#ifndef _R3DSHADER_H_ #define _R3DSHADER_H_ #include "Pkgs/glew.h" #include "Util/NewConfig.h" #include "Model.h" #include #include namespace New3D { class R3DShader { public: R3DShader(const Util::Config::Node &config); bool LoadShader (const char* vertexShader = nullptr, const char* fragmentShader = nullptr); void SetMeshUniforms (const Mesh* m); void SetModelStates (const Model* model); void SetViewportUniforms (const Viewport *vp); void Start (); void SetShader (bool enable = true); GLint GetVertexAttribPos (const std::string& attrib); void DiscardAlpha (bool discard); // use to remove alpha from texture alpha only polys for 1st pass private: void PrintShaderResult(GLuint shader); void PrintProgramResult(GLuint program); // run-time config const Util::Config::Node &m_config; // shader IDs GLuint m_shaderProgram; GLuint m_vertexShader; GLuint m_geoShader; GLuint m_fragmentShader; // mesh uniform locations GLint m_locTexture1; GLint m_locTexture2; GLint m_locTexture1Enabled; GLint m_locTexture2Enabled; GLint m_locTextureAlpha; GLint m_locAlphaTest; GLint m_locMicroTexScale; GLint m_locBaseTexSize; GLint m_locTextureInverted; GLint m_locTexWrapMode; GLint m_locTranslatorMap; // cached mesh values bool m_textured1; bool m_textured2; bool m_textureAlpha; // use alpha in texture bool m_alphaTest; // discard fragment based on alpha (ogl does this with fixed function) float m_fogIntensity; bool m_lightEnabled; float m_shininess; float m_specularValue; bool m_specularEnabled; bool m_fixedShading; bool m_translatorMap; bool m_layered; float m_microTexScale; float m_baseTexSize[2]; int m_texWrapMode[2]; bool m_textureInverted; // cached model values float m_modelScale; // are our cache values dirty bool m_dirtyMesh; bool m_dirtyModel; // viewport uniform locations GLint m_locFogIntensity; GLint m_locFogDensity; GLint m_locFogStart; GLint m_locFogColour; GLint m_locFogAttenuation; GLint m_locFogAmbient; GLint m_locProjMat; // lighting / other GLint m_locLighting; GLint m_locLightEnabled; GLint m_locSunClamp; GLint m_locIntensityClamp; GLint m_locShininess; GLint m_locSpecularValue; GLint m_locSpecularEnabled; GLint m_locFixedShading; GLint m_locSpotEllipse; GLint m_locSpotRange; GLint m_locSpotColor; GLint m_locSpotFogColor; // model uniforms GLint m_locModelScale; GLint m_locModelMat; // global uniforms GLint m_locHardwareStep; GLint m_locDiscardAlpha; // vertex attribute position cache std::map m_vertexLocCache; }; } // New3D #endif