104 lines
3.8 KiB
C++
104 lines
3.8 KiB
C++
// renderglsl.h
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//
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// Functions for rendering objects using dynamically generated GLSL shaders.
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//
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// Copyright (C) 2006-2020, the Celestia Development Team
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// Original version by Chris Laurel <claurel@gmail.com>
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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 2
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// of the License, or (at your option) any later version.
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#pragma once
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#include <cstdint>
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#include <Eigen/Core>
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#include <Eigen/Geometry>
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#include <celutil/reshandle.h>
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class Atmosphere;
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class Geometry;
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class LightingState;
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struct Matrices;
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class Renderer;
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struct RenderInfo;
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class RingSystem;
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class Texture;
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namespace celmath
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{
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class Frustum;
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}
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void renderEllipsoid_GLSL(const RenderInfo& ri,
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const LightingState& ls,
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Atmosphere* atmosphere,
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float cloudTexOffset,
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const Eigen::Vector3f& semiAxes,
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unsigned int textureRes,
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std::uint64_t renderFlags,
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const Eigen::Quaternionf& planetOrientation,
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const celmath::Frustum& frustum,
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const Matrices &m,
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Renderer* renderer);
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void renderGeometry_GLSL(Geometry* geometry,
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const RenderInfo& ri,
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ResourceHandle texOverride,
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const LightingState& ls,
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const Atmosphere* atmosphere,
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float geometryScale,
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std::uint64_t renderFlags,
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const Eigen::Quaternionf& planetOrientation,
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double tsec,
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const Matrices &m,
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Renderer* renderer);
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void renderClouds_GLSL(const RenderInfo& ri,
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const LightingState& ls,
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Atmosphere* atmosphere,
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Texture* cloudTex,
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Texture* cloudNormalMap,
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float texOffset,
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const Eigen::Vector3f& semiAxes,
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unsigned int textureRes,
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std::uint64_t renderFlags,
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const Eigen::Quaternionf& planetOrientation,
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const celmath::Frustum& frustum,
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const Matrices &m,
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Renderer* renderer);
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void renderAtmosphere_GLSL(const RenderInfo& ri,
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const LightingState& ls,
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Atmosphere* atmosphere,
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float radius,
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const Eigen::Quaternionf& planetOrientation,
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const celmath::Frustum& frustum,
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const Matrices &m,
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Renderer* renderer);
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void renderRings_GLSL(RingSystem& rings,
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RenderInfo& ri,
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const LightingState& ls,
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float planetRadius,
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float planetOblateness,
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unsigned int textureResolution,
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bool renderShadow,
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float segmentSizeInPixels,
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const Matrices &m,
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Renderer* renderer);
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void renderGeometry_GLSL_Unlit(Geometry* geometry,
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const RenderInfo& ri,
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ResourceHandle texOverride,
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float geometryScale,
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std::uint64_t renderFlags,
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const Eigen::Quaternionf& planetOrientation,
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double tsec,
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const Matrices &m,
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Renderer* renderer);
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