Cleanup in OpenGL implementation

* Changed main directory to opengl33
* Put all remaining renderer classes into separate files
* Added missing license headers
dev
Tomasz Kapuściński 2022-05-02 11:08:33 +02:00
parent f2cc131ff7
commit 3b4c2f3049
35 changed files with 1145 additions and 945 deletions

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@ -10,7 +10,7 @@ if(TOOLS)
#add_subdirectory(tools)
endif()
add_subdirectory(graphics/opengl/shaders)
add_subdirectory(graphics/opengl33/shaders)
# Configure file
configure_file(common/config.h.cmake ${CMAKE_CURRENT_BINARY_DIR}/common/config.h)
@ -147,18 +147,22 @@ add_library(colobotbase STATIC
graphics/model/model_triangle.h
graphics/model/model_txt.cpp
graphics/model/model_txt.h
graphics/opengl/gl33device.cpp
graphics/opengl/gl33device.h
graphics/opengl/gl33renderers.cpp
graphics/opengl/gl33renderers.h
graphics/opengl/gl33objectrenderer.cpp
graphics/opengl/gl33objectrenderer.h
graphics/opengl/gl33particlerenderer.cpp
graphics/opengl/gl33particlerenderer.h
graphics/opengl/glframebuffer.cpp
graphics/opengl/glframebuffer.h
graphics/opengl/glutil.cpp
graphics/opengl/glutil.h
graphics/opengl33/gl33_device.cpp
graphics/opengl33/gl33_device.h
graphics/opengl33/gl33_object_renderer.cpp
graphics/opengl33/gl33_object_renderer.h
graphics/opengl33/gl33_particle_renderer.cpp
graphics/opengl33/gl33_particle_renderer.h
graphics/opengl33/gl33_terrain_renderer.cpp
graphics/opengl33/gl33_terrain_renderer.h
graphics/opengl33/gl33_shadow_renderer.cpp
graphics/opengl33/gl33_shadow_renderer.h
graphics/opengl33/gl33_ui_renderer.cpp
graphics/opengl33/gl33_ui_renderer.h
graphics/opengl33/glframebuffer.cpp
graphics/opengl33/glframebuffer.h
graphics/opengl33/glutil.cpp
graphics/opengl33/glutil.h
level/build_type.h
level/level_category.cpp
level/level_category.h

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@ -37,7 +37,7 @@
#include "common/system/system.h"
#include "graphics/engine/engine.h"
#include "graphics/opengl/glutil.h"
#include "graphics/opengl33/glutil.h"
#include "level/robotmain.h"

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@ -1,8 +0,0 @@
/**
* \dir src/graphics/opengl
* \brief OpenGL engine implementation
*
* Contains the concrete implementation using OpenGL of abstract CDevice class
* from src/graphics/core
*/

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@ -1,770 +0,0 @@
#include "graphics/opengl/gl33renderers.h"
#include "graphics/opengl/gl33device.h"
#include "graphics/opengl/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>
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);
}
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());
}
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

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@ -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
*/

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@ -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>

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@ -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>

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@ -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"

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@ -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
*/

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@ -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"

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@ -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

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@ -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());
}

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@ -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

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@ -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());
}

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@ -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
}

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@ -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);
}

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@ -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;
};
}

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@ -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"

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@ -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
{

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@ -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>