/* * This file is part of the Colobot: Gold Edition source code * Copyright (C) 2001-2022, Daniel Roux, EPSITEC SA & TerranovaTeam * http://epsitec.ch; http://colobot.info; http://github.com/colobot * * 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 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. * See the GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see http://gnu.org/licenses */ /** * \file graphics/opengl33/gl33_particle_renderer.h * \brief OpenGL 3.3 particle renderer */ #pragma once #include "graphics/core/renderers.h" #include #include #include // Graphics module namespace namespace Gfx { class CGL33Device; class CGL33ParticleRenderer : public CParticleRenderer { public: CGL33ParticleRenderer(CGL33Device* device); virtual ~CGL33ParticleRenderer(); virtual void Begin() override; virtual void End() override; //! Sets projection matrix virtual void SetProjectionMatrix(const glm::mat4& matrix) override; //! Sets view matrix virtual void SetViewMatrix(const glm::mat4& matrix) override; //! Sets model matrix virtual void SetModelMatrix(const glm::mat4& matrix) override; //! Sets color virtual void SetColor(const glm::vec4& color) override; //! Sets texture virtual void SetTexture(const Texture& texture) override; //! Sets transparency mode virtual void SetTransparency(TransparencyMode mode) override; //! Draws particles virtual void DrawParticle(PrimitiveType type, int count, const VertexParticle* vertices) override; private: CGL33Device* const m_device; // Uniform data GLint m_projectionMatrix = -1; GLint m_viewMatrix = -1; GLint m_modelMatrix = -1; GLint m_fogRange = -1; GLint m_fogColor = -1; GLint m_color = -1; GLint m_alphaScissor = -1; // Shader program GLuint m_program = 0; // 1x1 white texture GLuint m_whiteTexture = 0; // Currently bound primary texture GLuint m_texture = 0; // Vertex buffer object GLuint m_bufferVBO = 0; // Vertex array object GLuint m_bufferVAO = 0; // VBO capacity GLsizei m_bufferCapacity = 64 * 1024; // Buffer offset GLsizei m_bufferOffset = 0; }; }