267 lines
7.5 KiB
C++
267 lines
7.5 KiB
C++
/*
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* This file is part of the Colobot: Gold Edition source code
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* Copyright (C) 2001-2021, Daniel Roux, EPSITEC SA & TerranovaTeam
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* http://epsitec.ch; http://colobot.info; http://github.com/colobot
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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* See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see http://gnu.org/licenses
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*/
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/**
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* \file graphics/opengl/gl33renderers.h
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* \brief OpenGL 3.3 renderers
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*/
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#pragma once
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#include "graphics/core/renderers.h"
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#include <GL/glew.h>
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#include <array>
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#include <vector>
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// Graphics module namespace
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namespace Gfx
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{
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class CGL33Device;
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class CGL33UIRenderer : public CUIRenderer
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{
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public:
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CGL33UIRenderer(CGL33Device* device);
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virtual ~CGL33UIRenderer();
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virtual void SetProjection(float left, float right, float bottom, float top) override;
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virtual void SetTexture(const Texture& texture) override;
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virtual void SetColor(const glm::vec4& color) override;
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virtual void SetTransparency(TransparencyMode mode) override;
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virtual void DrawPrimitive(PrimitiveType type, int count, const Vertex2D* vertices) override;
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virtual Vertex2D* BeginPrimitive(PrimitiveType type, int count) override;
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virtual Vertex2D* BeginPrimitives(PrimitiveType type, int drawCount, const int* counts) override;
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virtual bool EndPrimitive() override;
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private:
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void UpdateUniforms();
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CGL33Device* const m_device;
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// Uniform data
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struct Uniforms
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{
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glm::mat4 projectionMatrix;
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glm::vec4 color;
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};
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Uniforms m_uniforms = {};
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// true means uniforms need to be updated
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bool m_uniformsDirty = false;
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// Uniform buffer object
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GLuint m_uniformBuffer = 0;
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// Vertex buffer object
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GLuint m_bufferVBO = 0;
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// Vertex array object
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GLuint m_bufferVAO = 0;
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// VBO capacity
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GLsizei m_bufferCapacity = 128 * 1024;
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// Buffer offset
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GLsizei m_bufferOffset = 0;
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// Buffer mapping state
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PrimitiveType m_type = {};
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// Number of drawn primitives
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GLuint m_drawCount = 0;
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// Total count of drawn vertices
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GLuint m_currentCount = 0;
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// Starting offset for each drawn primitive
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std::vector<GLint> m_first;
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// Numbers of vertices for each drawn primitive
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std::vector<GLsizei> m_count;
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// True means currently drawing
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bool m_mapped = false;
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// True means mapping failed, using auxiliary buffer
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bool m_backup = false;
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// Buffered vertex data
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std::vector<Vertex2D> m_buffer;
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// Shader program
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GLuint m_program = 0;
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// 1x1 white texture
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GLuint m_whiteTexture = 0;
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// Currently bound texture
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GLuint m_currentTexture = 0;
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};
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class CGL33TerrainRenderer : public CTerrainRenderer
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{
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public:
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CGL33TerrainRenderer(CGL33Device* device);
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virtual ~CGL33TerrainRenderer();
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virtual void Begin() override;
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virtual void End() override;
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//! Sets projection matrix
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virtual void SetProjectionMatrix(const glm::mat4& matrix) override;
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//! Sets view matrix
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virtual void SetViewMatrix(const glm::mat4& matrix) override;
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//! Sets model matrix
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virtual void SetModelMatrix(const glm::mat4& matrix) override;
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//! Sets albedo color
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virtual void SetAlbedoColor(const Color& color) override;
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//! Sets albedo texture
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virtual void SetAlbedoTexture(const Texture& texture) override;
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//! Sets emissive color
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virtual void SetEmissiveColor(const Color& color) override;
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//! Sets emissive texture
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virtual void SetEmissiveTexture(const Texture& texture) override;
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//! Sets material parameters
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virtual void SetMaterialParams(float roughness, float metalness) override;
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//! Sets material texture
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virtual void SetMaterialTexture(const Texture& texture) override;
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//! Sets detail texture
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virtual void SetDetailTexture(const Texture& texture) override;
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//! Sets shadow map
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virtual void SetShadowMap(const Texture& texture) override;
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//! Sets light parameters
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virtual void SetLight(const glm::vec4& position, const float& intensity, const glm::vec3& color) override;
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//! Sets sky parameters
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virtual void SetSky(const Color& color, float intensity) override;
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//! Sets shadow parameters
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virtual void SetShadowParams(int count, const ShadowParam* params) override;
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//! Sets fog parameters
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virtual void SetFog(float min, float max, const glm::vec3& color) override;
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//! Draws terrain object
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virtual void DrawObject(const glm::mat4& matrix, const CVertexBuffer* buffer) override;
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private:
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CGL33Device* const m_device;
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// Uniform data
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GLint m_projectionMatrix = -1;
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GLint m_viewMatrix = -1;
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GLint m_shadowMatrix = -1;
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GLint m_modelMatrix = -1;
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GLint m_normalMatrix = -1;
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GLint m_cameraPosition = -1;
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GLint m_lightPosition = -1;
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GLint m_lightIntensity = -1;
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GLint m_lightColor = -1;
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GLint m_skyColor = -1;
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GLint m_skyIntensity = -1;
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GLint m_fogRange = -1;
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GLint m_fogColor = -1;
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GLint m_albedoColor = -1;
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GLint m_emissiveColor = -1;
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GLint m_roughness = -1;
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GLint m_metalness = -1;
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struct ShadowUniforms
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{
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GLint transform;
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GLint offset;
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GLint scale;
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};
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GLint m_shadowRegions = 0;
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ShadowUniforms m_shadows[4] = {};
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// Shader program
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GLuint m_program = 0;
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// Texture unit bindings
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const int m_albedoIndex = 4;
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const int m_detailIndex = 5;
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const int m_emissiveIndex = 6;
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const int m_materialIndex = 7;
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const int m_shadowIndex = 8;
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// 1x1 white texture
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GLuint m_whiteTexture = 0;
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// Currently bound albedo texture
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GLuint m_albedoTexture = 0;
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// Currently bound detail texture
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GLuint m_detailTexture = 0;
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// Currently bound emissive texture
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GLuint m_emissiveTexture = 0;
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// Currently bound material texture
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GLuint m_materialTexture = 0;
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// Currently bound shadow map
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GLuint m_shadowMap = 0;
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};
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class CGL33ShadowRenderer : public CShadowRenderer
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{
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public:
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CGL33ShadowRenderer(CGL33Device* device);
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virtual ~CGL33ShadowRenderer();
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virtual void Begin() override;
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virtual void End() override;
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//! Sets projection matrix
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virtual void SetProjectionMatrix(const glm::mat4& matrix) override;
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//! Sets view matrix
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virtual void SetViewMatrix(const glm::mat4& matrix) override;
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//! Sets model matrix
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virtual void SetModelMatrix(const glm::mat4& matrix) override;
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//! Sets texture
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virtual void SetTexture(const Texture& texture) override;
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//! Sets shadow map
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virtual void SetShadowMap(const Texture& texture) override;
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//! Sets shadow region
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virtual void SetShadowRegion(const glm::vec2& offset, const glm::vec2& scale) override;
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//! Draws terrain object
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virtual void DrawObject(const CVertexBuffer* buffer, bool transparent) override;
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private:
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CGL33Device* const m_device;
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// Uniform data
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GLint m_projectionMatrix = -1;
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GLint m_viewMatrix = -1;
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GLint m_modelMatrix = -1;
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GLint m_alphaScissor = -1;
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// Shader program
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GLuint m_program = 0;
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// Framebuffer
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GLuint m_framebuffer = 0;
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int m_width = 0;
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int m_height = 0;
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};
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} // namespace Gfx
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