Added rendering modes and implemented additional OpenGL 2.1 shaders

dev-time-step
Tomasz Kapuściński 2016-02-13 03:54:49 +01:00
parent bf8916b9eb
commit 6b7e6cbc75
14 changed files with 571 additions and 180 deletions

View File

@ -130,6 +130,17 @@ enum RenderState
RENDER_STATE_DEPTH_BIAS,
};
/**
* \enum RenderMode
* \brief Render modes the graphics device can be in
*/
enum RenderMode
{
RENDER_MODE_NORMAL,
RENDER_MODE_INTERFACE,
RENDER_MODE_SHADOW,
};
/**
* \enum CompFunc
* \brief Type of function used to compare values
@ -310,6 +321,9 @@ public:
//! Clears the screen to blank
virtual void Clear() = 0;
//! Sets current rendering mode
virtual void SetRenderMode(RenderMode mode) = 0;
//! Sets the transform matrix of given type
virtual void SetTransform(TransformType type, const Math::Matrix &matrix) = 0;

View File

@ -69,6 +69,10 @@ void CNullDevice::Clear()
{
}
void CNullDevice::SetRenderMode(RenderMode mode)
{
}
void CNullDevice::SetTransform(TransformType type, const Math::Matrix &matrix)
{
}

View File

@ -59,6 +59,8 @@ public:
void Clear() override;
void SetRenderMode(RenderMode mode) override;
void SetTransform(TransformType type, const Math::Matrix &matrix) override;
void SetMaterial(const Material &material) override;

View File

@ -2038,7 +2038,8 @@ void CEngine::SetState(int state, const Color& color)
}
else if (state & ENG_RSTATE_ALPHA) // image with alpha channel?
{
m_device->SetRenderState(RENDER_STATE_BLENDING, false);
m_device->SetRenderState(RENDER_STATE_BLENDING, true);
m_device->SetBlendFunc(BLEND_SRC_ALPHA, BLEND_INV_SRC_ALPHA);
m_device->SetRenderState(RENDER_STATE_FOG, true);
m_device->SetRenderState(RENDER_STATE_DEPTH_WRITE, true);
@ -3113,6 +3114,8 @@ void CEngine::Render()
UseMSAA(true);
DrawBackground(); // draws the background
if (m_drawWorld)
Draw3DScene();
@ -3367,6 +3370,7 @@ void CEngine::Draw3DScene()
void CEngine::RenderShadowMap()
{
m_shadowMapping = m_shadowMapping && m_device->IsShadowMappingSupported();
m_offscreenShadowRendering = m_offscreenShadowRendering && m_device->IsFramebufferSupported();
m_offscreenShadowRenderingResolution = Math::Min(m_offscreenShadowRenderingResolution, m_device->GetMaxTextureSize());
@ -3387,7 +3391,7 @@ void CEngine::RenderShadowMap()
FramebufferParams params;
params.width = params.height = width;
params.depth = depth = 32;
params.depth = depth = 16;
params.depthTexture = true;
CFramebuffer *framebuffer = m_device->CreateFramebuffer("shadow", params);
@ -3427,6 +3431,7 @@ void CEngine::RenderShadowMap()
m_device->GetFramebuffer("shadow")->Bind();
}
m_device->SetRenderMode(RENDER_MODE_SHADOW);
m_device->Clear();
// change state to rendering shadow maps
@ -3441,7 +3446,7 @@ void CEngine::RenderShadowMap()
m_device->SetRenderState(RENDER_STATE_DEPTH_BIAS, false);
m_device->SetAlphaTestFunc(COMP_FUNC_GREATER, 0.5f);
m_device->SetRenderState(RENDER_STATE_DEPTH_BIAS, true);
m_device->SetDepthBias(1.5f, 8.0f);
m_device->SetDepthBias(2.0f, 8.0f);
m_device->SetViewport(0, 0, m_shadowMap.size.x, m_shadowMap.size.y);
@ -3543,6 +3548,7 @@ void CEngine::RenderShadowMap()
m_app->StopPerformanceCounter(PCNT_RENDER_SHADOW_MAP);
m_device->SetRenderMode(RENDER_MODE_NORMAL);
m_device->SetRenderState(RENDER_STATE_DEPTH_TEST, false);
}
@ -3776,6 +3782,8 @@ void CEngine::DrawObject(const EngineBaseObjDataTier& p4)
void CEngine::DrawInterface()
{
m_device->SetRenderMode(RENDER_MODE_INTERFACE);
m_device->SetRenderState(RENDER_STATE_DEPTH_TEST, false);
m_device->SetRenderState(RENDER_STATE_LIGHTING, false);
m_device->SetRenderState(RENDER_STATE_FOG, false);
@ -3808,6 +3816,8 @@ void CEngine::DrawInterface()
// 3D objects drawn in front of interface
if (m_drawFront)
{
m_device->SetRenderMode(RENDER_MODE_NORMAL);
// Display the objects
m_device->SetRenderState(RENDER_STATE_DEPTH_TEST, true);
@ -3877,6 +3887,8 @@ void CEngine::DrawInterface()
m_device->SetRenderState(RENDER_STATE_LIGHTING, false);
m_device->SetRenderState(RENDER_STATE_FOG, false);
m_device->SetRenderMode(RENDER_MODE_INTERFACE);
m_device->SetTransform(TRANSFORM_VIEW, m_matViewInterface);
m_device->SetTransform(TRANSFORM_PROJECTION, m_matProjInterface);
m_device->SetTransform(TRANSFORM_WORLD, m_matWorldInterface);
@ -3893,6 +3905,8 @@ void CEngine::DrawInterface()
DrawStats();
if (m_renderInterface)
DrawMouse();
m_device->SetRenderMode(RENDER_MODE_NORMAL);
}
void CEngine::UpdateGroundSpotTextures()
@ -4366,6 +4380,8 @@ void CEngine::DrawShadowSpots()
void CEngine::DrawBackground()
{
m_device->SetRenderMode(RENDER_MODE_INTERFACE);
if (m_cloud->GetLevel() != 0.0f) // clouds ?
{
if (m_backgroundCloudUp != m_backgroundCloudDown) // degraded?
@ -4381,6 +4397,8 @@ void CEngine::DrawBackground()
{
DrawBackgroundImage(); // image
}
m_device->SetRenderMode(RENDER_MODE_NORMAL);
}
void CEngine::DrawBackgroundGradient(const Color& up, const Color& down)
@ -4502,6 +4520,8 @@ void CEngine::DrawPlanet()
if (! m_planet->PlanetExist())
return;
m_device->SetRenderMode(RENDER_MODE_INTERFACE);
m_device->SetRenderState(RENDER_STATE_DEPTH_WRITE, false);
m_device->SetRenderState(RENDER_STATE_LIGHTING, false);
m_device->SetRenderState(RENDER_STATE_FOG, false);
@ -4511,6 +4531,8 @@ void CEngine::DrawPlanet()
m_device->SetTransform(TRANSFORM_WORLD, m_matWorldInterface);
m_planet->Draw(); // draws the planets
m_device->SetRenderMode(RENDER_MODE_NORMAL);
}
void CEngine::DrawForegroundImage()
@ -4541,12 +4563,16 @@ void CEngine::DrawForegroundImage()
SetTexture(m_foregroundTex);
SetState(ENG_RSTATE_CLAMP | ENG_RSTATE_TTEXTURE_BLACK);
m_device->SetRenderMode(RENDER_MODE_INTERFACE);
m_device->SetTransform(TRANSFORM_VIEW, m_matViewInterface);
m_device->SetTransform(TRANSFORM_PROJECTION, m_matProjInterface);
m_device->SetTransform(TRANSFORM_WORLD, m_matWorldInterface);
m_device->DrawPrimitive(PRIMITIVE_TRIANGLE_STRIP, vertex, 4);
AddStatisticTriangle(2);
m_device->SetRenderMode(RENDER_MODE_NORMAL);
}
void CEngine::DrawOverColor()
@ -4565,6 +4591,8 @@ void CEngine::DrawOverColor()
Color(0.0f, 0.0f, 0.0f, 0.0f)
};
m_device->SetRenderMode(RENDER_MODE_INTERFACE);
SetState(m_overMode);
m_device->SetTransform(TRANSFORM_VIEW, m_matViewInterface);
@ -4582,6 +4610,8 @@ void CEngine::DrawOverColor()
m_device->DrawPrimitive(PRIMITIVE_TRIANGLE_STRIP, vertex, 4);
AddStatisticTriangle(2);
m_device->SetRenderMode(RENDER_MODE_NORMAL);
}
void CEngine::DrawHighlight()

View File

@ -251,21 +251,24 @@ bool CGL21Device::Create()
m_perPixelLighting = value > 0;
}
char shading[16];
if (m_perPixelLighting)
{
GetLogger()->Info("Using per-pixel lighting\n");
strcpy(shading, "perpixel");
}
else
{
GetLogger()->Info("Using per-vertex lighting\n");
strcpy(shading, "pervertex");
}
// Create normal shader program
// Create shader program for normal rendering
GLint shaders[2];
char filename[128];
if (m_perPixelLighting)
sprintf(filename, "shaders/vertex_shader_21_perpixel.glsl");
else
sprintf(filename, "shaders/vertex_shader_21_pervertex.glsl");
sprintf(filename, "shaders/vertex_shader_21_%s.glsl", shading);
shaders[0] = LoadShader(GL_VERTEX_SHADER, filename);
if (shaders[0] == 0)
{
@ -273,114 +276,242 @@ bool CGL21Device::Create()
return false;
}
if (m_perPixelLighting)
sprintf(filename, "shaders/fragment_shader_21_perpixel.glsl");
else
sprintf(filename, "shaders/fragment_shader_21_pervertex.glsl");
sprintf(filename, "shaders/fragment_shader_21_%s.glsl", shading);
shaders[1] = LoadShader(GL_FRAGMENT_SHADER, filename);
if (shaders[1] == 0)
{
m_errorMessage = GetLastShaderError();
GetLogger()->Error("Count not create vertex shader from file '%s'\n", filename);
return false;
}
m_program = LinkProgram(2, shaders);
if (m_program == 0)
m_normalProgram = LinkProgram(2, shaders);
if (m_normalProgram == 0)
{
m_errorMessage = GetLastShaderError();
GetLogger()->Error("Count not link shader program for normal rendering\n");
return false;
}
glDeleteShader(shaders[0]);
glDeleteShader(shaders[1]);
// Obtain uniform locations
uni_ProjectionMatrix = glGetUniformLocation(m_program, "uni_ProjectionMatrix");
uni_ViewMatrix = glGetUniformLocation(m_program, "uni_ViewMatrix");
uni_ModelMatrix = glGetUniformLocation(m_program, "uni_ModelMatrix");
uni_NormalMatrix = glGetUniformLocation(m_program, "uni_NormalMatrix");
uni_ShadowMatrix = glGetUniformLocation(m_program, "uni_ShadowMatrix");
uni_PrimaryTexture = glGetUniformLocation(m_program, "uni_PrimaryTexture");
uni_SecondaryTexture = glGetUniformLocation(m_program, "uni_SecondaryTexture");
uni_ShadowTexture = glGetUniformLocation(m_program, "uni_ShadowTexture");
for (int i = 0; i < 3; i++)
// Create shader program for interface rendering
strcpy(filename, "shaders/vertex_shader_21_interface.glsl");
shaders[0] = LoadShader(GL_VERTEX_SHADER, filename);
if (shaders[0] == 0)
{
char name[64];
sprintf(name, "uni_TextureEnabled[%d]", i);
uni_TextureEnabled[i] = glGetUniformLocation(m_program, name);
m_errorMessage = GetLastShaderError();
GetLogger()->Error("Count not create vertex shader from file '%s'\n", filename);
return false;
}
uni_AlphaTestEnabled = glGetUniformLocation(m_program, "uni_AlphaTestEnabled");
uni_AlphaReference = glGetUniformLocation(m_program, "uni_AlphaReference");
uni_FogEnabled = glGetUniformLocation(m_program, "uni_FogEnabled");
uni_FogRange = glGetUniformLocation(m_program, "uni_FogRange");
uni_FogColor = glGetUniformLocation(m_program, "uni_FogColor");
uni_ShadowColor = glGetUniformLocation(m_program, "uni_ShadowColor");
uni_LightingEnabled = glGetUniformLocation(m_program, "uni_LightingEnabled");
uni_AmbientColor = glGetUniformLocation(m_program, "uni_AmbientColor");
uni_DiffuseColor = glGetUniformLocation(m_program, "uni_DiffuseColor");
uni_SpecularColor = glGetUniformLocation(m_program, "uni_SpecularColor");
GLchar name[64];
for (int i = 0; i < 8; i++)
strcpy(filename, "shaders/fragment_shader_21_interface.glsl");
shaders[1] = LoadShader(GL_FRAGMENT_SHADER, filename);
if (shaders[1] == 0)
{
sprintf(name, "uni_Light[%d].Enabled", i);
uni_Light[i].Enabled = glGetUniformLocation(m_program, name);
sprintf(name, "uni_Light[%d].Position", i);
uni_Light[i].Position = glGetUniformLocation(m_program, name);
sprintf(name, "uni_Light[%d].Ambient", i);
uni_Light[i].Ambient = glGetUniformLocation(m_program, name);
sprintf(name, "uni_Light[%d].Diffuse", i);
uni_Light[i].Diffuse = glGetUniformLocation(m_program, name);
sprintf(name, "uni_Light[%d].Specular", i);
uni_Light[i].Specular = glGetUniformLocation(m_program, name);
sprintf(name, "uni_Light[%d].Attenuation", i);
uni_Light[i].Attenuation = glGetUniformLocation(m_program, name);
m_errorMessage = GetLastShaderError();
GetLogger()->Error("Count not compile fragment shader from file '%s'\n", filename);
return false;
}
// Set default uniform values
Math::Matrix matrix;
matrix.LoadIdentity();
m_interfaceProgram = LinkProgram(2, shaders);
if (m_interfaceProgram == 0)
{
m_errorMessage = GetLastShaderError();
GetLogger()->Error("Count not link shader program for interface rendering\n");
return false;
}
glUseProgram(m_program);
glDeleteShader(shaders[0]);
glDeleteShader(shaders[1]);
glUniformMatrix4fv(uni_ProjectionMatrix, 1, GL_FALSE, matrix.Array());
glUniformMatrix4fv(uni_ViewMatrix, 1, GL_FALSE, matrix.Array());
glUniformMatrix4fv(uni_ModelMatrix, 1, GL_FALSE, matrix.Array());
glUniformMatrix4fv(uni_NormalMatrix, 1, GL_FALSE, matrix.Array());
glUniformMatrix4fv(uni_ShadowMatrix, 1, GL_FALSE, matrix.Array());
// Create shader program for shadow rendering
strcpy(filename, "shaders/vertex_shader_21_shadow.glsl");
shaders[0] = LoadShader(GL_VERTEX_SHADER, filename);
if (shaders[0] == 0)
{
m_errorMessage = GetLastShaderError();
GetLogger()->Error("Count not create vertex shader from file '%s'\n", filename);
return false;
}
glUniform1i(uni_PrimaryTexture, 0);
glUniform1i(uni_SecondaryTexture, 1);
glUniform1i(uni_ShadowTexture, 2);
strcpy(filename, "shaders/fragment_shader_21_shadow.glsl");
shaders[1] = LoadShader(GL_FRAGMENT_SHADER, filename);
if (shaders[1] == 0)
{
m_errorMessage = GetLastShaderError();
GetLogger()->Error("Count not compile fragment shader from file '%s'\n", filename);
return false;
}
for (int i = 0; i < 3; i++)
glUniform1i(uni_TextureEnabled[i], 0);
m_shadowProgram = LinkProgram(2, shaders);
if (m_shadowProgram == 0)
{
m_errorMessage = GetLastShaderError();
GetLogger()->Error("Count not link shader program for shadow rendering\n");
return false;
}
glUniform1i(uni_AlphaTestEnabled, 0);
glUniform1f(uni_AlphaReference, 0.5f);
glDeleteShader(shaders[0]);
glDeleteShader(shaders[1]);
glUniform1i(uni_FogEnabled, 0);
glUniform2f(uni_FogRange, 100.0f, 200.0f);
glUniform4f(uni_FogColor, 0.8f, 0.8f, 0.8f, 1.0f);
// Obtain uniform locations from normal rendering program and initialize them
{
UniformLocations &uni = m_uniforms[0];
glUniform1f(uni_ShadowColor, 0.5f);
uni.projectionMatrix = glGetUniformLocation(m_normalProgram, "uni_ProjectionMatrix");
uni.viewMatrix = glGetUniformLocation(m_normalProgram, "uni_ViewMatrix");
uni.modelMatrix = glGetUniformLocation(m_normalProgram, "uni_ModelMatrix");
uni.normalMatrix = glGetUniformLocation(m_normalProgram, "uni_NormalMatrix");
uni.shadowMatrix = glGetUniformLocation(m_normalProgram, "uni_ShadowMatrix");
glUniform1i(uni_LightingEnabled, 0);
for (int i = 0; i < 8; i++)
glUniform1i(uni_Light[i].Enabled, 0);
uni.primaryTexture = glGetUniformLocation(m_normalProgram, "uni_PrimaryTexture");
uni.secondaryTexture = glGetUniformLocation(m_normalProgram, "uni_SecondaryTexture");
uni.shadowTexture = glGetUniformLocation(m_normalProgram, "uni_ShadowTexture");
for (int i = 0; i < 3; i++)
{
char name[64];
sprintf(name, "uni_TextureEnabled[%d]", i);
uni.textureEnabled[i] = glGetUniformLocation(m_normalProgram, name);
}
uni.alphaTestEnabled = glGetUniformLocation(m_normalProgram, "uni_AlphaTestEnabled");
uni.alphaReference = glGetUniformLocation(m_normalProgram, "uni_AlphaReference");
uni.fogEnabled = glGetUniformLocation(m_normalProgram, "uni_FogEnabled");
uni.fogRange = glGetUniformLocation(m_normalProgram, "uni_FogRange");
uni.fogColor = glGetUniformLocation(m_normalProgram, "uni_FogColor");
uni.shadowColor = glGetUniformLocation(m_normalProgram, "uni_ShadowColor");
uni.lightingEnabled = glGetUniformLocation(m_normalProgram, "uni_LightingEnabled");
uni.ambientColor = glGetUniformLocation(m_normalProgram, "uni_AmbientColor");
uni.diffuseColor = glGetUniformLocation(m_normalProgram, "uni_DiffuseColor");
uni.specularColor = glGetUniformLocation(m_normalProgram, "uni_SpecularColor");
GLchar name[64];
for (int i = 0; i < 8; i++)
{
sprintf(name, "uni_Light[%d].Enabled", i);
uni.lights[i].enabled = glGetUniformLocation(m_normalProgram, name);
sprintf(name, "uni_Light[%d].Position", i);
uni.lights[i].position = glGetUniformLocation(m_normalProgram, name);
sprintf(name, "uni_Light[%d].Ambient", i);
uni.lights[i].ambient = glGetUniformLocation(m_normalProgram, name);
sprintf(name, "uni_Light[%d].Diffuse", i);
uni.lights[i].diffuse = glGetUniformLocation(m_normalProgram, name);
sprintf(name, "uni_Light[%d].Specular", i);
uni.lights[i].specular = glGetUniformLocation(m_normalProgram, name);
sprintf(name, "uni_Light[%d].Attenuation", i);
uni.lights[i].attenuation = glGetUniformLocation(m_normalProgram, name);
}
// Set default uniform values
Math::Matrix matrix;
matrix.LoadIdentity();
glUseProgram(m_normalProgram);
glUniformMatrix4fv(uni.projectionMatrix, 1, GL_FALSE, matrix.Array());
glUniformMatrix4fv(uni.viewMatrix, 1, GL_FALSE, matrix.Array());
glUniformMatrix4fv(uni.modelMatrix, 1, GL_FALSE, matrix.Array());
glUniformMatrix4fv(uni.normalMatrix, 1, GL_FALSE, matrix.Array());
glUniformMatrix4fv(uni.shadowMatrix, 1, GL_FALSE, matrix.Array());
glUniform1i(uni.primaryTexture, 0);
glUniform1i(uni.secondaryTexture, 1);
glUniform1i(uni.shadowTexture, 2);
for (int i = 0; i < 3; i++)
glUniform1i(uni.textureEnabled[i], 0);
glUniform1i(uni.alphaTestEnabled, 0);
glUniform1f(uni.alphaReference, 0.5f);
glUniform1i(uni.fogEnabled, 0);
glUniform2f(uni.fogRange, 100.0f, 200.0f);
glUniform4f(uni.fogColor, 0.8f, 0.8f, 0.8f, 1.0f);
glUniform1f(uni.shadowColor, 0.5f);
glUniform1i(uni.lightingEnabled, 0);
for (int i = 0; i < 8; i++)
glUniform1i(uni.lights[i].enabled, 0);
}
// Obtain uniform locations from interface rendering program and initialize them
{
UniformLocations &uni = m_uniforms[1];
uni.projectionMatrix = glGetUniformLocation(m_interfaceProgram, "uni_ProjectionMatrix");
uni.viewMatrix = glGetUniformLocation(m_interfaceProgram, "uni_ViewMatrix");
uni.modelMatrix = glGetUniformLocation(m_interfaceProgram, "uni_ModelMatrix");
uni.primaryTexture = glGetUniformLocation(m_interfaceProgram, "uni_PrimaryTexture");
uni.textureEnabled[0] = glGetUniformLocation(m_interfaceProgram, "uni_TextureEnabled");
uni.textureEnabled[1] = -1;
uni.textureEnabled[2] = -1;
// Set default uniform values
Math::Matrix matrix;
matrix.LoadIdentity();
glUseProgram(m_interfaceProgram);
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);
}
// Obtain uniform locations from shadow rendering program and initialize them
{
UniformLocations &uni = m_uniforms[2];
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_PrimaryTexture");
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();
glUseProgram(m_shadowProgram);
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, 0.5f);
}
glUseProgram(m_normalProgram);
glEnable(GL_VERTEX_PROGRAM_TWO_SIDE);
// create default framebuffer object
@ -402,7 +533,9 @@ void CGL21Device::Destroy()
// Delete the remaining textures
// Should not be strictly necessary, but just in case
glUseProgram(0);
glDeleteProgram(m_program);
glDeleteProgram(m_normalProgram);
glDeleteProgram(m_interfaceProgram);
glDeleteProgram(m_shadowProgram);
// delete framebuffers
for (auto& framebuffer : m_framebuffers)
@ -454,13 +587,39 @@ void CGL21Device::Clear()
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
void CGL21Device::SetRenderMode(RenderMode mode)
{
switch (mode)
{
case RENDER_MODE_NORMAL:
glUseProgram(m_normalProgram);
m_mode = 0;
break;
case RENDER_MODE_INTERFACE:
glUseProgram(m_interfaceProgram);
m_mode = 1;
break;
case RENDER_MODE_SHADOW:
glUseProgram(m_shadowProgram);
m_mode = 2;
break;
default:
assert(false);
}
for (int i = 0; i < 3; i++)
{
glUniform1i(m_uniforms[m_mode].textureEnabled[i], m_texturesEnabled[i]);
}
}
void CGL21Device::SetTransform(TransformType type, const Math::Matrix &matrix)
{
if (type == TRANSFORM_WORLD)
{
m_worldMat = matrix;
glUniformMatrix4fv(uni_ModelMatrix, 1, GL_FALSE, m_worldMat.Array());
glUniformMatrix4fv(m_uniforms[m_mode].modelMatrix, 1, GL_FALSE, m_worldMat.Array());
m_modelviewMat = Math::MultiplyMatrices(m_viewMat, m_worldMat);
m_combinedMatrix = Math::MultiplyMatrices(m_projectionMat, m_modelviewMat);
@ -471,7 +630,7 @@ void CGL21Device::SetTransform(TransformType type, const Math::Matrix &matrix)
if (fabs(normalMat.Det()) > 1e-6)
normalMat = normalMat.Inverse();
glUniformMatrix4fv(uni_NormalMatrix, 1, GL_TRUE, normalMat.Array());
glUniformMatrix4fv(m_uniforms[m_mode].normalMatrix, 1, GL_TRUE, normalMat.Array());
}
else if (type == TRANSFORM_VIEW)
{
@ -482,7 +641,7 @@ void CGL21Device::SetTransform(TransformType type, const Math::Matrix &matrix)
m_modelviewMat = Math::MultiplyMatrices(m_viewMat, m_worldMat);
m_combinedMatrix = Math::MultiplyMatrices(m_projectionMat, m_modelviewMat);
glUniformMatrix4fv(uni_ViewMatrix, 1, GL_FALSE, m_viewMat.Array());
glUniformMatrix4fv(m_uniforms[m_mode].viewMatrix, 1, GL_FALSE, m_viewMat.Array());
}
else if (type == TRANSFORM_PROJECTION)
{
@ -490,12 +649,12 @@ void CGL21Device::SetTransform(TransformType type, const Math::Matrix &matrix)
m_combinedMatrix = Math::MultiplyMatrices(m_projectionMat, m_modelviewMat);
glUniformMatrix4fv(uni_ProjectionMatrix, 1, GL_FALSE, m_projectionMat.Array());
glUniformMatrix4fv(m_uniforms[m_mode].projectionMatrix, 1, GL_FALSE, m_projectionMat.Array());
}
else if (type == TRANSFORM_SHADOW)
{
Math::Matrix temp = matrix;
glUniformMatrix4fv(uni_ShadowMatrix, 1, GL_FALSE, temp.Array());
glUniformMatrix4fv(m_uniforms[m_mode].shadowMatrix, 1, GL_FALSE, temp.Array());
}
else
{
@ -507,9 +666,9 @@ void CGL21Device::SetMaterial(const Material &material)
{
m_material = material;
glUniform4fv(uni_AmbientColor, 1, m_material.ambient.Array());
glUniform4fv(uni_DiffuseColor, 1, m_material.diffuse.Array());
glUniform4fv(uni_SpecularColor, 1, m_material.specular.Array());
glUniform4fv(m_uniforms[m_mode].ambientColor, 1, m_material.ambient.Array());
glUniform4fv(m_uniforms[m_mode].diffuseColor, 1, m_material.diffuse.Array());
glUniform4fv(m_uniforms[m_mode].specularColor, 1, m_material.specular.Array());
}
int CGL21Device::GetMaxLightCount()
@ -524,18 +683,20 @@ void CGL21Device::SetLight(int index, const Light &light)
m_lights[index] = light;
glUniform4fv(uni_Light[index].Ambient, 1, light.ambient.Array());
glUniform4fv(uni_Light[index].Diffuse, 1, light.diffuse.Array());
glUniform4fv(uni_Light[index].Specular, 1, light.specular.Array());
glUniform3f(uni_Light[index].Attenuation, light.attenuation0, light.attenuation1, light.attenuation2);
UniformLocations::LightLocations &loc = m_uniforms[m_mode].lights[index];
glUniform4fv(loc.ambient, 1, light.ambient.Array());
glUniform4fv(loc.diffuse, 1, light.diffuse.Array());
glUniform4fv(loc.specular, 1, light.specular.Array());
glUniform3f(loc.attenuation, light.attenuation0, light.attenuation1, light.attenuation2);
if (light.type == LIGHT_DIRECTIONAL)
{
glUniform4f(uni_Light[index].Position, -light.direction.x, -light.direction.y, -light.direction.z, 0.0f);
glUniform4f(loc.position, -light.direction.x, -light.direction.y, -light.direction.z, 0.0f);
}
else
{
glUniform4f(uni_Light[index].Position, light.position.x, light.position.y, light.position.z, 1.0f);
glUniform4f(loc.position, light.position.x, light.position.y, light.position.z, 1.0f);
}
// TODO: add spotlight params
@ -548,7 +709,7 @@ void CGL21Device::SetLightEnabled(int index, bool enabled)
m_lightsEnabled[index] = enabled;
glUniform1i(uni_Light[index].Enabled, enabled ? 1 : 0);
glUniform1i(m_uniforms[m_mode].lights[index].enabled, enabled ? 1 : 0);
}
/** If image is invalid, returns invalid texture.
@ -899,7 +1060,7 @@ void CGL21Device::UpdateTextureStatus()
for (int i = 0; i < 3; i++)
{
bool enabled = m_texturesEnabled[i] && (m_currentTextures[i].id != 0);
glUniform1i(uni_TextureEnabled[i], enabled ? 1 : 0);
glUniform1i(m_uniforms[m_mode].textureEnabled[i], enabled ? 1 : 0);
}
}
@ -1639,19 +1800,19 @@ void CGL21Device::SetRenderState(RenderState state, bool enabled)
{
m_lighting = enabled;
glUniform1i(uni_LightingEnabled, enabled ? 1 : 0);
glUniform1i(m_uniforms[m_mode].lightingEnabled, enabled ? 1 : 0);
return;
}
else if (state == RENDER_STATE_ALPHA_TEST)
{
glUniform1i(uni_AlphaTestEnabled, enabled ? 1 : 0);
glUniform1i(m_uniforms[m_mode].alphaTestEnabled, enabled ? 1 : 0);
return;
}
else if (state == RENDER_STATE_FOG)
{
glUniform1i(uni_FogEnabled, enabled ? 1 : 0);
glUniform1i(m_uniforms[m_mode].fogEnabled, enabled ? 1 : 0);
return;
}
@ -1691,7 +1852,7 @@ void CGL21Device::SetDepthBias(float factor, float units)
void CGL21Device::SetAlphaTestFunc(CompFunc func, float refValue)
{
glUniform1i(uni_AlphaReference, refValue);
glUniform1i(m_uniforms[m_mode].alphaReference, refValue);
}
void CGL21Device::SetBlendFunc(BlendFunc srcBlend, BlendFunc dstBlend)
@ -1711,8 +1872,8 @@ void CGL21Device::SetGlobalAmbient(const Color &color)
void CGL21Device::SetFogParams(FogMode mode, const Color &color, float start, float end, float density)
{
glUniform2f(uni_FogRange, start, end);
glUniform4f(uni_FogColor, color.r, color.g, color.b, color.a);
glUniform2f(m_uniforms[m_mode].fogRange, start, end);
glUniform4f(m_uniforms[m_mode].fogColor, color.r, color.g, color.b, color.a);
/*
if (mode == FOG_LINEAR) glFogi(GL_FOG_MODE, GL_LINEAR);
@ -1745,7 +1906,7 @@ void CGL21Device::SetShadeModel(ShadeModel model)
void CGL21Device::SetShadowColor(float value)
{
glUniform1f(uni_ShadowColor, value);
glUniform1f(m_uniforms[m_mode].shadowColor, value);
}
void CGL21Device::SetFillMode(FillMode mode)

View File

@ -42,6 +42,74 @@
namespace Gfx
{
struct UniformLocations
{
// Uniforms
//! Projection matrix
GLint projectionMatrix = -1;
//! View matrix
GLint viewMatrix = -1;
//! Model matrix
GLint modelMatrix = -1;
//! Shadow matrix
GLint shadowMatrix = -1;
//! Normal matrix
GLint normalMatrix = -1;
//! Primary texture sampler
GLint primaryTexture = -1;
//! Secondary texture sampler
GLint secondaryTexture = -1;
//! Shadow texture sampler
GLint shadowTexture = -1;
//! true enables texture
GLint textureEnabled[3] = {};
// Alpha test parameters
//! true enables alpha test
GLint alphaTestEnabled = -1;
//! Alpha test reference value
GLint alphaReference = -1;
//! true enables fog
GLint fogEnabled = -1;
//! Fog range
GLint fogRange = -1;
//! Fog color
GLint fogColor = -1;
//! Shadow color
GLint shadowColor = -1;
//! true enables lighting
GLint lightingEnabled = -1;
//! Ambient color
GLint ambientColor = -1;
//! Diffuse color
GLint diffuseColor = -1;
//! Specular color
GLint specularColor = -1;
struct LightLocations
{
//! true enables light
GLint enabled = -1;
//! Light type
GLint type = -1;
//! Position or direction vector
GLint position = -1;
//! Ambient color
GLint ambient = -1;
//! Diffuse color
GLint diffuse = -1;
//! Specular color
GLint specular = -1;
//! Attenuation
GLint attenuation = -1;
} lights[8];
};
/**
\class CGL21Device
\brief Implementation of CDevice interface in OpenGL
@ -72,6 +140,8 @@ public:
void Clear() override;
void SetRenderMode(RenderMode mode) override;
void SetTransform(TransformType type, const Math::Matrix &matrix) override;
void SetMaterial(const Material &material) override;
@ -254,75 +324,17 @@ private:
//! true enables per-pixel lighting
bool m_perPixelLighting = false;
//! Shader program
GLuint m_program = 0;
//! Shader program for normal rendering
GLuint m_normalProgram = 0;
//! Shader program for interface rendering
GLuint m_interfaceProgram = 0;
//! Shader program for shadow rendering
GLuint m_shadowProgram = 0;
// Uniforms
//! Projection matrix
GLint uni_ProjectionMatrix = 0;
//! View matrix
GLint uni_ViewMatrix = 0;
//! Model matrix
GLint uni_ModelMatrix = 0;
//! Shadow matrix
GLint uni_ShadowMatrix = 0;
//! Normal matrix
GLint uni_NormalMatrix = 0;
//! Primary texture sampler
GLint uni_PrimaryTexture = 0;
//! Secondary texture sampler
GLint uni_SecondaryTexture = 0;
//! Shadow texture sampler
GLint uni_ShadowTexture = 0;
//! true enables texture
GLint uni_TextureEnabled[3] = {};
// Alpha test parameters
//! true enables alpha test
GLint uni_AlphaTestEnabled = 0;
//! Alpha test reference value
GLint uni_AlphaReference = 0;
//! true enables fog
GLint uni_FogEnabled = 0;
//! Fog range
GLint uni_FogRange = 0;
//! Fog color
GLint uni_FogColor = 0;
//! Shadow color
GLint uni_ShadowColor = 0;
//! true enables lighting
GLint uni_LightingEnabled = 0;
//! Ambient color
GLint uni_AmbientColor = 0;
//! Diffuse color
GLint uni_DiffuseColor = 0;
//! Specular color
GLint uni_SpecularColor = 0;
struct LightUniforms
{
//! true enables light
GLint Enabled = 0;
//! Light type
GLint Type = 0;
//! Position or direction vector
GLint Position = 0;
//! Ambient color
GLint Ambient = 0;
//! Diffuse color
GLint Diffuse = 0;
//! Specular color
GLint Specular = 0;
//! Attenuation
GLint Attenuation = 0;
};
LightUniforms uni_Light[8];
//! Uniform locations
UniformLocations m_uniforms[3];
//! Current mode
int m_mode = 0;
};

View File

@ -479,6 +479,11 @@ void CGL33Device::Clear()
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
void CGL33Device::SetRenderMode(RenderMode mode)
{
// TODO: implement
}
void CGL33Device::SetTransform(TransformType type, const Math::Matrix &matrix)
{
if (type == TRANSFORM_WORLD)

View File

@ -84,6 +84,8 @@ public:
void Clear() override;
void SetRenderMode(RenderMode mode) override;
void SetTransform(TransformType type, const Math::Matrix &matrix) override;
void SetMaterial(const Material &material) override;

View File

@ -386,6 +386,11 @@ void CGLDevice::Clear()
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
void CGLDevice::SetRenderMode(RenderMode mode)
{
// nothing is done
}
void CGLDevice::SetTransform(TransformType type, const Math::Matrix &matrix)
{
if (type == TRANSFORM_WORLD)

View File

@ -91,6 +91,8 @@ public:
void Clear() override;
void SetRenderMode(RenderMode mode) override;
void SetTransform(TransformType type, const Math::Matrix &matrix) override;
void SetMaterial(const Material &material) override;

View File

@ -0,0 +1,39 @@
/*
* This file is part of the Colobot: Gold Edition source code
* Copyright (C) 2001-2014, Daniel Roux, EPSITEC SA & TerranovaTeam
* http://epsitec.ch; http://colobot.info; http://github.com/colobot
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see http://gnu.org/licenses
*/
// FRAGMENT SHADER - INTERFACE MODE
#version 120
uniform sampler2D uni_PrimaryTexture;
uniform bool uni_TextureEnabled;
varying vec4 pass_Color;
varying vec2 pass_TexCoord0;
void main()
{
if (uni_TextureEnabled)
{
gl_FragColor = pass_Color * texture2D(uni_PrimaryTexture, pass_TexCoord0);
}
else
{
gl_FragColor = pass_Color;
}
}

View File

@ -0,0 +1,47 @@
/*
* This file is part of the Colobot: Gold Edition source code
* Copyright (C) 2001-2014, Daniel Roux, EPSITEC SA & TerranovaTeam
* http://epsitec.ch; http://colobot.info; http://github.com/colobot
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see http://gnu.org/licenses
*/
// FRAGMENT SHADER - SHADOW MODE
#version 120
uniform sampler2D uni_PrimaryTexture;
uniform bool uni_TextureEnabled;
uniform bool uni_AlphaTestEnabled;
uniform float uni_AlphaReference;
varying vec2 pass_TexCoord0;
void main()
{
vec4 color = vec4(1.0f);
if (uni_TextureEnabled)
{
color = color * texture2D(uni_PrimaryTexture, pass_TexCoord0);
}
if (uni_AlphaTestEnabled)
{
if(color.a < uni_AlphaReference)
discard;
}
gl_FragColor = vec4(1.0f);
}

View File

@ -0,0 +1,35 @@
/*
* This file is part of the Colobot: Gold Edition source code
* Copyright (C) 2001-2014, Daniel Roux, EPSITEC SA & TerranovaTeam
* http://epsitec.ch; http://colobot.info; http://github.com/colobot
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see http://gnu.org/licenses
*/
// VERTEX SHADER - INTERFACE MODE
#version 120
uniform mat4 uni_ProjectionMatrix;
uniform mat4 uni_ViewMatrix;
uniform mat4 uni_ModelMatrix;
varying vec4 pass_Color;
varying vec2 pass_TexCoord0;
void main()
{
gl_Position = uni_ProjectionMatrix * uni_ViewMatrix * uni_ModelMatrix * gl_Vertex;
pass_Color = gl_Color;
pass_TexCoord0 = gl_MultiTexCoord0.st;
}

View File

@ -0,0 +1,33 @@
/*
* This file is part of the Colobot: Gold Edition source code
* Copyright (C) 2001-2014, Daniel Roux, EPSITEC SA & TerranovaTeam
* http://epsitec.ch; http://colobot.info; http://github.com/colobot
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see http://gnu.org/licenses
*/
// VERTEX SHADER - SHADOW MODE
#version 120
uniform mat4 uni_ProjectionMatrix;
uniform mat4 uni_ViewMatrix;
uniform mat4 uni_ModelMatrix;
varying vec2 pass_TexCoord0;
void main()
{
gl_Position = uni_ProjectionMatrix * uni_ViewMatrix * uni_ModelMatrix * gl_Vertex;
pass_TexCoord0 = gl_MultiTexCoord0.st;
}