// shadermanager.h
//
// Copyright (C) 2001-2004, Chris Laurel <claurel@shatters.net>
//
// This program 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.
#ifndef _CELENGINE_SHADERMANAGER_H_
#define _CELENGINE_SHADERMANAGER_H_
#include <map>
#include <iostream>
#include <celengine/glshader.h>
class ShaderProperties
{
public:
ShaderProperties();
bool usesShadows() const;
bool usesFragmentLighting() const;
unsigned int getShadowCountForLight(unsigned int) const;
void setShadowCountForLight(unsigned int, unsigned int);
bool hasShadowsForLight(unsigned int) const;
enum
{
DiffuseTexture = 0x01,
SpecularTexture = 0x02,
NormalTexture = 0x04,
NightTexture = 0x08,
SpecularInDiffuseAlpha = 0x10,
RingShadowTexture = 0x20,
};
enum
{
DiffuseModel = 0,
SpecularModel = 1,
RingIllumModel = 2,
};
public:
unsigned short nLights;
unsigned short texUsage;
unsigned short lightModel;
// Two bits per light, up to eight lights + three shadows per light
unsigned short shadowCounts;
};
static const unsigned int MaxShaderLights = 4;
static const unsigned int MaxShaderShadows = 3;
struct CelestiaGLProgramLight
{
Vec3ShaderParameter direction;
Vec3ShaderParameter diffuse;
Vec3ShaderParameter specular;
Vec3ShaderParameter halfVector;
};
struct CelestiaGLProgramShadow
{
Vec4ShaderParameter texGenS;
Vec4ShaderParameter texGenT;
FloatShaderParameter scale;
FloatShaderParameter bias;
};
class CelestiaGLProgram
{
public:
CelestiaGLProgram(GLProgram& _program, const ShaderProperties&);
~CelestiaGLProgram();
void use() const { program->use(); }
public:
CelestiaGLProgramLight lights[MaxShaderLights];
Vec3ShaderParameter fragLightColor[MaxShaderLights];
Vec3ShaderParameter fragLightSpecColor[MaxShaderLights];
Vec3ShaderParameter eyePosition;
FloatShaderParameter shininess;
Vec3ShaderParameter ambientColor;
FloatShaderParameter ringWidth;
FloatShaderParameter ringRadius;
FloatShaderParameter textureOffset;
CelestiaGLProgramShadow shadows[MaxShaderLights][MaxShaderShadows];
private:
void initParameters(const ShaderProperties&);
void initSamplers(const ShaderProperties&);
FloatShaderParameter floatParam(const std::string&);
Vec3ShaderParameter vec3Param(const std::string&);
Vec4ShaderParameter vec4Param(const std::string&);
GLProgram* program;
};
class ShaderManager
{
public:
ShaderManager();
~ShaderManager();
CelestiaGLProgram* getShader(const ShaderProperties&);
private:
CelestiaGLProgram* buildProgram(const ShaderProperties&);
GLVertexShader* buildVertexShader(const ShaderProperties&);
GLFragmentShader* buildFragmentShader(const ShaderProperties&);
GLVertexShader* buildRingsVertexShader(const ShaderProperties&);
GLFragmentShader* buildRingsFragmentShader(const ShaderProperties&);
std::map<ShaderProperties, CelestiaGLProgram*> shaders;
};
extern ShaderManager& GetShaderManager();
#endif // _CELENGINE_SHADERMANAGER_H_
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