colobot/colobot-base/graphics/opengl33/gl33_particle_renderer.h

99 lines
2.6 KiB
C++

/*
* 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 <GL/glew.h>
#include <array>
#include <vector>
// 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;
};
}