122 lines
3.9 KiB
C++
122 lines
3.9 KiB
C++
/* Copyright (C) 2012 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. 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 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. 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. See the
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* 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 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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/*
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* Implementation of common RenderModifiers
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*/
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#include "precompiled.h"
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#include "lib/ogl.h"
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#include "maths/Vector3D.h"
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#include "maths/Vector4D.h"
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#include "maths/Matrix3D.h"
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#include "ps/Game.h"
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#include "graphics/GameView.h"
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#include "graphics/LightEnv.h"
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#include "graphics/LOSTexture.h"
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#include "graphics/Model.h"
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#include "graphics/TextureManager.h"
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#include "renderer/RenderModifiers.h"
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#include "renderer/Renderer.h"
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#include "renderer/ShadowMap.h"
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#include <boost/algorithm/string.hpp>
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///////////////////////////////////////////////////////////////////////////////////////////////
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// LitRenderModifier implementation
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LitRenderModifier::LitRenderModifier()
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: m_Shadow(0), m_LightEnv(0)
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{
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}
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LitRenderModifier::~LitRenderModifier()
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{
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}
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// Set the shadow map for subsequent rendering
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void LitRenderModifier::SetShadowMap(const ShadowMap* shadow)
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{
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m_Shadow = shadow;
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}
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// Set the light environment for subsequent rendering
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void LitRenderModifier::SetLightEnv(const CLightEnv* lightenv)
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{
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m_LightEnv = lightenv;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////
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// ShaderRenderModifier implementation
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ShaderRenderModifier::ShaderRenderModifier()
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{
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}
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void ShaderRenderModifier::BeginPass(const CShaderProgramPtr& shader)
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{
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shader->Uniform(str_transform, g_Renderer.GetViewCamera().GetViewProjection());
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shader->Uniform(str_cameraPos, g_Renderer.GetViewCamera().GetOrientation().GetTranslation());
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if (GetShadowMap() && shader->GetTextureBinding(str_shadowTex).Active())
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{
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shader->BindTexture(str_shadowTex, GetShadowMap()->GetTexture());
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shader->Uniform(str_shadowTransform, GetShadowMap()->GetTextureMatrix());
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int width = GetShadowMap()->GetWidth();
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int height = GetShadowMap()->GetHeight();
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shader->Uniform(str_shadowScale, width, height, 1.0f / width, 1.0f / height);
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}
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if (GetLightEnv())
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{
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shader->Uniform(str_ambient, GetLightEnv()->m_UnitsAmbientColor);
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shader->Uniform(str_sunDir, GetLightEnv()->GetSunDir());
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shader->Uniform(str_sunColor, GetLightEnv()->m_SunColor);
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shader->Uniform(str_fogColor, GetLightEnv()->m_FogColor);
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shader->Uniform(str_fogParams, GetLightEnv()->m_FogFactor, GetLightEnv()->m_FogMax, 0.f, 0.f);
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}
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if (shader->GetTextureBinding(str_losTex).Active())
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{
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CLOSTexture& los = g_Renderer.GetScene().GetLOSTexture();
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shader->BindTexture(str_losTex, los.GetTextureSmooth());
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// Don't bother sending the whole matrix, we just need two floats (scale and translation)
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shader->Uniform(str_losTransform, los.GetTextureMatrix()[0], los.GetTextureMatrix()[12], 0.f, 0.f);
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}
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m_BindingInstancingTransform = shader->GetUniformBinding(str_instancingTransform);
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m_BindingShadingColor = shader->GetUniformBinding(str_shadingColor);
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m_BindingPlayerColor = shader->GetUniformBinding(str_playerColor);
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}
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void ShaderRenderModifier::PrepareModel(const CShaderProgramPtr& shader, CModel* model)
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{
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if (m_BindingInstancingTransform.Active())
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shader->Uniform(m_BindingInstancingTransform, model->GetTransform());
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if (m_BindingShadingColor.Active())
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shader->Uniform(m_BindingShadingColor, model->GetShadingColor());
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if (m_BindingPlayerColor.Active())
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shader->Uniform(m_BindingPlayerColor, g_Game->GetPlayerColor(model->GetPlayerID()));
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}
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