Added and implemented terrain renderer
parent
58c75ce61a
commit
30d688c1ec
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@ -51,6 +51,7 @@ namespace Gfx
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class CFramebuffer;
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class CFramebuffer;
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class CUIRenderer;
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class CUIRenderer;
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class CTerrainRenderer;
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struct FramebufferParams;
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struct FramebufferParams;
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struct Light;
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struct Light;
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struct Material;
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struct Material;
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@ -463,6 +464,8 @@ public:
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virtual void SetRenderMode(RenderMode mode) = 0;
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virtual void SetRenderMode(RenderMode mode) = 0;
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//! Returns UI renderer
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//! Returns UI renderer
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virtual CUIRenderer* GetUIRenderer() = 0;
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virtual CUIRenderer* GetUIRenderer() = 0;
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//! Returns terrain renderer
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virtual CTerrainRenderer* GetTerrainRenderer() = 0;
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//! Restores device rendering mode
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//! Restores device rendering mode
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virtual void Restore() = 0;
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virtual void Restore() = 0;
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@ -32,6 +32,7 @@
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namespace Gfx
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namespace Gfx
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{
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{
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class CVertexBuffer;
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enum PrimitiveType;
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enum PrimitiveType;
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struct Texture;
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struct Texture;
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@ -68,4 +69,29 @@ public:
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virtual void DrawPrimitive(PrimitiveType type, int count, const Vertex2D* vertices) = 0;
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virtual void DrawPrimitive(PrimitiveType type, int count, const Vertex2D* vertices) = 0;
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};
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};
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class CTerrainRenderer : public CRenderer
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{
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public:
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virtual ~CTerrainRenderer() { }
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virtual void Begin() = 0;
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virtual void End() = 0;
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//! Sets projection matrix
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virtual void SetProjectionMatrix(const glm::mat4& matrix) = 0;
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//! Sets view matrix
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virtual void SetViewMatrix(const glm::mat4& matrix) = 0;
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//! Sets model matrix
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virtual void SetModelMatrix(const glm::mat4& matrix) = 0;
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//! Sets primary texture, setting texture 0 means using white texture
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virtual void SetPrimaryTexture(const Texture& texture) = 0;
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//! Sets secondary texture
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virtual void SetSecondaryTexture(const Texture& texture) = 0;
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//! Draws terrain object
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virtual void DrawObject(const glm::mat4& matrix, const CVertexBuffer* buffer) = 0;
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};
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} // namespace Gfx
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} // namespace Gfx
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@ -499,6 +499,7 @@ bool CGL33Device::Create()
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}
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}
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m_uiRenderer = std::make_unique<CGL33UIRenderer>(this);
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m_uiRenderer = std::make_unique<CGL33UIRenderer>(this);
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m_terrainRenderer = std::make_unique<CGL33TerrainRenderer>(this);
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SetRenderMode(RENDER_MODE_NORMAL);
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SetRenderMode(RENDER_MODE_NORMAL);
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@ -565,6 +566,7 @@ void CGL33Device::Destroy()
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m_buffers.clear();
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m_buffers.clear();
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m_uiRenderer = nullptr;
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m_uiRenderer = nullptr;
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m_terrainRenderer = nullptr;
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}
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}
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void CGL33Device::ConfigChanged(const DeviceConfig& newConfig)
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void CGL33Device::ConfigChanged(const DeviceConfig& newConfig)
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@ -641,6 +643,11 @@ CUIRenderer* CGL33Device::GetUIRenderer()
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return m_uiRenderer.get();
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return m_uiRenderer.get();
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}
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}
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CTerrainRenderer* CGL33Device::GetTerrainRenderer()
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{
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return m_terrainRenderer.get();
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}
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void CGL33Device::Restore()
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void CGL33Device::Restore()
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{
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{
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switch (m_mode)
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switch (m_mode)
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@ -81,6 +81,7 @@ public:
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};
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};
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class CGL33UIRenderer;
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class CGL33UIRenderer;
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class CGL33TerrainRenderer;
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/**
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/**
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\class CGL33Device
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\class CGL33Device
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@ -116,6 +117,7 @@ public:
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void SetRenderMode(RenderMode mode) override;
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void SetRenderMode(RenderMode mode) override;
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CUIRenderer* GetUIRenderer() override;
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CUIRenderer* GetUIRenderer() override;
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CTerrainRenderer* GetTerrainRenderer() override;
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void Restore() override;
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void Restore() override;
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@ -308,6 +310,8 @@ private:
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//! Interface renderer
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//! Interface renderer
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std::unique_ptr<CGL33UIRenderer> m_uiRenderer;
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std::unique_ptr<CGL33UIRenderer> m_uiRenderer;
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//! Terrain renderer
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std::unique_ptr<CGL33TerrainRenderer> m_terrainRenderer;
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};
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};
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} // namespace Gfx
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} // namespace Gfx
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@ -17,7 +17,9 @@ namespace Gfx
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CGL33UIRenderer::CGL33UIRenderer(CGL33Device* device)
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CGL33UIRenderer::CGL33UIRenderer(CGL33Device* device)
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: m_device(device)
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: m_device(device)
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{
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{
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GLint shaders[2];
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GetLogger()->Info("Creating CGL33UIRenderer\n");
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GLint shaders[2] = {};
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shaders[0] = LoadShader(GL_VERTEX_SHADER, "shaders/gl33/ui_vs.glsl");
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shaders[0] = LoadShader(GL_VERTEX_SHADER, "shaders/gl33/ui_vs.glsl");
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if (shaders[0] == 0)
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if (shaders[0] == 0)
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@ -88,6 +90,8 @@ CGL33UIRenderer::CGL33UIRenderer(CGL33Device* device)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, 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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glUseProgram(0);
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GetLogger()->Info("CGL33UIRenderer created successfully\n");
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}
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}
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CGL33UIRenderer::~CGL33UIRenderer()
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CGL33UIRenderer::~CGL33UIRenderer()
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@ -219,4 +223,180 @@ void CGL33UIRenderer::UpdateUniforms()
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glBindBuffer(GL_COPY_WRITE_BUFFER, 0);
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glBindBuffer(GL_COPY_WRITE_BUFFER, 0);
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}
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}
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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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GLint shaders[2] = {};
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shaders[0] = LoadShader(GL_VERTEX_SHADER, "shaders/gl33/terrain_vs.glsl");
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if (shaders[0] == 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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shaders[1] = LoadShader(GL_FRAGMENT_SHADER, "shaders/gl33/terrain_fs.glsl");
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if (shaders[1] == 0)
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{
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GetLogger()->Error("Cound not create fragment shader from file 'terrain_fs.glsl'\n");
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return;
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}
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m_program = LinkProgram(2, shaders);
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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(shaders[0]);
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glDeleteShader(shaders[1]);
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glUseProgram(m_program);
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// Setup uniforms
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auto identity = glm::identity<glm::mat4>();
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m_uniforms.projectionMatrix = identity;
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m_uniforms.viewMatrix = identity;
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m_uniforms.modelMatrix = identity;
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glGenBuffers(1, &m_uniformBuffer);
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glBindBuffer(GL_COPY_WRITE_BUFFER, m_uniformBuffer);
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glBufferData(GL_COPY_WRITE_BUFFER, sizeof(Uniforms), &m_uniforms, GL_STREAM_DRAW);
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glBindBuffer(GL_COPY_WRITE_BUFFER, 0);
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// Bind uniform block to uniform buffer binding
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GLuint blockIndex = glGetUniformBlockIndex(m_program, "Uniforms");
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glBindBufferBase(GL_UNIFORM_BUFFER, 0, m_uniformBuffer);
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glUniformBlockBinding(m_program, blockIndex, 0);
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// Set texture units to 10th and 11th
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auto texture = glGetUniformLocation(m_program, "uni_PrimaryTexture");
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glUniform1i(texture, 10);
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texture = glGetUniformLocation(m_program, "uni_SecondaryTexture");
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glUniform1i(texture, 11);
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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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}
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void CGL33TerrainRenderer::End()
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{
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m_device->Restore();
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}
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void CGL33TerrainRenderer::SetProjectionMatrix(const glm::mat4& matrix)
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{
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m_uniforms.projectionMatrix = matrix;
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m_uniformsDirty = true;
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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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m_uniforms.viewMatrix = scale * matrix;
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m_uniformsDirty = true;
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}
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void CGL33TerrainRenderer::SetModelMatrix(const glm::mat4& matrix)
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{
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m_uniforms.modelMatrix = matrix;
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m_uniformsDirty = true;
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}
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void CGL33TerrainRenderer::SetPrimaryTexture(const Texture& texture)
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{
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if (m_primaryTexture == texture.id) return;
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m_primaryTexture = texture.id;
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glActiveTexture(GL_TEXTURE10);
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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::SetSecondaryTexture(const Texture& texture)
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{
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if (m_secondaryTexture == texture.id) return;
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m_secondaryTexture = texture.id;
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glActiveTexture(GL_TEXTURE11);
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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::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)
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{
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GetLogger()->Error("No vertex buffer");
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return;
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}
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SetModelMatrix(matrix);
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if (m_uniformsDirty)
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{
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glBindBuffer(GL_COPY_WRITE_BUFFER, m_uniformBuffer);
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glBufferData(GL_COPY_WRITE_BUFFER, sizeof(Uniforms), nullptr, GL_STREAM_DRAW);
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glBufferSubData(GL_COPY_WRITE_BUFFER, 0, sizeof(Uniforms), &m_uniforms);
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glBindBuffer(GL_COPY_WRITE_BUFFER, 0);
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m_uniformsDirty = false;
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}
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glBindBufferBase(GL_UNIFORM_BUFFER, 0, m_uniformBuffer);
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glBindVertexArray(b->GetVAO());
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glDrawArrays(TranslateGfxPrimitive(b->GetType()), 0, b->Size());
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}
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void CGL33TerrainRenderer::Flush()
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{
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}
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} // namespace Gfx
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} // namespace Gfx
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glm::mat4 projectionMatrix;
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glm::mat4 projectionMatrix;
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glm::vec4 color;
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glm::vec4 color;
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};
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};
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Uniforms m_uniforms;
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Uniforms m_uniforms = {};
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// true means uniforms need to be updated
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// true means uniforms need to be updated
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bool m_uniformsDirty = false;
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bool m_uniformsDirty = false;
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GLuint m_currentTexture = 0;
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GLuint m_currentTexture = 0;
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};
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};
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class CGL33TerrainRenderer : public CTerrainRenderer
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{
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public:
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CGL33TerrainRenderer(CGL33Device* device);
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virtual ~CGL33TerrainRenderer();
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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 primary texture, setting texture 0 means using white texture
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virtual void SetPrimaryTexture(const Texture& texture) override;
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//! Sets secondary texture
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virtual void SetSecondaryTexture(const Texture& texture) override;
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//! Draws terrain object
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virtual void DrawObject(const glm::mat4& matrix, const CVertexBuffer* buffer) override;
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virtual void Flush() override;
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private:
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CGL33Device* const m_device;
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// Uniform data
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struct Uniforms
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{
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glm::mat4 projectionMatrix;
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glm::mat4 viewMatrix;
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glm::mat4 modelMatrix;
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};
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Uniforms m_uniforms = {};
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// true means uniforms need to be updated
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bool m_uniformsDirty = false;
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GLuint m_uniformBuffer = 0;
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// Shader program
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GLuint m_program = 0;
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// 1x1 white texture
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GLuint m_whiteTexture = 0;
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// Currently bound primary texture
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GLuint m_primaryTexture = 0;
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// Currently bound secondary texture
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GLuint m_secondaryTexture = 0;
|
||||||
|
};
|
||||||
|
|
||||||
} // namespace Gfx
|
} // namespace Gfx
|
||||||
|
|
|
@ -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;
|
||||||
|
}
|
|
@ -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;
|
||||||
|
}
|
Loading…
Reference in New Issue