378 lines
12 KiB
C++
378 lines
12 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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#include "graphics/opengl33/gl33_terrain_renderer.h"
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#include "graphics/opengl33/gl33_device.h"
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#include "graphics/opengl33/glutil.h"
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#include "graphics/core/material.h"
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#include "graphics/core/transparency.h"
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#include "graphics/core/vertex.h"
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#include "common/logger.h"
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#include <GL/glew.h>
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#include <glm/ext.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <algorithm>
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using namespace Gfx;
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CGL33TerrainRenderer::CGL33TerrainRenderer(CGL33Device* device)
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: m_device(device)
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{
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GetLogger()->Info("Creating CGL33TerrainRenderer\n");
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std::string preamble = LoadSource("shaders/gl33/preamble.glsl");
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std::string shadowSource = LoadSource("shaders/gl33/shadow.glsl");
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std::string lightingSource = LoadSource("shaders/gl33/lighting.glsl");
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std::string vsSource = LoadSource("shaders/gl33/terrain_vs.glsl");
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std::string fsSource = LoadSource("shaders/gl33/terrain_fs.glsl");
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GLint vsShader = CreateShader(GL_VERTEX_SHADER, { preamble, lightingSource, shadowSource, vsSource });
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if (vsShader == 0)
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{
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GetLogger()->Error("Cound not create vertex shader from file 'terrain_vs.glsl'\n");
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return;
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}
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GLint fsShader = CreateShader(GL_FRAGMENT_SHADER, { preamble, lightingSource, shadowSource, fsSource });
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if (fsShader == 0)
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{
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GetLogger()->Error("Cound not create fragment shader from file 'terrain_vs.glsl'\n");
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return;
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}
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m_program = LinkProgram({ vsShader, fsShader });
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if (m_program == 0)
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{
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GetLogger()->Error("Cound not link shader program for terrain renderer\n");
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return;
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}
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glDeleteShader(vsShader);
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glDeleteShader(fsShader);
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glUseProgram(m_program);
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// Setup uniforms
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glm::mat4 identity(1.0f);
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m_projectionMatrix = glGetUniformLocation(m_program, "uni_ProjectionMatrix");
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m_viewMatrix = glGetUniformLocation(m_program, "uni_ViewMatrix");
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m_shadowMatrix = glGetUniformLocation(m_program, "uni_ShadowMatrix");
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m_modelMatrix = glGetUniformLocation(m_program, "uni_ModelMatrix");
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m_normalMatrix = glGetUniformLocation(m_program, "uni_NormalMatrix");
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m_cameraPosition = glGetUniformLocation(m_program, "uni_CameraPosition");
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m_lightPosition = glGetUniformLocation(m_program, "uni_LightPosition");
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m_lightIntensity = glGetUniformLocation(m_program, "uni_LightIntensity");
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m_lightColor = glGetUniformLocation(m_program, "uni_LightColor");
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m_skyColor = glGetUniformLocation(m_program, "uni_SkyColor");
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m_skyIntensity = glGetUniformLocation(m_program, "uni_SkyIntensity");
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m_fogRange = glGetUniformLocation(m_program, "uni_FogRange");
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m_fogColor = glGetUniformLocation(m_program, "uni_FogColor");
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m_albedoColor = glGetUniformLocation(m_program, "uni_AlbedoColor");
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m_emissiveColor = glGetUniformLocation(m_program, "uni_EmissiveColor");
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m_roughness = glGetUniformLocation(m_program, "uni_Roughness");
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m_metalness = glGetUniformLocation(m_program, "uni_Metalness");
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m_aoStrength = glGetUniformLocation(m_program, "uni_AOStrength");
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m_shadowRegions = glGetUniformLocation(m_program, "uni_ShadowRegions");
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std::array<GLchar, 256> name;
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for (int i = 0; i < 4; i++)
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{
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snprintf(name.data(), name.size(), "uni_ShadowParam[%d].transform", i);
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m_shadows[i].transform = glGetUniformLocation(m_program, name.data());
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snprintf(name.data(), name.size(), "uni_ShadowParam[%d].uv_offset", i);
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m_shadows[i].offset = glGetUniformLocation(m_program, name.data());
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snprintf(name.data(), name.size(), "uni_ShadowParam[%d].uv_scale", i);
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m_shadows[i].scale = glGetUniformLocation(m_program, name.data());
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}
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// Set texture units
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auto texture = glGetUniformLocation(m_program, "uni_AlbedoTexture");
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glUniform1i(texture, m_albedoIndex);
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texture = glGetUniformLocation(m_program, "uni_DetailTexture");
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glUniform1i(texture, m_detailIndex);
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texture = glGetUniformLocation(m_program, "uni_EmissiveTexture");
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glUniform1i(texture, m_emissiveIndex);
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texture = glGetUniformLocation(m_program, "uni_MaterialTexture");
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glUniform1i(texture, m_materialIndex);
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texture = glGetUniformLocation(m_program, "uni_ShadowMap");
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glUniform1i(texture, m_shadowIndex);
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// White texture
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glActiveTexture(GL_TEXTURE0);
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glGenTextures(1, &m_whiteTexture);
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glBindTexture(GL_TEXTURE_2D, m_whiteTexture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, GL_ONE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_G, GL_ONE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, GL_ONE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, GL_ONE);
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glUseProgram(0);
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GetLogger()->Info("CGL33TerrainRenderer created successfully\n");
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}
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CGL33TerrainRenderer::~CGL33TerrainRenderer()
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{
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glDeleteProgram(m_program);
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glDeleteTextures(1, &m_whiteTexture);
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}
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void CGL33TerrainRenderer::Begin()
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{
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glUseProgram(m_program);
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m_device->SetDepthTest(true);
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m_device->SetDepthMask(true);
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m_device->SetCullFace(CullFace::BACK);
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m_device->SetTransparency(TransparencyMode::NONE);
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glActiveTexture(GL_TEXTURE0 + m_albedoIndex);
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glBindTexture(GL_TEXTURE_2D, m_whiteTexture);
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glActiveTexture(GL_TEXTURE0 + m_detailIndex);
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glBindTexture(GL_TEXTURE_2D, m_whiteTexture);
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glActiveTexture(GL_TEXTURE0 + m_emissiveIndex);
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glBindTexture(GL_TEXTURE_2D, m_whiteTexture);
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glActiveTexture(GL_TEXTURE0 + m_materialIndex);
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glBindTexture(GL_TEXTURE_2D, m_whiteTexture);
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glActiveTexture(GL_TEXTURE0 + m_shadowIndex);
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glBindTexture(GL_TEXTURE_2D, 0);
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m_albedoTexture = 0;
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m_detailTexture = 0;
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m_emissiveTexture = 0;
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m_materialTexture = 0;
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m_shadowMap = 0;
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m_device->SetDepthTest(true);
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m_device->SetDepthMask(true);
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m_device->SetTransparency(TransparencyMode::NONE);
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m_device->SetCullFace(CullFace::BACK);
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SetFog(1e+6f, 1e+6, {});
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}
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void CGL33TerrainRenderer::End()
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{
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glActiveTexture(GL_TEXTURE0 + m_albedoIndex);
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glBindTexture(GL_TEXTURE_2D, 0);
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glActiveTexture(GL_TEXTURE0 + m_detailIndex);
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glBindTexture(GL_TEXTURE_2D, 0);
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glActiveTexture(GL_TEXTURE0 + m_emissiveIndex);
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glBindTexture(GL_TEXTURE_2D, 0);
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glActiveTexture(GL_TEXTURE0 + m_materialIndex);
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glBindTexture(GL_TEXTURE_2D, 0);
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glActiveTexture(GL_TEXTURE0 + m_shadowIndex);
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glBindTexture(GL_TEXTURE_2D, 0);
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m_albedoTexture = 0;
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m_detailTexture = 0;
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m_emissiveTexture = 0;
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m_materialTexture = 0;
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m_shadowMap = 0;
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}
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void CGL33TerrainRenderer::SetProjectionMatrix(const glm::mat4& matrix)
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{
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glUniformMatrix4fv(m_projectionMatrix, 1, GL_FALSE, value_ptr(matrix));
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}
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void CGL33TerrainRenderer::SetViewMatrix(const glm::mat4& matrix)
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{
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glm::mat4 scale(1.0f);
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scale[2][2] = -1.0f;
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auto viewMatrix = scale * matrix;
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auto cameraMatrix = glm::inverse(viewMatrix);
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auto cameraPos = cameraMatrix[3];
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glUniformMatrix4fv(m_viewMatrix, 1, GL_FALSE, value_ptr(viewMatrix));
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glUniform3f(m_cameraPosition, cameraPos.x, cameraPos.y, cameraPos.z);
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}
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void CGL33TerrainRenderer::SetModelMatrix(const glm::mat4& matrix)
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{
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auto normalMatrix = glm::transpose(glm::inverse(glm::mat3(matrix)));
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glUniformMatrix4fv(m_modelMatrix, 1, GL_FALSE, value_ptr(matrix));
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glUniformMatrix3fv(m_normalMatrix, 1, GL_FALSE, value_ptr(normalMatrix));
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}
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void CGL33TerrainRenderer::SetAlbedoColor(const Color& color)
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{
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glUniform4f(m_albedoColor, color.r, color.g, color.b, color.a);
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}
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void CGL33TerrainRenderer::SetAlbedoTexture(const Texture& texture)
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{
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if (m_albedoTexture == texture.id) return;
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m_albedoTexture = texture.id;
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glActiveTexture(GL_TEXTURE0 + m_albedoIndex);
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if (texture.id == 0)
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glBindTexture(GL_TEXTURE_2D, m_whiteTexture);
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else
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glBindTexture(GL_TEXTURE_2D, texture.id);
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}
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void CGL33TerrainRenderer::SetEmissiveColor(const Color& color)
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{
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glUniform3f(m_emissiveColor, color.r, color.g, color.b);
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}
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void CGL33TerrainRenderer::SetEmissiveTexture(const Texture& texture)
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{
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if (m_emissiveTexture == texture.id) return;
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m_emissiveTexture = texture.id;
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glActiveTexture(GL_TEXTURE0 + m_emissiveIndex);
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if (texture.id == 0)
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glBindTexture(GL_TEXTURE_2D, m_whiteTexture);
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else
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glBindTexture(GL_TEXTURE_2D, texture.id);
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}
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void CGL33TerrainRenderer::SetMaterialParams(float roughness, float metalness, float aoStrength)
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{
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glUniform1f(m_roughness, roughness);
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glUniform1f(m_metalness, metalness);
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glUniform1f(m_aoStrength, aoStrength);
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}
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void CGL33TerrainRenderer::SetMaterialTexture(const Texture& texture)
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{
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if (m_materialTexture == texture.id) return;
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m_materialTexture = texture.id;
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glActiveTexture(GL_TEXTURE0 + m_materialIndex);
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if (texture.id == 0)
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glBindTexture(GL_TEXTURE_2D, m_whiteTexture);
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else
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glBindTexture(GL_TEXTURE_2D, texture.id);
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}
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void CGL33TerrainRenderer::SetDetailTexture(const Texture& texture)
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{
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if (m_detailTexture == texture.id) return;
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m_detailTexture = texture.id;
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glActiveTexture(GL_TEXTURE0 + m_detailIndex);
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if (texture.id == 0)
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glBindTexture(GL_TEXTURE_2D, m_whiteTexture);
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else
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glBindTexture(GL_TEXTURE_2D, texture.id);
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}
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void CGL33TerrainRenderer::SetShadowMap(const Texture& texture)
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{
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if (m_shadowMap == texture.id) return;
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m_shadowMap = texture.id;
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glActiveTexture(GL_TEXTURE0 + m_shadowIndex);
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if (texture.id == 0)
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glBindTexture(GL_TEXTURE_2D, 0);
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else
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glBindTexture(GL_TEXTURE_2D, texture.id);
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}
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void CGL33TerrainRenderer::SetLight(const glm::vec4& position, const float& intensity, const glm::vec3& color)
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{
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glUniform4fv(m_lightPosition, 1, glm::value_ptr(position));
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glUniform1f(m_lightIntensity, intensity);
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glUniform3fv(m_lightColor, 1, glm::value_ptr(color));
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}
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void CGL33TerrainRenderer::SetSky(const Color& color, float intensity)
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{
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glUniform3f(m_skyColor, color.r, color.g, color.b);
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glUniform1f(m_skyIntensity, intensity);
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}
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void CGL33TerrainRenderer::SetShadowParams(int count, const ShadowParam* params)
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{
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glUniform1i(m_shadowRegions, count);
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for (int i = 0; i < count; i++)
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{
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glUniformMatrix4fv(m_shadows[i].transform, 1, GL_FALSE, glm::value_ptr(params[i].matrix));
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glUniform2fv(m_shadows[i].offset, 1, glm::value_ptr(params[i].uv_offset));
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glUniform2fv(m_shadows[i].scale, 1, glm::value_ptr(params[i].uv_scale));
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}
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}
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void CGL33TerrainRenderer::SetFog(float min, float max, const glm::vec3& color)
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{
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glUniform2f(m_fogRange, min, max);
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glUniform3f(m_fogColor, color.r, color.g, color.b);
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}
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void CGL33TerrainRenderer::DrawObject(const glm::mat4& matrix, const CVertexBuffer* buffer)
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{
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auto b = dynamic_cast<const CGL33VertexBuffer*>(buffer);
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if (b == nullptr) return;
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SetModelMatrix(matrix);
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glBindVertexArray(b->GetVAO());
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glDrawArrays(TranslateGfxPrimitive(b->GetType()), 0, static_cast<GLsizei>(b->Size()));
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}
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