/* Copyright (C) 2022 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 . */ #include "precompiled.h" #include "renderer/RenderModifiers.h" #include "graphics/GameView.h" #include "graphics/LightEnv.h" #include "graphics/LOSTexture.h" #include "graphics/Model.h" #include "graphics/TextureManager.h" #include "lib/ogl.h" #include "maths/Vector3D.h" #include "maths/Vector4D.h" #include "maths/Matrix3D.h" #include "ps/CStrInternStatic.h" #include "ps/Game.h" #include "renderer/Renderer.h" #include "renderer/SceneRenderer.h" #include "renderer/ShadowMap.h" #include /////////////////////////////////////////////////////////////////////////////////////////////// // 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; } /////////////////////////////////////////////////////////////////////////////////////////////// // ShaderRenderModifier implementation ShaderRenderModifier::ShaderRenderModifier() : m_ShadingColor(1.0f, 1.0f, 1.0f, 1.0f), m_PlayerColor(1.0f, 1.0f, 1.0f, 1.0f) { } void ShaderRenderModifier::BeginPass(Renderer::Backend::GL::CShaderProgram* shader) { shader->Uniform(str_transform, g_Renderer.GetSceneRenderer().GetViewCamera().GetViewProjection()); shader->Uniform(str_cameraPos, g_Renderer.GetSceneRenderer().GetViewCamera().GetOrientation().GetTranslation()); if (GetShadowMap()) GetShadowMap()->BindTo(shader); if (GetLightEnv()) { shader->Uniform(str_ambient, GetLightEnv()->m_AmbientColor); shader->Uniform(str_sunDir, GetLightEnv()->GetSunDir()); shader->Uniform(str_sunColor, GetLightEnv()->m_SunColor); shader->Uniform(str_fogColor, GetLightEnv()->m_FogColor); shader->Uniform(str_fogParams, GetLightEnv()->m_FogFactor, GetLightEnv()->m_FogMax, 0.f, 0.f); } if (shader->GetTextureBinding(str_losTex).Active()) { CLOSTexture& los = g_Renderer.GetSceneRenderer().GetScene().GetLOSTexture(); shader->BindTexture(str_losTex, los.GetTextureSmooth()); // Don't bother sending the whole matrix, we just need two floats (scale and translation) shader->Uniform(str_losTransform, los.GetTextureMatrix()[0], los.GetTextureMatrix()[12], 0.f, 0.f); } m_BindingInstancingTransform = shader->GetUniformBinding(str_instancingTransform); m_BindingShadingColor = shader->GetUniformBinding(str_shadingColor); m_BindingPlayerColor = shader->GetUniformBinding(str_playerColor); if (m_BindingShadingColor.Active()) { m_ShadingColor = CColor(1.0f, 1.0f, 1.0f, 1.0f); shader->Uniform(m_BindingShadingColor, m_ShadingColor); } if (m_BindingPlayerColor.Active()) { m_PlayerColor = g_Game->GetPlayerColor(0); shader->Uniform(m_BindingPlayerColor, m_PlayerColor); } } void ShaderRenderModifier::PrepareModel(Renderer::Backend::GL::CShaderProgram* shader, CModel* model) { if (m_BindingInstancingTransform.Active()) shader->Uniform(m_BindingInstancingTransform, model->GetTransform()); if (m_BindingShadingColor.Active() && m_ShadingColor != model->GetShadingColor()) { m_ShadingColor = model->GetShadingColor(); shader->Uniform(m_BindingShadingColor, m_ShadingColor); } if (m_BindingPlayerColor.Active()) { const CColor& playerColor = g_Game->GetPlayerColor(model->GetPlayerID()); if (m_PlayerColor != playerColor) { m_PlayerColor = playerColor; shader->Uniform(m_BindingPlayerColor, m_PlayerColor); } } }