }
110 const ShadowMap
* m_Shadow
;
111 const CLightEnv
* m_LightEnv
;
115 * A RenderModifier that sets uniforms and textures appropriately for rendering models.
117 class ShaderRenderModifier
: public LitRenderModifier
120 ShaderRenderModifier();
124 Renderer::Backend::IDeviceCommandContext
* deviceCommandContext
,
125 Renderer::Backend::IShaderProgram
* shader
) override
;
127 Renderer::Backend::IDeviceCommandContext
* deviceCommandContext
,
128 CModel
* model
) override
;
131 int32_t m_BindingInstancingTransform
= -1;
132 int32_t m_BindingShadingColor
= -1;
133 int32_t m_BindingPlayerColor
= -1;
135 CColor m_ShadingColor
, m_PlayerColor
;
138 #endif // INCLUDED_RENDERMODIFIERS