forked from 0ad/0ad
Ykkrosh
994ebd9836
Switch all the constant strings in graphics code to use the new variables. This avoids the cost of instantiating CStrInterns at runtime every frame. This was SVN commit r13906.
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->GetPlayerColour(model->GetPlayerID()));
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}
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