Removed gl14 and gl21 devices

dev
Tomasz Kapuściński 2021-05-22 19:25:06 +02:00
parent 37f82acff0
commit ec21faf15c
13 changed files with 3 additions and 4443 deletions

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@ -144,10 +144,6 @@ add_library(colobotbase STATIC
graphics/model/model_output.h
graphics/model/model_shadow_spot.h
graphics/model/model_triangle.h
graphics/opengl/gl14device.cpp
graphics/opengl/gl14device.h
graphics/opengl/gl21device.cpp
graphics/opengl/gl21device.h
graphics/opengl/gl33device.cpp
graphics/opengl/gl33device.h
graphics/opengl/glframebuffer.cpp

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@ -1,307 +0,0 @@
/*
* This file is part of the Colobot: Gold Edition source code
* Copyright (C) 2001-2020, Daniel Roux, EPSITEC SA & TerranovaTeam
* http://epsitec.ch; http://colobot.info; http://github.com/colobot
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see http://gnu.org/licenses
*/
/**
* \file graphics/opengl/gl14device.h
* \brief OpenGL implementation - CGL14Device class
*/
#pragma once
#include "graphics/core/device.h"
#include "graphics/core/material.h"
#include "graphics/opengl/glframebuffer.h"
#include "graphics/opengl/glutil.h"
#include "math/matrix.h"
#include <string>
#include <vector>
#include <set>
#include <map>
// Graphics module namespace
namespace Gfx
{
enum ShadowMappingSupport
{
SMS_NONE, //! No support for depth textures
SMS_ARB, //! ARB extension
SMS_CORE //! Core support
};
/**
\class CGL14Device
\brief Implementation of CDevice interface in OpenGL
Provides the concrete implementation of 3D device in OpenGL.
This class should be initialized (by calling Initialize() ) only after
setting the video mode by CApplication, once the OpenGL context is defined.
Because of that, CGL14DeviceConfig is outside the CDevice class and must be set
in CApplication.
*/
class CGL14Device : public CDevice
{
public:
CGL14Device(const DeviceConfig &config);
virtual ~CGL14Device();
void DebugHook() override;
void DebugLights() override;
std::string GetName() override;
bool Create() override;
void Destroy() override;
void ConfigChanged(const DeviceConfig &newConfig) override;
void BeginScene() override;
void EndScene() override;
void Clear() override;
void SetRenderMode(RenderMode mode) override;
void SetTransform(TransformType type, const Math::Matrix &matrix) override;
void SetMaterial(const Material &material) override;
int GetMaxLightCount() override;
void SetLight(int index, const Light &light) override;
void SetLightEnabled(int index, bool enabled) override;
Texture CreateTexture(CImage *image, const TextureCreateParams &params) override;
Texture CreateTexture(ImageData *data, const TextureCreateParams &params) override;
Texture CreateDepthTexture(int width, int height, int depth) override;
void UpdateTexture(const Texture& texture, Math::IntPoint offset, ImageData* data, TexImgFormat format) override;
void DestroyTexture(const Texture &texture) override;
void DestroyAllTextures() override;
int GetMaxTextureStageCount() override;
void SetTexture(int index, const Texture &texture) override;
void SetTexture(int index, unsigned int textureId) override;
void SetTextureEnabled(int index, bool enabled) override;
void SetTextureStageParams(int index, const TextureStageParams &params) override;
void SetTextureStageWrap(int index, Gfx::TexWrapMode wrapS, Gfx::TexWrapMode wrapT) override;
virtual void DrawPrimitive(PrimitiveType type, const Vertex *vertices , int vertexCount,
Color color = Color(1.0f, 1.0f, 1.0f, 1.0f)) override;
virtual void DrawPrimitive(PrimitiveType type, const VertexTex2 *vertices, int vertexCount,
Color color = Color(1.0f, 1.0f, 1.0f, 1.0f)) override;
virtual void DrawPrimitive(PrimitiveType type, const VertexCol *vertices, int vertexCount) override;
virtual void DrawPrimitives(PrimitiveType type, const Vertex *vertices,
int first[], int count[], int drawCount,
Color color = Color(1.0f, 1.0f, 1.0f, 1.0f)) override;
virtual void DrawPrimitives(PrimitiveType type, const VertexTex2 *vertices,
int first[], int count[], int drawCount,
Color color = Color(1.0f, 1.0f, 1.0f, 1.0f)) override;
virtual void DrawPrimitives(PrimitiveType type, const VertexCol *vertices,
int first[], int count[], int drawCount) override;
unsigned int CreateStaticBuffer(PrimitiveType primitiveType, const Vertex* vertices, int vertexCount) override
{
return CreateStaticBufferImpl(primitiveType, vertices, vertexCount);
}
unsigned int CreateStaticBuffer(PrimitiveType primitiveType, const VertexTex2* vertices, int vertexCount) override
{
return CreateStaticBufferImpl(primitiveType, vertices, vertexCount);
}
unsigned int CreateStaticBuffer(PrimitiveType primitiveType, const VertexCol* vertices, int vertexCount) override
{
return CreateStaticBufferImpl(primitiveType, vertices, vertexCount);
}
void UpdateStaticBuffer(unsigned int bufferId, PrimitiveType primitiveType, const Vertex* vertices, int vertexCount) override
{
UpdateStaticBufferImpl(bufferId, primitiveType, vertices, vertexCount);
}
void UpdateStaticBuffer(unsigned int bufferId, PrimitiveType primitiveType, const VertexTex2* vertices, int vertexCount) override
{
UpdateStaticBufferImpl(bufferId, primitiveType, vertices, vertexCount);
}
void UpdateStaticBuffer(unsigned int bufferId, PrimitiveType primitiveType, const VertexCol* vertices, int vertexCount) override
{
UpdateStaticBufferImpl(bufferId, primitiveType, vertices, vertexCount);
}
void DrawStaticBuffer(unsigned int bufferId) override;
void DestroyStaticBuffer(unsigned int bufferId) override;
int ComputeSphereVisibility(const Math::Vector &center, float radius) override;
void SetViewport(int x, int y, int width, int height) override;
void SetRenderState(RenderState state, bool enabled) override;
void SetColorMask(bool red, bool green, bool blue, bool alpha) override;
void SetDepthTestFunc(CompFunc func) override;
void SetDepthBias(float factor, float units) override;
void SetAlphaTestFunc(CompFunc func, float refValue) override;
void SetBlendFunc(BlendFunc srcBlend, BlendFunc dstBlend) override;
void SetClearColor(const Color &color) override;
void SetGlobalAmbient(const Color &color) override;
void SetFogParams(FogMode mode, const Color &color, float start, float end, float density) override;
void SetCullMode(CullMode mode) override;
void SetShadeModel(ShadeModel model) override;
void SetShadowColor(float value) override;
void SetFillMode(FillMode mode) override;
void CopyFramebufferToTexture(Texture& texture, int xOffset, int yOffset, int x, int y, int width, int height) override;
std::unique_ptr<CFrameBufferPixels> GetFrameBufferPixels() const override;
CFramebuffer* GetFramebuffer(std::string name) override;
CFramebuffer* CreateFramebuffer(std::string name, const FramebufferParams& params) override;
void DeleteFramebuffer(std::string name) override;
bool IsAnisotropySupported() override;
int GetMaxAnisotropyLevel() override;
int GetMaxSamples() override;
bool IsShadowMappingSupported() override;
int GetMaxTextureSize() override;
bool IsFramebufferSupported() override;
private:
//! Updates internal modelview matrix
void UpdateModelviewMatrix();
//! Updates position for given light based on transformation matrices
void UpdateLightPosition(int index);
//! Updates position for all lights based on transformation matrices
void UpdateLightPositions();
//! Updates the texture params for given texture stage
void UpdateTextureParams(int index);
//! Enables shadows
void EnableShadows();
//! Disables shadows
void DisableShadows();
template <typename Vertex>
unsigned int CreateStaticBufferImpl(PrimitiveType primitiveType, const Vertex* vertices, int vertexCount);
template <typename Vertex>
void UpdateStaticBufferImpl(unsigned int bufferId, PrimitiveType primitiveType, const Vertex* vertices, int vertexCount);
private:
//! Current config
DeviceConfig m_config;
//! Current world matrix
Math::Matrix m_worldMat;
//! Current view matrix
Math::Matrix m_viewMat;
//! OpenGL modelview matrix = world matrix * view matrix
Math::Matrix m_modelviewMat;
//! Current projection matrix
Math::Matrix m_projectionMat;
//! Combined world-view-projection matrix
Math::Matrix m_combinedMatrix;
//! Current shadow matrix
Math::Matrix m_shadowMatrix;
//! true means that combined matrix is outdated
bool m_combinedMatrixOutdated = true;
//! The current material
Material m_material;
//! Whether lighting is enabled
bool m_lighting = false;
//! Current lights
std::vector<Light> m_lights;
//! Current lights enable status
std::vector<bool> m_lightsEnabled;
//! Current textures; \c nullptr value means unassigned
std::vector<Texture> m_currentTextures;
//! Current texture stages enable status
std::vector<bool> m_texturesEnabled;
//! Current texture params
std::vector<TextureStageParams> m_textureStageParams;
//! Texture unit remap
std::vector<int> m_remap;
//! Set of all created textures
std::set<Texture> m_allTextures;
//! White texture
GLuint m_whiteTexture = 0;
//! Map of framebuffers
std::map<std::string, std::unique_ptr<CFramebuffer>> m_framebuffers;
//! Info about static VBO buffers
struct VboObjectInfo
{
PrimitiveType primitiveType = {};
unsigned int bufferId = 0;
VertexType vertexType = {};
int vertexCount = 0;
};
//! Detected capabilities
//! Depth texture support
ShadowMappingSupport m_shadowMappingSupport = SMS_NONE;
//! glMultiDrawArrays() available
bool m_multiDrawArrays = false;
//! Framebuffer support
FramebufferSupport m_framebufferSupport = FBS_NONE;
//! Map of saved VBO objects
std::map<unsigned int, VboObjectInfo> m_vboObjects;
//! Last ID of VBO object
unsigned int m_lastVboId = 0;
//! true means shadow mapping is enabled
bool m_shadowMapping = false;
//! true means that quality shadows are enabled
bool m_shadowQuality = true;
//! Pointers to OpenGL functions
PFNGLGENBUFFERSPROC m_glGenBuffers = nullptr;
PFNGLDELETEBUFFERSPROC m_glDeleteBuffers = nullptr;
PFNGLBINDBUFFERPROC m_glBindBuffer = nullptr;
PFNGLBUFFERDATAPROC m_glBufferData = nullptr;
PFNGLBUFFERSUBDATAPROC m_glBufferSubData = nullptr;
};
} // namespace Gfx

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@ -1,287 +0,0 @@
/*
* This file is part of the Colobot: Gold Edition source code
* Copyright (C) 2001-2020, Daniel Roux, EPSITEC SA & TerranovaTeam
* http://epsitec.ch; http://colobot.info; http://github.com/colobot
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see http://gnu.org/licenses
*/
/**
* \file graphics/opengl/gl21device.h
* \brief OpenGL implementation - CGL21Device class
*/
#pragma once
#include "graphics/core/device.h"
#include "graphics/core/material.h"
#include "graphics/opengl/glutil.h"
#include "math/matrix.h"
#include <string>
#include <vector>
#include <set>
#include <map>
// Graphics module namespace
namespace Gfx
{
/**
\class CGL21Device
\brief Implementation of CDevice interface in OpenGL
Provides the concrete implementation of 3D device in OpenGL.
This class should be initialized (by calling Initialize() ) only after
setting the video mode by CApplication, once the OpenGL context is defined.
Because of that, CGL21DeviceConfig is outside the CDevice class and must be set
in CApplication.
*/
class CGL21Device : public CDevice
{
public:
CGL21Device(const DeviceConfig &config);
virtual ~CGL21Device();
void DebugHook() override;
void DebugLights() override;
std::string GetName() override;
bool Create() override;
void Destroy() override;
void ConfigChanged(const DeviceConfig &newConfig) override;
void BeginScene() override;
void EndScene() override;
void Clear() override;
void SetRenderMode(RenderMode mode) override;
void SetTransform(TransformType type, const Math::Matrix &matrix) override;
void SetMaterial(const Material &material) override;
int GetMaxLightCount() override;
void SetLight(int index, const Light &light) override;
void SetLightEnabled(int index, bool enabled) override;
Texture CreateTexture(CImage *image, const TextureCreateParams &params) override;
Texture CreateTexture(ImageData *data, const TextureCreateParams &params) override;
Texture CreateDepthTexture(int width, int height, int depth) override;
void UpdateTexture(const Texture& texture, Math::IntPoint offset, ImageData* data, TexImgFormat format) override;
void DestroyTexture(const Texture &texture) override;
void DestroyAllTextures() override;
int GetMaxTextureStageCount() override;
void SetTexture(int index, const Texture &texture) override;
void SetTexture(int index, unsigned int textureId) override;
void SetTextureEnabled(int index, bool enabled) override;
void SetTextureStageParams(int index, const TextureStageParams &params) override;
void SetTextureStageWrap(int index, Gfx::TexWrapMode wrapS, Gfx::TexWrapMode wrapT) override;
virtual void DrawPrimitive(PrimitiveType type, const Vertex *vertices , int vertexCount,
Color color = Color(1.0f, 1.0f, 1.0f, 1.0f)) override;
virtual void DrawPrimitive(PrimitiveType type, const VertexTex2 *vertices, int vertexCount,
Color color = Color(1.0f, 1.0f, 1.0f, 1.0f)) override;
virtual void DrawPrimitive(PrimitiveType type, const VertexCol *vertices, int vertexCount) override;
virtual void DrawPrimitives(PrimitiveType type, const Vertex *vertices,
int first[], int count[], int drawCount,
Color color = Color(1.0f, 1.0f, 1.0f, 1.0f)) override;
virtual void DrawPrimitives(PrimitiveType type, const VertexTex2 *vertices,
int first[], int count[], int drawCount,
Color color = Color(1.0f, 1.0f, 1.0f, 1.0f)) override;
virtual void DrawPrimitives(PrimitiveType type, const VertexCol *vertices,
int first[], int count[], int drawCount) override;
unsigned int CreateStaticBuffer(PrimitiveType primitiveType, const Vertex* vertices, int vertexCount) override
{
return CreateStaticBufferImpl(primitiveType, vertices, vertexCount);
}
unsigned int CreateStaticBuffer(PrimitiveType primitiveType, const VertexTex2* vertices, int vertexCount) override
{
return CreateStaticBufferImpl(primitiveType, vertices, vertexCount);
}
unsigned int CreateStaticBuffer(PrimitiveType primitiveType, const VertexCol* vertices, int vertexCount) override
{
return CreateStaticBufferImpl(primitiveType, vertices, vertexCount);
}
void UpdateStaticBuffer(unsigned int bufferId, PrimitiveType primitiveType, const Vertex* vertices, int vertexCount) override
{
UpdateStaticBufferImpl(bufferId, primitiveType, vertices, vertexCount);
}
void UpdateStaticBuffer(unsigned int bufferId, PrimitiveType primitiveType, const VertexTex2* vertices, int vertexCount) override
{
UpdateStaticBufferImpl(bufferId, primitiveType, vertices, vertexCount);
}
void UpdateStaticBuffer(unsigned int bufferId, PrimitiveType primitiveType, const VertexCol* vertices, int vertexCount) override
{
UpdateStaticBufferImpl(bufferId, primitiveType, vertices, vertexCount);
}
void DrawStaticBuffer(unsigned int bufferId) override;
void DestroyStaticBuffer(unsigned int bufferId) override;
int ComputeSphereVisibility(const Math::Vector &center, float radius) override;
void SetViewport(int x, int y, int width, int height) override;
void SetRenderState(RenderState state, bool enabled) override;
void SetColorMask(bool red, bool green, bool blue, bool alpha) override;
void SetDepthTestFunc(CompFunc func) override;
void SetDepthBias(float factor, float units) override;
void SetAlphaTestFunc(CompFunc func, float refValue) override;
void SetBlendFunc(BlendFunc srcBlend, BlendFunc dstBlend) override;
void SetClearColor(const Color &color) override;
void SetGlobalAmbient(const Color &color) override;
void SetFogParams(FogMode mode, const Color &color, float start, float end, float density) override;
void SetCullMode(CullMode mode) override;
void SetShadeModel(ShadeModel model) override;
void SetShadowColor(float value) override;
void SetFillMode(FillMode mode) override;
void CopyFramebufferToTexture(Texture& texture, int xOffset, int yOffset, int x, int y, int width, int height) override;
std::unique_ptr<CFrameBufferPixels> GetFrameBufferPixels() const override;
CFramebuffer* GetFramebuffer(std::string name) override;
CFramebuffer* CreateFramebuffer(std::string name, const FramebufferParams& params) override;
void DeleteFramebuffer(std::string name) override;
bool IsAnisotropySupported() override;
int GetMaxAnisotropyLevel() override;
int GetMaxSamples() override;
bool IsShadowMappingSupported() override;
int GetMaxTextureSize() override;
bool IsFramebufferSupported() override;
private:
//! Updates the texture params for given texture stage
void UpdateTextureParams(int index);
//! Updates texture state
void UpdateTextureState(int index);
//! Update light parameters
void UpdateLights();
//! Binds VBO
inline void BindVBO(GLuint vbo);
//! Binds texture
inline void BindTexture(int index, GLuint texture);
template <typename Vertex>
unsigned int CreateStaticBufferImpl(PrimitiveType primitiveType, const Vertex* vertices, int vertexCount);
template <typename Vertex>
void UpdateStaticBufferImpl(unsigned int bufferId, PrimitiveType primitiveType, const Vertex* vertices, int vertexCount);
private:
//! Current config
DeviceConfig m_config;
//! Current world matrix
Math::Matrix m_worldMat;
//! Current view matrix
Math::Matrix m_viewMat;
//! OpenGL modelview matrix = world matrix * view matrix
Math::Matrix m_modelviewMat;
//! Current projection matrix
Math::Matrix m_projectionMat;
//! Combined world-view-projection matrix
Math::Matrix m_combinedMatrix;
//! The current material
Material m_material;
//! Whether lighting is enabled
bool m_lighting = false;
//! true means that lights need to be updated
bool m_updateLights = false;
//! Current lights
std::vector<Light> m_lights;
//! Current lights enable status
std::vector<bool> m_lightsEnabled;
//! Current textures; \c nullptr value means unassigned
std::vector<Texture> m_currentTextures;
//! Current texture stages enable status
std::vector<bool> m_texturesEnabled;
//! Current texture params
std::vector<TextureStageParams> m_textureStageParams;
//! Set of all created textures
std::set<Texture> m_allTextures;
//! Map of framebuffers
std::map<std::string, std::unique_ptr<CFramebuffer>> m_framebuffers;
//! Info about static VBO buffers
struct VboObjectInfo
{
PrimitiveType primitiveType = {};
unsigned int bufferId = 0;
VertexType vertexType = {};
int vertexCount = 0;
int size = 0;
};
//! Detected capabilities
//! Framebuffer support
FramebufferSupport m_framebufferSupport = FBS_NONE;
//! Map of saved VBO objects
std::map<unsigned int, VboObjectInfo> m_vboObjects;
//! Last ID of VBO object
unsigned int m_lastVboId = 0;
//! Currently bound VBO
GLuint m_currentVBO = 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;
//! Uniform locations
UniformLocations m_uniforms[3];
//! Current mode
int m_mode = 0;
};
} // namespace Gfx

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@ -23,8 +23,6 @@
#include "common/logger.h"
#include "common/make_unique.h"
#include "graphics/opengl/gl14device.h"
#include "graphics/opengl/gl21device.h"
#include "graphics/opengl/gl33device.h"
#include <SDL.h>
@ -71,18 +69,14 @@ FramebufferSupport DetectFramebufferSupport()
std::unique_ptr<CDevice> CreateDevice(const DeviceConfig &config, const std::string& name)
{
if (name == "default") return MakeUnique<CGL14Device>(config);
else if (name == "opengl") return MakeUnique<CGL14Device>(config);
else if (name == "gl14") return MakeUnique<CGL14Device>(config);
else if (name == "gl21") return MakeUnique<CGL21Device>(config);
if (name == "default") return MakeUnique<CGL33Device>(config);
else if (name == "opengl") return MakeUnique<CGL33Device>(config);
else if (name == "gl33") return MakeUnique<CGL33Device>(config);
else if (name == "auto")
{
int version = GetOpenGLVersion();
if (version >= 33) return MakeUnique<CGL33Device>(config);
else if (version >= 21) return MakeUnique<CGL21Device>(config);
else return MakeUnique<CGL14Device>(config);
if (version >= 33) return MakeUnique<CGL33Device>(config);
}
return nullptr;

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@ -1,2 +1 @@
install(DIRECTORY gl21 DESTINATION ${COLOBOT_INSTALL_DATA_DIR}/shaders)
install(DIRECTORY gl33 DESTINATION ${COLOBOT_INSTALL_DATA_DIR}/shaders)

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@ -1,39 +0,0 @@
/*
* 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;
}
}

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@ -1,146 +0,0 @@
/*
* 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 - NORMAL MODE
#version 120
#define CONFIG_QUALITY_SHADOWS 1
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;
uniform float uni_ShadowTexelSize;
struct LightParams
{
vec4 Position;
vec4 Ambient;
vec4 Diffuse;
vec4 Specular;
};
struct Material
{
vec4 ambient;
vec4 diffuse;
vec4 specular;
};
uniform Material uni_Material;
uniform int uni_LightCount;
uniform LightParams uni_Light[4];
varying vec3 pass_CameraDirection;
varying float pass_Distance;
varying vec4 pass_Color;
varying vec3 pass_Normal;
varying vec2 pass_TexCoord0;
varying vec2 pass_TexCoord1;
varying vec3 pass_TexCoord2;
const vec3 const_LightDirection = vec3(1.0f, 2.0f, -1.0f);
void main()
{
vec4 color = pass_Color;
if (uni_LightCount > 0)
{
vec4 ambient = vec4(0.0f);
vec4 diffuse = vec4(0.0f);
vec4 specular = vec4(0.0f);
vec3 normal = normalize(pass_Normal);
vec3 camera = normalize(pass_CameraDirection);
for (int i = 0; i < uni_LightCount; i++)
{
LightParams light = uni_Light[i];
vec3 lightDirection = light.Position.xyz;
vec3 reflectAxis = normalize(normalize(lightDirection) + camera);
float diffuseComponent = clamp(dot(normal, lightDirection), 0.0f, 1.0f);
float specularComponent = pow(clamp(dot(normal, reflectAxis), 0.0f, 1.0f), 10.0f);
ambient += light.Ambient;
diffuse += diffuseComponent * light.Diffuse;
specular += specularComponent * light.Specular;
}
float shadow = 1.0f;
if (uni_TextureEnabled[2])
{
#ifdef CONFIG_QUALITY_SHADOWS
float value = (1.0f / 5.0f) * (shadow2D(uni_ShadowTexture, pass_TexCoord2).x
+ shadow2D(uni_ShadowTexture, pass_TexCoord2 + vec3( uni_ShadowTexelSize, 0.0f, 0.0f)).x
+ shadow2D(uni_ShadowTexture, pass_TexCoord2 + vec3(-uni_ShadowTexelSize, 0.0f, 0.0f)).x
+ shadow2D(uni_ShadowTexture, pass_TexCoord2 + vec3( 0.0f, uni_ShadowTexelSize, 0.0f)).x
+ shadow2D(uni_ShadowTexture, pass_TexCoord2 + vec3( 0.0f, -uni_ShadowTexelSize, 0.0f)).x);
shadow = mix(uni_ShadowColor, 1.0f, value);
#else
shadow = mix(uni_ShadowColor, 1.0f, shadow2D(uni_ShadowTexture, pass_TexCoord2).x);
#endif
}
vec4 result = ambient * uni_Material.ambient
+ diffuse * uni_Material.diffuse * shadow
+ specular * uni_Material.specular * shadow;
color = clamp(vec4(result.rgb, 1.0f), 0.0f, 1.0f);
}
if (uni_TextureEnabled[0])
{
color = color * texture2D(uni_PrimaryTexture, pass_TexCoord0);
}
if (uni_TextureEnabled[1])
{
color = color * texture2D(uni_SecondaryTexture, pass_TexCoord1);
}
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;
}

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@ -1,47 +0,0 @@
/*
* 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);
}

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@ -1,35 +0,0 @@
/*
* 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;
}

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@ -1,52 +0,0 @@
/*
* 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 - NORMAL MODE
#version 120
uniform mat4 uni_ProjectionMatrix;
uniform mat4 uni_ViewMatrix;
uniform mat4 uni_ModelMatrix;
uniform mat4 uni_ShadowMatrix;
uniform mat4 uni_NormalMatrix;
uniform vec3 uni_CameraPosition;
varying vec3 pass_CameraDirection;
varying float pass_Distance;
varying vec4 pass_Color;
varying vec3 pass_Normal;
varying vec2 pass_TexCoord0;
varying vec2 pass_TexCoord1;
varying vec3 pass_TexCoord2;
void main()
{
vec4 position = uni_ModelMatrix * gl_Vertex;
vec4 eyeSpace = uni_ViewMatrix * position;
vec4 shadowCoord = uni_ShadowMatrix * position;
gl_Position = uni_ProjectionMatrix * eyeSpace;
pass_CameraDirection = uni_CameraPosition - position.xyz;
pass_Color = gl_Color;
pass_Normal = normalize((uni_NormalMatrix * vec4(gl_Normal, 0.0f)).xyz);
pass_Distance = abs(eyeSpace.z / eyeSpace.w);
pass_TexCoord0 = gl_MultiTexCoord0.st;
pass_TexCoord1 = gl_MultiTexCoord1.st;
pass_TexCoord2 = shadowCoord.xyz / shadowCoord.w;
}

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@ -1,33 +0,0 @@
/*
* 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;
}