/* * This file is part of the Colobot: Gold Edition source code * Copyright (C) 2001-2022, 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/opengl33/gl33_object_renderer.h * \brief OpenGL 3.3 object renderer */ #pragma once #include "graphics/core/renderers.h" #include #include #include // Graphics module namespace namespace Gfx { class CGL33Device; class CGL33ObjectRenderer : public CObjectRenderer { public: CGL33ObjectRenderer(CGL33Device* device); virtual ~CGL33ObjectRenderer(); virtual void Begin() override; virtual void End() override; //! Sets projection matrix virtual void SetProjectionMatrix(const glm::mat4& matrix) override; //! Sets view matrix virtual void SetViewMatrix(const glm::mat4& matrix) override; //! Sets model matrix virtual void SetModelMatrix(const glm::mat4& matrix) override; //! Sets albedo color virtual void SetAlbedoColor(const Color& color) override; //! Sets albedo texture virtual void SetAlbedoTexture(const Texture& texture) override; //! Sets emissive color virtual void SetEmissiveColor(const Color& color) override; //! Sets emissive texture virtual void SetEmissiveTexture(const Texture& texture) override; //! Sets material parameters virtual void SetMaterialParams(float roughness, float metalness, float aoStrength) override; //! Sets material texture virtual void SetMaterialTexture(const Texture& texture) override; //! Sets detail texture virtual void SetDetailTexture(const Texture& texture) override; //! Sets shadow map virtual void SetShadowMap(const Texture& texture) override; //! Enables lighting virtual void SetLighting(bool enabled) override; //! Sets light parameters virtual void SetLight(const glm::vec4& position, const float& intensity, const glm::vec3& color) override; //! Sets sky parameters virtual void SetSky(const Color& color, float intensity) override; //! Sets shadow parameters virtual void SetShadowParams(int count, const ShadowParam* params) override; //! Sets fog parameters virtual void SetFog(float min, float max, const glm::vec3& color) override; //! Sets alpha scissor virtual void SetAlphaScissor(float alpha) override; //! Sets recolor parameters virtual void SetRecolor(bool enabled, const glm::vec3& from = {}, const glm::vec3& to = {}, float threshold = {}) override; virtual void SetDepthTest(bool enabled) override; virtual void SetDepthMask(bool enabled) override; //! Sets cull mode parameters virtual void SetCullFace(CullFace mode) override; //! Sets transparency mode virtual void SetTransparency(TransparencyMode mode) override; //! Sets UV transform virtual void SetUVTransform(const glm::vec2& offset, const glm::vec2& scale) override; //! Sets triplanar mode virtual void SetTriplanarMode(bool enabled) override; //! Sets triplanar scale virtual void SetTriplanarScale(float scale) override; //! Draws an object virtual void DrawObject(const CVertexBuffer* buffer) override; //! Draws a primitive virtual void DrawPrimitive(PrimitiveType type, int count, const Vertex3D* vertices) override; //! Draws a set of primitives virtual void DrawPrimitives(PrimitiveType type, int drawCount, int count[], const Vertex3D* vertices) override; private: CGL33Device* const m_device; // Uniform data GLint m_projectionMatrix = -1; GLint m_viewMatrix = -1; GLint m_shadowMatrix = -1; GLint m_modelMatrix = -1; GLint m_normalMatrix = -1; GLint m_lighting = -1; GLint m_cameraPosition = -1; GLint m_lightPosition = -1; GLint m_lightIntensity = -1; GLint m_lightColor = -1; GLint m_skyColor = -1; GLint m_skyIntensity = -1; GLint m_fogRange = -1; GLint m_fogColor = -1; GLint m_albedoColor = -1; GLint m_emissiveColor = -1; GLint m_roughness = -1; GLint m_metalness = -1; GLint m_aoStrength = -1; GLint m_triplanarMode = -1; GLint m_triplanarScale = -1; GLint m_alphaScissor = -1; GLint m_recolor = -1; GLint m_recolorFrom = -1; GLint m_recolorTo = -1; GLint m_recolorThreshold = -1; GLint m_uvOffset = -1; GLint m_uvScale = -1; struct ShadowUniforms { GLint transform; GLint offset; GLint scale; }; GLint m_shadowRegions = 0; ShadowUniforms m_shadows[4] = {}; // Shader program GLuint m_program = 0; // Texture unit bindings const int m_albedoIndex = 4; const int m_detailIndex = 5; const int m_emissiveIndex = 6; const int m_materialIndex = 7; const int m_shadowIndex = 8; // 1x1 white texture GLuint m_whiteTexture = 0; // Currently bound albedo texture GLuint m_albedoTexture = 0; // Currently bound detail texture GLuint m_detailTexture = 0; // Currently bound emissive texture GLuint m_emissiveTexture = 0; // Currently bound material texture GLuint m_materialTexture = 0; // Currently bound shadow map GLuint m_shadowMap = 0; // Vertex buffer object GLuint m_bufferVBO = 0; // Vertex array object GLuint m_bufferVAO = 0; // Offsets std::vector m_first; }; }