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