197 lines
5.9 KiB
C
197 lines
5.9 KiB
C
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/*
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* This file is part of the Colobot: Gold Edition source code
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* Copyright (C) 2001-2022, Daniel Roux, EPSITEC SA & TerranovaTeam
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* http://epsitec.ch; http://colobot.info; http://github.com/colobot
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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 General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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.
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* See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see http://gnu.org/licenses
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*/
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/**
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* \file graphics/opengl33/gl33_object_renderer.h
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* \brief OpenGL 3.3 object renderer
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*/
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#pragma once
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#include "graphics/core/renderers.h"
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#include <GL/glew.h>
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#include <array>
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#include <vector>
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// Graphics module namespace
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namespace Gfx
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{
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class CGL33Device;
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class CGL33ObjectRenderer : public CObjectRenderer
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{
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public:
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CGL33ObjectRenderer(CGL33Device* device);
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virtual ~CGL33ObjectRenderer();
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virtual void Begin() override;
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virtual void End() override;
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//! Sets projection matrix
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virtual void SetProjectionMatrix(const glm::mat4& matrix) override;
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//! Sets view matrix
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virtual void SetViewMatrix(const glm::mat4& matrix) override;
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//! Sets model matrix
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virtual void SetModelMatrix(const glm::mat4& matrix) override;
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//! Sets albedo color
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virtual void SetAlbedoColor(const Color& color) override;
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//! Sets albedo texture
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virtual void SetAlbedoTexture(const Texture& texture) override;
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//! Sets emissive color
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virtual void SetEmissiveColor(const Color& color) override;
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//! Sets emissive texture
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virtual void SetEmissiveTexture(const Texture& texture) override;
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//! Sets material parameters
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virtual void SetMaterialParams(float roughness, float metalness, float aoStrength) override;
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//! Sets material texture
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virtual void SetMaterialTexture(const Texture& texture) override;
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//! Sets detail texture
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virtual void SetDetailTexture(const Texture& texture) override;
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//! Sets shadow map
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virtual void SetShadowMap(const Texture& texture) override;
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//! Enables lighting
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virtual void SetLighting(bool enabled) override;
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//! Sets light parameters
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virtual void SetLight(const glm::vec4& position, const float& intensity, const glm::vec3& color) override;
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//! Sets sky parameters
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virtual void SetSky(const Color& color, float intensity) override;
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//! Sets shadow parameters
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virtual void SetShadowParams(int count, const ShadowParam* params) override;
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//! Sets fog parameters
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virtual void SetFog(float min, float max, const glm::vec3& color) override;
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//! Sets alpha scissor
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virtual void SetAlphaScissor(float alpha) override;
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//! Sets recolor parameters
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virtual void SetRecolor(bool enabled, const glm::vec3& from = {}, const glm::vec3& to = {}, float threshold = {}) override;
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virtual void SetDepthTest(bool enabled) override;
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virtual void SetDepthMask(bool enabled) override;
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//! Sets cull mode parameters
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virtual void SetCullFace(CullFace mode) override;
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//! Sets transparency mode
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virtual void SetTransparency(TransparencyMode mode) override;
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//! Sets UV transform
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virtual void SetUVTransform(const glm::vec2& offset, const glm::vec2& scale) override;
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//! Sets triplanar mode
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virtual void SetTriplanarMode(bool enabled) override;
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//! Sets triplanar scale
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virtual void SetTriplanarScale(float scale) override;
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//! Draws an object
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virtual void DrawObject(const CVertexBuffer* buffer) override;
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//! Draws a primitive
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virtual void DrawPrimitive(PrimitiveType type, int count, const Vertex3D* vertices) override;
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//! Draws a set of primitives
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virtual void DrawPrimitives(PrimitiveType type, int drawCount, int count[], const Vertex3D* vertices) override;
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private:
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CGL33Device* const m_device;
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// Uniform data
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GLint m_projectionMatrix = -1;
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GLint m_viewMatrix = -1;
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GLint m_shadowMatrix = -1;
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GLint m_modelMatrix = -1;
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GLint m_normalMatrix = -1;
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GLint m_lighting = -1;
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GLint m_cameraPosition = -1;
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GLint m_lightPosition = -1;
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GLint m_lightIntensity = -1;
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GLint m_lightColor = -1;
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GLint m_skyColor = -1;
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GLint m_skyIntensity = -1;
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GLint m_fogRange = -1;
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GLint m_fogColor = -1;
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GLint m_albedoColor = -1;
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GLint m_emissiveColor = -1;
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GLint m_roughness = -1;
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GLint m_metalness = -1;
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GLint m_aoStrength = -1;
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GLint m_triplanarMode = -1;
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GLint m_triplanarScale = -1;
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GLint m_alphaScissor = -1;
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GLint m_recolor = -1;
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GLint m_recolorFrom = -1;
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GLint m_recolorTo = -1;
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GLint m_recolorThreshold = -1;
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GLint m_uvOffset = -1;
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GLint m_uvScale = -1;
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struct ShadowUniforms
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{
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GLint transform;
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GLint offset;
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GLint scale;
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};
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GLint m_shadowRegions = 0;
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ShadowUniforms m_shadows[4] = {};
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// Shader program
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GLuint m_program = 0;
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// Texture unit bindings
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const int m_albedoIndex = 4;
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const int m_detailIndex = 5;
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const int m_emissiveIndex = 6;
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const int m_materialIndex = 7;
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const int m_shadowIndex = 8;
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// 1x1 white texture
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GLuint m_whiteTexture = 0;
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// Currently bound albedo texture
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GLuint m_albedoTexture = 0;
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// Currently bound detail texture
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GLuint m_detailTexture = 0;
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// Currently bound emissive texture
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GLuint m_emissiveTexture = 0;
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// Currently bound material texture
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GLuint m_materialTexture = 0;
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// Currently bound shadow map
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GLuint m_shadowMap = 0;
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// Vertex buffer object
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GLuint m_bufferVBO = 0;
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// Vertex array object
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GLuint m_bufferVAO = 0;
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// Offsets
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std::vector<GLint> m_first;
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};
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}
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