colobot/src/graphics/opengl/gl33renderers.h

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/*
* This file is part of the Colobot: Gold Edition source code
* Copyright (C) 2001-2021, Daniel Roux, EPSITEC SA & TerranovaTeam
* http://epsitec.ch; http://colobot.info; http://github.com/colobot
*
* 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 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see http://gnu.org/licenses
*/
/**
* \file graphics/opengl/gl33renderers.h
* \brief OpenGL 3.3 renderers
*/
#pragma once
#include "graphics/core/renderers.h"
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#include <GL/glew.h>
#include <array>
#include <vector>
// Graphics module namespace
namespace Gfx
{
class CGL33Device;
class CGL33UIRenderer : public CUIRenderer
{
public:
CGL33UIRenderer(CGL33Device* device);
virtual ~CGL33UIRenderer();
virtual void SetProjection(float left, float right, float bottom, float top) override;
virtual void SetTexture(const Texture& texture) override;
virtual void SetColor(const glm::vec4& color) override;
virtual void SetTransparency(TransparencyMode mode) override;
virtual void DrawPrimitive(PrimitiveType type, int count, const Vertex2D* vertices) override;
virtual Vertex2D* BeginPrimitive(PrimitiveType type, int count) override;
virtual bool EndPrimitive() override;
private:
void UpdateUniforms();
CGL33Device* const m_device;
// Uniform data
struct Uniforms
{
glm::mat4 projectionMatrix;
glm::vec4 color;
};
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Uniforms m_uniforms = {};
// true means uniforms need to be updated
bool m_uniformsDirty = false;
// Uniform buffer object
GLuint m_uniformBuffer = 0;
// Vertex buffer object
GLuint m_bufferVBO = 0;
// Vertex array object
GLuint m_bufferVAO = 0;
// VBO capacity
GLsizei m_bufferCapacity = 4 * 1024;
// Buffer mapping state
PrimitiveType m_type = {};
GLuint m_offset = 0;
GLuint m_count = 0;
bool m_mapped = false;
bool m_backup = false;
// Buffered vertex data
std::vector<Vertex2D> m_buffer;
// Shader program
GLuint m_program = 0;
// 1x1 white texture
GLuint m_whiteTexture = 0;
// Currently bound texture
GLuint m_currentTexture = 0;
};
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class CGL33TerrainRenderer : public CTerrainRenderer
{
public:
CGL33TerrainRenderer(CGL33Device* device);
virtual ~CGL33TerrainRenderer();
virtual void Begin() override;
virtual void End() override;
//! Sets projection matrix
virtual void SetProjectionMatrix(const glm::mat4& matrix) override;
//! Sets view matrix
virtual void SetViewMatrix(const glm::mat4& matrix) override;
//! Sets model matrix
virtual void SetModelMatrix(const glm::mat4& matrix) override;
//! Sets primary texture, setting texture 0 means using white texture
virtual void SetPrimaryTexture(const Texture& texture) override;
//! Sets secondary texture
virtual void SetSecondaryTexture(const Texture& texture) override;
//! Sets shadow map
virtual void SetShadowMap(const Texture& texture) override;
//! Sets light parameters
virtual void SetLight(const glm::vec4& position, const float& intensity, const glm::vec3& color) override;
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virtual void SetShadowParams(int count, const ShadowParam* params) override;
//! Sets fog parameters
virtual void SetFog(float min, float max, const glm::vec3& color) override;
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//! Draws terrain object
virtual void DrawObject(const glm::mat4& matrix, const CVertexBuffer* buffer) override;
private:
CGL33Device* const m_device;
// Uniform data
GLint m_projectionMatrix;
GLint m_viewMatrix;
GLint m_cameraMatrix;
GLint m_shadowMatrix;
GLint m_modelMatrix;
GLint m_normalMatrix;
GLint m_lightPosition;
GLint m_lightIntensity;
GLint m_lightColor;
GLint m_fogRange;
GLint m_fogColor;
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struct ShadowUniforms
{
GLint transform;
GLint offset;
GLint scale;
};
GLint m_shadowRegions;
ShadowUniforms m_shadows[4];
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// Shader program
GLuint m_program = 0;
// 1x1 white texture
GLuint m_whiteTexture = 0;
// Currently bound primary texture
GLuint m_primaryTexture = 0;
// Currently bound secondary texture
GLuint m_secondaryTexture = 0;
// Currently bound shadow map
GLuint m_shadowMap = 0;
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};
class CGL33ShadowRenderer : public CShadowRenderer
{
public:
CGL33ShadowRenderer(CGL33Device* device);
virtual ~CGL33ShadowRenderer();
virtual void Begin() override;
virtual void End() override;
//! Sets projection matrix
virtual void SetProjectionMatrix(const glm::mat4& matrix) override;
//! Sets view matrix
virtual void SetViewMatrix(const glm::mat4& matrix) override;
//! Sets model matrix
virtual void SetModelMatrix(const glm::mat4& matrix) override;
//! Sets texture
virtual void SetTexture(const Texture& texture) override;
//! Sets shadow map
virtual void SetShadowMap(const Texture& texture) override;
//! Sets shadow region
virtual void SetShadowRegion(const glm::vec2& offset, const glm::vec2& scale) override;
//! Draws terrain object
virtual void DrawObject(const CVertexBuffer* buffer, bool transparent) override;
private:
CGL33Device* const m_device;
// Uniform data
GLint m_projectionMatrix = -1;
GLint m_viewMatrix = -1;
GLint m_modelMatrix = -1;
GLint m_alphaScissor = -1;
// Shader program
GLuint m_program = 0;
// Framebuffer
GLuint m_framebuffer = 0;
int m_width = 0;
int m_height = 0;
};
} // namespace Gfx