Merge 'remotes/trunk'
[0ad.git] / source / renderer / RenderModifiers.h
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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"
37 class CLightEnv;
38 class CModel;
39 class ShadowMap;
41 /**
42 * Class RenderModifier: Some ModelRenderer implementations provide vertex
43 * management behaviour but allow fragment stages to be modified by a plugged in
44 * RenderModifier.
46 * You should use RenderModifierPtr when referencing RenderModifiers.
48 class RenderModifier
50 public:
51 RenderModifier() { }
52 virtual ~RenderModifier() { }
54 /**
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;
63 /**
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,
72 CModel* model) = 0;
76 /**
77 * Class LitRenderModifier: Abstract base class for RenderModifiers that apply
78 * a shadow map.
79 * LitRenderModifiers expect the diffuse brightness in the primary color (instead of ambient + diffuse).
81 class LitRenderModifier : public RenderModifier
83 public:
84 LitRenderModifier();
85 ~LitRenderModifier();
87 /**
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);
98 /**
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; }
109 private:
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
119 public:
120 ShaderRenderModifier();
122 // Implementation
123 void BeginPass(
124 Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
125 Renderer::Backend::IShaderProgram* shader) override;
126 void PrepareModel(
127 Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
128 CModel* model) override;
130 private:
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