Add IDhApiGenericObjectShaderProgram
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/*
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* This file is part of the Distant Horizons mod
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* licensed under the GNU LGPL v3 License.
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*
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* Copyright (C) 2020-2023 James Seibel
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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 Lesser General Public License as published by
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* the Free Software Foundation, version 3.
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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 Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public License
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* along with this program. If not, see <https://www.gnu.org/licenses/>.
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*/
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package com.seibel.distanthorizons.api.interfaces.override.rendering;
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import com.seibel.distanthorizons.api.interfaces.override.IDhApiOverrideable;
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import com.seibel.distanthorizons.api.interfaces.render.IDhApiRenderableBoxGroup;
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import com.seibel.distanthorizons.api.methods.events.sharedParameterObjects.DhApiRenderParam;
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import com.seibel.distanthorizons.api.objects.math.DhApiVec3d;
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import com.seibel.distanthorizons.api.objects.render.DhApiRenderableBox;
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import com.seibel.distanthorizons.api.objects.render.DhApiRenderableBoxGroupShading;
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/**
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* @author James Seibel
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* @version 2024-7-11
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* @since API 3.0.0
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*/
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public interface IDhApiGenericObjectShaderProgram extends IDhApiOverrideable
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{
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/**
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* If this method is called that means this program has the highest priority as defined by {@link IDhApiOverrideable#getPriority()}
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* and gets to decide if it wants to be used to render this frame or not. <br><br>
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*
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* If this method returns true then this program will be used for this frame. <br>
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* If this returns false then the default DH {@link IDhApiGenericObjectShaderProgram} will be used instead.
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*/
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boolean overrideThisFrame();
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/** @return the OpenGL ID for this shader program */
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int getId();
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/** Free any OpenGL objects owned by this program. */
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void free();
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/** Runs any necessary binding this program needs so rendering can be done. */
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void bind();
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/** Runs any necessary unbinding this program needs so rendering can be done by another program. */
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void unbind();
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/** Binds the given Vertex Buffer Object to this shader program for rendering. */
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void bindVertexBuffer(int vbo);
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/** sets up the necessary uniforms for rendering */
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void fillIndirectUniformData(
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DhApiRenderParam renderParameters,
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DhApiRenderableBoxGroupShading shading, IDhApiRenderableBoxGroup boxGroup,
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DhApiVec3d camPos);
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/** sets up the necessary uniforms for rendering */
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void fillSharedDirectUniformData(
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DhApiRenderParam renderParameters,
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DhApiRenderableBoxGroupShading shading, IDhApiRenderableBoxGroup boxGroup,
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DhApiVec3d camPos);
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void fillDirectUniformData(
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DhApiRenderParam renderParameters,
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IDhApiRenderableBoxGroup boxGroup, DhApiRenderableBox box,
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DhApiVec3d camPos);
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}
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