colobot/colobot-base/graphics/opengl33/gl33_object_renderer.cpp

507 lines
16 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
*/
#include "graphics/opengl33/gl33_object_renderer.h"
#include "graphics/opengl33/gl33_device.h"
#include "graphics/opengl33/glutil.h"
#include "graphics/core/material.h"
#include "graphics/core/transparency.h"
#include "graphics/core/vertex.h"
#include "common/logger.h"
#include <GL/glew.h>
#include <glm/ext.hpp>
#include <glm/gtc/type_ptr.hpp>
using namespace Gfx;
CGL33ObjectRenderer::CGL33ObjectRenderer(CGL33Device* device)
:m_device(device)
{
GetLogger()->Info("Creating CGL33ObjectRenderer\n");
std::string preamble = LoadSource("shaders/gl33/preamble.glsl");
std::string shadowSource = LoadSource("shaders/gl33/shadow.glsl");
std::string lightingSource = LoadSource("shaders/gl33/lighting.glsl");
std::string vsSource = LoadSource("shaders/gl33/object_vs.glsl");
std::string fsSource = LoadSource("shaders/gl33/object_fs.glsl");
GLint vsShader = CreateShader(GL_VERTEX_SHADER, { preamble, lightingSource, shadowSource, vsSource });
if (vsShader == 0)
{
GetLogger()->Error("Cound not create vertex shader from file 'object_vs.glsl'\n");
return;
}
GLint fsShader = CreateShader(GL_FRAGMENT_SHADER, { preamble, lightingSource, shadowSource, fsSource });
if (fsShader == 0)
{
GetLogger()->Error("Cound not create fragment shader from file 'object_fs.glsl'\n");
return;
}
m_program = LinkProgram({ vsShader, fsShader });
glDeleteShader(vsShader);
glDeleteShader(fsShader);
glUseProgram(m_program);
// Setup uniforms
glm::mat4 identity(1.0f);
m_projectionMatrix = glGetUniformLocation(m_program, "uni_ProjectionMatrix");
m_viewMatrix = glGetUniformLocation(m_program, "uni_ViewMatrix");
m_shadowMatrix = glGetUniformLocation(m_program, "uni_ShadowMatrix");
m_modelMatrix = glGetUniformLocation(m_program, "uni_ModelMatrix");
m_normalMatrix = glGetUniformLocation(m_program, "uni_NormalMatrix");
m_lighting = glGetUniformLocation(m_program, "uni_Lighting");
m_cameraPosition = glGetUniformLocation(m_program, "uni_CameraPosition");
m_lightPosition = glGetUniformLocation(m_program, "uni_LightPosition");
m_lightIntensity = glGetUniformLocation(m_program, "uni_LightIntensity");
m_lightColor = glGetUniformLocation(m_program, "uni_LightColor");
m_skyColor = glGetUniformLocation(m_program, "uni_SkyColor");
m_skyIntensity = glGetUniformLocation(m_program, "uni_SkyIntensity");
m_fogRange = glGetUniformLocation(m_program, "uni_FogRange");
m_fogColor = glGetUniformLocation(m_program, "uni_FogColor");
m_albedoColor = glGetUniformLocation(m_program, "uni_AlbedoColor");
m_emissiveColor = glGetUniformLocation(m_program, "uni_EmissiveColor");
m_roughness = glGetUniformLocation(m_program, "uni_Roughness");
m_metalness = glGetUniformLocation(m_program, "uni_Metalness");
m_aoStrength = glGetUniformLocation(m_program, "uni_AOStrength");
m_triplanarMode = glGetUniformLocation(m_program, "uni_TriplanarMode");
m_triplanarScale = glGetUniformLocation(m_program, "uni_TriplanarScale");
m_alphaScissor = glGetUniformLocation(m_program, "uni_AlphaScissor");
m_recolor = glGetUniformLocation(m_program, "uni_Recolor");
m_recolorFrom = glGetUniformLocation(m_program, "uni_RecolorFrom");
m_recolorTo = glGetUniformLocation(m_program, "uni_RecolorTo");
m_recolorThreshold = glGetUniformLocation(m_program, "uni_RecolorThreshold");
m_uvOffset = glGetUniformLocation(m_program, "uni_UVOffset");
m_uvScale = glGetUniformLocation(m_program, "uni_UVScale");
m_shadowRegions = glGetUniformLocation(m_program, "uni_ShadowRegions");
std::array<GLchar, 256> name;
for (int i = 0; i < 4; i++)
{
snprintf(name.data(), name.size(), "uni_ShadowParam[%d].transform", i);
m_shadows[i].transform = glGetUniformLocation(m_program, name.data());
snprintf(name.data(), name.size(), "uni_ShadowParam[%d].uv_offset", i);
m_shadows[i].offset = glGetUniformLocation(m_program, name.data());
snprintf(name.data(), name.size(), "uni_ShadowParam[%d].uv_scale", i);
m_shadows[i].scale = glGetUniformLocation(m_program, name.data());
}
// Set texture units
auto texture = glGetUniformLocation(m_program, "uni_AlbedoTexture");
glUniform1i(texture, m_albedoIndex);
texture = glGetUniformLocation(m_program, "uni_DetailTexture");
glUniform1i(texture, m_detailIndex);
texture = glGetUniformLocation(m_program, "uni_EmissiveTexture");
glUniform1i(texture, m_emissiveIndex);
texture = glGetUniformLocation(m_program, "uni_MaterialTexture");
glUniform1i(texture, m_materialIndex);
texture = glGetUniformLocation(m_program, "uni_ShadowMap");
glUniform1i(texture, m_shadowIndex);
// White texture
glActiveTexture(GL_TEXTURE0);
glGenTextures(1, &m_whiteTexture);
glBindTexture(GL_TEXTURE_2D, m_whiteTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, GL_ONE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_G, GL_ONE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, GL_ONE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, GL_ONE);
glBindTexture(GL_TEXTURE_2D, 0);
glUseProgram(0);
// Generic buffer
glGenBuffers(1, &m_bufferVBO);
glBindBuffer(GL_COPY_WRITE_BUFFER, m_bufferVBO);
glBufferData(GL_COPY_WRITE_BUFFER, 8 * sizeof(Vertex3D), nullptr, GL_STREAM_DRAW);
glGenVertexArrays(1, &m_bufferVAO);
glBindVertexArray(m_bufferVAO);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
glEnableVertexAttribArray(3);
glEnableVertexAttribArray(4);
GetLogger()->Info("CGL33ObjectRenderer created successfully\n");
}
CGL33ObjectRenderer::~CGL33ObjectRenderer()
{
glDeleteProgram(m_program);
glDeleteTextures(1, &m_whiteTexture);
glDeleteBuffers(1, &m_bufferVBO);
glDeleteVertexArrays(1, &m_bufferVAO);
}
void CGL33ObjectRenderer::CGL33ObjectRenderer::Begin()
{
glUseProgram(m_program);
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glActiveTexture(GL_TEXTURE0 + m_albedoIndex);
glBindTexture(GL_TEXTURE_2D, m_whiteTexture);
glActiveTexture(GL_TEXTURE0 + m_detailIndex);
glBindTexture(GL_TEXTURE_2D, m_whiteTexture);
glActiveTexture(GL_TEXTURE0 + m_emissiveIndex);
glBindTexture(GL_TEXTURE_2D, m_whiteTexture);
glActiveTexture(GL_TEXTURE0 + m_materialIndex);
glBindTexture(GL_TEXTURE_2D, m_whiteTexture);
glActiveTexture(GL_TEXTURE0 + m_shadowIndex);
glBindTexture(GL_TEXTURE_2D, 0);
m_albedoTexture = 0;
m_detailTexture = 0;
m_emissiveTexture = 0;
m_materialTexture = 0;
m_shadowMap = 0;
m_device->SetDepthTest(true);
m_device->SetDepthMask(true);
m_device->SetTransparency(TransparencyMode::NONE);
m_device->SetCullFace(CullFace::BACK);
SetUVTransform({ 0.0f, 0.0f }, { 1.0f, 1.0f });
SetAlphaScissor(0.0f);
SetFog(1e+6f, 1e+6, {});
SetEmissiveColor({ 0, 0, 0, 0 });
SetAlbedoColor({ 1, 1, 1, 1 });
SetMaterialParams(1.0, 0.0, 0.0);
SetRecolor(false);
}
void CGL33ObjectRenderer::CGL33ObjectRenderer::End()
{
glActiveTexture(GL_TEXTURE0 + m_albedoIndex);
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE0 + m_detailIndex);
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE0 + m_emissiveIndex);
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE0 + m_materialIndex);
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE0 + m_shadowIndex);
glBindTexture(GL_TEXTURE_2D, 0);
m_albedoTexture = 0;
m_detailTexture = 0;
m_emissiveTexture = 0;
m_materialTexture = 0;
m_shadowMap = 0;
}
void CGL33ObjectRenderer::SetProjectionMatrix(const glm::mat4& matrix)
{
glUniformMatrix4fv(m_projectionMatrix, 1, GL_FALSE, value_ptr(matrix));
}
void CGL33ObjectRenderer::SetViewMatrix(const glm::mat4& matrix)
{
glm::mat4 scale(1.0f);
scale[2][2] = -1.0f;
auto viewMatrix = scale * matrix;
auto cameraMatrix = glm::inverse(viewMatrix);
auto cameraPos = cameraMatrix[3];
glUniformMatrix4fv(m_viewMatrix, 1, GL_FALSE, value_ptr(viewMatrix));
glUniform3f(m_cameraPosition, cameraPos.x, cameraPos.y, cameraPos.z);
}
void CGL33ObjectRenderer::SetModelMatrix(const glm::mat4& matrix)
{
auto normalMatrix = glm::transpose(glm::inverse(glm::mat3(matrix)));
glUniformMatrix4fv(m_modelMatrix, 1, GL_FALSE, value_ptr(matrix));
glUniformMatrix3fv(m_normalMatrix, 1, GL_FALSE, value_ptr(normalMatrix));
}
void CGL33ObjectRenderer::SetAlbedoColor(const Color& color)
{
glUniform4f(m_albedoColor, color.r, color.g, color.b, color.a);
}
void CGL33ObjectRenderer::SetAlbedoTexture(const Texture& texture)
{
if (m_albedoTexture == texture.id) return;
m_albedoTexture = texture.id;
glActiveTexture(GL_TEXTURE0 + m_albedoIndex);
if (texture.id == 0)
glBindTexture(GL_TEXTURE_2D, m_whiteTexture);
else
glBindTexture(GL_TEXTURE_2D, texture.id);
}
void CGL33ObjectRenderer::SetEmissiveColor(const Color& color)
{
glUniform3f(m_emissiveColor, color.r, color.g, color.b);
}
void CGL33ObjectRenderer::SetEmissiveTexture(const Texture& texture)
{
if (m_emissiveTexture == texture.id) return;
m_emissiveTexture = texture.id;
glActiveTexture(GL_TEXTURE0 + m_emissiveIndex);
if (texture.id == 0)
glBindTexture(GL_TEXTURE_2D, m_whiteTexture);
else
glBindTexture(GL_TEXTURE_2D, texture.id);
}
void CGL33ObjectRenderer::SetMaterialParams(float roughness, float metalness, float aoStrength)
{
glUniform1f(m_roughness, roughness);
glUniform1f(m_metalness, metalness);
glUniform1f(m_aoStrength, aoStrength);
}
void CGL33ObjectRenderer::SetMaterialTexture(const Texture& texture)
{
if (m_materialTexture == texture.id) return;
m_materialTexture = texture.id;
glActiveTexture(GL_TEXTURE0 + m_materialIndex);
if (texture.id == 0)
glBindTexture(GL_TEXTURE_2D, m_whiteTexture);
else
glBindTexture(GL_TEXTURE_2D, texture.id);
}
void CGL33ObjectRenderer::SetDetailTexture(const Texture& texture)
{
if (m_detailTexture == texture.id) return;
m_detailTexture = texture.id;
glActiveTexture(GL_TEXTURE0 + m_detailIndex);
if (texture.id == 0)
glBindTexture(GL_TEXTURE_2D, m_whiteTexture);
else
glBindTexture(GL_TEXTURE_2D, texture.id);
}
void CGL33ObjectRenderer::SetShadowMap(const Texture& texture)
{
if (m_shadowMap == texture.id) return;
m_shadowMap = texture.id;
glActiveTexture(GL_TEXTURE0 + m_shadowIndex);
if (texture.id == 0)
glBindTexture(GL_TEXTURE_2D, 0);
else
glBindTexture(GL_TEXTURE_2D, texture.id);
}
void CGL33ObjectRenderer::SetLighting(bool enabled)
{
glUniform1i(m_lighting, enabled ? 1 : 0);
}
void CGL33ObjectRenderer::SetLight(const glm::vec4& position, const float& intensity, const glm::vec3& color)
{
glUniform4fv(m_lightPosition, 1, glm::value_ptr(position));
glUniform1f(m_lightIntensity, intensity);
glUniform3f(m_lightColor, color.r, color.g, color.b);
}
void CGL33ObjectRenderer::SetSky(const Color& color, float intensity)
{
glUniform3f(m_skyColor, color.r, color.g, color.b);
glUniform1f(m_skyIntensity, intensity);
}
void CGL33ObjectRenderer::SetShadowParams(int count, const ShadowParam* params)
{
glUniform1i(m_shadowRegions, count);
for (int i = 0; i < count; i++)
{
glUniformMatrix4fv(m_shadows[i].transform, 1, GL_FALSE, glm::value_ptr(params[i].matrix));
glUniform2fv(m_shadows[i].offset, 1, glm::value_ptr(params[i].uv_offset));
glUniform2fv(m_shadows[i].scale, 1, glm::value_ptr(params[i].uv_scale));
}
}
void CGL33ObjectRenderer::SetFog(float min, float max, const glm::vec3& color)
{
glUniform2f(m_fogRange, min, max);
glUniform3f(m_fogColor, color.r, color.g, color.b);
}
void CGL33ObjectRenderer::SetDepthTest(bool enabled)
{
m_device->SetDepthTest(enabled);
}
void CGL33ObjectRenderer::SetDepthMask(bool enabled)
{
m_device->SetDepthMask(enabled);
}
void CGL33ObjectRenderer::SetCullFace(CullFace mode)
{
m_device->SetCullFace(mode);
}
void CGL33ObjectRenderer::SetTransparency(TransparencyMode mode)
{
m_device->SetTransparency(mode);
}
void CGL33ObjectRenderer::SetUVTransform(const glm::vec2& offset, const glm::vec2& scale)
{
glUniform2fv(m_uvOffset, 1, glm::value_ptr(offset));
glUniform2fv(m_uvScale, 1, glm::value_ptr(scale));
}
void CGL33ObjectRenderer::SetTriplanarMode(bool enabled)
{
glUniform1i(m_triplanarMode, enabled ? 1 : 0);
}
void CGL33ObjectRenderer::SetTriplanarScale(float scale)
{
glUniform1f(m_triplanarScale, scale);
}
void CGL33ObjectRenderer::SetAlphaScissor(float alpha)
{
glUniform1f(m_alphaScissor, alpha);
}
void CGL33ObjectRenderer::SetRecolor(bool enabled, const glm::vec3& from, const glm::vec3& to, float threshold)
{
glUniform1i(m_recolor, enabled ? 1 : 0);
if (enabled)
{
auto fromHSV = RGB2HSV(Color(from.r, from.g, from.b, 1.0));
auto toHSV = RGB2HSV(Color(to.r, to.g, to.b, 1.0));
glUniform3f(m_recolorFrom, fromHSV.h, fromHSV.s, fromHSV.v);
glUniform3f(m_recolorTo, toHSV.h, toHSV.s, toHSV.v);
glUniform1f(m_recolorThreshold, threshold);
}
}
void CGL33ObjectRenderer::DrawObject(const CVertexBuffer* buffer)
{
auto b = dynamic_cast<const CGL33VertexBuffer*>(buffer);
if (b == nullptr) return;
glBindVertexArray(b->GetVAO());
glDrawArrays(TranslateGfxPrimitive(b->GetType()), 0, static_cast<GLsizei>(b->Size()));
}
void CGL33ObjectRenderer::DrawPrimitive(PrimitiveType type, int count, const Vertex3D* vertices)
{
DrawPrimitives(type, 1, &count, vertices);
}
void CGL33ObjectRenderer::DrawPrimitives(PrimitiveType type, int drawCount, int count[], const Vertex3D* vertices)
{
m_first.resize(drawCount);
GLint offset = 0;
for (size_t i = 0; i < drawCount; i++)
{
m_first[i] = offset;
offset += count[i];
}
glBindVertexArray(m_bufferVAO);
glBindBuffer(GL_ARRAY_BUFFER, m_bufferVBO);
size_t size = offset * sizeof(Vertex3D);
// Send new vertices to GPU
glBindBuffer(GL_ARRAY_BUFFER, m_bufferVBO);
glBufferData(GL_ARRAY_BUFFER, size, nullptr, GL_STREAM_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, size, vertices);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex3D),
reinterpret_cast<void*>(offsetof(Vertex3D, position)));
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex3D),
reinterpret_cast<void*>(offsetof(Vertex3D, normal)));
glVertexAttribPointer(2, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(Vertex3D),
reinterpret_cast<void*>(offsetof(Vertex3D, color)));
glVertexAttribPointer(3, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex3D),
reinterpret_cast<void*>(offsetof(Vertex3D, uv)));
glVertexAttribPointer(4, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex3D),
reinterpret_cast<void*>(offsetof(Vertex3D, uv2)));
glMultiDrawArrays(TranslateGfxPrimitive(type), m_first.data(), count, drawCount);
}