0ad/source/renderer/RenderModifiers.cpp
Ykkrosh a3f168b887 Initial support for GLSL generic vertex attributes in shader API, for GLES compatibility.
Specify GLSL version in shader files, for better error detection.

This was SVN commit r11040.
2012-02-09 17:55:25 +00:00

306 lines
8 KiB
C++

/* Copyright (C) 2011 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. 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 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. 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 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
/*
* Implementation of common RenderModifiers
*/
#include "precompiled.h"
#include "lib/ogl.h"
#include "maths/Vector3D.h"
#include "maths/Vector4D.h"
#include "maths/Matrix3D.h"
#include "ps/Game.h"
#include "graphics/GameView.h"
#include "graphics/LightEnv.h"
#include "graphics/LOSTexture.h"
#include "graphics/Model.h"
#include "graphics/TextureManager.h"
#include "renderer/RenderModifiers.h"
#include "renderer/Renderer.h"
#include "renderer/ShadowMap.h"
#include <boost/algorithm/string.hpp>
///////////////////////////////////////////////////////////////////////////////////////////////
// RenderModifier implementation
void RenderModifier::PrepareModel(int UNUSED(pass), CModel* UNUSED(model))
{
}
CShaderProgramPtr RenderModifier::GetShader(int UNUSED(pass))
{
return CShaderProgramPtr();
}
///////////////////////////////////////////////////////////////////////////////////////////////
// LitRenderModifier implementation
LitRenderModifier::LitRenderModifier()
: m_Shadow(0), m_LightEnv(0)
{
}
LitRenderModifier::~LitRenderModifier()
{
}
// Set the shadow map for subsequent rendering
void LitRenderModifier::SetShadowMap(const ShadowMap* shadow)
{
m_Shadow = shadow;
}
// Set the light environment for subsequent rendering
void LitRenderModifier::SetLightEnv(const CLightEnv* lightenv)
{
m_LightEnv = lightenv;
}
///////////////////////////////////////////////////////////////////////////////////////////////
// PlainRenderModifier implementation
PlainRenderModifier::PlainRenderModifier()
{
}
PlainRenderModifier::~PlainRenderModifier()
{
}
int PlainRenderModifier::BeginPass(int pass)
{
ENSURE(pass == 0);
// set up texture environment for base pass - modulate texture and primary color
pglActiveTextureARB(GL_TEXTURE0);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PRIMARY_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
// Set the proper LOD bias
glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, g_Renderer.m_Options.m_LodBias);
// pass one through as alpha; transparent textures handled specially by TransparencyRenderer
// (gl_constant means the colour comes from the gl_texture_env_color)
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_CONSTANT);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
float color[] = { 1.0, 1.0, 1.0, 1.0 };
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);
return STREAM_POS|STREAM_COLOR|STREAM_UV0;
}
bool PlainRenderModifier::EndPass(int UNUSED(pass))
{
// We didn't modify blend state or higher texenvs, so we don't have
// to reset OpenGL state here.
return true;
}
void PlainRenderModifier::PrepareTexture(int UNUSED(pass), CTexturePtr& texture)
{
texture->Bind(0);
}
///////////////////////////////////////////////////////////////////////////////////////////////
// WireframeRenderModifier implementation
WireframeRenderModifier::WireframeRenderModifier()
{
}
WireframeRenderModifier::~WireframeRenderModifier()
{
}
int WireframeRenderModifier::BeginPass(int pass)
{
ENSURE(pass == 0);
// first switch on wireframe
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
// setup some renderstate ..
glDepthMask(0);
ogl_tex_bind(0, 0);
glColor4f(1,1,1,0.75f);
glLineWidth(1.0f);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
return STREAM_POS;
}
bool WireframeRenderModifier::EndPass(int UNUSED(pass))
{
// .. restore the renderstates
glDisable(GL_BLEND);
glDepthMask(1);
// restore fill mode, and we're done
glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
return true;
}
void WireframeRenderModifier::PrepareTexture(int UNUSED(pass), CTexturePtr& UNUSED(texture))
{
}
void WireframeRenderModifier::PrepareModel(int UNUSED(pass), CModel* UNUSED(model))
{
}
///////////////////////////////////////////////////////////////////////////////////////////////
// SolidColorRenderModifier implementation
SolidColorRenderModifier::SolidColorRenderModifier()
{
}
SolidColorRenderModifier::~SolidColorRenderModifier()
{
}
int SolidColorRenderModifier::BeginPass(int UNUSED(pass))
{
ogl_tex_bind(0, 0);
return STREAM_POS;
}
bool SolidColorRenderModifier::EndPass(int UNUSED(pass))
{
return true;
}
void SolidColorRenderModifier::PrepareTexture(int UNUSED(pass), CTexturePtr& UNUSED(texture))
{
}
void SolidColorRenderModifier::PrepareModel(int UNUSED(pass), CModel* UNUSED(model))
{
}
///////////////////////////////////////////////////////////////////////////////////////////////
// ShaderRenderModifier implementation
ShaderRenderModifier::ShaderRenderModifier(const CShaderTechniquePtr& technique) :
m_Technique(technique)
{
}
ShaderRenderModifier::~ShaderRenderModifier()
{
}
int ShaderRenderModifier::BeginPass(int pass)
{
m_Technique->BeginPass(pass);
CShaderProgramPtr shader = m_Technique->GetShader(pass);
if (GetShadowMap() && shader->HasTexture("shadowTex"))
{
shader->BindTexture("shadowTex", GetShadowMap()->GetTexture());
shader->Uniform("shadowTransform", GetShadowMap()->GetTextureMatrix());
const float* offsets = GetShadowMap()->GetFilterOffsets();
shader->Uniform("shadowOffsets1", offsets[0], offsets[1], offsets[2], offsets[3]);
shader->Uniform("shadowOffsets2", offsets[4], offsets[5], offsets[6], offsets[7]);
}
if (GetLightEnv())
{
shader->Uniform("ambient", GetLightEnv()->m_UnitsAmbientColor);
shader->Uniform("sunDir", GetLightEnv()->GetSunDir());
shader->Uniform("sunColor", GetLightEnv()->m_SunColor);
}
if (shader->HasTexture("losTex"))
{
CLOSTexture& los = g_Renderer.GetScene().GetLOSTexture();
shader->BindTexture("losTex", los.GetTexture());
// Don't bother sending the whole matrix, we just need two floats (scale and translation)
shader->Uniform("losTransform", los.GetTextureMatrix()[0], los.GetTextureMatrix()[12], 0.f, 0.f);
}
m_BindingInstancingTransform = shader->GetUniformBinding("instancingTransform");
m_BindingShadingColor = shader->GetUniformBinding("shadingColor");
m_BindingObjectColor = shader->GetUniformBinding("objectColor");
m_BindingPlayerColor = shader->GetUniformBinding("playerColor");
return shader->GetStreamFlags();
}
bool ShaderRenderModifier::EndPass(int pass)
{
m_Technique->EndPass(pass);
return (pass >= m_Technique->GetNumPasses()-1);
}
CShaderProgramPtr ShaderRenderModifier::GetShader(int pass)
{
return m_Technique->GetShader(pass);
}
void ShaderRenderModifier::PrepareTexture(int pass, CTexturePtr& texture)
{
CShaderProgramPtr shader = m_Technique->GetShader(pass);
shader->BindTexture("baseTex", texture->GetHandle());
}
void ShaderRenderModifier::PrepareModel(int pass, CModel* model)
{
CShaderProgramPtr shader = m_Technique->GetShader(pass);
if (m_BindingInstancingTransform.Active())
shader->Uniform(m_BindingInstancingTransform, model->GetTransform());
if (m_BindingShadingColor.Active())
shader->Uniform(m_BindingShadingColor, model->GetShadingColor());
if (m_BindingObjectColor.Active())
shader->Uniform(m_BindingObjectColor, model->GetMaterial().GetObjectColor());
if (m_BindingPlayerColor.Active())
shader->Uniform(m_BindingPlayerColor, model->GetMaterial().GetPlayerColor());
}