Added and implemented terrain renderer

dev
Tomasz Kapuściński 2021-08-14 15:06:09 +02:00
parent 58c75ce61a
commit 30d688c1ec
8 changed files with 389 additions and 2 deletions

View File

@ -51,6 +51,7 @@ namespace Gfx
class CFramebuffer;
class CUIRenderer;
class CTerrainRenderer;
struct FramebufferParams;
struct Light;
struct Material;
@ -463,6 +464,8 @@ public:
virtual void SetRenderMode(RenderMode mode) = 0;
//! Returns UI renderer
virtual CUIRenderer* GetUIRenderer() = 0;
//! Returns terrain renderer
virtual CTerrainRenderer* GetTerrainRenderer() = 0;
//! Restores device rendering mode
virtual void Restore() = 0;

View File

@ -32,6 +32,7 @@
namespace Gfx
{
class CVertexBuffer;
enum PrimitiveType;
struct Texture;
@ -68,4 +69,29 @@ public:
virtual void DrawPrimitive(PrimitiveType type, int count, const Vertex2D* vertices) = 0;
};
class CTerrainRenderer : public CRenderer
{
public:
virtual ~CTerrainRenderer() { }
virtual void Begin() = 0;
virtual void End() = 0;
//! Sets projection matrix
virtual void SetProjectionMatrix(const glm::mat4& matrix) = 0;
//! Sets view matrix
virtual void SetViewMatrix(const glm::mat4& matrix) = 0;
//! Sets model matrix
virtual void SetModelMatrix(const glm::mat4& matrix) = 0;
//! Sets primary texture, setting texture 0 means using white texture
virtual void SetPrimaryTexture(const Texture& texture) = 0;
//! Sets secondary texture
virtual void SetSecondaryTexture(const Texture& texture) = 0;
//! Draws terrain object
virtual void DrawObject(const glm::mat4& matrix, const CVertexBuffer* buffer) = 0;
};
} // namespace Gfx

View File

@ -499,6 +499,7 @@ bool CGL33Device::Create()
}
m_uiRenderer = std::make_unique<CGL33UIRenderer>(this);
m_terrainRenderer = std::make_unique<CGL33TerrainRenderer>(this);
SetRenderMode(RENDER_MODE_NORMAL);
@ -565,6 +566,7 @@ void CGL33Device::Destroy()
m_buffers.clear();
m_uiRenderer = nullptr;
m_terrainRenderer = nullptr;
}
void CGL33Device::ConfigChanged(const DeviceConfig& newConfig)
@ -641,6 +643,11 @@ CUIRenderer* CGL33Device::GetUIRenderer()
return m_uiRenderer.get();
}
CTerrainRenderer* CGL33Device::GetTerrainRenderer()
{
return m_terrainRenderer.get();
}
void CGL33Device::Restore()
{
switch (m_mode)

View File

@ -81,6 +81,7 @@ public:
};
class CGL33UIRenderer;
class CGL33TerrainRenderer;
/**
\class CGL33Device
@ -116,6 +117,7 @@ public:
void SetRenderMode(RenderMode mode) override;
CUIRenderer* GetUIRenderer() override;
CTerrainRenderer* GetTerrainRenderer() override;
void Restore() override;
@ -308,6 +310,8 @@ private:
//! Interface renderer
std::unique_ptr<CGL33UIRenderer> m_uiRenderer;
//! Terrain renderer
std::unique_ptr<CGL33TerrainRenderer> m_terrainRenderer;
};
} // namespace Gfx

View File

@ -17,7 +17,9 @@ namespace Gfx
CGL33UIRenderer::CGL33UIRenderer(CGL33Device* device)
: m_device(device)
{
GLint shaders[2];
GetLogger()->Info("Creating CGL33UIRenderer\n");
GLint shaders[2] = {};
shaders[0] = LoadShader(GL_VERTEX_SHADER, "shaders/gl33/ui_vs.glsl");
if (shaders[0] == 0)
@ -88,6 +90,8 @@ CGL33UIRenderer::CGL33UIRenderer(CGL33Device* device)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, GL_ONE);
glUseProgram(0);
GetLogger()->Info("CGL33UIRenderer created successfully\n");
}
CGL33UIRenderer::~CGL33UIRenderer()
@ -219,4 +223,180 @@ void CGL33UIRenderer::UpdateUniforms()
glBindBuffer(GL_COPY_WRITE_BUFFER, 0);
}
CGL33TerrainRenderer::CGL33TerrainRenderer(CGL33Device* device)
: m_device(device)
{
GetLogger()->Info("Creating CGL33TerrainRenderer\n");
GLint shaders[2] = {};
shaders[0] = LoadShader(GL_VERTEX_SHADER, "shaders/gl33/terrain_vs.glsl");
if (shaders[0] == 0)
{
GetLogger()->Error("Cound not create vertex shader from file 'terrain_vs.glsl'\n");
return;
}
shaders[1] = LoadShader(GL_FRAGMENT_SHADER, "shaders/gl33/terrain_fs.glsl");
if (shaders[1] == 0)
{
GetLogger()->Error("Cound not create fragment shader from file 'terrain_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 identity = glm::identity<glm::mat4>();
m_uniforms.projectionMatrix = identity;
m_uniforms.viewMatrix = identity;
m_uniforms.modelMatrix = identity;
glGenBuffers(1, &m_uniformBuffer);
glBindBuffer(GL_COPY_WRITE_BUFFER, m_uniformBuffer);
glBufferData(GL_COPY_WRITE_BUFFER, sizeof(Uniforms), &m_uniforms, GL_STREAM_DRAW);
glBindBuffer(GL_COPY_WRITE_BUFFER, 0);
// 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 units to 10th and 11th
auto texture = glGetUniformLocation(m_program, "uni_PrimaryTexture");
glUniform1i(texture, 10);
texture = glGetUniformLocation(m_program, "uni_SecondaryTexture");
glUniform1i(texture, 11);
// 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);
}
void CGL33TerrainRenderer::End()
{
m_device->Restore();
}
void CGL33TerrainRenderer::SetProjectionMatrix(const glm::mat4& matrix)
{
m_uniforms.projectionMatrix = matrix;
m_uniformsDirty = true;
}
void CGL33TerrainRenderer::SetViewMatrix(const glm::mat4& matrix)
{
glm::mat4 scale(1.0f);
scale[2][2] = -1.0f;
m_uniforms.viewMatrix = scale * matrix;
m_uniformsDirty = true;
}
void CGL33TerrainRenderer::SetModelMatrix(const glm::mat4& matrix)
{
m_uniforms.modelMatrix = matrix;
m_uniformsDirty = true;
}
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::DrawObject(const glm::mat4& matrix, const CVertexBuffer* buffer)
{
auto b = dynamic_cast<const CGL33VertexBuffer*>(buffer);
if (b == nullptr)
{
GetLogger()->Error("No vertex buffer");
return;
}
SetModelMatrix(matrix);
if (m_uniformsDirty)
{
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);
m_uniformsDirty = false;
}
glBindBufferBase(GL_UNIFORM_BUFFER, 0, m_uniformBuffer);
glBindVertexArray(b->GetVAO());
glDrawArrays(TranslateGfxPrimitive(b->GetType()), 0, b->Size());
}
void CGL33TerrainRenderer::Flush()
{
}
} // namespace Gfx

View File

@ -62,7 +62,8 @@ private:
glm::mat4 projectionMatrix;
glm::vec4 color;
};
Uniforms m_uniforms;
Uniforms m_uniforms = {};
// true means uniforms need to be updated
bool m_uniformsDirty = false;
@ -91,4 +92,60 @@ private:
GLuint m_currentTexture = 0;
};
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;
//! Draws terrain object
virtual void DrawObject(const glm::mat4& matrix, const CVertexBuffer* buffer) override;
virtual void Flush() override;
private:
CGL33Device* const m_device;
// Uniform data
struct Uniforms
{
glm::mat4 projectionMatrix;
glm::mat4 viewMatrix;
glm::mat4 modelMatrix;
};
Uniforms m_uniforms = {};
// true means uniforms need to be updated
bool m_uniformsDirty = false;
GLuint m_uniformBuffer = 0;
// 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;
};
} // namespace Gfx

View File

@ -0,0 +1,48 @@
/*
* This file is part of the Colobot: Gold Edition source code
* Copyright (C) 2001-2014, 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
*/
// FRAGMENT SHADER - TERRAIN RENDERER
#version 330 core
uniform sampler2D uni_PrimaryTexture;
uniform sampler2D uni_SecondaryTexture;
in VertexData
{
vec4 Color;
vec2 TexCoord0;
vec2 TexCoord1;
vec3 Normal;
vec4 ShadowCoord;
vec4 LightColor;
float Distance;
vec3 CameraDirection;
} data;
out vec4 out_FragColor;
void main()
{
vec4 color = data.Color;
color = color * texture(uni_PrimaryTexture, data.TexCoord0);
color = color * texture(uni_SecondaryTexture, data.TexCoord1);
out_FragColor = color;
}

View File

@ -0,0 +1,62 @@
/*
* This file is part of the Colobot: Gold Edition source code
* Copyright (C) 2001-2014, 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
*/
// VERTEX SHADER - TERRAIN RENDERER
#version 330 core
uniform Uniforms
{
mat4 uni_ProjectionMatrix;
mat4 uni_ViewMatrix;
mat4 uni_ModelMatrix;
};
layout(location = 0) in vec4 in_VertexCoord;
layout(location = 1) in vec3 in_Normal;
layout(location = 2) in vec4 in_Color;
layout(location = 3) in vec2 in_TexCoord0;
layout(location = 4) in vec2 in_TexCoord1;
out VertexData
{
vec4 Color;
vec2 TexCoord0;
vec2 TexCoord1;
vec3 Normal;
vec4 ShadowCoord;
vec4 LightColor;
float Distance;
vec3 CameraDirection;
} data;
void main()
{
vec4 position = uni_ModelMatrix * in_VertexCoord;
vec4 eyeSpace = uni_ViewMatrix * position;
gl_Position = uni_ProjectionMatrix * eyeSpace;
//vec4 shadowCoord = uni_ShadowMatrix * position;
data.Color = in_Color;
data.TexCoord0 = in_TexCoord0;
data.TexCoord1 = in_TexCoord1;
data.Normal = in_Normal;//normalize((uni_NormalMatrix * vec4(in_Normal, 0.0f)).xyz);
//data.ShadowCoord = vec4(shadowCoord.xyz / shadowCoord.w, 1.0f);
//data.Distance = abs(eyeSpace.z);
//data.CameraDirection = uni_CameraPosition - position.xyz;
}