Added shadow renderer and removed rendering modes
parent
79d4cd9060
commit
4157604458
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@ -52,6 +52,7 @@ namespace Gfx
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class CFramebuffer;
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class CUIRenderer;
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class CTerrainRenderer;
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class CShadowRenderer;
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struct FramebufferParams;
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struct Light;
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struct Material;
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@ -169,16 +170,6 @@ enum RenderState
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RENDER_STATE_SHADOW_MAPPING,
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};
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/**
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* \enum RenderMode
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* \brief Render modes the graphics device can be in
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*/
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enum RenderMode
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{
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RENDER_MODE_NORMAL,
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RENDER_MODE_SHADOW,
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};
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/**
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* \enum CompFunc
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* \brief Type of function used to compare values
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@ -460,12 +451,12 @@ public:
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//! Clears the screen to blank
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virtual void Clear() = 0;
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//! Sets current rendering mode
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virtual void SetRenderMode(RenderMode mode) = 0;
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//! Returns UI renderer
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virtual CUIRenderer* GetUIRenderer() = 0;
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//! Returns terrain renderer
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virtual CTerrainRenderer* GetTerrainRenderer() = 0;
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//! Returns shadow renderer
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virtual CShadowRenderer* GetShadowRenderer() = 0;
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//! Restores device rendering mode
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virtual void Restore() = 0;
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@ -101,4 +101,27 @@ public:
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virtual void DrawObject(const glm::mat4& matrix, const CVertexBuffer* buffer) = 0;
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};
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class CShadowRenderer : public CRenderer
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{
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public:
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virtual ~CShadowRenderer() { }
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virtual void Begin() = 0;
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virtual void End() = 0;
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//! Sets projection matrix
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virtual void SetProjectionMatrix(const glm::mat4& matrix) = 0;
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//! Sets view matrix
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virtual void SetViewMatrix(const glm::mat4& matrix) = 0;
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//! Sets model matrix
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virtual void SetModelMatrix(const glm::mat4& matrix) = 0;
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//! Sets texture
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virtual void SetTexture(const Texture& texture) = 0;
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//! Draws terrain object
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virtual void DrawObject(const CVertexBuffer* buffer, bool transparent) = 0;
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};
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} // namespace Gfx
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@ -3954,7 +3954,6 @@ void CEngine::RenderShadowMap()
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m_device->GetFramebuffer("shadow")->Bind();
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}
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m_device->SetRenderMode(RENDER_MODE_SHADOW);
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m_device->Clear();
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// change state to rendering shadow maps
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@ -4028,8 +4027,16 @@ void CEngine::RenderShadowMap()
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m_device->SetTexture(1, 0);
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m_device->SetTexture(2, 0);
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m_device->SetRenderState(RENDER_STATE_ALPHA_TEST, true);
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m_device->SetRenderState(RENDER_STATE_CULLING, false);
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auto projectionViewMatrix = Math::MultiplyMatrices(m_shadowProjMat, m_shadowViewMat);
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auto renderer = m_device->GetShadowRenderer();
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renderer->Begin();
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renderer->SetProjectionMatrix(m_shadowProjMat);
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renderer->SetViewMatrix(m_shadowViewMat);
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// render objects into shadow map
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for (int objRank = 0; objRank < static_cast<int>(m_objects.size()); objRank++)
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{
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@ -4038,24 +4045,8 @@ void CEngine::RenderShadowMap()
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bool terrain = (m_objects[objRank].type == ENG_OBJTYPE_TERRAIN);
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if (terrain)
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{
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if (m_terrainShadows)
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{
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m_device->SetRenderState(RENDER_STATE_ALPHA_TEST, false);
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m_device->SetRenderState(RENDER_STATE_CULLING, true);
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m_device->SetCullMode(CULL_CCW);
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}
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else
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continue;
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}
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else
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{
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m_device->SetRenderState(RENDER_STATE_ALPHA_TEST, true);
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m_device->SetRenderState(RENDER_STATE_CULLING, false);
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}
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if (terrain && !m_terrainShadows) continue;
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m_device->SetTransform(TRANSFORM_WORLD, m_objects[objRank].transform);
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auto combinedMatrix = Math::MultiplyMatrices(projectionViewMatrix, m_objects[objRank].transform);
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if (!IsVisible(combinedMatrix, objRank))
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@ -4071,21 +4062,25 @@ void CEngine::RenderShadowMap()
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if (!p1.used)
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continue;
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renderer->SetModelMatrix(m_objects[objRank].transform);
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for (int l2 = 0; l2 < static_cast<int>(p1.next.size()); l2++)
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{
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EngineBaseObjTexTier& p2 = p1.next[l2];
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SetTexture(p2.tex1, 0);
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renderer->SetTexture(p2.tex1);
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for (int l3 = 0; l3 < static_cast<int>(p2.next.size()); l3++)
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{
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EngineBaseObjDataTier& p3 = p2.next[l3];
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DrawObject(p3);
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renderer->DrawObject(p3.buffer, true);
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}
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}
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}
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renderer->End();
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m_device->SetRenderState(RENDER_STATE_DEPTH_BIAS, false);
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m_device->SetDepthBias(0.0f, 0.0f);
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m_device->SetRenderState(RENDER_STATE_ALPHA_TEST, false);
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@ -4109,7 +4104,7 @@ void CEngine::RenderShadowMap()
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CProfiler::StopPerformanceCounter(PCNT_RENDER_SHADOW_MAP);
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m_device->SetRenderMode(RENDER_MODE_NORMAL);
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m_device->Restore();
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m_device->SetRenderState(RENDER_STATE_DEPTH_TEST, false);
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}
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@ -4219,7 +4214,7 @@ void CEngine::DrawObject(const EngineBaseObjDataTier& p4)
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void CEngine::DrawInterface()
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{
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m_device->SetRenderMode(RENDER_MODE_NORMAL);
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m_device->Restore();
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m_device->SetRenderState(RENDER_STATE_DEPTH_TEST, false);
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m_device->SetRenderState(RENDER_STATE_LIGHTING, false);
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@ -4253,7 +4248,7 @@ void CEngine::DrawInterface()
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// 3D objects drawn in front of interface
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if (m_drawFront)
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{
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m_device->SetRenderMode(RENDER_MODE_NORMAL);
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m_device->Restore();
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// Display the objects
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m_device->SetRenderState(RENDER_STATE_DEPTH_TEST, true);
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@ -4327,7 +4322,7 @@ void CEngine::DrawInterface()
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m_device->SetRenderState(RENDER_STATE_LIGHTING, false);
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m_device->SetRenderState(RENDER_STATE_FOG, false);
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m_device->SetRenderMode(RENDER_MODE_NORMAL);
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m_device->Restore();
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SetInterfaceCoordinates();
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}
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@ -4346,7 +4341,7 @@ void CEngine::DrawInterface()
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if (m_renderInterface)
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DrawMouse();
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m_device->SetRenderMode(RENDER_MODE_NORMAL);
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m_device->Restore();
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}
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void CEngine::UpdateGroundSpotTextures()
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@ -4858,7 +4853,7 @@ void CEngine::DrawShadowSpots()
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void CEngine::DrawBackground()
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{
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m_device->SetRenderMode(RENDER_MODE_NORMAL);
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m_device->Restore();
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if (m_cloud->GetLevel() != 0.0f) // clouds ?
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{
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@ -4876,7 +4871,7 @@ void CEngine::DrawBackground()
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DrawBackgroundImage(); // image
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}
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m_device->SetRenderMode(RENDER_MODE_NORMAL);
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m_device->Restore();
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}
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void CEngine::DrawBackgroundGradient(const Color& up, const Color& down)
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@ -5033,7 +5028,7 @@ void CEngine::DrawForegroundImage()
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SetTexture(m_foregroundTex);
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SetState(ENG_RSTATE_CLAMP | ENG_RSTATE_TTEXTURE_BLACK);
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m_device->SetRenderMode(RENDER_MODE_NORMAL);
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m_device->Restore();
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m_device->SetTransform(TRANSFORM_VIEW, m_matViewInterface);
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m_device->SetTransform(TRANSFORM_PROJECTION, m_matProjInterface);
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@ -5059,7 +5054,7 @@ void CEngine::DrawOverColor()
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Color(0.0f, 0.0f, 0.0f, 0.0f)
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};
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m_device->SetRenderMode(RENDER_MODE_NORMAL);
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m_device->Restore();
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SetState(m_overMode);
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@ -5079,7 +5074,7 @@ void CEngine::DrawOverColor()
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m_device->DrawPrimitive(PRIMITIVE_TRIANGLE_STRIP, vertex, 4);
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AddStatisticTriangle(2);
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m_device->SetRenderMode(RENDER_MODE_NORMAL);
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m_device->Restore();
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}
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void CEngine::DrawHighlight()
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@ -337,42 +337,11 @@ bool CGL33Device::Create()
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glDeleteShader(shaders[0]);
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glDeleteShader(shaders[1]);
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// Create program for shadow rendering
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strcpy(filename, "shaders/gl33/vs_shadow.glsl");
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shaders[0] = LoadShader(GL_VERTEX_SHADER, filename);
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if (shaders[0] == 0)
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{
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m_errorMessage = GetLastShaderError();
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GetLogger()->Error("Cound not create vertex shader from file '%s'\n", filename);
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return false;
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}
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strcpy(filename, "shaders/gl33/fs_shadow.glsl");
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shaders[1] = LoadShader(GL_FRAGMENT_SHADER, filename);
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if (shaders[1] == 0)
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{
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m_errorMessage = GetLastShaderError();
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GetLogger()->Error("Cound not create fragment shader from file '%s'\n", filename);
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return false;
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}
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m_shadowProgram = LinkProgram(2, shaders);
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if (m_shadowProgram == 0)
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{
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m_errorMessage = GetLastShaderError();
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GetLogger()->Error("Cound not link shader program for shadow rendering\n");
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return false;
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}
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glDeleteShader(shaders[0]);
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glDeleteShader(shaders[1]);
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// Obtain uniform locations
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// Obtain uniform locations for normal program
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glUseProgram(m_normalProgram);
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{
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UniformLocations &uni = m_uniforms[0];
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UniformLocations &uni = m_uniforms;
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uni.projectionMatrix = glGetUniformLocation(m_normalProgram, "uni_ProjectionMatrix");
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uni.viewMatrix = glGetUniformLocation(m_normalProgram, "uni_ViewMatrix");
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@ -463,45 +432,11 @@ bool CGL33Device::Create()
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glUniform1i(uni.lightCount, 0);
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}
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// Obtain uniform locations for shadow program
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glUseProgram(m_shadowProgram);
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{
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UniformLocations &uni = m_uniforms[1];
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uni.projectionMatrix = glGetUniformLocation(m_shadowProgram, "uni_ProjectionMatrix");
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uni.viewMatrix = glGetUniformLocation(m_shadowProgram, "uni_ViewMatrix");
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uni.modelMatrix = glGetUniformLocation(m_shadowProgram, "uni_ModelMatrix");
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uni.primaryTexture = glGetUniformLocation(m_shadowProgram, "uni_Texture");
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uni.textureEnabled[0] = glGetUniformLocation(m_shadowProgram, "uni_TextureEnabled");
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uni.textureEnabled[1] = -1;
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uni.textureEnabled[2] = -1;
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uni.alphaTestEnabled = glGetUniformLocation(m_shadowProgram, "uni_AlphaTestEnabled");
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uni.alphaReference = glGetUniformLocation(m_shadowProgram, "uni_AlphaReference");
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// Set default uniform values
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Math::Matrix matrix;
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matrix.LoadIdentity();
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glUniformMatrix4fv(uni.projectionMatrix, 1, GL_FALSE, matrix.Array());
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glUniformMatrix4fv(uni.viewMatrix, 1, GL_FALSE, matrix.Array());
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glUniformMatrix4fv(uni.modelMatrix, 1, GL_FALSE, matrix.Array());
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glUniform1i(uni.primaryTexture, 0);
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glUniform1i(uni.textureEnabled[0], 0);
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glUniform1i(uni.alphaTestEnabled, 0);
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glUniform1f(uni.alphaReference, 1.0f);
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}
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m_uiRenderer = std::make_unique<CGL33UIRenderer>(this);
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m_terrainRenderer = std::make_unique<CGL33TerrainRenderer>(this);
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m_shadowRenderer = std::make_unique<CGL33ShadowRenderer>(this);
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SetRenderMode(RENDER_MODE_NORMAL);
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glUseProgram(m_normalProgram);
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// create default framebuffer object
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FramebufferParams framebufferParams;
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@ -535,7 +470,6 @@ void CGL33Device::Destroy()
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// delete shader program
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glUseProgram(0);
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glDeleteProgram(m_normalProgram);
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glDeleteProgram(m_shadowProgram);
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// delete framebuffers
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for (auto& framebuffer : m_framebuffers)
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@ -592,9 +526,9 @@ void CGL33Device::BeginScene()
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{
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Clear();
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glUniformMatrix4fv(m_uni->projectionMatrix, 1, GL_FALSE, m_projectionMat.Array());
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glUniformMatrix4fv(m_uni->viewMatrix, 1, GL_FALSE, m_viewMat.Array());
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glUniformMatrix4fv(m_uni->modelMatrix, 1, GL_FALSE, m_worldMat.Array());
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glUniformMatrix4fv(m_uniforms.projectionMatrix, 1, GL_FALSE, m_projectionMat.Array());
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glUniformMatrix4fv(m_uniforms.viewMatrix, 1, GL_FALSE, m_viewMat.Array());
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glUniformMatrix4fv(m_uniforms.modelMatrix, 1, GL_FALSE, m_worldMat.Array());
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}
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void CGL33Device::EndScene()
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@ -612,32 +546,6 @@ void CGL33Device::Clear()
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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}
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void CGL33Device::SetRenderMode(RenderMode mode)
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{
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m_uiRenderer->Flush();
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switch (mode)
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{
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case RENDER_MODE_NORMAL:
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glUseProgram(m_normalProgram);
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m_mode = 0;
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break;
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case RENDER_MODE_SHADOW:
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glUseProgram(m_shadowProgram);
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m_mode = 1;
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break;
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default:
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assert(false);
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return;
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}
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m_uni = &m_uniforms[m_mode];
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UpdateTextureState(0);
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UpdateTextureState(1);
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UpdateTextureState(2);
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}
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CUIRenderer* CGL33Device::GetUIRenderer()
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{
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return m_uiRenderer.get();
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@ -648,17 +556,19 @@ CTerrainRenderer* CGL33Device::GetTerrainRenderer()
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return m_terrainRenderer.get();
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}
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CShadowRenderer* CGL33Device::GetShadowRenderer()
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{
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return m_shadowRenderer.get();
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}
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void CGL33Device::Restore()
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{
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switch (m_mode)
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{
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case 0:
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glUseProgram(m_normalProgram);
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break;
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case 1:
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glUseProgram(m_shadowProgram);
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break;
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}
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m_uiRenderer->Flush();
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glUseProgram(m_normalProgram);
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//UpdateTextureState(0);
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//UpdateTextureState(1);
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//UpdateTextureState(2);
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}
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void CGL33Device::SetTransform(TransformType type, const Math::Matrix &matrix)
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@ -666,7 +576,7 @@ void CGL33Device::SetTransform(TransformType type, const Math::Matrix &matrix)
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if (type == TRANSFORM_WORLD)
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{
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m_worldMat = matrix;
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glUniformMatrix4fv(m_uni->modelMatrix, 1, GL_FALSE, m_worldMat.Array());
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glUniformMatrix4fv(m_uniforms.modelMatrix, 1, GL_FALSE, m_worldMat.Array());
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m_modelviewMat = Math::MultiplyMatrices(m_viewMat, m_worldMat);
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m_combinedMatrixOutdated = true;
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@ -677,7 +587,7 @@ void CGL33Device::SetTransform(TransformType type, const Math::Matrix &matrix)
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if (fabs(normalMat.Det()) > 1e-6)
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normalMat = normalMat.Inverse();
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glUniformMatrix4fv(m_uni->normalMatrix, 1, GL_TRUE, normalMat.Array());
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glUniformMatrix4fv(m_uniforms.normalMatrix, 1, GL_TRUE, normalMat.Array());
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}
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else if (type == TRANSFORM_VIEW)
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{
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@ -689,13 +599,13 @@ void CGL33Device::SetTransform(TransformType type, const Math::Matrix &matrix)
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m_modelviewMat = Math::MultiplyMatrices(m_viewMat, m_worldMat);
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m_combinedMatrixOutdated = true;
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glUniformMatrix4fv(m_uni->viewMatrix, 1, GL_FALSE, m_viewMat.Array());
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glUniformMatrix4fv(m_uniforms.viewMatrix, 1, GL_FALSE, m_viewMat.Array());
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if (m_uni->cameraPosition >= 0)
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if (m_uniforms.cameraPosition >= 0)
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{
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cameraPosition.LoadZero();
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cameraPosition = MatrixVectorMultiply(m_viewMat.Inverse(), cameraPosition);
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glUniform3fv(m_uni->cameraPosition, 1, cameraPosition.Array());
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glUniform3fv(m_uniforms.cameraPosition, 1, cameraPosition.Array());
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}
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}
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else if (type == TRANSFORM_PROJECTION)
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@ -703,12 +613,12 @@ void CGL33Device::SetTransform(TransformType type, const Math::Matrix &matrix)
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m_projectionMat = matrix;
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m_combinedMatrixOutdated = true;
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glUniformMatrix4fv(m_uni->projectionMatrix, 1, GL_FALSE, m_projectionMat.Array());
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glUniformMatrix4fv(m_uniforms.projectionMatrix, 1, GL_FALSE, m_projectionMat.Array());
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}
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else if (type == TRANSFORM_SHADOW)
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{
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Math::Matrix temp = matrix;
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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);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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);
|
||||
}
|
|
@ -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;
|
||||
}
|
Loading…
Reference in New Issue