Added OpenGL 2.1 engine
parent
08bf066f78
commit
e1a0f5b1c7
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@ -112,6 +112,7 @@ set(BASE_SOURCES
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graphics/engine/text.cpp
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graphics/engine/water.cpp
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graphics/opengl/gldevice.cpp
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graphics/opengl/gl21device.cpp
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graphics/opengl/gl33device.cpp
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graphics/opengl/glutil.cpp
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object/auto/auto.cpp
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@ -36,6 +36,7 @@
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#include "graphics/engine/modelmanager.h"
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#include "graphics/core/nulldevice.h"
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#include "graphics/opengl/gldevice.h"
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#include "graphics/opengl/gl21device.h"
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#include "graphics/opengl/gl33device.h"
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#include "object/robotmain.h"
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@ -565,6 +566,8 @@ bool CApplication::Create()
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// The video is ready, we can create and initalize the graphics device
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if (m_graphics == "opengl")
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m_device = new Gfx::CGLDevice(m_deviceConfig);
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else if (m_graphics == "gl21")
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m_device = new Gfx::CGL21Device(m_deviceConfig);
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else if (m_graphics == "gl33")
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m_device = new Gfx::CGL33Device(m_deviceConfig);
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else
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@ -176,12 +176,12 @@ CEngine::CEngine(CApplication *app)
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if (CProfile::GetInstance().GetIntProperty("Setup", "MipmapLevel", value))
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{
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m_textureMipmapLevel = value;
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SetTextureMipmapLevel(value);
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}
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if (CProfile::GetInstance().GetIntProperty("Setup", "Anisotropy", value))
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{
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m_textureAnisotropy = value;
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SetTextureAnisotropyLevel(value);
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}
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if (CProfile::GetInstance().GetIntProperty("Setup", "ShadowMapping", value))
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@ -191,6 +191,12 @@ CEngine::CEngine(CApplication *app)
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m_qualityShadows = (value > 2);
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}
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float shadowColor;
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if (CProfile::GetInstance().GetFloatProperty("Setup", "ShadowColor", shadowColor))
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{
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SetShadowColor(shadowColor);
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}
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m_defaultTexParams.format = TEX_IMG_AUTO;
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m_defaultTexParams.mipmap = mipmaps;
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m_defaultTexParams.filter = filter;
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@ -2698,6 +2704,16 @@ bool CEngine::GetShadow()
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return m_shadowVisible;
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}
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void CEngine::SetShadowColor(float value)
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{
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m_shadowColor = value;
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}
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bool CEngine::GetShadowColor()
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{
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return m_shadowColor;
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}
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void CEngine::SetDirty(bool mode)
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{
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m_dirty = mode;
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@ -3553,25 +3569,23 @@ void CEngine::RenderShadowMap()
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// recompute matrices
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Math::Vector worldUp(0.0f, 1.0f, 0.0f);
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Math::Vector lightDir = Math::Vector(1.0f, 1.0f, -1.0f);
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Math::Vector lightDir = Math::Vector(1.0f, 2.0f, -1.0f);
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Math::Vector dir = m_lookatPt - m_eyePt;
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dir.y = 0.0f;
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dir.Normalize();
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float dist = 50.0f * (log(m_shadowMap.size.x) / log(2.0f) - 6.5f);
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float depth = 800.0f;
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Math::Vector lightOffset = Math::Vector(1.0f, 0.0f, -1.0f);
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lightOffset.Normalize();
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Math::Vector pos = m_lookatPt + 0.5f * dist * dir + 0.5f * dist * Math::Vector(1.0f, 0.0f, -1.0f);
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float scale = log(m_shadowMap.size.x) / log(2.0f) - 6.5f;
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float dist = 100.0f * scale;
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float depth = 2000.0f;
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Math::Vector lightPos = pos + Math::Vector(0.0f, 30.0f, 0.0f);
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Math::Vector lookAt = lightPos + lightDir;
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Math::Vector pos = m_lookatPt;// +0.25f * dist * dir;// +0.25f * dist * lightOffset;
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lightPos.x = round(lightPos.x);
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lightPos.y = round(lightPos.y);
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lightPos.z = round(lightPos.z);
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Math::Vector lightPos = m_lookatPt + Math::Vector(0.0f, -200.0f, 0.0f);
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lookAt.x = round(lookAt.x);
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lookAt.y = round(lookAt.y);
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lookAt.z = round(lookAt.z);
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Math::Vector lookAt = lightPos - lightDir;
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Math::LoadOrthoProjectionMatrix(m_shadowProjMat, -dist, dist, -dist, dist, -depth, depth);
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Math::LoadViewMatrix(m_shadowViewMat, lightPos, lookAt, worldUp);
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@ -3582,6 +3596,11 @@ void CEngine::RenderShadowMap()
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m_device->SetTransform(TRANSFORM_PROJECTION, m_shadowProjMat);
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m_device->SetTransform(TRANSFORM_VIEW, m_shadowViewMat);
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Math::Matrix scaleMat;
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Math::LoadScaleMatrix(scaleMat, Math::Vector(1.0f, 1.0f, -1.0f));
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m_shadowViewMat = Math::MultiplyMatrices(scaleMat, m_shadowViewMat);
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m_device->SetTexture(0, 0);
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m_device->SetTexture(1, 0);
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@ -3596,10 +3615,6 @@ void CEngine::RenderShadowMap()
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m_device->SetTransform(TRANSFORM_WORLD, m_objects[objRank].transform);
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// TODO: check proper object filtering
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//if (!IsVisible(objRank))
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// continue;
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int baseObjRank = m_objects[objRank].baseObjRank;
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if (baseObjRank == -1)
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continue;
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@ -3610,8 +3625,6 @@ void CEngine::RenderShadowMap()
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if (!p1.used)
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continue;
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//m_lightMan->UpdateDeviceLights(m_objects[objRank].type);
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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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@ -3629,9 +3642,6 @@ void CEngine::RenderShadowMap()
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{
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EngineBaseObjDataTier& p4 = p3.next[l4];
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if (m_objects[objRank].transparency != 0.0f) // transparent ?
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continue;
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DrawObject(p4);
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}
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}
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@ -3669,6 +3679,8 @@ void CEngine::UseShadowMapping(bool enable)
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if (enable) // Enable shadow mapping
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{
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m_device->SetShadowColor(m_shadowColor);
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if (m_qualityShadows)
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{
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if (m_device->GetMaxTextureStageCount() < 6)
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@ -1140,6 +1140,12 @@ public:
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bool GetShadowMapping();
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//@}
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//@{
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//! Management of shadow mapping
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void SetShadowColor(float value);
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bool GetShadowColor();
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//@}
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//@{
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//! Management mode of toto
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void SetTotoMode(bool present);
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@ -1463,6 +1469,8 @@ protected:
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bool m_offscreenShadowRendering;
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//! true enables higher quality shadows
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bool m_qualityShadows;
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//! Shadow color
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float m_shadowColor;
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//! Map of loaded textures (by name)
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std::map<std::string, Texture> m_texNameMap;
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File diff suppressed because it is too large
Load Diff
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@ -0,0 +1,283 @@
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/*
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* This file is part of the Colobot: Gold Edition source code
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* Copyright (C) 2001-2014, Daniel Roux, EPSITEC SA & TerranovaTeam
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* http://epsitec.ch; http://colobot.info; http://github.com/colobot
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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* See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see http://gnu.org/licenses
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*/
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/**
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* \file graphics/opengl/gldevice.h
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* \brief OpenGL implementation - CGL21Device class
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*/
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#pragma once
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#include "graphics/core/device.h"
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#include "graphics/opengl/glutil.h"
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#include <string>
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#include <vector>
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#include <set>
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#include <map>
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// Graphics module namespace
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namespace Gfx {
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struct GLDevicePrivate;
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/**
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\class CGL21Device
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\brief Implementation of CDevice interface in OpenGL
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Provides the concrete implementation of 3D device in OpenGL.
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This class should be initialized (by calling Initialize() ) only after
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setting the video mode by CApplication, once the OpenGL context is defined.
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Because of that, CGL21DeviceConfig is outside the CDevice class and must be set
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in CApplication.
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*/
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class CGL21Device : public CDevice
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{
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public:
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CGL21Device(const GLDeviceConfig &config);
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virtual ~CGL21Device();
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virtual void DebugHook() OVERRIDE;
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virtual void DebugLights() OVERRIDE;
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virtual bool Create() OVERRIDE;
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virtual void Destroy() OVERRIDE;
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void ConfigChanged(const GLDeviceConfig &newConfig);
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virtual void BeginScene() OVERRIDE;
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virtual void EndScene() OVERRIDE;
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virtual void Clear() OVERRIDE;
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virtual void SetTransform(TransformType type, const Math::Matrix &matrix) OVERRIDE;
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virtual void SetMaterial(const Material &material) OVERRIDE;
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virtual int GetMaxLightCount() OVERRIDE;
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virtual void SetLight(int index, const Light &light) OVERRIDE;
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virtual void SetLightEnabled(int index, bool enabled) OVERRIDE;
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virtual Texture CreateTexture(CImage *image, const TextureCreateParams ¶ms) OVERRIDE;
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virtual Texture CreateTexture(ImageData *data, const TextureCreateParams ¶ms) OVERRIDE;
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virtual Texture CreateDepthTexture(int width, int height, int depth) OVERRIDE;
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virtual void DestroyTexture(const Texture &texture) OVERRIDE;
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virtual void DestroyAllTextures() OVERRIDE;
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virtual int GetMaxTextureStageCount() OVERRIDE;
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virtual void SetTexture(int index, const Texture &texture) OVERRIDE;
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virtual void SetTexture(int index, unsigned int textureId) OVERRIDE;
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virtual void SetTextureEnabled(int index, bool enabled) OVERRIDE;
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virtual void SetTextureStageParams(int index, const TextureStageParams ¶ms) OVERRIDE;
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virtual void SetTextureStageWrap(int index, Gfx::TexWrapMode wrapS, Gfx::TexWrapMode wrapT) OVERRIDE;
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virtual void SetTextureCoordGeneration(int index, TextureGenerationParams ¶ms) OVERRIDE;
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virtual void DrawPrimitive(PrimitiveType type, const Vertex *vertices , int vertexCount,
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Color color = Color(1.0f, 1.0f, 1.0f, 1.0f)) OVERRIDE;
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virtual void DrawPrimitive(PrimitiveType type, const VertexTex2 *vertices, int vertexCount,
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Color color = Color(1.0f, 1.0f, 1.0f, 1.0f)) OVERRIDE;
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virtual void DrawPrimitive(PrimitiveType type, const VertexCol *vertices , int vertexCount) OVERRIDE;
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virtual unsigned int CreateStaticBuffer(PrimitiveType primitiveType, const Vertex* vertices, int vertexCount) OVERRIDE;
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virtual unsigned int CreateStaticBuffer(PrimitiveType primitiveType, const VertexTex2* vertices, int vertexCount) OVERRIDE;
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virtual unsigned int CreateStaticBuffer(PrimitiveType primitiveType, const VertexCol* vertices, int vertexCount) OVERRIDE;
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virtual void UpdateStaticBuffer(unsigned int bufferId, PrimitiveType primitiveType, const Vertex* vertices, int vertexCount) OVERRIDE;
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virtual void UpdateStaticBuffer(unsigned int bufferId, PrimitiveType primitiveType, const VertexTex2* vertices, int vertexCount) OVERRIDE;
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virtual void UpdateStaticBuffer(unsigned int bufferId, PrimitiveType primitiveType, const VertexCol* vertices, int vertexCount) OVERRIDE;
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virtual void DrawStaticBuffer(unsigned int bufferId) OVERRIDE;
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virtual void DestroyStaticBuffer(unsigned int bufferId) OVERRIDE;
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virtual int ComputeSphereVisibility(const Math::Vector ¢er, float radius) OVERRIDE;
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virtual void SetViewport(int x, int y, int width, int height) OVERRIDE;
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virtual void SetRenderState(RenderState state, bool enabled) OVERRIDE;
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virtual void SetColorMask(bool red, bool green, bool blue, bool alpha) OVERRIDE;
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virtual void SetDepthTestFunc(CompFunc func) OVERRIDE;
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virtual void SetDepthBias(float factor, float units) OVERRIDE;
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virtual void SetAlphaTestFunc(CompFunc func, float refValue) OVERRIDE;
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virtual void SetBlendFunc(BlendFunc srcBlend, BlendFunc dstBlend) OVERRIDE;
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virtual void SetClearColor(const Color &color) OVERRIDE;
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virtual void SetGlobalAmbient(const Color &color) OVERRIDE;
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virtual void SetFogParams(FogMode mode, const Color &color, float start, float end, float density) OVERRIDE;
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virtual void SetCullMode(CullMode mode) OVERRIDE;
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virtual void SetShadeModel(ShadeModel model) OVERRIDE;
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virtual void SetShadowColor(float value) OVERRIDE;
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virtual void SetFillMode(FillMode mode) OVERRIDE;
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virtual void InitOffscreenBuffer(int width, int height) OVERRIDE;
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virtual void SetRenderTexture(RenderTarget target, int texture) OVERRIDE;
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virtual void CopyFramebufferToTexture(Texture& texture, int xOffset, int yOffset, int x, int y, int width, int height) OVERRIDE;
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virtual void* GetFrameBufferPixels() const OVERRIDE;
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private:
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//! Updates position for given light based on transformation matrices
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void UpdateLightPosition(int index);
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//! Updates the texture params for given texture stage
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void UpdateTextureParams(int index);
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//! Updates texture status
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void UpdateTextureStatus();
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private:
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//! Current config
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GLDeviceConfig m_config;
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//! Current world matrix
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Math::Matrix m_worldMat;
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//! Current view matrix
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Math::Matrix m_viewMat;
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//! OpenGL modelview matrix = world matrix * view matrix
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Math::Matrix m_modelviewMat;
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//! Current projection matrix
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Math::Matrix m_projectionMat;
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//! The current material
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Material m_material;
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//! Whether lighting is enabled
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bool m_lighting;
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//! Current lights
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std::vector<Light> m_lights;
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//! Current lights enable status
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std::vector<bool> m_lightsEnabled;
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//! Current textures; \c NULL value means unassigned
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std::vector<Texture> m_currentTextures;
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//! Current texture stages enable status
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std::vector<bool> m_texturesEnabled;
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//! Current texture params
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std::vector<TextureStageParams> m_textureStageParams;
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//! Set of all created textures
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std::set<Texture> m_allTextures;
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//! Type of vertex structure
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enum VertexType
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{
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VERTEX_TYPE_NORMAL,
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VERTEX_TYPE_TEX2,
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VERTEX_TYPE_COL,
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};
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//! Info about static VBO buffers
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struct VboObjectInfo
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{
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PrimitiveType primitiveType;
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unsigned int bufferId;
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VertexType vertexType;
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int vertexCount;
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int size;
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};
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//! Detected capabilities
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//! OpenGL version
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int m_glMajor, m_glMinor;
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//! Whether anisotropic filtering is available
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bool m_anisotropyAvailable;
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//! Maximum anisotropy level
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int m_maxAnisotropy;
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//! Whether offscreen rendering is available
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bool m_framebufferObject;
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//! Map of saved VBO objects
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std::map<unsigned int, VboObjectInfo> m_vboObjects;
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//! Last ID of VBO object
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unsigned int m_lastVboId;
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// Offscreen buffer
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//! Framebuffer object
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GLuint m_framebuffer;
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//! Color renderbuffer
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GLuint m_colorBuffer;
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//! Depth renderbuffer
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GLuint m_depthBuffer;
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//! Maximum available renderbuffer size
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int m_maxRenderbufferSize;
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//! true if offscreen rendering enabled
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bool m_offscreenRenderingEnabled;
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//! Shader program
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GLuint m_shaderProgram;
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//! true enables per-pixel lighting
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bool m_perPixelLighting;
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// Uniforms
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//! Projection matrix
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GLint uni_ProjectionMatrix;
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//! View matrix
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GLint uni_ViewMatrix;
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//! Model matrix
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GLint uni_ModelMatrix;
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//! Shadow matrix
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GLint uni_ShadowMatrix;
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//! Normal matrix
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GLint uni_NormalMatrix;
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//! Primary texture sampler
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GLint uni_PrimaryTexture;
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//! Secondary texture sampler
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GLint uni_SecondaryTexture;
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//! Shadow texture sampler
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GLint uni_ShadowTexture;
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//! true enables texture
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GLint uni_TextureEnabled[3];
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// Alpha test parameters
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//! true enables alpha test
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GLint uni_AlphaTestEnabled;
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//! Alpha test reference value
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GLint uni_AlphaReference;
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//! true enables fog
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GLint uni_FogEnabled;
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//! Fog range
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GLint uni_FogRange;
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//! Fog color
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GLint uni_FogColor;
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//! Shadow color
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GLint uni_ShadowColor;
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//! true enables lighting
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GLint uni_LightingEnabled;
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//! true enables light source
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GLint uni_LightEnabled[8];
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};
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} // namespace Gfx
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@ -0,0 +1,72 @@
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/*
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* This file is part of the Colobot: Gold Edition source code
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* Copyright (C) 2001-2014, Daniel Roux, EPSITEC SA & TerranovaTeam
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* http://epsitec.ch; http://colobot.info; http://github.com/colobot
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||||
*
|
||||
* 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
|
||||
*/
|
||||
|
||||
#version 120
|
||||
|
||||
uniform sampler2D uni_PrimaryTexture;
|
||||
uniform sampler2D uni_SecondaryTexture;
|
||||
uniform sampler2DShadow uni_ShadowTexture;
|
||||
|
||||
uniform bool uni_TextureEnabled[3];
|
||||
|
||||
uniform bool uni_AlphaTestEnabled;
|
||||
uniform float uni_AlphaReference;
|
||||
|
||||
uniform bool uni_FogEnabled;
|
||||
uniform vec2 uni_FogRange;
|
||||
uniform vec4 uni_FogColor;
|
||||
|
||||
uniform float uni_ShadowColor;
|
||||
|
||||
varying float pass_Distance;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 color = gl_Color;
|
||||
|
||||
if (uni_TextureEnabled[0])
|
||||
{
|
||||
color = color * texture2D(uni_PrimaryTexture, gl_TexCoord[0].st);
|
||||
}
|
||||
|
||||
if (uni_TextureEnabled[1])
|
||||
{
|
||||
color = color * texture2D(uni_SecondaryTexture, gl_TexCoord[1].st);
|
||||
}
|
||||
|
||||
if (uni_TextureEnabled[2])
|
||||
{
|
||||
color = color * mix(uni_ShadowColor, 1.0f, shadow2D(uni_ShadowTexture, gl_TexCoord[2].xyz).x);
|
||||
}
|
||||
|
||||
if (uni_FogEnabled)
|
||||
{
|
||||
float interpolate = (pass_Distance - uni_FogRange.x) / (uni_FogRange.y - uni_FogRange.x);
|
||||
|
||||
color = mix(color, uni_FogColor, clamp(interpolate, 0.0f, 1.0f));
|
||||
}
|
||||
|
||||
if (uni_AlphaTestEnabled)
|
||||
{
|
||||
if(color.a < uni_AlphaReference)
|
||||
discard;
|
||||
}
|
||||
|
||||
gl_FragColor = color;
|
||||
}
|
|
@ -0,0 +1,96 @@
|
|||
/*
|
||||
* 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
|
||||
*/
|
||||
|
||||
#version 120
|
||||
|
||||
uniform mat4 uni_ProjectionMatrix;
|
||||
uniform mat4 uni_ViewMatrix;
|
||||
uniform mat4 uni_ModelMatrix;
|
||||
uniform mat4 uni_ShadowMatrix;
|
||||
uniform mat4 uni_NormalMatrix;
|
||||
|
||||
uniform bool uni_LightingEnabled;
|
||||
uniform bool uni_LightEnabled[8];
|
||||
|
||||
varying float pass_Distance;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 position = uni_ModelMatrix * gl_Vertex;
|
||||
vec4 eyeSpace = uni_ViewMatrix * position;
|
||||
vec4 shadowCoord = uni_ShadowMatrix * position;
|
||||
gl_Position = uni_ProjectionMatrix * eyeSpace;
|
||||
gl_FrontColor = gl_Color;
|
||||
gl_TexCoord[0] = gl_MultiTexCoord0;
|
||||
gl_TexCoord[1] = gl_MultiTexCoord1;
|
||||
gl_TexCoord[2] = vec4(shadowCoord.xyz / shadowCoord.w, 1.0f);
|
||||
pass_Distance = abs(eyeSpace.z / eyeSpace.w);
|
||||
|
||||
if (uni_LightingEnabled)
|
||||
{
|
||||
vec4 color;
|
||||
vec4 ambient = vec4(0.0f);
|
||||
vec4 diffuse = vec4(0.0f);
|
||||
vec4 specular = vec4(0.0f);
|
||||
|
||||
vec3 normal = normalize((uni_NormalMatrix * vec4(gl_Normal, 0.0f)).xyz);
|
||||
|
||||
for(int i=0; i<8; i++)
|
||||
{
|
||||
if(uni_LightEnabled[i])
|
||||
{
|
||||
vec3 lightDirection = vec3(0.0f);
|
||||
float atten;
|
||||
|
||||
// Directional light
|
||||
if(gl_LightSource[i].position.w == 0.0f)
|
||||
{
|
||||
lightDirection = gl_LightSource[i].position.xyz;
|
||||
atten = 1.0f;
|
||||
}
|
||||
// Point light
|
||||
else
|
||||
{
|
||||
vec3 lightDirection = normalize(gl_LightSource[i].position.xyz - position.xyz);
|
||||
float dist = distance(gl_LightSource[i].position.xyz, position.xyz);
|
||||
|
||||
atten = 1.0f / (gl_LightSource[i].constantAttenuation
|
||||
+ gl_LightSource[i].linearAttenuation * dist
|
||||
+ gl_LightSource[i].quadraticAttenuation * dist * dist);
|
||||
}
|
||||
|
||||
vec3 reflectDirection = -reflect(lightDirection, normal);
|
||||
|
||||
ambient += gl_LightSource[i].ambient;
|
||||
diffuse += atten * clamp(dot(normal, lightDirection), 0.0f, 1.0f) * gl_LightSource[i].diffuse;
|
||||
specular += atten * clamp(pow(dot(normal, lightDirection + reflectDirection), 10.0f), 0.0f, 1.0f) * gl_LightSource[i].specular;
|
||||
}
|
||||
}
|
||||
|
||||
vec4 result = gl_FrontMaterial.ambient * ambient
|
||||
+ gl_FrontMaterial.diffuse * diffuse
|
||||
+ gl_FrontMaterial.specular * specular;
|
||||
|
||||
color.rgb = min(vec3(1.0f), result.rgb);
|
||||
color.a = 1.0f; //min(1.0f, 1.0f);
|
||||
|
||||
gl_FrontColor = color;
|
||||
}
|
||||
}
|
||||
|
|
@ -65,30 +65,31 @@ void main()
|
|||
vec4 position = uni_ModelMatrix * in_VertexCoord;
|
||||
vec4 eyeSpace = uni_ViewMatrix * position;
|
||||
gl_Position = uni_ProjectionMatrix * eyeSpace;
|
||||
|
||||
vec4 shadowCoord = uni_ShadowMatrix * position;
|
||||
|
||||
data.Color = in_Color;
|
||||
data.TexCoord0 = in_TexCoord0;
|
||||
data.TexCoord1 = in_TexCoord1;
|
||||
data.ShadowCoord = uni_ShadowMatrix * position;
|
||||
data.ShadowCoord = vec4(shadowCoord.xyz / shadowCoord.w, 1.0f);
|
||||
data.Distance = abs(eyeSpace.z);
|
||||
|
||||
|
||||
vec4 color = in_Color;
|
||||
|
||||
|
||||
if (uni_LightingEnabled)
|
||||
{
|
||||
vec4 ambient = vec4(0.0f);
|
||||
vec4 diffuse = vec4(0.0f);
|
||||
vec4 specular = vec4(0.0f);
|
||||
|
||||
|
||||
vec3 normal = normalize((uni_NormalMatrix * vec4(in_Normal, 0.0f)).xyz);
|
||||
|
||||
for(int i=0; i<8; i++)
|
||||
{
|
||||
if(uni_Light[i].Enabled)
|
||||
{
|
||||
vec3 normal = (uni_NormalMatrix * vec4(in_Normal, 0.0f)).xyz;
|
||||
|
||||
vec3 lightDirection = vec3(0.0f);
|
||||
float atten;
|
||||
|
||||
|
||||
// Directional light
|
||||
if(uni_Light[i].Position[3] == 0.0f)
|
||||
{
|
||||
|
@ -100,27 +101,27 @@ void main()
|
|||
{
|
||||
vec3 lightDirection = normalize(uni_Light[i].Position.xyz - position.xyz);
|
||||
float dist = distance(uni_Light[i].Position.xyz, position.xyz);
|
||||
|
||||
|
||||
atten = 1.0f / (uni_Light[i].Attenuation.x
|
||||
+ uni_Light[i].Attenuation.y * dist
|
||||
+ uni_Light[i].Attenuation.z * dist * dist);
|
||||
}
|
||||
|
||||
|
||||
vec3 reflectDirection = -reflect(lightDirection, normal);
|
||||
|
||||
|
||||
ambient += uni_Light[i].Ambient;
|
||||
diffuse += atten * clamp(dot(normal, lightDirection), 0.0f, 1.0f) * uni_Light[i].Diffuse;
|
||||
specular += atten * clamp(pow(dot(normal, lightDirection + reflectDirection), 10.0f), 0.0f, 1.0f) * uni_Light[i].Specular;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
vec4 result = uni_AmbientColor * ambient
|
||||
+ uni_DiffuseColor * diffuse
|
||||
+ uni_SpecularColor * specular;
|
||||
|
||||
|
||||
color.rgb = min(vec3(1.0f), result.rgb);
|
||||
color.a = 1.0f; //min(1.0f, 1.0f);
|
||||
|
||||
|
||||
data.Color = color;
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue