colobot/colobot-base/graphics/opengl33/gl33_terrain_renderer.h

152 lines
4.4 KiB
C++

/*
* 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_terrain_renderer.h
* \brief OpenGL 3.3 terrain renderer
*/
#pragma once
#include "graphics/core/renderers.h"
#include <GL/glew.h>
#include <array>
#include <vector>
// Graphics module namespace
namespace Gfx
{
struct Texture;
class CGL33Device;
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 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;
//! 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;
//! Draws terrain object
virtual void DrawObject(const glm::mat4& matrix, const CVertexBuffer* buffer) 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_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;
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;
};
}