/* * This file is part of the Colobot: Gold Edition source code * Copyright (C) 2001-2021, Daniel Roux, EPSITEC SA & TerranovaTeam * http://epsitec.ch; http://colobot.info; http://github.com/colobot * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. * See the GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see http://gnu.org/licenses */ /** * \file graphics/opengl/gl33renderers.h * \brief OpenGL 3.3 renderers */ #pragma once #include "graphics/core/renderers.h" #include #include #include // Graphics module namespace namespace Gfx { class CGL33Device; class CGL33UIRenderer : public CUIRenderer { public: CGL33UIRenderer(CGL33Device* device); virtual ~CGL33UIRenderer(); virtual void SetProjection(float left, float right, float bottom, float top) override; virtual void SetTexture(const Texture& texture) override; virtual void SetColor(const glm::vec4& color) override; virtual void DrawPrimitive(PrimitiveType type, int count, const Vertex2D* vertices) override; virtual void Flush() override; private: void UpdateUniforms(); CGL33Device* const m_device; // Uniform data struct Uniforms { glm::mat4 projectionMatrix; glm::vec4 color; }; Uniforms m_uniforms = {}; // true means uniforms need to be updated bool m_uniformsDirty = false; // Uniform buffer object GLuint m_uniformBuffer = 0; // Vertex buffer object GLuint m_bufferVBO = 0; // Vertex array object GLuint m_bufferVAO = 0; // VBO capacity GLsizei m_bufferCapacity = 4 * 1024; // Buffered vertex data std::vector m_buffer; std::vector m_types; std::vector m_firsts; std::vector m_counts; // Shader program GLuint m_program = 0; // 1x1 white texture GLuint m_whiteTexture = 0; // Currently bound texture GLuint m_currentTexture = 0; }; class CGL33TerrainRenderer : public CTerrainRenderer { public: CGL33TerrainRenderer(CGL33Device* device); virtual ~CGL33TerrainRenderer(); 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 shadow matrix virtual void SetShadowMatrix(const glm::mat4& matrix) override; //! Sets primary texture, setting texture 0 means using white texture virtual void SetPrimaryTexture(const Texture& texture) override; //! Sets secondary texture virtual void SetSecondaryTexture(const Texture& texture) override; //! Sets shadow map virtual void SetShadowMap(const Texture& texture) override; //! Sets light parameters virtual void SetLight(const glm::vec4& position, const float& intensity, const glm::vec3& color) override; //! Draws terrain object virtual void DrawObject(const glm::mat4& matrix, const CVertexBuffer* buffer) override; virtual void Flush() override; private: CGL33Device* const m_device; // Uniform data GLint uni_projectionMatrix; GLint uni_viewMatrix; GLint uni_cameraMatrix; GLint uni_shadowMatrix; GLint uni_modelMatrix; GLint uni_normalMatrix; GLint uni_lightPosition; GLint uni_lightIntensity; GLint uni_lightColor; // Shader program GLuint m_program = 0; // 1x1 white texture GLuint m_whiteTexture = 0; // Currently bound primary texture GLuint m_primaryTexture = 0; // Currently bound secondary texture GLuint m_secondaryTexture = 0; // Currently bound shadow map GLuint m_shadowMap = 0; }; } // namespace Gfx