98 lines
4.0 KiB
C++
98 lines
4.0 KiB
C++
// SuperTuxKart - a fun racing game with go-kart
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// Copyright (C) 2015 SuperTuxKart-Team
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License
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// as published by the Free Software Foundation; either version 3
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// of the License, or (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. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy éof the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#ifndef HEADER_DRAW_POLICIES_HPP
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#define HEADER_DRAW_POLICIES_HPP
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#ifndef SERVER_ONLY
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#include "graphics/draw_calls.hpp"
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/** Rendering methods in this class only require
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* OpenGL3.2 functions */
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class GL3DrawPolicy
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{
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public:
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void drawSolidFirstPass (const DrawCalls& draw_calls ) const;
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void drawSolidSecondPass (const DrawCalls& draw_calls,
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const std::vector<uint64_t>& handles,
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const std::vector<GLuint>& prefilled_tex) const;
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void drawNormals (const DrawCalls& draw_calls ) const {}
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void drawGlow (const DrawCalls& draw_calls,
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const std::vector<GlowData>& glows ) const;
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void drawShadows (const DrawCalls& draw_calls,
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unsigned cascade ) const;
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void drawReflectiveShadowMap(const DrawCalls& draw_calls,
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const core::matrix4 &rsm_matrix ) const;
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};
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/** Faster than GL3GeometryPasses.
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* Require OpenGL 4.0 (or higher)
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* or GL_ARB_base_instance and GL_ARB_draw_indirect extensions)*/
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class IndirectDrawPolicy
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{
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public:
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void drawSolidFirstPass (const DrawCalls& draw_calls ) const;
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void drawSolidSecondPass (const DrawCalls& draw_calls,
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const std::vector<uint64_t>& handles,
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const std::vector<GLuint>& prefilled_tex) const;
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void drawNormals (const DrawCalls& draw_calls ) const;
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void drawGlow (const DrawCalls& draw_calls,
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const std::vector<GlowData>& glows ) const;
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void drawShadows (const DrawCalls& draw_calls,
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unsigned cascade ) const;
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void drawReflectiveShadowMap(const DrawCalls& draw_calls,
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const core::matrix4 &rsm_matrix ) const;
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};
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/** Faster than IndirectGeometryPasses.
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* Require OpenGL AZDO extensions */
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class MultidrawPolicy
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{
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public:
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void drawSolidFirstPass (const DrawCalls& draw_calls ) const;
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void drawSolidSecondPass (const DrawCalls& draw_calls,
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const std::vector<uint64_t>& handles,
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const std::vector<GLuint>& prefilled_tex) const;
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void drawNormals (const DrawCalls& draw_calls ) const;
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void drawGlow (const DrawCalls& draw_calls,
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const std::vector<GlowData>& glows ) const;
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void drawShadows (const DrawCalls& draw_calls,
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unsigned cascade ) const;
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void drawReflectiveShadowMap(const DrawCalls& draw_calls,
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const core::matrix4 &rsm_matrix ) const;
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};
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#endif // !SERVER_ONLY
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#endif // HEADER_DRAW_POLICIES_HPP
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