celestia/src/celengine/renderglsl.h

90 lines
3.7 KiB
C++

// renderglsl.h
//
// Functions for rendering objects using dynamically generated GLSL shaders.
//
// Copyright (C) 2006-2020, the Celestia Development Team
// Original version by Chris Laurel <claurel@gmail.com>
//
// 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_RENDERGLSL_H_
#define _CELENGINE_RENDERGLSL_H_
#include <celengine/lightenv.h>
#include <Eigen/Geometry>
class Renderer;
void renderEllipsoid_GLSL(const RenderInfo& ri,
const LightingState& ls,
Atmosphere* atmosphere,
float cloudTexOffset,
const Eigen::Vector3f& semiAxes,
unsigned int textureRes,
uint64_t renderFlags,
const Eigen::Quaternionf& planetOrientation,
const celmath::Frustum& frustum,
const Matrices &m,
const Renderer* renderer);
void renderGeometry_GLSL(Geometry* geometry,
const RenderInfo& ri,
ResourceHandle texOverride,
const LightingState& ls,
const Atmosphere* atmosphere,
float geometryScale,
uint64_t renderFlags,
const Eigen::Quaternionf& planetOrientation,
double tsec,
const Matrices &m,
const Renderer* renderer);
void renderClouds_GLSL(const RenderInfo& ri,
const LightingState& ls,
Atmosphere* atmosphere,
Texture* cloudTex,
Texture* cloudNormalMap,
float texOffset,
const Eigen::Vector3f& semiAxes,
unsigned int textureRes,
uint64_t renderFlags,
const Eigen::Quaternionf& planetOrientation,
const celmath::Frustum& frustum,
const Matrices &m,
const Renderer* renderer);
void renderAtmosphere_GLSL(const RenderInfo& ri,
const LightingState& ls,
Atmosphere* atmosphere,
float radius,
const Eigen::Quaternionf& planetOrientation,
const celmath::Frustum& frustum,
const Matrices &m,
const Renderer* renderer);
void renderRings_GLSL(RingSystem& rings,
RenderInfo& ri,
const LightingState& ls,
float planetRadius,
float planetOblateness,
unsigned int textureResolution,
bool renderShadow,
float segmentSizeInPixels,
const Matrices &m,
const Renderer* renderer);
void renderGeometry_GLSL_Unlit(Geometry* geometry,
const RenderInfo& ri,
ResourceHandle texOverride,
float geometryScale,
uint64_t renderFlags,
const Eigen::Quaternionf& planetOrientation,
double tsec,
const Matrices &m,
const Renderer* renderer);
#endif // _CELENGINE_RENDERGLSL_H_