Added shadow renderer and removed rendering modes

dev
Tomasz Kapuściński 2021-10-17 16:05:20 +02:00
parent 79d4cd9060
commit 4157604458
9 changed files with 328 additions and 176 deletions

View File

@ -52,6 +52,7 @@ namespace Gfx
class CFramebuffer;
class CUIRenderer;
class CTerrainRenderer;
class CShadowRenderer;
struct FramebufferParams;
struct Light;
struct Material;
@ -169,16 +170,6 @@ enum RenderState
RENDER_STATE_SHADOW_MAPPING,
};
/**
* \enum RenderMode
* \brief Render modes the graphics device can be in
*/
enum RenderMode
{
RENDER_MODE_NORMAL,
RENDER_MODE_SHADOW,
};
/**
* \enum CompFunc
* \brief Type of function used to compare values
@ -460,12 +451,12 @@ public:
//! Clears the screen to blank
virtual void Clear() = 0;
//! Sets current rendering mode
virtual void SetRenderMode(RenderMode mode) = 0;
//! Returns UI renderer
virtual CUIRenderer* GetUIRenderer() = 0;
//! Returns terrain renderer
virtual CTerrainRenderer* GetTerrainRenderer() = 0;
//! Returns shadow renderer
virtual CShadowRenderer* GetShadowRenderer() = 0;
//! Restores device rendering mode
virtual void Restore() = 0;

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@ -101,4 +101,27 @@ public:
virtual void DrawObject(const glm::mat4& matrix, const CVertexBuffer* buffer) = 0;
};
class CShadowRenderer : public CRenderer
{
public:
virtual ~CShadowRenderer() { }
virtual void Begin() = 0;
virtual void End() = 0;
//! Sets projection matrix
virtual void SetProjectionMatrix(const glm::mat4& matrix) = 0;
//! Sets view matrix
virtual void SetViewMatrix(const glm::mat4& matrix) = 0;
//! Sets model matrix
virtual void SetModelMatrix(const glm::mat4& matrix) = 0;
//! Sets texture
virtual void SetTexture(const Texture& texture) = 0;
//! Draws terrain object
virtual void DrawObject(const CVertexBuffer* buffer, bool transparent) = 0;
};
} // namespace Gfx

View File

@ -3954,7 +3954,6 @@ void CEngine::RenderShadowMap()
m_device->GetFramebuffer("shadow")->Bind();
}
m_device->SetRenderMode(RENDER_MODE_SHADOW);
m_device->Clear();
// change state to rendering shadow maps
@ -4028,8 +4027,16 @@ void CEngine::RenderShadowMap()
m_device->SetTexture(1, 0);
m_device->SetTexture(2, 0);
m_device->SetRenderState(RENDER_STATE_ALPHA_TEST, true);
m_device->SetRenderState(RENDER_STATE_CULLING, false);
auto projectionViewMatrix = Math::MultiplyMatrices(m_shadowProjMat, m_shadowViewMat);
auto renderer = m_device->GetShadowRenderer();
renderer->Begin();
renderer->SetProjectionMatrix(m_shadowProjMat);
renderer->SetViewMatrix(m_shadowViewMat);
// render objects into shadow map
for (int objRank = 0; objRank < static_cast<int>(m_objects.size()); objRank++)
{
@ -4038,24 +4045,8 @@ void CEngine::RenderShadowMap()
bool terrain = (m_objects[objRank].type == ENG_OBJTYPE_TERRAIN);
if (terrain)
{
if (m_terrainShadows)
{
m_device->SetRenderState(RENDER_STATE_ALPHA_TEST, false);
m_device->SetRenderState(RENDER_STATE_CULLING, true);
m_device->SetCullMode(CULL_CCW);
}
else
continue;
}
else
{
m_device->SetRenderState(RENDER_STATE_ALPHA_TEST, true);
m_device->SetRenderState(RENDER_STATE_CULLING, false);
}
if (terrain && !m_terrainShadows) continue;
m_device->SetTransform(TRANSFORM_WORLD, m_objects[objRank].transform);
auto combinedMatrix = Math::MultiplyMatrices(projectionViewMatrix, m_objects[objRank].transform);
if (!IsVisible(combinedMatrix, objRank))
@ -4071,21 +4062,25 @@ void CEngine::RenderShadowMap()
if (!p1.used)
continue;
renderer->SetModelMatrix(m_objects[objRank].transform);
for (int l2 = 0; l2 < static_cast<int>(p1.next.size()); l2++)
{
EngineBaseObjTexTier& p2 = p1.next[l2];
SetTexture(p2.tex1, 0);
renderer->SetTexture(p2.tex1);
for (int l3 = 0; l3 < static_cast<int>(p2.next.size()); l3++)
{
EngineBaseObjDataTier& p3 = p2.next[l3];
DrawObject(p3);
renderer->DrawObject(p3.buffer, true);
}
}
}
renderer->End();
m_device->SetRenderState(RENDER_STATE_DEPTH_BIAS, false);
m_device->SetDepthBias(0.0f, 0.0f);
m_device->SetRenderState(RENDER_STATE_ALPHA_TEST, false);
@ -4109,7 +4104,7 @@ void CEngine::RenderShadowMap()
CProfiler::StopPerformanceCounter(PCNT_RENDER_SHADOW_MAP);
m_device->SetRenderMode(RENDER_MODE_NORMAL);
m_device->Restore();
m_device->SetRenderState(RENDER_STATE_DEPTH_TEST, false);
}
@ -4219,7 +4214,7 @@ void CEngine::DrawObject(const EngineBaseObjDataTier& p4)
void CEngine::DrawInterface()
{
m_device->SetRenderMode(RENDER_MODE_NORMAL);
m_device->Restore();
m_device->SetRenderState(RENDER_STATE_DEPTH_TEST, false);
m_device->SetRenderState(RENDER_STATE_LIGHTING, false);
@ -4253,7 +4248,7 @@ void CEngine::DrawInterface()
// 3D objects drawn in front of interface
if (m_drawFront)
{
m_device->SetRenderMode(RENDER_MODE_NORMAL);
m_device->Restore();
// Display the objects
m_device->SetRenderState(RENDER_STATE_DEPTH_TEST, true);
@ -4327,7 +4322,7 @@ void CEngine::DrawInterface()
m_device->SetRenderState(RENDER_STATE_LIGHTING, false);
m_device->SetRenderState(RENDER_STATE_FOG, false);
m_device->SetRenderMode(RENDER_MODE_NORMAL);
m_device->Restore();
SetInterfaceCoordinates();
}
@ -4346,7 +4341,7 @@ void CEngine::DrawInterface()
if (m_renderInterface)
DrawMouse();
m_device->SetRenderMode(RENDER_MODE_NORMAL);
m_device->Restore();
}
void CEngine::UpdateGroundSpotTextures()
@ -4858,7 +4853,7 @@ void CEngine::DrawShadowSpots()
void CEngine::DrawBackground()
{
m_device->SetRenderMode(RENDER_MODE_NORMAL);
m_device->Restore();
if (m_cloud->GetLevel() != 0.0f) // clouds ?
{
@ -4876,7 +4871,7 @@ void CEngine::DrawBackground()
DrawBackgroundImage(); // image
}
m_device->SetRenderMode(RENDER_MODE_NORMAL);
m_device->Restore();
}
void CEngine::DrawBackgroundGradient(const Color& up, const Color& down)
@ -5033,7 +5028,7 @@ void CEngine::DrawForegroundImage()
SetTexture(m_foregroundTex);
SetState(ENG_RSTATE_CLAMP | ENG_RSTATE_TTEXTURE_BLACK);
m_device->SetRenderMode(RENDER_MODE_NORMAL);
m_device->Restore();
m_device->SetTransform(TRANSFORM_VIEW, m_matViewInterface);
m_device->SetTransform(TRANSFORM_PROJECTION, m_matProjInterface);
@ -5059,7 +5054,7 @@ void CEngine::DrawOverColor()
Color(0.0f, 0.0f, 0.0f, 0.0f)
};
m_device->SetRenderMode(RENDER_MODE_NORMAL);
m_device->Restore();
SetState(m_overMode);
@ -5079,7 +5074,7 @@ void CEngine::DrawOverColor()
m_device->DrawPrimitive(PRIMITIVE_TRIANGLE_STRIP, vertex, 4);
AddStatisticTriangle(2);
m_device->SetRenderMode(RENDER_MODE_NORMAL);
m_device->Restore();
}
void CEngine::DrawHighlight()

View File

@ -337,42 +337,11 @@ bool CGL33Device::Create()
glDeleteShader(shaders[0]);
glDeleteShader(shaders[1]);
// Create program for shadow rendering
strcpy(filename, "shaders/gl33/vs_shadow.glsl");
shaders[0] = LoadShader(GL_VERTEX_SHADER, filename);
if (shaders[0] == 0)
{
m_errorMessage = GetLastShaderError();
GetLogger()->Error("Cound not create vertex shader from file '%s'\n", filename);
return false;
}
strcpy(filename, "shaders/gl33/fs_shadow.glsl");
shaders[1] = LoadShader(GL_FRAGMENT_SHADER, filename);
if (shaders[1] == 0)
{
m_errorMessage = GetLastShaderError();
GetLogger()->Error("Cound not create fragment shader from file '%s'\n", filename);
return false;
}
m_shadowProgram = LinkProgram(2, shaders);
if (m_shadowProgram == 0)
{
m_errorMessage = GetLastShaderError();
GetLogger()->Error("Cound not link shader program for shadow rendering\n");
return false;
}
glDeleteShader(shaders[0]);
glDeleteShader(shaders[1]);
// Obtain uniform locations
// Obtain uniform locations for normal program
glUseProgram(m_normalProgram);
{
UniformLocations &uni = m_uniforms[0];
UniformLocations &uni = m_uniforms;
uni.projectionMatrix = glGetUniformLocation(m_normalProgram, "uni_ProjectionMatrix");
uni.viewMatrix = glGetUniformLocation(m_normalProgram, "uni_ViewMatrix");
@ -463,45 +432,11 @@ bool CGL33Device::Create()
glUniform1i(uni.lightCount, 0);
}
// Obtain uniform locations for shadow program
glUseProgram(m_shadowProgram);
{
UniformLocations &uni = m_uniforms[1];
uni.projectionMatrix = glGetUniformLocation(m_shadowProgram, "uni_ProjectionMatrix");
uni.viewMatrix = glGetUniformLocation(m_shadowProgram, "uni_ViewMatrix");
uni.modelMatrix = glGetUniformLocation(m_shadowProgram, "uni_ModelMatrix");
uni.primaryTexture = glGetUniformLocation(m_shadowProgram, "uni_Texture");
uni.textureEnabled[0] = glGetUniformLocation(m_shadowProgram, "uni_TextureEnabled");
uni.textureEnabled[1] = -1;
uni.textureEnabled[2] = -1;
uni.alphaTestEnabled = glGetUniformLocation(m_shadowProgram, "uni_AlphaTestEnabled");
uni.alphaReference = glGetUniformLocation(m_shadowProgram, "uni_AlphaReference");
// Set default uniform values
Math::Matrix matrix;
matrix.LoadIdentity();
glUniformMatrix4fv(uni.projectionMatrix, 1, GL_FALSE, matrix.Array());
glUniformMatrix4fv(uni.viewMatrix, 1, GL_FALSE, matrix.Array());
glUniformMatrix4fv(uni.modelMatrix, 1, GL_FALSE, matrix.Array());
glUniform1i(uni.primaryTexture, 0);
glUniform1i(uni.textureEnabled[0], 0);
glUniform1i(uni.alphaTestEnabled, 0);
glUniform1f(uni.alphaReference, 1.0f);
}
m_uiRenderer = std::make_unique<CGL33UIRenderer>(this);
m_terrainRenderer = std::make_unique<CGL33TerrainRenderer>(this);
m_shadowRenderer = std::make_unique<CGL33ShadowRenderer>(this);
SetRenderMode(RENDER_MODE_NORMAL);
glUseProgram(m_normalProgram);
// create default framebuffer object
FramebufferParams framebufferParams;
@ -535,7 +470,6 @@ void CGL33Device::Destroy()
// delete shader program
glUseProgram(0);
glDeleteProgram(m_normalProgram);
glDeleteProgram(m_shadowProgram);
// delete framebuffers
for (auto& framebuffer : m_framebuffers)
@ -592,9 +526,9 @@ void CGL33Device::BeginScene()
{
Clear();
glUniformMatrix4fv(m_uni->projectionMatrix, 1, GL_FALSE, m_projectionMat.Array());
glUniformMatrix4fv(m_uni->viewMatrix, 1, GL_FALSE, m_viewMat.Array());
glUniformMatrix4fv(m_uni->modelMatrix, 1, GL_FALSE, m_worldMat.Array());
glUniformMatrix4fv(m_uniforms.projectionMatrix, 1, GL_FALSE, m_projectionMat.Array());
glUniformMatrix4fv(m_uniforms.viewMatrix, 1, GL_FALSE, m_viewMat.Array());
glUniformMatrix4fv(m_uniforms.modelMatrix, 1, GL_FALSE, m_worldMat.Array());
}
void CGL33Device::EndScene()
@ -612,32 +546,6 @@ void CGL33Device::Clear()
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
void CGL33Device::SetRenderMode(RenderMode mode)
{
m_uiRenderer->Flush();
switch (mode)
{
case RENDER_MODE_NORMAL:
glUseProgram(m_normalProgram);
m_mode = 0;
break;
case RENDER_MODE_SHADOW:
glUseProgram(m_shadowProgram);
m_mode = 1;
break;
default:
assert(false);
return;
}
m_uni = &m_uniforms[m_mode];
UpdateTextureState(0);
UpdateTextureState(1);
UpdateTextureState(2);
}
CUIRenderer* CGL33Device::GetUIRenderer()
{
return m_uiRenderer.get();
@ -648,17 +556,19 @@ CTerrainRenderer* CGL33Device::GetTerrainRenderer()
return m_terrainRenderer.get();
}
CShadowRenderer* CGL33Device::GetShadowRenderer()
{
return m_shadowRenderer.get();
}
void CGL33Device::Restore()
{
switch (m_mode)
{
case 0:
glUseProgram(m_normalProgram);
break;
case 1:
glUseProgram(m_shadowProgram);
break;
}
m_uiRenderer->Flush();
glUseProgram(m_normalProgram);
//UpdateTextureState(0);
//UpdateTextureState(1);
//UpdateTextureState(2);
}
void CGL33Device::SetTransform(TransformType type, const Math::Matrix &matrix)
@ -666,7 +576,7 @@ void CGL33Device::SetTransform(TransformType type, const Math::Matrix &matrix)
if (type == TRANSFORM_WORLD)
{
m_worldMat = matrix;
glUniformMatrix4fv(m_uni->modelMatrix, 1, GL_FALSE, m_worldMat.Array());
glUniformMatrix4fv(m_uniforms.modelMatrix, 1, GL_FALSE, m_worldMat.Array());
m_modelviewMat = Math::MultiplyMatrices(m_viewMat, m_worldMat);
m_combinedMatrixOutdated = true;
@ -677,7 +587,7 @@ void CGL33Device::SetTransform(TransformType type, const Math::Matrix &matrix)
if (fabs(normalMat.Det()) > 1e-6)
normalMat = normalMat.Inverse();
glUniformMatrix4fv(m_uni->normalMatrix, 1, GL_TRUE, normalMat.Array());
glUniformMatrix4fv(m_uniforms.normalMatrix, 1, GL_TRUE, normalMat.Array());
}
else if (type == TRANSFORM_VIEW)
{
@ -689,13 +599,13 @@ void CGL33Device::SetTransform(TransformType type, const Math::Matrix &matrix)
m_modelviewMat = Math::MultiplyMatrices(m_viewMat, m_worldMat);
m_combinedMatrixOutdated = true;
glUniformMatrix4fv(m_uni->viewMatrix, 1, GL_FALSE, m_viewMat.Array());
glUniformMatrix4fv(m_uniforms.viewMatrix, 1, GL_FALSE, m_viewMat.Array());
if (m_uni->cameraPosition >= 0)
if (m_uniforms.cameraPosition >= 0)
{
cameraPosition.LoadZero();
cameraPosition = MatrixVectorMultiply(m_viewMat.Inverse(), cameraPosition);
glUniform3fv(m_uni->cameraPosition, 1, cameraPosition.Array());
glUniform3fv(m_uniforms.cameraPosition, 1, cameraPosition.Array());
}
}
else if (type == TRANSFORM_PROJECTION)
@ -703,12 +613,12 @@ void CGL33Device::SetTransform(TransformType type, const Math::Matrix &matrix)
m_projectionMat = matrix;
m_combinedMatrixOutdated = true;
glUniformMatrix4fv(m_uni->projectionMatrix, 1, GL_FALSE, m_projectionMat.Array());
glUniformMatrix4fv(m_uniforms.projectionMatrix, 1, GL_FALSE, m_projectionMat.Array());
}
else if (type == TRANSFORM_SHADOW)
{
Math::Matrix temp = matrix;
glUniformMatrix4fv(m_uni->shadowMatrix, 1, GL_FALSE, temp.Array());
glUniformMatrix4fv(m_uniforms.shadowMatrix, 1, GL_FALSE, temp.Array());
}
else
{
@ -720,9 +630,9 @@ void CGL33Device::SetMaterial(const Material &material)
{
m_material = material;
glUniform4fv(m_uni->ambientColor, 1, m_material.ambient.Array());
glUniform4fv(m_uni->diffuseColor, 1, m_material.diffuse.Array());
glUniform4fv(m_uni->specularColor, 1, m_material.specular.Array());
glUniform4fv(m_uniforms.ambientColor, 1, m_material.ambient.Array());
glUniform4fv(m_uniforms.diffuseColor, 1, m_material.diffuse.Array());
glUniform4fv(m_uniforms.specularColor, 1, m_material.specular.Array());
}
int CGL33Device::GetMaxLightCount()
@ -1513,19 +1423,19 @@ void CGL33Device::SetRenderState(RenderState state, bool enabled)
m_updateLights = true;
//glUniform1i(m_uni->lightingEnabled, enabled ? 1 : 0);
//glUniform1i(m_uniforms.lightingEnabled, enabled ? 1 : 0);
return;
}
else if (state == RENDER_STATE_FOG)
{
glUniform1i(m_uni->fogEnabled, enabled ? 1 : 0);
glUniform1i(m_uniforms.fogEnabled, enabled ? 1 : 0);
return;
}
else if (state == RENDER_STATE_ALPHA_TEST)
{
glUniform1i(m_uni->alphaTestEnabled, enabled ? 1 : 0);
glUniform1i(m_uniforms.alphaTestEnabled, enabled ? 1 : 0);
return;
}
@ -1570,7 +1480,7 @@ void CGL33Device::SetDepthBias(float factor, float units)
void CGL33Device::SetAlphaTestFunc(CompFunc func, float refValue)
{
glUniform1f(m_uni->alphaReference, refValue);
glUniform1f(m_uniforms.alphaReference, refValue);
}
void CGL33Device::SetBlendFunc(BlendFunc srcBlend, BlendFunc dstBlend)
@ -1592,8 +1502,8 @@ void CGL33Device::SetFogParams(FogMode mode, const Color &color, float start, fl
{
// TODO: reimplement
glUniform2f(m_uni->fogRange, start, end);
glUniform4f(m_uni->fogColor, color.r, color.g, color.b, color.a);
glUniform2f(m_uniforms.fogRange, start, end);
glUniform4f(m_uniforms.fogColor, color.r, color.g, color.b, color.a);
/*
if (mode == FOG_LINEAR) glFogi(GL_FOG_MODE, GL_LINEAR);
@ -1624,7 +1534,7 @@ void CGL33Device::SetShadeModel(ShadeModel model)
void CGL33Device::SetShadowColor(float value)
{
glUniform1f(m_uni->shadowColor, value);
glUniform1f(m_uniforms.shadowColor, value);
}
void CGL33Device::SetFillMode(FillMode mode)
@ -1690,7 +1600,7 @@ void CGL33Device::DeleteFramebuffer(std::string name)
inline void CGL33Device::UpdateTextureState(int index)
{
bool enabled = m_texturesEnabled[index] && (m_currentTextures[index].id != 0);
glUniform1i(m_uni->textureEnabled[index], enabled ? 1 : 0);
glUniform1i(m_uniforms.textureEnabled[index], enabled ? 1 : 0);
}
void CGL33Device::UpdateLights()
@ -1715,7 +1625,7 @@ void CGL33Device::UpdateLights()
if (m_lights[i].type != LIGHT_DIRECTIONAL) continue;
Light &light = m_lights[i];
LightLocations &uni = m_uni->lights[index];
LightLocations &uni = m_uniforms.lights[index];
glUniform4fv(uni.ambient, 1, light.ambient.Array());
glUniform4fv(uni.diffuse, 1, light.diffuse.Array());
@ -1726,12 +1636,12 @@ void CGL33Device::UpdateLights()
index++;
}
glUniform1i(m_uni->lightCount, index);
glUniform1i(m_uniforms.lightCount, index);
}
// Lighting disabled
else
{
glUniform1i(m_uni->lightCount, 0);
glUniform1i(m_uniforms.lightCount, 0);
}
}

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@ -82,6 +82,7 @@ public:
class CGL33UIRenderer;
class CGL33TerrainRenderer;
class CGL33ShadowRenderer;
/**
\class CGL33Device
@ -115,9 +116,9 @@ public:
void Clear() override;
void SetRenderMode(RenderMode mode) override;
CUIRenderer* GetUIRenderer() override;
CTerrainRenderer* GetTerrainRenderer() override;
CShadowRenderer* GetShadowRenderer() override;
void Restore() override;
@ -296,22 +297,20 @@ private:
//! Shader program for normal rendering
GLuint m_normalProgram = 0;
//! Shader program for shadow rendering
GLuint m_shadowProgram = 0;
DynamicBuffer m_dynamicBuffer;
//! Current mode
unsigned int m_mode = 0;
//! Uniform locations for all modes
UniformLocations m_uniforms[3];
//! Uniform locations for current mode
UniformLocations* m_uni = nullptr;
UniformLocations m_uniforms;
//! Interface renderer
std::unique_ptr<CGL33UIRenderer> m_uiRenderer;
//! Terrain renderer
std::unique_ptr<CGL33TerrainRenderer> m_terrainRenderer;
//! Shadow renderer
std::unique_ptr<CGL33ShadowRenderer> m_shadowRenderer;
};
} // namespace Gfx

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@ -415,4 +415,116 @@ void CGL33TerrainRenderer::Flush()
}
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);
auto identity = glm::identity<glm::mat4>();
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);
GetLogger()->Info("CGL33ShadowRenderer created successfully\n");
}
CGL33ShadowRenderer::~CGL33ShadowRenderer()
{
glDeleteProgram(m_program);
}
void CGL33ShadowRenderer::Begin()
{
glUseProgram(m_program);
}
void CGL33ShadowRenderer::End()
{
m_device->Restore();
}
void CGL33ShadowRenderer::SetProjectionMatrix(const glm::mat4& matrix)
{
glUniformMatrix4fv(m_projectionMatrix, 1, GL_FALSE, value_ptr(matrix));
}
void CGL33ShadowRenderer::SetViewMatrix(const glm::mat4& matrix)
{
glm::mat4 scale(1.0f);
scale[2][2] = -1.0f;
auto viewMatrix = scale * matrix;
glUniformMatrix4fv(m_viewMatrix, 1, GL_FALSE, value_ptr(viewMatrix));
}
void CGL33ShadowRenderer::SetModelMatrix(const glm::mat4& matrix)
{
glUniformMatrix4fv(m_modelMatrix, 1, GL_FALSE, value_ptr(matrix));
}
void CGL33ShadowRenderer::SetTexture(const Texture& texture)
{
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture.id);
}
void CGL33ShadowRenderer::DrawObject(const CVertexBuffer* buffer, bool transparent)
{
auto b = dynamic_cast<const CGL33VertexBuffer*>(buffer);
if (b == nullptr)
{
GetLogger()->Error("No vertex buffer");
return;
}
glUniform1i(m_alphaScissor, transparent ? 1 : 0);
glBindVertexArray(b->GetVAO());
glDrawArrays(TranslateGfxPrimitive(b->GetType()), 0, b->Size());
}
void CGL33ShadowRenderer::Flush()
{
}
} // namespace Gfx

View File

@ -153,4 +153,42 @@ 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;
//! Draws terrain object
virtual void DrawObject(const CVertexBuffer* buffer, bool transparent) override;
virtual void Flush() 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;
};
} // namespace Gfx

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@ -0,0 +1,44 @@
/*
* This file is part of the Colobot: Gold Edition source code
* Copyright (C) 2001-2021, Daniel Roux, EPSITEC SA & TerranovaTeam
* http://epsitec.ch; http://colobot.info; http://github.com/colobot
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see http://gnu.org/licenses
*/
// FRAGMENT SHADER - SHADOW MODE
#version 330 core
uniform sampler2D uni_Texture;
uniform bool uni_AlphaScissor;
in VertexData
{
vec2 TexCoord;
} data;
out vec4 out_FragColor;
void main()
{
if (uni_AlphaScissor)
{
float alpha = texture(uni_Texture, data.TexCoord).a;
if (alpha < 0.5) discard;
}
out_FragColor = vec4(1.0f);
}

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@ -0,0 +1,40 @@
/*
* This file is part of the Colobot: Gold Edition source code
* Copyright (C) 2001-2021, Daniel Roux, EPSITEC SA & TerranovaTeam
* http://epsitec.ch; http://colobot.info; http://github.com/colobot
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see http://gnu.org/licenses
*/
// VERTEX SHADER - SHADOW MODE
#version 330 core
uniform mat4 uni_ProjectionMatrix;
uniform mat4 uni_ViewMatrix;
uniform mat4 uni_ModelMatrix;
layout(location = 0) in vec4 in_VertexCoord;
layout(location = 3) in vec2 in_TexCoord0;
out VertexData
{
vec2 TexCoord;
} data;
void main()
{
gl_Position = uni_ProjectionMatrix * uni_ViewMatrix * uni_ModelMatrix * in_VertexCoord;
data.TexCoord = in_TexCoord0;
}