/* Copyright (C) 2012 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 .
*/
/*
* Implementation of common RenderModifiers
*/
#include "precompiled.h"
#include "lib/ogl.h"
#include "maths/Vector3D.h"
#include "maths/Vector4D.h"
#include "maths/Matrix3D.h"
#include "ps/Game.h"
#include "graphics/GameView.h"
#include "graphics/LightEnv.h"
#include "graphics/LOSTexture.h"
#include "graphics/Model.h"
#include "graphics/TextureManager.h"
#include "renderer/RenderModifiers.h"
#include "renderer/Renderer.h"
#include "renderer/ShadowMap.h"
#include
///////////////////////////////////////////////////////////////////////////////////////////////
// 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()
{
}
void ShaderRenderModifier::BeginPass(const CShaderProgramPtr& shader)
{
shader->Uniform(str_transform, g_Renderer.GetViewCamera().GetViewProjection());
shader->Uniform(str_cameraPos, g_Renderer.GetViewCamera().GetOrientation().GetTranslation());
if (GetShadowMap() && shader->GetTextureBinding(str_shadowTex).Active())
{
shader->BindTexture(str_shadowTex, GetShadowMap()->GetTexture());
shader->Uniform(str_shadowTransform, GetShadowMap()->GetTextureMatrix());
int width = GetShadowMap()->GetWidth();
int height = GetShadowMap()->GetHeight();
shader->Uniform(str_shadowScale, width, height, 1.0f / width, 1.0f / height);
}
if (GetLightEnv())
{
shader->Uniform(str_ambient, GetLightEnv()->m_UnitsAmbientColor);
shader->Uniform(str_sunDir, GetLightEnv()->GetSunDir());
shader->Uniform(str_sunColor, GetLightEnv()->m_SunColor);
shader->Uniform(str_fogColor, GetLightEnv()->m_FogColor);
shader->Uniform(str_fogParams, GetLightEnv()->m_FogFactor, GetLightEnv()->m_FogMax, 0.f, 0.f);
}
if (shader->GetTextureBinding(str_losTex).Active())
{
CLOSTexture& los = g_Renderer.GetScene().GetLOSTexture();
shader->BindTexture(str_losTex, los.GetTextureSmooth());
// Don't bother sending the whole matrix, we just need two floats (scale and translation)
shader->Uniform(str_losTransform, los.GetTextureMatrix()[0], los.GetTextureMatrix()[12], 0.f, 0.f);
}
m_BindingInstancingTransform = shader->GetUniformBinding(str_instancingTransform);
m_BindingShadingColor = shader->GetUniformBinding(str_shadingColor);
m_BindingPlayerColor = shader->GetUniformBinding(str_playerColor);
}
void ShaderRenderModifier::PrepareModel(const CShaderProgramPtr& shader, CModel* model)
{
if (m_BindingInstancingTransform.Active())
shader->Uniform(m_BindingInstancingTransform, model->GetTransform());
if (m_BindingShadingColor.Active())
shader->Uniform(m_BindingShadingColor, model->GetShadingColor());
if (m_BindingPlayerColor.Active())
shader->Uniform(m_BindingPlayerColor, g_Game->GetPlayerColor(model->GetPlayerID()));
}