forked from 0ad/0ad
Ykkrosh
b08e142193
Add shadow filtering (PCF) option. Fix ugly shadow saturation in old lighting mode. Fix fancy water shader. Fix camera matrix computation. Support scissoring of camera frustum. Optimise vertex skinning. Inline various matrix functions. Support filtering of the list of submitted models before a rendering pass, for more precise culling. Optimise water renderer (fixes #721, based on patch by ortalo). Use scissoring when generating reflection/refraction textures. Skip reflection/refraction texture generation when no water is visible. Render alpha-blended objects differently (fixes #434). Reduce shadow swimming effects. This was SVN commit r9814.
298 lines
7.8 KiB
C++
298 lines
7.8 KiB
C++
/* Copyright (C) 2011 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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// RenderModifier implementation
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void RenderModifier::PrepareModel(int UNUSED(pass), CModel* UNUSED(model))
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{
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}
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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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// PlainRenderModifier implementation
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PlainRenderModifier::PlainRenderModifier()
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{
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}
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PlainRenderModifier::~PlainRenderModifier()
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{
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}
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int PlainRenderModifier::BeginPass(int pass)
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{
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ENSURE(pass == 0);
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// set up texture environment for base pass - modulate texture and primary color
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pglActiveTextureARB(GL_TEXTURE0);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PRIMARY_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
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// Set the proper LOD bias
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glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, g_Renderer.m_Options.m_LodBias);
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// pass one through as alpha; transparent textures handled specially by TransparencyRenderer
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// (gl_constant means the colour comes from the gl_texture_env_color)
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_CONSTANT);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
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float color[] = { 1.0, 1.0, 1.0, 1.0 };
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glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);
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return STREAM_POS|STREAM_COLOR|STREAM_UV0;
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}
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bool PlainRenderModifier::EndPass(int UNUSED(pass))
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{
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// We didn't modify blend state or higher texenvs, so we don't have
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// to reset OpenGL state here.
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return true;
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}
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void PlainRenderModifier::PrepareTexture(int UNUSED(pass), CTexturePtr& texture)
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{
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texture->Bind(0);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////
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// WireframeRenderModifier implementation
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WireframeRenderModifier::WireframeRenderModifier()
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{
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}
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WireframeRenderModifier::~WireframeRenderModifier()
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{
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}
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int WireframeRenderModifier::BeginPass(int pass)
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{
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ENSURE(pass == 0);
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// first switch on wireframe
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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// setup some renderstate ..
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glDepthMask(0);
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ogl_tex_bind(0, 0);
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glColor4f(1,1,1,0.75f);
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glLineWidth(1.0f);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
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return STREAM_POS;
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}
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bool WireframeRenderModifier::EndPass(int UNUSED(pass))
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{
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// .. restore the renderstates
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glDisable(GL_BLEND);
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glDepthMask(1);
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// restore fill mode, and we're done
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glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
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return true;
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}
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void WireframeRenderModifier::PrepareTexture(int UNUSED(pass), CTexturePtr& UNUSED(texture))
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{
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}
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void WireframeRenderModifier::PrepareModel(int UNUSED(pass), CModel* UNUSED(model))
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{
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}
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///////////////////////////////////////////////////////////////////////////////////////////////
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// SolidColorRenderModifier implementation
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SolidColorRenderModifier::SolidColorRenderModifier()
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{
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}
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SolidColorRenderModifier::~SolidColorRenderModifier()
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{
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}
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int SolidColorRenderModifier::BeginPass(int UNUSED(pass))
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{
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ogl_tex_bind(0, 0);
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return STREAM_POS;
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}
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bool SolidColorRenderModifier::EndPass(int UNUSED(pass))
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{
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return true;
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}
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void SolidColorRenderModifier::PrepareTexture(int UNUSED(pass), CTexturePtr& UNUSED(texture))
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{
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}
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void SolidColorRenderModifier::PrepareModel(int UNUSED(pass), CModel* UNUSED(model))
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{
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}
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///////////////////////////////////////////////////////////////////////////////////////////////
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// ShaderRenderModifier implementation
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ShaderRenderModifier::ShaderRenderModifier(const CShaderTechnique& technique) :
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m_Technique(technique)
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{
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}
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ShaderRenderModifier::~ShaderRenderModifier()
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{
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}
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int ShaderRenderModifier::BeginPass(int pass)
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{
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m_Technique.BeginPass(pass);
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CShaderProgramPtr shader = m_Technique.GetShader(pass);
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if (GetShadowMap() && shader->HasTexture("shadowTex"))
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{
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shader->BindTexture("shadowTex", GetShadowMap()->GetTexture());
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shader->Uniform("shadowTransform", GetShadowMap()->GetTextureMatrix());
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const float* offsets = GetShadowMap()->GetFilterOffsets();
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shader->Uniform("shadowOffsets1", offsets[0], offsets[1], offsets[2], offsets[3]);
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shader->Uniform("shadowOffsets2", offsets[4], offsets[5], offsets[6], offsets[7]);
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}
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if (GetLightEnv())
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{
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shader->Uniform("ambient", GetLightEnv()->m_UnitsAmbientColor);
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shader->Uniform("sunDir", GetLightEnv()->GetSunDir());
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shader->Uniform("sunColor", GetLightEnv()->m_SunColor);
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}
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if (shader->HasTexture("losTex"))
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{
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CLOSTexture& los = g_Renderer.GetScene().GetLOSTexture();
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shader->BindTexture("losTex", los.GetTexture());
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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("losTransform", los.GetTextureMatrix()[0], los.GetTextureMatrix()[12], 0.f, 0.f);
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}
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m_BindingInstancingTransform = shader->GetUniformBinding("instancingTransform");
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m_BindingShadingColor = shader->GetUniformBinding("shadingColor");
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m_BindingObjectColor = shader->GetUniformBinding("objectColor");
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m_BindingPlayerColor = shader->GetUniformBinding("playerColor");
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return shader->GetStreamFlags();
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}
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bool ShaderRenderModifier::EndPass(int pass)
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{
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m_Technique.EndPass(pass);
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return (pass >= m_Technique.GetNumPasses()-1);
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}
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void ShaderRenderModifier::PrepareTexture(int pass, CTexturePtr& texture)
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{
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CShaderProgramPtr shader = m_Technique.GetShader(pass);
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shader->BindTexture("baseTex", texture->GetHandle());
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}
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void ShaderRenderModifier::PrepareModel(int pass, CModel* model)
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{
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CShaderProgramPtr shader = m_Technique.GetShader(pass);
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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_BindingObjectColor.Active())
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shader->Uniform(m_BindingObjectColor, model->GetMaterial().GetObjectColor());
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if (m_BindingPlayerColor.Active())
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shader->Uniform(m_BindingPlayerColor, model->GetMaterial().GetPlayerColor());
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}
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