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forked from 0ad/0ad
0ad/source/graphics/ShaderProgramFFP.cpp
vts db864f10c3 Rendering marker lines between buildings and rally points
Added command button to focus on rally point
(implements #524)

This was SVN commit r10704.
2011-12-10 07:07:04 +00:00

259 lines
7.3 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/>.
*/
#include "precompiled.h"
#include "ShaderProgram.h"
#include "lib/res/graphics/ogl_tex.h"
#include "maths/Vector3D.h"
#include "ps/CLogger.h"
#include "ps/Overlay.h"
/**
* CShaderProgramFFP allows rendering code to use the shader-based API
* even if the 'shader' is actually implemented with the fixed-function
* pipeline instead of anything programmable.
*
* Currently we just hard-code a number of FFP programs as subclasses of this.
* If we have lots, it might be nicer to abstract out the common functionality
* and load these from text files or something.
*/
class CShaderProgramFFP : public CShaderProgram
{
public:
CShaderProgramFFP(int streamflags) :
CShaderProgram(streamflags)
{
}
~CShaderProgramFFP()
{
}
virtual void Reload()
{
m_IsValid = true;
}
int GetUniformIndex(uniform_id_t id)
{
std::map<CStr, int>::iterator it = m_UniformIndexes.find(id);
if (it == m_UniformIndexes.end())
return -1;
return it->second;
}
virtual bool HasTexture(texture_id_t id)
{
if (GetUniformIndex(id) != -1)
return true;
return false;
}
virtual void BindTexture(texture_id_t id, Handle tex)
{
int index = GetUniformIndex(id);
if (index != -1)
ogl_tex_bind(tex, index);
}
virtual void BindTexture(texture_id_t id, GLuint tex)
{
int index = GetUniformIndex(id);
if (index != -1)
{
pglActiveTextureARB((int)(GL_TEXTURE0+index));
glBindTexture(GL_TEXTURE_2D, tex);
}
}
virtual Binding GetUniformBinding(uniform_id_t id)
{
return Binding(-1, GetUniformIndex(id));
}
protected:
std::map<CStr, int> m_UniformIndexes;
};
class CShaderProgramFFP_OverlayLine : public CShaderProgramFFP
{
// Uniforms
enum
{
ID_losTransform,
ID_objectColor
};
bool m_IgnoreLos;
public:
CShaderProgramFFP_OverlayLine(const std::map<CStr, CStr>& defines) :
CShaderProgramFFP(STREAM_POS | STREAM_UV0 | STREAM_UV1)
{
m_UniformIndexes["losTransform"] = ID_losTransform;
m_UniformIndexes["objectColor"] = ID_objectColor;
// Texture units:
m_UniformIndexes["baseTex"] = 0;
m_UniformIndexes["maskTex"] = 1;
m_UniformIndexes["losTex"] = 2;
m_IgnoreLos = (defines.find(CStr("IGNORE_LOS")) != defines.end());
}
bool IsIgnoreLos()
{
return m_IgnoreLos;
}
virtual void Uniform(Binding id, float v0, float v1, float v2, float v3)
{
if (id.fragment == ID_losTransform)
{
pglActiveTextureARB(GL_TEXTURE2);
GLfloat texgenS1[4] = { v0, 0, 0, v1 };
GLfloat texgenT1[4] = { 0, 0, v0, v1 };
glTexGenfv(GL_S, GL_OBJECT_PLANE, texgenS1);
glTexGenfv(GL_T, GL_OBJECT_PLANE, texgenT1);
}
else if (id.fragment == ID_objectColor)
{
float c[] = { v0, v1, v2, v3 };
pglActiveTextureARB(GL_TEXTURE1);
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, c);
}
else
{
debug_warn(L"Invalid id");
}
}
virtual void Uniform(Binding UNUSED(id), const CMatrix3D& UNUSED(v))
{
debug_warn(L"Not implemented");
}
virtual void Bind()
{
// RGB channels:
// Unit 0: Load base texture
// Unit 1: Load mask texture; interpolate with objectColor & base
// Unit 2: (Load LOS texture; multiply) if not #IGNORE_LOS, pass through otherwise
// Alpha channel:
// Unit 0: Load base texture
// Unit 1: Multiply by objectColor
// Unit 2: Pass through
pglActiveTextureARB(GL_TEXTURE0);
glEnable(GL_TEXTURE_2D);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE);
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_COMBINE_ALPHA_ARB, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
// -----------------------------------------------------------------------------
pglActiveTextureARB(GL_TEXTURE1);
glEnable(GL_TEXTURE_2D);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
// Uniform() sets GL_TEXTURE_ENV_COLOR
// load mask texture; interpolate with objectColor and base; GL_INTERPOLATE takes 3 arguments:
// a0 * a2 + a1 * (1 - a2)
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_INTERPOLATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_CONSTANT);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_CONSTANT);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);
// -----------------------------------------------------------------------------
pglActiveTextureARB(GL_TEXTURE2);
glEnable(GL_TEXTURE_2D);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
bool ignoreLos = IsIgnoreLos();
if (ignoreLos)
{
// RGB pass through
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
}
else
{
// multiply RGB with LoS texture alpha channel
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
// Uniform() sets GL_OBJECT_PLANE values
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_ALPHA);
}
// alpha pass through
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
}
virtual void Unbind()
{
pglActiveTextureARB(GL_TEXTURE2);
glDisable(GL_TEXTURE_2D);
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
pglActiveTextureARB(GL_TEXTURE1);
glDisable(GL_TEXTURE_2D);
pglActiveTextureARB(GL_TEXTURE0);
glDisable(GL_TEXTURE_2D);
}
};
/*static*/ CShaderProgram* CShaderProgram::ConstructFFP(const std::string& id, const std::map<CStr, CStr>& defines)
{
if (id == "overlayline")
return new CShaderProgramFFP_OverlayLine(defines);
LOGERROR(L"CShaderProgram::ConstructFFP: Invalid id '%hs'", id.c_str());
return NULL;
}