Supermodel/Src/Graphics/New3D/R3DScrollFog.h
Ian Curtis 40c8259130 Rewrite the whole project for GL4+. I figured if we removed the limitation of a legacy rendering API we could improve things a bit. With GL4+ we can do unsigned integer math in the shaders. This allows us to upload a direct copy of the real3d texture sheet, and texture directly from this memory given the x/y pos and type. This massively simplifies the binding and invalidation code. Also the crazy corner cases will work because it essentially works the same way as the original hardware.
The standard triangle render requires gl 4.1 core, so should work on mac. The quad renderer runs on 4.5 core. The legacy renderer should still work, and when enabled a regular opengl context will be created, which allows functions marked depreciated in the core profiles to still work. This will only work in windows/linux I think. Apple doesn't support this.

A GL 4.1 GPU is now the min required spec. Sorry if you have an OLDER gpu. GL 4.1 is over 12 years old now.

This is a big update so I apologise in advance if I accidently broke something :]
2022-11-07 21:33:01 +00:00

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#ifndef _R3DSCROLLFOG_H_
#define _R3DSCROLLFOG_H_
#include "Util/NewConfig.h"
#include <GL/glew.h>
namespace New3D {
class R3DScrollFog
{
public:
R3DScrollFog(const Util::Config::Node &config);
~R3DScrollFog();
void DrawScrollFog(float rbga[4], float attenuation, float ambient, float *spotRGB, float *spotEllipse);
private:
void AllocResources();
void DeallocResources();
const Util::Config::Node &m_config;
GLuint m_shaderProgram;
GLuint m_vertexShader;
GLuint m_fragmentShader;
GLint m_locFogColour;
GLint m_locFogAttenuation;
GLint m_locFogAmbient;
GLint m_locSpotFogColor;
GLint m_locSpotEllipse;
GLuint m_vao;
};
}
#endif