vladislavbelov
ffc4a56b9f
Fixes #6846 Differential Revision: https://code.wildfiregames.com/D5185 This was SVN commit r27965.
161 lines
4.9 KiB
C++
161 lines
4.9 KiB
C++
/* Copyright (C) 2023 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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#include "precompiled.h"
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#include "renderer/RenderModifiers.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 "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/CStrInternStatic.h"
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#include "ps/Game.h"
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#include "renderer/Renderer.h"
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#include "renderer/SceneRenderer.h"
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#include "renderer/ShadowMap.h"
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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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: m_ShadingColor(1.0f, 1.0f, 1.0f, 1.0f), m_PlayerColor(1.0f, 1.0f, 1.0f, 1.0f)
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{
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}
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void ShaderRenderModifier::BeginPass(
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Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
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Renderer::Backend::IShaderProgram* shader)
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{
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const CMatrix3D transform =
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g_Renderer.GetSceneRenderer().GetViewCamera().GetViewProjection();
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deviceCommandContext->SetUniform(
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shader->GetBindingSlot(str_transform), transform.AsFloatArray());
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deviceCommandContext->SetUniform(
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shader->GetBindingSlot(str_cameraPos),
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g_Renderer.GetSceneRenderer().GetViewCamera().GetOrientation().GetTranslation().AsFloatArray());
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if (GetShadowMap())
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GetShadowMap()->BindTo(deviceCommandContext, shader);
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if (GetLightEnv())
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{
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deviceCommandContext->SetUniform(
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shader->GetBindingSlot(str_ambient),
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GetLightEnv()->m_AmbientColor.AsFloatArray());
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deviceCommandContext->SetUniform(
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shader->GetBindingSlot(str_sunDir),
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GetLightEnv()->GetSunDir().AsFloatArray());
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deviceCommandContext->SetUniform(
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shader->GetBindingSlot(str_sunColor),
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GetLightEnv()->m_SunColor.AsFloatArray());
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deviceCommandContext->SetUniform(
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shader->GetBindingSlot(str_fogColor),
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GetLightEnv()->m_FogColor.AsFloatArray());
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deviceCommandContext->SetUniform(
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shader->GetBindingSlot(str_fogParams),
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GetLightEnv()->m_FogFactor, GetLightEnv()->m_FogMax);
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}
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if (shader->GetBindingSlot(str_losTex) >= 0)
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{
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CLOSTexture& los = g_Renderer.GetSceneRenderer().GetScene().GetLOSTexture();
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deviceCommandContext->SetTexture(
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shader->GetBindingSlot(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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deviceCommandContext->SetUniform(
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shader->GetBindingSlot(str_losTransform),
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los.GetTextureMatrix()[0], los.GetTextureMatrix()[12]);
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}
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m_BindingInstancingTransform = shader->GetBindingSlot(str_instancingTransform);
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m_BindingShadingColor = shader->GetBindingSlot(str_shadingColor);
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m_BindingPlayerColor = shader->GetBindingSlot(str_playerColor);
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if (m_BindingShadingColor >= 0)
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{
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m_ShadingColor = CColor(1.0f, 1.0f, 1.0f, 1.0f);
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deviceCommandContext->SetUniform(
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m_BindingShadingColor, m_ShadingColor.AsFloatArray());
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}
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if (m_BindingPlayerColor >= 0)
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{
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m_PlayerColor = g_Game->GetPlayerColor(0);
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deviceCommandContext->SetUniform(
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m_BindingPlayerColor, m_PlayerColor.AsFloatArray());
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}
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}
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void ShaderRenderModifier::PrepareModel(
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Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
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CModel* model)
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{
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if (m_BindingInstancingTransform >= 0)
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{
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deviceCommandContext->SetUniform(
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m_BindingInstancingTransform, model->GetTransform().AsFloatArray());
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}
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if (m_BindingShadingColor >= 0 && m_ShadingColor != model->GetShadingColor())
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{
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m_ShadingColor = model->GetShadingColor();
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deviceCommandContext->SetUniform(
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m_BindingShadingColor, m_ShadingColor.AsFloatArray());
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}
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if (m_BindingPlayerColor >= 0)
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{
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const CColor& playerColor = g_Game->GetPlayerColor(model->GetPlayerID());
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if (m_PlayerColor != playerColor)
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{
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m_PlayerColor = playerColor;
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deviceCommandContext->SetUniform(
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m_BindingPlayerColor, m_PlayerColor.AsFloatArray());
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}
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}
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}
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