Cleanup in OpenGL implementation
* Changed main directory to opengl33 * Put all remaining renderer classes into separate files * Added missing license headersdev
parent
f2cc131ff7
commit
3b4c2f3049
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@ -10,7 +10,7 @@ if(TOOLS)
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#add_subdirectory(tools)
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endif()
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add_subdirectory(graphics/opengl/shaders)
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add_subdirectory(graphics/opengl33/shaders)
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# Configure file
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configure_file(common/config.h.cmake ${CMAKE_CURRENT_BINARY_DIR}/common/config.h)
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@ -147,18 +147,22 @@ add_library(colobotbase STATIC
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graphics/model/model_triangle.h
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graphics/model/model_txt.cpp
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graphics/model/model_txt.h
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graphics/opengl/gl33device.cpp
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graphics/opengl/gl33device.h
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graphics/opengl/gl33renderers.cpp
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graphics/opengl/gl33renderers.h
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graphics/opengl/gl33objectrenderer.cpp
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graphics/opengl/gl33objectrenderer.h
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graphics/opengl/gl33particlerenderer.cpp
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graphics/opengl/gl33particlerenderer.h
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graphics/opengl/glframebuffer.cpp
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graphics/opengl/glframebuffer.h
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graphics/opengl/glutil.cpp
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graphics/opengl/glutil.h
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graphics/opengl33/gl33_device.cpp
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graphics/opengl33/gl33_device.h
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graphics/opengl33/gl33_object_renderer.cpp
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graphics/opengl33/gl33_object_renderer.h
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graphics/opengl33/gl33_particle_renderer.cpp
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graphics/opengl33/gl33_particle_renderer.h
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graphics/opengl33/gl33_terrain_renderer.cpp
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graphics/opengl33/gl33_terrain_renderer.h
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graphics/opengl33/gl33_shadow_renderer.cpp
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graphics/opengl33/gl33_shadow_renderer.h
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graphics/opengl33/gl33_ui_renderer.cpp
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graphics/opengl33/gl33_ui_renderer.h
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graphics/opengl33/glframebuffer.cpp
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graphics/opengl33/glframebuffer.h
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graphics/opengl33/glutil.cpp
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graphics/opengl33/glutil.h
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level/build_type.h
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level/level_category.cpp
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level/level_category.h
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@ -37,7 +37,7 @@
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#include "common/system/system.h"
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#include "graphics/engine/engine.h"
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#include "graphics/opengl/glutil.h"
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#include "graphics/opengl33/glutil.h"
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#include "level/robotmain.h"
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@ -1,8 +0,0 @@
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/**
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* \dir src/graphics/opengl
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* \brief OpenGL engine implementation
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*
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* Contains the concrete implementation using OpenGL of abstract CDevice class
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* from src/graphics/core
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*/
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@ -1,770 +0,0 @@
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#include "graphics/opengl/gl33renderers.h"
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#include "graphics/opengl/gl33device.h"
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#include "graphics/opengl/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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namespace Gfx
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{
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CGL33UIRenderer::CGL33UIRenderer(CGL33Device* device)
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: m_device(device)
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{
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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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if (shaders[0] == 0)
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{
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GetLogger()->Error("Cound not create vertex shader from file 'ui_vs.glsl'\n");
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return;
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}
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shaders[1] = LoadShader(GL_FRAGMENT_SHADER, "shaders/gl33/ui_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 'ui_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 interface 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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// Create uniform buffer
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glGenBuffers(1, &m_uniformBuffer);
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m_uniforms.projectionMatrix = glm::ortho(0.0f, +1.0f, 0.0f, +1.0f);
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m_uniforms.color = { 1.0f, 1.0f, 1.0f, 1.0f };
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m_uniformsDirty = true;
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UpdateUniforms();
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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 unit to 8th
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auto texture = glGetUniformLocation(m_program, "uni_Texture");
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glUniform1i(texture, 8);
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// Generic buffer
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glGenBuffers(1, &m_bufferVBO);
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glBindBuffer(GL_COPY_WRITE_BUFFER, m_bufferVBO);
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glBufferData(GL_COPY_WRITE_BUFFER, m_bufferCapacity * sizeof(Vertex2D), nullptr, GL_STREAM_DRAW);
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m_bufferOffset = m_bufferCapacity;
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glGenVertexArrays(1, &m_bufferVAO);
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glBindVertexArray(m_bufferVAO);
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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("CGL33UIRenderer created successfully\n");
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}
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CGL33UIRenderer::~CGL33UIRenderer()
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{
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glDeleteProgram(m_program);
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glDeleteTextures(1, &m_whiteTexture);
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glDeleteBuffers(1, &m_bufferVBO);
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glDeleteVertexArrays(1, &m_bufferVAO);
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}
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void CGL33UIRenderer::SetProjection(float left, float right, float bottom, float top)
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{
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m_uniforms.projectionMatrix = glm::ortho(left, right, bottom, top);
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m_uniformsDirty = true;
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}
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void CGL33UIRenderer::SetTexture(const Texture& texture)
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{
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if (m_currentTexture == texture.id) return;
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glActiveTexture(GL_TEXTURE8);
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m_currentTexture = texture.id;
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if (m_currentTexture == 0)
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glBindTexture(GL_TEXTURE_2D, m_whiteTexture);
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else
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glBindTexture(GL_TEXTURE_2D, m_currentTexture);
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}
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void CGL33UIRenderer::SetColor(const glm::vec4& color)
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{
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m_uniforms.color = color;
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m_uniformsDirty = true;
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}
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void CGL33UIRenderer::SetTransparency(TransparencyMode mode)
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{
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m_device->SetTransparency(mode);
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}
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void CGL33UIRenderer::DrawPrimitive(PrimitiveType type, int count, const Vertex2D* vertices)
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{
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auto ptr = BeginPrimitive(type, count);
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std::copy_n(vertices, count, ptr);
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EndPrimitive();
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}
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Vertex2D* CGL33UIRenderer::BeginPrimitive(PrimitiveType type, int count)
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{
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return BeginPrimitives(type, 1, &count);
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}
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Vertex2D* CGL33UIRenderer::BeginPrimitives(PrimitiveType type, int drawCount, const int* counts)
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{
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glBindVertexArray(m_bufferVAO);
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glBindBuffer(GL_ARRAY_BUFFER, m_bufferVBO);
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m_currentCount = 0;
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for (size_t i = 0; i < drawCount; i++)
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{
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m_currentCount += counts[i];
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}
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GLuint total = m_bufferOffset + m_currentCount;
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// Buffer full, orphan
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if (total >= m_bufferCapacity)
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{
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glBufferData(GL_ARRAY_BUFFER, m_bufferCapacity * sizeof(Vertex2D), nullptr, GL_STREAM_DRAW);
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m_bufferOffset = 0;
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// Respecify vertex attributes
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex2D),
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reinterpret_cast<void*>(offsetof(Vertex2D, position)));
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex2D),
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reinterpret_cast<void*>(offsetof(Vertex2D, uv)));
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glEnableVertexAttribArray(2);
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glVertexAttribPointer(2, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(Vertex2D),
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reinterpret_cast<void*>(offsetof(Vertex2D, color)));
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}
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m_first.resize(drawCount);
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m_count.resize(drawCount);
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GLsizei currentOffset = m_bufferOffset;
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for (size_t i = 0; i < drawCount; i++)
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{
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m_first[i] = currentOffset;
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m_count[i] = counts[i];
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currentOffset += counts[i];
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}
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auto ptr = glMapBufferRange(GL_ARRAY_BUFFER,
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m_bufferOffset * sizeof(Vertex2D),
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m_currentCount * sizeof(Vertex2D),
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GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
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m_mapped = true;
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m_type = type;
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m_drawCount = drawCount;
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// Mapping failed, use backup buffer
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if (ptr == nullptr)
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{
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m_backup = true;
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m_buffer.resize(m_currentCount);
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return m_buffer.data();
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}
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else
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{
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return reinterpret_cast<Vertex2D*>(ptr);
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}
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}
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bool CGL33UIRenderer::EndPrimitive()
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{
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if (!m_mapped) return false;
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if (m_backup)
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{
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glBufferSubData(GL_ARRAY_BUFFER,
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m_bufferOffset * sizeof(Vertex2D),
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m_currentCount * sizeof(Vertex2D),
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m_buffer.data());
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}
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else
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{
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glUnmapBuffer(GL_ARRAY_BUFFER);
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}
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glUseProgram(m_program);
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glBindBufferBase(GL_UNIFORM_BUFFER, 0, m_uniformBuffer);
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UpdateUniforms();
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m_device->SetDepthTest(false);
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m_device->SetCullFace(CullFace::NONE);
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if (m_drawCount == 1)
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glDrawArrays(TranslateGfxPrimitive(m_type), m_first.front(), m_count.front());
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else
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glMultiDrawArrays(TranslateGfxPrimitive(m_type), m_first.data(), m_count.data(), m_drawCount);
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m_bufferOffset += m_currentCount;
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m_mapped = false;
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m_backup = false;
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return true;
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}
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void CGL33UIRenderer::UpdateUniforms()
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{
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if (!m_uniformsDirty) return;
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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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}
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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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GLchar name[64];
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for (int i = 0; i < 4; i++)
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{
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sprintf(name, "uni_ShadowParam[%d].transform", i);
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m_shadows[i].transform = glGetUniformLocation(m_program, name);
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sprintf(name, "uni_ShadowParam[%d].uv_offset", i);
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m_shadows[i].offset = glGetUniformLocation(m_program, name);
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sprintf(name, "uni_ShadowParam[%d].uv_scale", i);
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m_shadows[i].scale = glGetUniformLocation(m_program, name);
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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);
|
||||
|
||||
GetLogger()->Info("CGL33TerrainRenderer created successfully\n");
|
||||
}
|
||||
|
||||
CGL33TerrainRenderer::~CGL33TerrainRenderer()
|
||||
{
|
||||
glDeleteProgram(m_program);
|
||||
glDeleteTextures(1, &m_whiteTexture);
|
||||
}
|
||||
|
||||
void CGL33TerrainRenderer::Begin()
|
||||
{
|
||||
glUseProgram(m_program);
|
||||
|
||||
m_device->SetDepthTest(true);
|
||||
m_device->SetDepthMask(true);
|
||||
m_device->SetCullFace(CullFace::BACK);
|
||||
|
||||
m_device->SetTransparency(TransparencyMode::NONE);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0 + m_albedoIndex);
|
||||
glBindTexture(GL_TEXTURE_2D, m_whiteTexture);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0 + m_detailIndex);
|
||||
glBindTexture(GL_TEXTURE_2D, m_whiteTexture);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0 + m_emissiveIndex);
|
||||
glBindTexture(GL_TEXTURE_2D, m_whiteTexture);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0 + m_materialIndex);
|
||||
glBindTexture(GL_TEXTURE_2D, m_whiteTexture);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0 + m_shadowIndex);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
||||
m_albedoTexture = 0;
|
||||
m_detailTexture = 0;
|
||||
m_emissiveTexture = 0;
|
||||
m_materialTexture = 0;
|
||||
m_shadowMap = 0;
|
||||
|
||||
m_device->SetDepthTest(true);
|
||||
m_device->SetDepthMask(true);
|
||||
m_device->SetTransparency(TransparencyMode::NONE);
|
||||
m_device->SetCullFace(CullFace::BACK);
|
||||
|
||||
SetFog(1e+6f, 1e+6, {});
|
||||
}
|
||||
|
||||
void CGL33TerrainRenderer::End()
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE0 + m_albedoIndex);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0 + m_detailIndex);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0 + m_emissiveIndex);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0 + m_materialIndex);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0 + m_shadowIndex);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
||||
m_albedoTexture = 0;
|
||||
m_detailTexture = 0;
|
||||
m_emissiveTexture = 0;
|
||||
m_materialTexture = 0;
|
||||
m_shadowMap = 0;
|
||||
}
|
||||
|
||||
void CGL33TerrainRenderer::SetProjectionMatrix(const glm::mat4& matrix)
|
||||
{
|
||||
glUniformMatrix4fv(m_projectionMatrix, 1, GL_FALSE, value_ptr(matrix));
|
||||
}
|
||||
|
||||
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);
|
||||
auto cameraPos = cameraMatrix[3];
|
||||
|
||||
glUniformMatrix4fv(m_viewMatrix, 1, GL_FALSE, value_ptr(viewMatrix));
|
||||
glUniform3f(m_cameraPosition, cameraPos.x, cameraPos.y, cameraPos.z);
|
||||
}
|
||||
|
||||
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));
|
||||
}
|
||||
|
||||
void CGL33TerrainRenderer::SetAlbedoColor(const Color& color)
|
||||
{
|
||||
glUniform4f(m_albedoColor, color.r, color.g, color.b, color.a);
|
||||
}
|
||||
|
||||
void CGL33TerrainRenderer::SetAlbedoTexture(const Texture& texture)
|
||||
{
|
||||
if (m_albedoTexture == texture.id) return;
|
||||
|
||||
m_albedoTexture = texture.id;
|
||||
|
||||
glActiveTexture(GL_TEXTURE0 + m_albedoIndex);
|
||||
|
||||
if (texture.id == 0)
|
||||
glBindTexture(GL_TEXTURE_2D, m_whiteTexture);
|
||||
else
|
||||
glBindTexture(GL_TEXTURE_2D, texture.id);
|
||||
}
|
||||
|
||||
void CGL33TerrainRenderer::SetEmissiveColor(const Color& color)
|
||||
{
|
||||
glUniform3f(m_emissiveColor, color.r, color.g, color.b);
|
||||
}
|
||||
|
||||
void CGL33TerrainRenderer::SetEmissiveTexture(const Texture& texture)
|
||||
{
|
||||
if (m_emissiveTexture == texture.id) return;
|
||||
|
||||
m_emissiveTexture = texture.id;
|
||||
|
||||
glActiveTexture(GL_TEXTURE0 + m_emissiveIndex);
|
||||
|
||||
if (texture.id == 0)
|
||||
glBindTexture(GL_TEXTURE_2D, m_whiteTexture);
|
||||
else
|
||||
glBindTexture(GL_TEXTURE_2D, texture.id);
|
||||
}
|
||||
|
||||
void CGL33TerrainRenderer::SetMaterialParams(float roughness, float metalness, float aoStrength)
|
||||
{
|
||||
glUniform1f(m_roughness, roughness);
|
||||
glUniform1f(m_metalness, metalness);
|
||||
glUniform1f(m_aoStrength, aoStrength);
|
||||
}
|
||||
|
||||
void CGL33TerrainRenderer::SetMaterialTexture(const Texture& texture)
|
||||
{
|
||||
if (m_materialTexture == texture.id) return;
|
||||
|
||||
m_materialTexture = texture.id;
|
||||
|
||||
glActiveTexture(GL_TEXTURE0 + m_materialIndex);
|
||||
|
||||
if (texture.id == 0)
|
||||
glBindTexture(GL_TEXTURE_2D, m_whiteTexture);
|
||||
else
|
||||
glBindTexture(GL_TEXTURE_2D, texture.id);
|
||||
}
|
||||
|
||||
void CGL33TerrainRenderer::SetDetailTexture(const Texture& texture)
|
||||
{
|
||||
if (m_detailTexture == texture.id) return;
|
||||
|
||||
m_detailTexture = texture.id;
|
||||
|
||||
glActiveTexture(GL_TEXTURE0 + m_detailIndex);
|
||||
|
||||
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_TEXTURE0 + m_shadowIndex);
|
||||
|
||||
if (texture.id == 0)
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
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::SetSky(const Color& color, float intensity)
|
||||
{
|
||||
glUniform3f(m_skyColor, color.r, color.g, color.b);
|
||||
glUniform1f(m_skyIntensity, intensity);
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
void CGL33TerrainRenderer::DrawObject(const glm::mat4& matrix, const CVertexBuffer* buffer)
|
||||
{
|
||||
auto b = dynamic_cast<const CGL33VertexBuffer*>(buffer);
|
||||
|
||||
if (b == nullptr) return;
|
||||
|
||||
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);
|
||||
m_device->SetDepthMask(true);
|
||||
glClear(GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
glUseProgram(m_program);
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_framebuffer);
|
||||
|
||||
glEnable(GL_POLYGON_OFFSET_FILL);
|
||||
glPolygonOffset(2.0f, 8.0f);
|
||||
|
||||
m_device->SetColorMask(false, false, false, false);
|
||||
m_device->SetDepthTest(true);
|
||||
m_device->SetDepthMask(true);
|
||||
|
||||
m_device->SetTransparency(TransparencyMode::NONE);
|
||||
m_device->SetCullFace(CullFace::NONE);
|
||||
}
|
||||
|
||||
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);
|
||||
|
||||
m_device->SetColorMask(true, true, true, true);
|
||||
}
|
||||
|
||||
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
|
|
@ -0,0 +1,8 @@
|
|||
/**
|
||||
* \dir src/graphics/opengl33
|
||||
* \brief OpenGL 3.3 engine implementation
|
||||
*
|
||||
* Contains the concrete implementation using OpenGL 3.3 of abstract CDevice class
|
||||
* from src/graphics/core
|
||||
*/
|
||||
|
|
@ -1,6 +1,6 @@
|
|||
/*
|
||||
* This file is part of the Colobot: Gold Edition source code
|
||||
* Copyright (C) 2001-2021, Daniel Roux, EPSITEC SA & TerranovaTeam
|
||||
* Copyright (C) 2001-2022, 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
|
||||
|
@ -17,7 +17,14 @@
|
|||
* along with this program. If not, see http://gnu.org/licenses
|
||||
*/
|
||||
|
||||
#include "graphics/opengl/gl33device.h"
|
||||
#include "graphics/opengl33/gl33_device.h"
|
||||
|
||||
#include "graphics/opengl33/gl33_object_renderer.h"
|
||||
#include "graphics/opengl33/gl33_particle_renderer.h"
|
||||
#include "graphics/opengl33/gl33_shadow_renderer.h"
|
||||
#include "graphics/opengl33/gl33_terrain_renderer.h"
|
||||
#include "graphics/opengl33/gl33_ui_renderer.h"
|
||||
#include "graphics/opengl33/glframebuffer.h"
|
||||
|
||||
#include "common/config.h"
|
||||
|
||||
|
@ -31,14 +38,8 @@
|
|||
|
||||
#include "graphics/engine/engine.h"
|
||||
|
||||
#include "graphics/opengl/glframebuffer.h"
|
||||
#include "graphics/opengl/gl33renderers.h"
|
||||
#include "graphics/opengl/gl33objectrenderer.h"
|
||||
#include "graphics/opengl/gl33particlerenderer.h"
|
||||
|
||||
#include "math/geometry.h"
|
||||
|
||||
|
||||
#include <SDL.h>
|
||||
#include <physfs.h>
|
||||
|
|
@ -1,6 +1,6 @@
|
|||
/*
|
||||
* This file is part of the Colobot: Gold Edition source code
|
||||
* Copyright (C) 2001-2021, Daniel Roux, EPSITEC SA & TerranovaTeam
|
||||
* Copyright (C) 2001-2022, 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
|
||||
|
@ -18,7 +18,7 @@
|
|||
*/
|
||||
|
||||
/**
|
||||
* \file graphics/opengl/gl33device.h
|
||||
* \file graphics/opengl33/gl33_device.h
|
||||
* \brief OpenGL 3.3 implementation - CGL33Device class
|
||||
*/
|
||||
|
||||
|
@ -26,8 +26,8 @@
|
|||
|
||||
#include "graphics/core/device.h"
|
||||
|
||||
#include "graphics/opengl/glframebuffer.h"
|
||||
#include "graphics/opengl/glutil.h"
|
||||
#include "graphics/opengl33/glframebuffer.h"
|
||||
#include "graphics/opengl33/glutil.h"
|
||||
|
||||
#include <map>
|
||||
#include <memory>
|
|
@ -1,6 +1,6 @@
|
|||
/*
|
||||
* This file is part of the Colobot: Gold Edition source code
|
||||
* Copyright (C) 2001-2021, Daniel Roux, EPSITEC SA & TerranovaTeam
|
||||
* Copyright (C) 2001-2022, 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
|
||||
|
@ -17,10 +17,10 @@
|
|||
* along with this program. If not, see http://gnu.org/licenses
|
||||
*/
|
||||
|
||||
#include "graphics/opengl/gl33objectrenderer.h"
|
||||
#include "graphics/opengl33/gl33_object_renderer.h"
|
||||
|
||||
#include "graphics/opengl/gl33device.h"
|
||||
#include "graphics/opengl/glutil.h"
|
||||
#include "graphics/opengl33/gl33_device.h"
|
||||
#include "graphics/opengl33/glutil.h"
|
||||
|
||||
#include "graphics/core/material.h"
|
||||
#include "graphics/core/transparency.h"
|
|
@ -1,6 +1,6 @@
|
|||
/*
|
||||
* This file is part of the Colobot: Gold Edition source code
|
||||
* Copyright (C) 2001-2021, Daniel Roux, EPSITEC SA & TerranovaTeam
|
||||
* Copyright (C) 2001-2022, 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
|
||||
|
@ -18,7 +18,7 @@
|
|||
*/
|
||||
|
||||
/**
|
||||
* \file graphics/opengl/gl33objectrenderer.h
|
||||
* \file graphics/opengl33/gl33_object_renderer.h
|
||||
* \brief OpenGL 3.3 object renderer
|
||||
*/
|
||||
|
|
@ -1,7 +1,26 @@
|
|||
#include "graphics/opengl/gl33particlerenderer.h"
|
||||
/*
|
||||
* This file is part of the Colobot: Gold Edition source code
|
||||
* Copyright (C) 2001-2022, 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
|
||||
*/
|
||||
|
||||
#include "graphics/opengl/gl33device.h"
|
||||
#include "graphics/opengl/glutil.h"
|
||||
#include "graphics/opengl33/gl33_particle_renderer.h"
|
||||
|
||||
#include "graphics/opengl33/gl33_device.h"
|
||||
#include "graphics/opengl33/glutil.h"
|
||||
|
||||
#include "graphics/core/material.h"
|
||||
#include "graphics/core/transparency.h"
|
|
@ -1,6 +1,6 @@
|
|||
/*
|
||||
* This file is part of the Colobot: Gold Edition source code
|
||||
* Copyright (C) 2001-2021, Daniel Roux, EPSITEC SA & TerranovaTeam
|
||||
* Copyright (C) 2001-2022, 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
|
||||
|
@ -18,8 +18,8 @@
|
|||
*/
|
||||
|
||||
/**
|
||||
* \file graphics/opengl/gl33objectrenderer.h
|
||||
* \brief OpenGL 3.3 object renderer
|
||||
* \file graphics/opengl33/gl33_particle_renderer.h
|
||||
* \brief OpenGL 3.3 particle renderer
|
||||
*/
|
||||
|
||||
#pragma once
|
|
@ -0,0 +1,192 @@
|
|||
/*
|
||||
* This file is part of the Colobot: Gold Edition source code
|
||||
* Copyright (C) 2001-2022, 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
|
||||
*/
|
||||
|
||||
#include "graphics/opengl33/gl33_shadow_renderer.h"
|
||||
|
||||
#include "graphics/opengl33/gl33_device.h"
|
||||
#include "graphics/opengl33/glutil.h"
|
||||
|
||||
#include "graphics/core/material.h"
|
||||
#include "graphics/core/transparency.h"
|
||||
#include "graphics/core/vertex.h"
|
||||
|
||||
#include "common/logger.h"
|
||||
|
||||
#include <GL/glew.h>
|
||||
|
||||
#include <glm/ext.hpp>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
|
||||
#include <algorithm>
|
||||
|
||||
using namespace Gfx;
|
||||
|
||||
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);
|
||||
m_device->SetDepthMask(true);
|
||||
glClear(GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
glUseProgram(m_program);
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_framebuffer);
|
||||
|
||||
glEnable(GL_POLYGON_OFFSET_FILL);
|
||||
glPolygonOffset(2.0f, 8.0f);
|
||||
|
||||
m_device->SetColorMask(false, false, false, false);
|
||||
m_device->SetDepthTest(true);
|
||||
m_device->SetDepthMask(true);
|
||||
|
||||
m_device->SetTransparency(TransparencyMode::NONE);
|
||||
m_device->SetCullFace(CullFace::NONE);
|
||||
}
|
||||
|
||||
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);
|
||||
|
||||
m_device->SetColorMask(true, true, true, true);
|
||||
}
|
||||
|
||||
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());
|
||||
}
|
|
@ -0,0 +1,86 @@
|
|||
/*
|
||||
* This file is part of the Colobot: Gold Edition source code
|
||||
* Copyright (C) 2001-2022, 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/opengl33/gl33_shadow_renderer.h
|
||||
* \brief OpenGL 3.3 shadow renderer
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "graphics/core/renderers.h"
|
||||
|
||||
#include <GL/glew.h>
|
||||
|
||||
#include <array>
|
||||
#include <vector>
|
||||
|
||||
// Graphics module namespace
|
||||
namespace Gfx
|
||||
{
|
||||
|
||||
class CGL33Device;
|
||||
|
||||
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
|
|
@ -0,0 +1,377 @@
|
|||
/*
|
||||
* This file is part of the Colobot: Gold Edition source code
|
||||
* Copyright (C) 2001-2022, 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
|
||||
*/
|
||||
|
||||
#include "graphics/opengl33/gl33_terrain_renderer.h"
|
||||
|
||||
#include "graphics/opengl33/gl33_device.h"
|
||||
#include "graphics/opengl33/glutil.h"
|
||||
|
||||
#include "graphics/core/material.h"
|
||||
#include "graphics/core/transparency.h"
|
||||
#include "graphics/core/vertex.h"
|
||||
|
||||
#include "common/logger.h"
|
||||
|
||||
#include <GL/glew.h>
|
||||
|
||||
#include <glm/ext.hpp>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
|
||||
#include <algorithm>
|
||||
|
||||
using namespace Gfx;
|
||||
|
||||
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 lightingSource = LoadSource("shaders/gl33/lighting.glsl");
|
||||
std::string vsSource = LoadSource("shaders/gl33/terrain_vs.glsl");
|
||||
std::string fsSource = LoadSource("shaders/gl33/terrain_fs.glsl");
|
||||
|
||||
GLint vsShader = CreateShader(GL_VERTEX_SHADER, { preamble, lightingSource, shadowSource, vsSource });
|
||||
if (vsShader == 0)
|
||||
{
|
||||
GetLogger()->Error("Cound not create vertex shader from file 'terrain_vs.glsl'\n");
|
||||
return;
|
||||
}
|
||||
|
||||
GLint fsShader = CreateShader(GL_FRAGMENT_SHADER, { preamble, lightingSource, shadowSource, fsSource });
|
||||
if (fsShader == 0)
|
||||
{
|
||||
GetLogger()->Error("Cound not create fragment shader from file 'terrain_vs.glsl'\n");
|
||||
return;
|
||||
}
|
||||
|
||||
m_program = LinkProgram({ vsShader, fsShader });
|
||||
if (m_program == 0)
|
||||
{
|
||||
GetLogger()->Error("Cound not link shader program for terrain renderer\n");
|
||||
return;
|
||||
}
|
||||
|
||||
glDeleteShader(vsShader);
|
||||
glDeleteShader(fsShader);
|
||||
|
||||
glUseProgram(m_program);
|
||||
|
||||
// Setup uniforms
|
||||
glm::mat4 identity(1.0f);
|
||||
|
||||
m_projectionMatrix = glGetUniformLocation(m_program, "uni_ProjectionMatrix");
|
||||
m_viewMatrix = glGetUniformLocation(m_program, "uni_ViewMatrix");
|
||||
m_shadowMatrix = glGetUniformLocation(m_program, "uni_ShadowMatrix");
|
||||
m_modelMatrix = glGetUniformLocation(m_program, "uni_ModelMatrix");
|
||||
m_normalMatrix = glGetUniformLocation(m_program, "uni_NormalMatrix");
|
||||
|
||||
m_cameraPosition = glGetUniformLocation(m_program, "uni_CameraPosition");
|
||||
m_lightPosition = glGetUniformLocation(m_program, "uni_LightPosition");
|
||||
m_lightIntensity = glGetUniformLocation(m_program, "uni_LightIntensity");
|
||||
m_lightColor = glGetUniformLocation(m_program, "uni_LightColor");
|
||||
|
||||
m_skyColor = glGetUniformLocation(m_program, "uni_SkyColor");
|
||||
m_skyIntensity = glGetUniformLocation(m_program, "uni_SkyIntensity");
|
||||
|
||||
m_fogRange = glGetUniformLocation(m_program, "uni_FogRange");
|
||||
m_fogColor = glGetUniformLocation(m_program, "uni_FogColor");
|
||||
|
||||
m_albedoColor = glGetUniformLocation(m_program, "uni_AlbedoColor");
|
||||
m_emissiveColor = glGetUniformLocation(m_program, "uni_EmissiveColor");
|
||||
m_roughness = glGetUniformLocation(m_program, "uni_Roughness");
|
||||
m_metalness = glGetUniformLocation(m_program, "uni_Metalness");
|
||||
m_aoStrength = glGetUniformLocation(m_program, "uni_AOStrength");
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
// Set texture units
|
||||
auto texture = glGetUniformLocation(m_program, "uni_AlbedoTexture");
|
||||
glUniform1i(texture, m_albedoIndex);
|
||||
|
||||
texture = glGetUniformLocation(m_program, "uni_DetailTexture");
|
||||
glUniform1i(texture, m_detailIndex);
|
||||
|
||||
texture = glGetUniformLocation(m_program, "uni_EmissiveTexture");
|
||||
glUniform1i(texture, m_emissiveIndex);
|
||||
|
||||
texture = glGetUniformLocation(m_program, "uni_MaterialTexture");
|
||||
glUniform1i(texture, m_materialIndex);
|
||||
|
||||
texture = glGetUniformLocation(m_program, "uni_ShadowMap");
|
||||
glUniform1i(texture, m_shadowIndex);
|
||||
|
||||
// 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);
|
||||
|
||||
m_device->SetDepthTest(true);
|
||||
m_device->SetDepthMask(true);
|
||||
m_device->SetCullFace(CullFace::BACK);
|
||||
|
||||
m_device->SetTransparency(TransparencyMode::NONE);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0 + m_albedoIndex);
|
||||
glBindTexture(GL_TEXTURE_2D, m_whiteTexture);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0 + m_detailIndex);
|
||||
glBindTexture(GL_TEXTURE_2D, m_whiteTexture);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0 + m_emissiveIndex);
|
||||
glBindTexture(GL_TEXTURE_2D, m_whiteTexture);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0 + m_materialIndex);
|
||||
glBindTexture(GL_TEXTURE_2D, m_whiteTexture);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0 + m_shadowIndex);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
||||
m_albedoTexture = 0;
|
||||
m_detailTexture = 0;
|
||||
m_emissiveTexture = 0;
|
||||
m_materialTexture = 0;
|
||||
m_shadowMap = 0;
|
||||
|
||||
m_device->SetDepthTest(true);
|
||||
m_device->SetDepthMask(true);
|
||||
m_device->SetTransparency(TransparencyMode::NONE);
|
||||
m_device->SetCullFace(CullFace::BACK);
|
||||
|
||||
SetFog(1e+6f, 1e+6, {});
|
||||
}
|
||||
|
||||
void CGL33TerrainRenderer::End()
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE0 + m_albedoIndex);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0 + m_detailIndex);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0 + m_emissiveIndex);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0 + m_materialIndex);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0 + m_shadowIndex);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
||||
m_albedoTexture = 0;
|
||||
m_detailTexture = 0;
|
||||
m_emissiveTexture = 0;
|
||||
m_materialTexture = 0;
|
||||
m_shadowMap = 0;
|
||||
}
|
||||
|
||||
void CGL33TerrainRenderer::SetProjectionMatrix(const glm::mat4& matrix)
|
||||
{
|
||||
glUniformMatrix4fv(m_projectionMatrix, 1, GL_FALSE, value_ptr(matrix));
|
||||
}
|
||||
|
||||
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);
|
||||
auto cameraPos = cameraMatrix[3];
|
||||
|
||||
glUniformMatrix4fv(m_viewMatrix, 1, GL_FALSE, value_ptr(viewMatrix));
|
||||
glUniform3f(m_cameraPosition, cameraPos.x, cameraPos.y, cameraPos.z);
|
||||
}
|
||||
|
||||
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));
|
||||
}
|
||||
|
||||
void CGL33TerrainRenderer::SetAlbedoColor(const Color& color)
|
||||
{
|
||||
glUniform4f(m_albedoColor, color.r, color.g, color.b, color.a);
|
||||
}
|
||||
|
||||
void CGL33TerrainRenderer::SetAlbedoTexture(const Texture& texture)
|
||||
{
|
||||
if (m_albedoTexture == texture.id) return;
|
||||
|
||||
m_albedoTexture = texture.id;
|
||||
|
||||
glActiveTexture(GL_TEXTURE0 + m_albedoIndex);
|
||||
|
||||
if (texture.id == 0)
|
||||
glBindTexture(GL_TEXTURE_2D, m_whiteTexture);
|
||||
else
|
||||
glBindTexture(GL_TEXTURE_2D, texture.id);
|
||||
}
|
||||
|
||||
void CGL33TerrainRenderer::SetEmissiveColor(const Color& color)
|
||||
{
|
||||
glUniform3f(m_emissiveColor, color.r, color.g, color.b);
|
||||
}
|
||||
|
||||
void CGL33TerrainRenderer::SetEmissiveTexture(const Texture& texture)
|
||||
{
|
||||
if (m_emissiveTexture == texture.id) return;
|
||||
|
||||
m_emissiveTexture = texture.id;
|
||||
|
||||
glActiveTexture(GL_TEXTURE0 + m_emissiveIndex);
|
||||
|
||||
if (texture.id == 0)
|
||||
glBindTexture(GL_TEXTURE_2D, m_whiteTexture);
|
||||
else
|
||||
glBindTexture(GL_TEXTURE_2D, texture.id);
|
||||
}
|
||||
|
||||
void CGL33TerrainRenderer::SetMaterialParams(float roughness, float metalness, float aoStrength)
|
||||
{
|
||||
glUniform1f(m_roughness, roughness);
|
||||
glUniform1f(m_metalness, metalness);
|
||||
glUniform1f(m_aoStrength, aoStrength);
|
||||
}
|
||||
|
||||
void CGL33TerrainRenderer::SetMaterialTexture(const Texture& texture)
|
||||
{
|
||||
if (m_materialTexture == texture.id) return;
|
||||
|
||||
m_materialTexture = texture.id;
|
||||
|
||||
glActiveTexture(GL_TEXTURE0 + m_materialIndex);
|
||||
|
||||
if (texture.id == 0)
|
||||
glBindTexture(GL_TEXTURE_2D, m_whiteTexture);
|
||||
else
|
||||
glBindTexture(GL_TEXTURE_2D, texture.id);
|
||||
}
|
||||
|
||||
void CGL33TerrainRenderer::SetDetailTexture(const Texture& texture)
|
||||
{
|
||||
if (m_detailTexture == texture.id) return;
|
||||
|
||||
m_detailTexture = texture.id;
|
||||
|
||||
glActiveTexture(GL_TEXTURE0 + m_detailIndex);
|
||||
|
||||
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_TEXTURE0 + m_shadowIndex);
|
||||
|
||||
if (texture.id == 0)
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
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::SetSky(const Color& color, float intensity)
|
||||
{
|
||||
glUniform3f(m_skyColor, color.r, color.g, color.b);
|
||||
glUniform1f(m_skyIntensity, intensity);
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
void CGL33TerrainRenderer::DrawObject(const glm::mat4& matrix, const CVertexBuffer* buffer)
|
||||
{
|
||||
auto b = dynamic_cast<const CGL33VertexBuffer*>(buffer);
|
||||
|
||||
if (b == nullptr) return;
|
||||
|
||||
SetModelMatrix(matrix);
|
||||
glBindVertexArray(b->GetVAO());
|
||||
|
||||
glDrawArrays(TranslateGfxPrimitive(b->GetType()), 0, b->Size());
|
||||
}
|
|
@ -1,6 +1,6 @@
|
|||
/*
|
||||
* This file is part of the Colobot: Gold Edition source code
|
||||
* Copyright (C) 2001-2021, Daniel Roux, EPSITEC SA & TerranovaTeam
|
||||
* Copyright (C) 2001-2022, 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
|
||||
|
@ -18,8 +18,8 @@
|
|||
*/
|
||||
|
||||
/**
|
||||
* \file graphics/opengl/gl33renderers.h
|
||||
* \brief OpenGL 3.3 renderers
|
||||
* \file graphics/opengl33/gl33_terrain_renderer.h
|
||||
* \brief OpenGL 3.3 terrain renderer
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
@ -35,80 +35,10 @@
|
|||
namespace Gfx
|
||||
{
|
||||
|
||||
struct Texture;
|
||||
|
||||
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 Vertex2D* BeginPrimitives(PrimitiveType type, int drawCount, const int* counts) override;
|
||||
virtual bool EndPrimitive() override;
|
||||
|
||||
private:
|
||||
void UpdateUniforms();
|
||||
|
||||
CGL33Device* const m_device;
|
||||
|
||||
// Uniform data
|
||||
struct Uniforms
|
||||
{
|
||||
glm::mat4 projectionMatrix;
|
||||
glm::vec4 color;
|
||||
};
|
||||
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 = 128 * 1024;
|
||||
// Buffer offset
|
||||
GLsizei m_bufferOffset = 0;
|
||||
|
||||
// Buffer mapping state
|
||||
PrimitiveType m_type = {};
|
||||
// Number of drawn primitives
|
||||
GLuint m_drawCount = 0;
|
||||
// Total count of drawn vertices
|
||||
GLuint m_currentCount = 0;
|
||||
// Starting offset for each drawn primitive
|
||||
std::vector<GLint> m_first;
|
||||
// Numbers of vertices for each drawn primitive
|
||||
std::vector<GLsizei> m_count;
|
||||
// True means currently drawing
|
||||
bool m_mapped = false;
|
||||
// True means mapping failed, using auxiliary buffer
|
||||
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;
|
||||
};
|
||||
|
||||
class CGL33TerrainRenderer : public CTerrainRenderer
|
||||
{
|
||||
public:
|
||||
|
@ -218,50 +148,4 @@ private:
|
|||
GLuint m_shadowMap = 0;
|
||||
};
|
||||
|
||||
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
|
||||
}
|
|
@ -0,0 +1,295 @@
|
|||
/*
|
||||
* This file is part of the Colobot: Gold Edition source code
|
||||
* Copyright (C) 2001-2022, 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
|
||||
*/
|
||||
|
||||
#include "graphics/opengl33/gl33_ui_renderer.h"
|
||||
|
||||
#include "graphics/opengl33/gl33_device.h"
|
||||
#include "graphics/opengl33/glutil.h"
|
||||
|
||||
#include "graphics/core/material.h"
|
||||
#include "graphics/core/transparency.h"
|
||||
#include "graphics/core/vertex.h"
|
||||
|
||||
#include "common/logger.h"
|
||||
|
||||
#include <GL/glew.h>
|
||||
|
||||
#include <glm/ext.hpp>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
|
||||
#include <algorithm>
|
||||
|
||||
#include <array>
|
||||
#include <vector>
|
||||
|
||||
using namespace Gfx;
|
||||
|
||||
CGL33UIRenderer::CGL33UIRenderer(CGL33Device* device)
|
||||
: m_device(device)
|
||||
{
|
||||
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);
|
||||
m_bufferOffset = m_bufferCapacity;
|
||||
|
||||
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);
|
||||
|
||||
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)
|
||||
{
|
||||
m_device->SetTransparency(mode);
|
||||
}
|
||||
|
||||
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)
|
||||
{
|
||||
return BeginPrimitives(type, 1, &count);
|
||||
}
|
||||
|
||||
Vertex2D* CGL33UIRenderer::BeginPrimitives(PrimitiveType type, int drawCount, const int* counts)
|
||||
{
|
||||
glBindVertexArray(m_bufferVAO);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, m_bufferVBO);
|
||||
|
||||
m_currentCount = 0;
|
||||
|
||||
for (size_t i = 0; i < drawCount; i++)
|
||||
{
|
||||
m_currentCount += counts[i];
|
||||
}
|
||||
|
||||
GLuint total = m_bufferOffset + m_currentCount;
|
||||
|
||||
// Buffer full, orphan
|
||||
if (total >= m_bufferCapacity)
|
||||
{
|
||||
glBufferData(GL_ARRAY_BUFFER, m_bufferCapacity * sizeof(Vertex2D), nullptr, GL_STREAM_DRAW);
|
||||
|
||||
m_bufferOffset = 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)));
|
||||
}
|
||||
|
||||
m_first.resize(drawCount);
|
||||
m_count.resize(drawCount);
|
||||
|
||||
GLsizei currentOffset = m_bufferOffset;
|
||||
|
||||
for (size_t i = 0; i < drawCount; i++)
|
||||
{
|
||||
m_first[i] = currentOffset;
|
||||
m_count[i] = counts[i];
|
||||
|
||||
currentOffset += counts[i];
|
||||
}
|
||||
|
||||
auto ptr = glMapBufferRange(GL_ARRAY_BUFFER,
|
||||
m_bufferOffset * sizeof(Vertex2D),
|
||||
m_currentCount * sizeof(Vertex2D),
|
||||
GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
|
||||
|
||||
m_mapped = true;
|
||||
m_type = type;
|
||||
m_drawCount = drawCount;
|
||||
|
||||
// Mapping failed, use backup buffer
|
||||
if (ptr == nullptr)
|
||||
{
|
||||
m_backup = true;
|
||||
m_buffer.resize(m_currentCount);
|
||||
|
||||
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_bufferOffset * sizeof(Vertex2D),
|
||||
m_currentCount * sizeof(Vertex2D),
|
||||
m_buffer.data());
|
||||
}
|
||||
else
|
||||
{
|
||||
glUnmapBuffer(GL_ARRAY_BUFFER);
|
||||
}
|
||||
|
||||
glUseProgram(m_program);
|
||||
|
||||
glBindBufferBase(GL_UNIFORM_BUFFER, 0, m_uniformBuffer);
|
||||
|
||||
UpdateUniforms();
|
||||
|
||||
m_device->SetDepthTest(false);
|
||||
m_device->SetCullFace(CullFace::NONE);
|
||||
|
||||
if (m_drawCount == 1)
|
||||
glDrawArrays(TranslateGfxPrimitive(m_type), m_first.front(), m_count.front());
|
||||
else
|
||||
glMultiDrawArrays(TranslateGfxPrimitive(m_type), m_first.data(), m_count.data(), m_drawCount);
|
||||
|
||||
m_bufferOffset += m_currentCount;
|
||||
|
||||
m_mapped = false;
|
||||
m_backup = false;
|
||||
|
||||
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);
|
||||
}
|
|
@ -0,0 +1,112 @@
|
|||
/*
|
||||
* This file is part of the Colobot: Gold Edition source code
|
||||
* Copyright (C) 2001-2022, 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/opengl33/gl33_ui_renderer.h
|
||||
* \brief OpenGL 3.3 UI renderer
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "graphics/core/renderers.h"
|
||||
|
||||
#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 Vertex2D* BeginPrimitives(PrimitiveType type, int drawCount, const int* counts) override;
|
||||
virtual bool EndPrimitive() override;
|
||||
|
||||
private:
|
||||
void UpdateUniforms();
|
||||
|
||||
CGL33Device* const m_device;
|
||||
|
||||
// Uniform data
|
||||
struct Uniforms
|
||||
{
|
||||
glm::mat4 projectionMatrix;
|
||||
glm::vec4 color;
|
||||
};
|
||||
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 = 128 * 1024;
|
||||
// Buffer offset
|
||||
GLsizei m_bufferOffset = 0;
|
||||
|
||||
// Buffer mapping state
|
||||
PrimitiveType m_type = {};
|
||||
// Number of drawn primitives
|
||||
GLuint m_drawCount = 0;
|
||||
// Total count of drawn vertices
|
||||
GLuint m_currentCount = 0;
|
||||
// Starting offset for each drawn primitive
|
||||
std::vector<GLint> m_first;
|
||||
// Numbers of vertices for each drawn primitive
|
||||
std::vector<GLsizei> m_count;
|
||||
// True means currently drawing
|
||||
bool m_mapped = false;
|
||||
// True means mapping failed, using auxiliary buffer
|
||||
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;
|
||||
};
|
||||
|
||||
}
|
|
@ -1,6 +1,6 @@
|
|||
/*
|
||||
* This file is part of the Colobot: Gold Edition source code
|
||||
* Copyright (C) 2001-2021, Daniel Roux, EPSITEC SA & TerranovaTeam
|
||||
* Copyright (C) 2001-2022, 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
|
||||
|
@ -17,7 +17,7 @@
|
|||
* along with this program. If not, see http://gnu.org/licenses
|
||||
*/
|
||||
|
||||
#include "graphics/opengl/glframebuffer.h"
|
||||
#include "graphics/opengl33/glframebuffer.h"
|
||||
|
||||
#include "common/logger.h"
|
||||
|
|
@ -1,6 +1,6 @@
|
|||
/*
|
||||
* This file is part of the Colobot: Gold Edition source code
|
||||
* Copyright (C) 2001-2021, Daniel Roux, EPSITEC SA & TerranovaTeam
|
||||
* Copyright (C) 2001-2022, 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
|
||||
|
@ -21,7 +21,7 @@
|
|||
|
||||
#include "graphics/core/framebuffer.h"
|
||||
|
||||
#include "graphics/opengl/glutil.h"
|
||||
#include "graphics/opengl33/glutil.h"
|
||||
|
||||
namespace Gfx
|
||||
{
|
|
@ -17,13 +17,13 @@
|
|||
* along with this program. If not, see http://gnu.org/licenses
|
||||
*/
|
||||
|
||||
#include "graphics/opengl/glutil.h"
|
||||
#include "graphics/opengl33/glutil.h"
|
||||
|
||||
#include "graphics/opengl33/gl33_device.h"
|
||||
|
||||
#include "common/image.h"
|
||||
#include "common/logger.h"
|
||||
|
||||
#include "graphics/opengl/gl33device.h"
|
||||
|
||||
#include <SDL.h>
|
||||
#include <physfs.h>
|
||||
#include <cstring>
|
Loading…
Reference in New Issue