colobot/src/graphics/opengl/gl33renderers.cpp

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#include "graphics/opengl/gl33renderers.h"
#include "graphics/opengl/gl33device.h"
#include "graphics/opengl/glutil.h"
#include "graphics/core/vertex.h"
#include "common/logger.h"
#include <GL/glew.h>
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#include <glm/ext.hpp>
#include <glm/gtc/type_ptr.hpp>
namespace Gfx
{
CGL33UIRenderer::CGL33UIRenderer(CGL33Device* device)
: m_device(device)
{
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GetLogger()->Info("Creating CGL33UIRenderer\n");
GLint shaders[2] = {};
shaders[0] = LoadShader(GL_VERTEX_SHADER, "shaders/gl33/ui_vs.glsl");
if (shaders[0] == 0)
{
GetLogger()->Error("Cound not create vertex shader from file 'ui_vs.glsl'\n");
return;
}
shaders[1] = LoadShader(GL_FRAGMENT_SHADER, "shaders/gl33/ui_fs.glsl");
if (shaders[1] == 0)
{
GetLogger()->Error("Cound not create fragment shader from file 'ui_fs.glsl'\n");
return;
}
m_program = LinkProgram(2, shaders);
if (m_program == 0)
{
GetLogger()->Error("Cound not link shader program for interface renderer\n");
return;
}
glDeleteShader(shaders[0]);
glDeleteShader(shaders[1]);
glUseProgram(m_program);
// Create uniform buffer
glGenBuffers(1, &m_uniformBuffer);
m_uniforms.projectionMatrix = glm::ortho(0.0f, +1.0f, 0.0f, +1.0f);
m_uniforms.color = { 1.0f, 1.0f, 1.0f, 1.0f };
m_uniformsDirty = true;
UpdateUniforms();
// Bind uniform block to uniform buffer binding
GLuint blockIndex = glGetUniformBlockIndex(m_program, "Uniforms");
glBindBufferBase(GL_UNIFORM_BUFFER, 0, m_uniformBuffer);
glUniformBlockBinding(m_program, blockIndex, 0);
// Set texture unit to 8th
auto texture = glGetUniformLocation(m_program, "uni_Texture");
glUniform1i(texture, 8);
// Generic buffer
glGenBuffers(1, &m_bufferVBO);
glBindBuffer(GL_COPY_WRITE_BUFFER, m_bufferVBO);
glBufferData(GL_COPY_WRITE_BUFFER, m_bufferCapacity * sizeof(Vertex2D), nullptr, GL_STREAM_DRAW);
glGenVertexArrays(1, &m_bufferVAO);
glBindVertexArray(m_bufferVAO);
// White texture
glActiveTexture(GL_TEXTURE0);
glGenTextures(1, &m_whiteTexture);
glBindTexture(GL_TEXTURE_2D, m_whiteTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, GL_ONE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_G, GL_ONE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, GL_ONE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, GL_ONE);
glUseProgram(0);
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GetLogger()->Info("CGL33UIRenderer created successfully\n");
}
CGL33UIRenderer::~CGL33UIRenderer()
{
glDeleteProgram(m_program);
glDeleteTextures(1, &m_whiteTexture);
glDeleteBuffers(1, &m_bufferVBO);
glDeleteVertexArrays(1, &m_bufferVAO);
}
void CGL33UIRenderer::SetProjection(float left, float right, float bottom, float top)
{
m_uniforms.projectionMatrix = glm::ortho(left, right, bottom, top);
m_uniformsDirty = true;
}
void CGL33UIRenderer::SetTexture(const Texture& texture)
{
if (m_currentTexture == texture.id) return;
glActiveTexture(GL_TEXTURE8);
m_currentTexture = texture.id;
if (m_currentTexture == 0)
glBindTexture(GL_TEXTURE_2D, m_whiteTexture);
else
glBindTexture(GL_TEXTURE_2D, m_currentTexture);
}
void CGL33UIRenderer::SetColor(const glm::vec4& color)
{
m_uniforms.color = color;
m_uniformsDirty = true;
}
void CGL33UIRenderer::SetTransparency(TransparencyMode mode)
{
switch (mode)
{
case TransparencyMode::NONE:
glDisable(GL_BLEND);
break;
case TransparencyMode::ALPHA:
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBlendEquation(GL_FUNC_ADD);
break;
case TransparencyMode::BLACK:
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_COLOR);
glBlendEquation(GL_FUNC_ADD);
break;
case TransparencyMode::WHITE:
glEnable(GL_BLEND);
glBlendFunc(GL_DST_COLOR, GL_ZERO);
glBlendEquation(GL_FUNC_ADD);
break;
}
}
void CGL33UIRenderer::DrawPrimitive(PrimitiveType type, int count, const Vertex2D* vertices)
{
auto ptr = BeginPrimitive(type, count);
std::copy_n(vertices, count, ptr);
EndPrimitive();
}
Vertex2D* CGL33UIRenderer::BeginPrimitive(PrimitiveType type, int count)
{
ClearGLErrors();
glBindVertexArray(m_bufferVAO);
glBindBuffer(GL_ARRAY_BUFFER, m_bufferVBO);
GLuint total = m_offset + count;
// Buffer full, orphan
if (total >= m_bufferCapacity)
{
glBufferData(GL_ARRAY_BUFFER, m_bufferCapacity * sizeof(Vertex2D), nullptr, GL_STREAM_DRAW);
m_offset = 0;
// Respecify vertex attributes
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex2D),
reinterpret_cast<void*>(offsetof(Vertex2D, position)));
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex2D),
reinterpret_cast<void*>(offsetof(Vertex2D, uv)));
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(Vertex2D),
reinterpret_cast<void*>(offsetof(Vertex2D, color)));
}
auto ptr = glMapBufferRange(GL_ARRAY_BUFFER,
m_offset * sizeof(Vertex2D),
count * sizeof(Vertex2D),
GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
m_mapped = true;
m_type = type;
m_count = count;
ClearGLErrors();
CheckGLErrors();
// Mapping failed, use backup buffer
if (ptr == nullptr)
{
m_backup = true;
m_buffer.resize(count);
return m_buffer.data();
}
else
{
return reinterpret_cast<Vertex2D*>(ptr);
}
}
bool CGL33UIRenderer::EndPrimitive()
{
if (!m_mapped) return false;
if (m_backup)
{
glBufferSubData(GL_ARRAY_BUFFER, m_offset * sizeof(Vertex2D), m_count * sizeof(Vertex2D), m_buffer.data());
}
else
{
glUnmapBuffer(GL_ARRAY_BUFFER);
}
glUseProgram(m_program);
glBindBufferBase(GL_UNIFORM_BUFFER, 0, m_uniformBuffer);
UpdateUniforms();
glDrawArrays(TranslateGfxPrimitive(m_type), m_offset, m_count);
m_offset += m_count;
m_mapped = false;
m_backup = false;
m_device->Restore();
return true;
}
void CGL33UIRenderer::UpdateUniforms()
{
if (!m_uniformsDirty) return;
glBindBuffer(GL_COPY_WRITE_BUFFER, m_uniformBuffer);
glBufferData(GL_COPY_WRITE_BUFFER, sizeof(Uniforms), nullptr, GL_STREAM_DRAW);
glBufferSubData(GL_COPY_WRITE_BUFFER, 0, sizeof(Uniforms), &m_uniforms);
glBindBuffer(GL_COPY_WRITE_BUFFER, 0);
}
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CGL33TerrainRenderer::CGL33TerrainRenderer(CGL33Device* device)
: m_device(device)
{
GetLogger()->Info("Creating CGL33TerrainRenderer\n");
std::string preamble = LoadSource("shaders/gl33/preamble.glsl");
std::string shadowSource = LoadSource("shaders/gl33/shadow.glsl");
std::string vsSource = LoadSource("shaders/gl33/terrain_vs.glsl");
std::string fsSource = LoadSource("shaders/gl33/terrain_fs.glsl");
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GLint vsShader = CreateShader(GL_VERTEX_SHADER, { preamble, shadowSource, vsSource });
if (vsShader == 0)
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{
GetLogger()->Error("Cound not create vertex shader from file 'terrain_vs.glsl'\n");
return;
}
GLint fsShader = CreateShader(GL_FRAGMENT_SHADER, { preamble, shadowSource, fsSource });
if (fsShader == 0)
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{
GetLogger()->Error("Cound not create fragment shader from file 'terrain_vs.glsl'\n");
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return;
}
m_program = LinkProgram({ vsShader, fsShader });
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if (m_program == 0)
{
GetLogger()->Error("Cound not link shader program for terrain renderer\n");
return;
}
glDeleteShader(vsShader);
glDeleteShader(fsShader);
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glUseProgram(m_program);
// Setup uniforms
glm::mat4 identity(1.0f);
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m_projectionMatrix = glGetUniformLocation(m_program, "uni_ProjectionMatrix");
m_viewMatrix = glGetUniformLocation(m_program, "uni_ViewMatrix");
m_cameraMatrix = glGetUniformLocation(m_program, "uni_CameraMatrix");
m_shadowMatrix = glGetUniformLocation(m_program, "uni_ShadowMatrix");
m_modelMatrix = glGetUniformLocation(m_program, "uni_ModelMatrix");
m_normalMatrix = glGetUniformLocation(m_program, "uni_NormalMatrix");
m_lightPosition = glGetUniformLocation(m_program, "uni_LightPosition");
m_lightIntensity = glGetUniformLocation(m_program, "uni_LightIntensity");
m_lightColor = glGetUniformLocation(m_program, "uni_LightColor");
m_fogRange = glGetUniformLocation(m_program, "uni_FogRange");
m_fogColor = glGetUniformLocation(m_program, "uni_FogColor");
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m_shadowRegions = glGetUniformLocation(m_program, "uni_ShadowRegions");
GLchar name[64];
for (int i = 0; i < 4; i++)
{
sprintf(name, "uni_ShadowParam[%d].transform", i);
m_shadows[i].transform = glGetUniformLocation(m_program, name);
sprintf(name, "uni_ShadowParam[%d].uv_offset", i);
m_shadows[i].offset = glGetUniformLocation(m_program, name);
sprintf(name, "uni_ShadowParam[%d].uv_scale", i);
m_shadows[i].scale = glGetUniformLocation(m_program, name);
}
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// Set texture units to 10th and 11th
auto texture = glGetUniformLocation(m_program, "uni_PrimaryTexture");
glUniform1i(texture, 10);
texture = glGetUniformLocation(m_program, "uni_SecondaryTexture");
glUniform1i(texture, 11);
texture = glGetUniformLocation(m_program, "uni_ShadowMap");
glUniform1i(texture, 12);
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// White texture
glActiveTexture(GL_TEXTURE0);
glGenTextures(1, &m_whiteTexture);
glBindTexture(GL_TEXTURE_2D, m_whiteTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, GL_ONE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_G, GL_ONE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, GL_ONE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, GL_ONE);
glUseProgram(0);
GetLogger()->Info("CGL33TerrainRenderer created successfully\n");
}
CGL33TerrainRenderer::~CGL33TerrainRenderer()
{
glDeleteProgram(m_program);
glDeleteTextures(1, &m_whiteTexture);
}
void CGL33TerrainRenderer::Begin()
{
glUseProgram(m_program);
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glFrontFace(GL_CW); // Colobot issue: faces are reversed
glDisable(GL_BLEND);
glActiveTexture(GL_TEXTURE10);
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glBindTexture(GL_TEXTURE_2D, m_whiteTexture);
glActiveTexture(GL_TEXTURE11);
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glBindTexture(GL_TEXTURE_2D, m_whiteTexture);
glActiveTexture(GL_TEXTURE12);
glBindTexture(GL_TEXTURE_2D, 0);
m_primaryTexture = 0;
m_secondaryTexture = 0;
m_shadowMap = 0;
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}
void CGL33TerrainRenderer::End()
{
glActiveTexture(GL_TEXTURE10);
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE11);
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE12);
glBindTexture(GL_TEXTURE_2D, 0);
m_primaryTexture = 0;
m_secondaryTexture = 0;
m_shadowMap = 0;
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m_device->Restore();
}
void CGL33TerrainRenderer::SetProjectionMatrix(const glm::mat4& matrix)
{
glUniformMatrix4fv(m_projectionMatrix, 1, GL_FALSE, value_ptr(matrix));
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}
void CGL33TerrainRenderer::SetViewMatrix(const glm::mat4& matrix)
{
glm::mat4 scale(1.0f);
scale[2][2] = -1.0f;
auto viewMatrix = scale * matrix;
auto cameraMatrix = glm::inverse(viewMatrix);
glUniformMatrix4fv(m_viewMatrix, 1, GL_FALSE, value_ptr(viewMatrix));
glUniformMatrix4fv(m_cameraMatrix, 1, GL_FALSE, value_ptr(cameraMatrix));
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}
void CGL33TerrainRenderer::SetModelMatrix(const glm::mat4& matrix)
{
auto normalMatrix = glm::transpose(glm::inverse(glm::mat3(matrix)));
glUniformMatrix4fv(m_modelMatrix, 1, GL_FALSE, value_ptr(matrix));
glUniformMatrix3fv(m_normalMatrix, 1, GL_FALSE, value_ptr(normalMatrix));
}
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void CGL33TerrainRenderer::SetPrimaryTexture(const Texture& texture)
{
if (m_primaryTexture == texture.id) return;
m_primaryTexture = texture.id;
glActiveTexture(GL_TEXTURE10);
if (texture.id == 0)
glBindTexture(GL_TEXTURE_2D, m_whiteTexture);
else
glBindTexture(GL_TEXTURE_2D, texture.id);
}
void CGL33TerrainRenderer::SetSecondaryTexture(const Texture& texture)
{
if (m_secondaryTexture == texture.id) return;
m_secondaryTexture = texture.id;
glActiveTexture(GL_TEXTURE11);
if (texture.id == 0)
glBindTexture(GL_TEXTURE_2D, m_whiteTexture);
else
glBindTexture(GL_TEXTURE_2D, texture.id);
}
void CGL33TerrainRenderer::SetShadowMap(const Texture& texture)
{
if (m_shadowMap == texture.id) return;
m_shadowMap = texture.id;
glActiveTexture(GL_TEXTURE12);
if (texture.id == 0)
glBindTexture(GL_TEXTURE_2D, m_whiteTexture);
else
glBindTexture(GL_TEXTURE_2D, texture.id);
}
void CGL33TerrainRenderer::SetLight(const glm::vec4& position, const float& intensity, const glm::vec3& color)
{
glUniform4fv(m_lightPosition, 1, glm::value_ptr(position));
glUniform1f(m_lightIntensity, intensity);
glUniform3fv(m_lightColor, 1, glm::value_ptr(color));
}
void CGL33TerrainRenderer::SetShadowParams(int count, const ShadowParam* params)
{
glUniform1i(m_shadowRegions, count);
for (int i = 0; i < count; i++)
{
glUniformMatrix4fv(m_shadows[i].transform, 1, GL_FALSE, glm::value_ptr(params[i].matrix));
glUniform2fv(m_shadows[i].offset, 1, glm::value_ptr(params[i].uv_offset));
glUniform2fv(m_shadows[i].scale, 1, glm::value_ptr(params[i].uv_scale));
}
}
void CGL33TerrainRenderer::SetFog(float min, float max, const glm::vec3& color)
{
glUniform2f(m_fogRange, min, max);
glUniform3f(m_fogColor, color.r, color.g, color.b);
}
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void CGL33TerrainRenderer::DrawObject(const glm::mat4& matrix, const CVertexBuffer* buffer)
{
auto b = dynamic_cast<const CGL33VertexBuffer*>(buffer);
if (b == nullptr) return;
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SetModelMatrix(matrix);
glBindVertexArray(b->GetVAO());
glDrawArrays(TranslateGfxPrimitive(b->GetType()), 0, b->Size());
}
CGL33ShadowRenderer::CGL33ShadowRenderer(CGL33Device* device)
: m_device(device)
{
GetLogger()->Info("Creating CGL33ShadowRenderer\n");
GLint shaders[2] = {};
shaders[0] = LoadShader(GL_VERTEX_SHADER, "shaders/gl33/shadow_vs.glsl");
if (shaders[0] == 0)
{
GetLogger()->Error("Cound not create vertex shader from file 'shadow_vs.glsl'\n");
return;
}
shaders[1] = LoadShader(GL_FRAGMENT_SHADER, "shaders/gl33/shadow_fs.glsl");
if (shaders[1] == 0)
{
GetLogger()->Error("Cound not create fragment shader from file 'shadow_fs.glsl'\n");
return;
}
m_program = LinkProgram(2, shaders);
if (m_program == 0)
{
GetLogger()->Error("Cound not link shader program for terrain renderer\n");
return;
}
glDeleteShader(shaders[0]);
glDeleteShader(shaders[1]);
glUseProgram(m_program);
// Setup uniforms
auto texture = glGetUniformLocation(m_program, "uni_Texture");
glUniform1i(texture, 0);
glm::mat4 identity(1.0f);
m_projectionMatrix = glGetUniformLocation(m_program, "uni_ProjectionMatrix");
m_viewMatrix = glGetUniformLocation(m_program, "uni_ViewMatrix");
m_modelMatrix = glGetUniformLocation(m_program, "uni_ModelMatrix");
m_alphaScissor = glGetUniformLocation(m_program, "uni_AlphaScissor");
glUseProgram(0);
glGenFramebuffers(1, &m_framebuffer);
GetLogger()->Info("CGL33ShadowRenderer created successfully\n");
}
CGL33ShadowRenderer::~CGL33ShadowRenderer()
{
glDeleteProgram(m_program);
glDeleteFramebuffers(1, &m_framebuffer);
}
void CGL33ShadowRenderer::Begin()
{
glViewport(0, 0, m_width, m_height);
glDepthMask(GL_TRUE);
glClear(GL_DEPTH_BUFFER_BIT);
glUseProgram(m_program);
glBindFramebuffer(GL_FRAMEBUFFER, m_framebuffer);
glEnable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(2.0f, 8.0f);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glDisable(GL_BLEND);
glDisable(GL_CULL_FACE);
}
void CGL33ShadowRenderer::End()
{
glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, 0, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDisable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(0.0f, 0.0f);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
m_device->Restore();
}
void CGL33ShadowRenderer::SetProjectionMatrix(const glm::mat4& matrix)
{
glUniformMatrix4fv(m_projectionMatrix, 1, GL_FALSE, value_ptr(matrix));
}
void CGL33ShadowRenderer::SetViewMatrix(const glm::mat4& matrix)
{
glm::mat4 scale(1.0f);
scale[2][2] = -1.0f;
auto viewMatrix = scale * matrix;
glUniformMatrix4fv(m_viewMatrix, 1, GL_FALSE, value_ptr(viewMatrix));
}
void CGL33ShadowRenderer::SetModelMatrix(const glm::mat4& matrix)
{
glUniformMatrix4fv(m_modelMatrix, 1, GL_FALSE, value_ptr(matrix));
}
void CGL33ShadowRenderer::SetTexture(const Texture& texture)
{
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture.id);
}
void CGL33ShadowRenderer::SetShadowMap(const Texture& texture)
{
glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, texture.id, 0);
m_width = texture.size.x;
m_height = texture.size.y;
auto status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE)
{
GetLogger()->Error("Framebuffer incomplete: %d\n", status);
}
}
void CGL33ShadowRenderer::SetShadowRegion(const glm::vec2& offset, const glm::vec2& scale)
{
int x = static_cast<int>(m_width * offset.x);
int y = static_cast<int>(m_height * offset.y);
int width = static_cast<int>(m_width * scale.x);
int height = static_cast<int>(m_height * scale.y);
glViewport(x, y, width, height);
}
void CGL33ShadowRenderer::DrawObject(const CVertexBuffer* buffer, bool transparent)
{
auto b = dynamic_cast<const CGL33VertexBuffer*>(buffer);
if (b == nullptr) return;
glUniform1i(m_alphaScissor, transparent ? 1 : 0);
glBindVertexArray(b->GetVAO());
glDrawArrays(TranslateGfxPrimitive(b->GetType()), 0, b->Size());
}
} // namespace Gfx