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forked from 0ad/0ad
0ad/source/renderer/RenderModifiers.cpp
bb 157c6af18e Make the space in 0 A.D. non-breaking throughout the codebase.
Avoid cases of filenames
Update years in terms and other legal(ish) documents
Don't update years in license headers, since change is not meaningful

Will add linter rule in seperate commit

Happy recompiling everyone!

Original Patch By: Nescio
Comment By: Gallaecio
Differential Revision: D2620
This was SVN commit r27786.
2023-07-27 20:54:46 +00:00

161 lines
4.9 KiB
C++

/* Copyright (C) 2023 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 "renderer/RenderModifiers.h"
#include "graphics/GameView.h"
#include "graphics/LightEnv.h"
#include "graphics/LOSTexture.h"
#include "graphics/Model.h"
#include "graphics/TextureManager.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"
///////////////////////////////////////////////////////////////////////////////////////////////
// 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::IDeviceCommandContext* deviceCommandContext,
Renderer::Backend::IShaderProgram* shader)
{
const CMatrix3D transform =
g_Renderer.GetSceneRenderer().GetViewCamera().GetViewProjection();
deviceCommandContext->SetUniform(
shader->GetBindingSlot(str_transform), transform.AsFloatArray());
deviceCommandContext->SetUniform(
shader->GetBindingSlot(str_cameraPos),
g_Renderer.GetSceneRenderer().GetViewCamera().GetOrientation().GetTranslation().AsFloatArray());
if (GetShadowMap())
GetShadowMap()->BindTo(deviceCommandContext, shader);
if (GetLightEnv())
{
deviceCommandContext->SetUniform(
shader->GetBindingSlot(str_ambient),
GetLightEnv()->m_AmbientColor.AsFloatArray());
deviceCommandContext->SetUniform(
shader->GetBindingSlot(str_sunDir),
GetLightEnv()->GetSunDir().AsFloatArray());
deviceCommandContext->SetUniform(
shader->GetBindingSlot(str_sunColor),
GetLightEnv()->m_SunColor.AsFloatArray());
deviceCommandContext->SetUniform(
shader->GetBindingSlot(str_fogColor),
GetLightEnv()->m_FogColor.AsFloatArray());
deviceCommandContext->SetUniform(
shader->GetBindingSlot(str_fogParams),
GetLightEnv()->m_FogFactor, GetLightEnv()->m_FogMax);
}
if (shader->GetBindingSlot(str_losTex) >= 0)
{
CLOSTexture& los = g_Renderer.GetSceneRenderer().GetScene().GetLOSTexture();
deviceCommandContext->SetTexture(
shader->GetBindingSlot(str_losTex), los.GetTextureSmooth());
// Don't bother sending the whole matrix, we just need two floats (scale and translation)
deviceCommandContext->SetUniform(
shader->GetBindingSlot(str_losTransform),
los.GetTextureMatrix()[0], los.GetTextureMatrix()[12]);
}
m_BindingInstancingTransform = shader->GetBindingSlot(str_instancingTransform);
m_BindingShadingColor = shader->GetBindingSlot(str_shadingColor);
m_BindingPlayerColor = shader->GetBindingSlot(str_playerColor);
if (m_BindingShadingColor >= 0)
{
m_ShadingColor = CColor(1.0f, 1.0f, 1.0f, 1.0f);
deviceCommandContext->SetUniform(
m_BindingShadingColor, m_ShadingColor.AsFloatArray());
}
if (m_BindingPlayerColor >= 0)
{
m_PlayerColor = g_Game->GetPlayerColor(0);
deviceCommandContext->SetUniform(
m_BindingPlayerColor, m_PlayerColor.AsFloatArray());
}
}
void ShaderRenderModifier::PrepareModel(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
CModel* model)
{
if (m_BindingInstancingTransform >= 0)
{
deviceCommandContext->SetUniform(
m_BindingInstancingTransform, model->GetTransform().AsFloatArray());
}
if (m_BindingShadingColor >= 0 && m_ShadingColor != model->GetShadingColor())
{
m_ShadingColor = model->GetShadingColor();
deviceCommandContext->SetUniform(
m_BindingShadingColor, m_ShadingColor.AsFloatArray());
}
if (m_BindingPlayerColor >= 0)
{
const CColor& playerColor = g_Game->GetPlayerColor(model->GetPlayerID());
if (m_PlayerColor != playerColor)
{
m_PlayerColor = playerColor;
deviceCommandContext->SetUniform(
m_BindingPlayerColor, m_PlayerColor.AsFloatArray());
}
}
}