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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "SMFRenderState.h"
#include "SMFGroundDrawer.h"
#include "SMFReadMap.h"
#include "Game/Camera.h"
#include "Map/MapInfo.h"
#include "Rendering/GlobalRendering.h"
#include "Rendering/ShadowHandler.h"
#include "Rendering/Env/CubeMapHandler.h"
#include "Rendering/Env/ISky.h"
#include "Rendering/Env/SkyLight.h"
#include "Rendering/Env/SunLighting.h"
#include "Rendering/GL/myGL.h"
#include "Rendering/Map/InfoTexture/IInfoTextureHandler.h"
#include "Rendering/Shaders/ShaderHandler.h"
#include "Rendering/Shaders/Shader.h"
#include "Sim/Misc/GlobalSynced.h"
#include "System/Config/ConfigHandler.h"
#include "System/Util.h"
#define SMF_TEXSQUARE_SIZE 1024.0f
ISMFRenderState* ISMFRenderState::GetInstance(bool haveARB, bool haveGLSL, bool luaShaders) {
ISMFRenderState* instance = nullptr;
if (!haveARB && !haveGLSL) {
instance = new SMFRenderStateFFP();
} else {
if (!haveGLSL) {
instance = new SMFRenderStateARB();
} else {
instance = new SMFRenderStateGLSL(luaShaders);
}
}
return instance;
}
bool SMFRenderStateARB::Init(const CSMFGroundDrawer* smfGroundDrawer) {
if (!globalRendering->haveARB) {
// not possible to do (ARB) shader-based map rendering
return false;
}
if (!configHandler->GetBool("AdvMapShading")) {
// not allowed to do (ARB) shader-based map rendering
return false;
}
#define sh shaderHandler
arbShaders[ARB_SHADER_DEFAULT] = sh->CreateProgramObject("[SMFGroundDrawer]", "SMFShaderBaseARB", true);
arbShaders[ARB_SHADER_REFLECT] = sh->CreateProgramObject("[SMFGroundDrawer]", "SMFShaderReflARB", true);
arbShaders[ARB_SHADER_REFRACT] = sh->CreateProgramObject("[SMFGroundDrawer]", "SMFShaderRefrARB", true);
arbShaders[ARB_SHADER_CURRENT] = arbShaders[ARB_SHADER_DEFAULT];
arbShaders[ARB_SHADER_DEFAULT]->AttachShaderObject(sh->CreateShaderObject("ARB/ground.vp", "", GL_VERTEX_PROGRAM_ARB));
arbShaders[ARB_SHADER_DEFAULT]->AttachShaderObject(sh->CreateShaderObject("ARB/groundFPshadow.fp", "", GL_FRAGMENT_PROGRAM_ARB));
arbShaders[ARB_SHADER_DEFAULT]->Link();
arbShaders[ARB_SHADER_REFLECT]->AttachShaderObject(sh->CreateShaderObject("ARB/dwgroundreflectinverted.vp", "", GL_VERTEX_PROGRAM_ARB));
arbShaders[ARB_SHADER_REFLECT]->AttachShaderObject(sh->CreateShaderObject("ARB/groundFPshadow.fp", "", GL_FRAGMENT_PROGRAM_ARB));
arbShaders[ARB_SHADER_REFLECT]->Link();
arbShaders[ARB_SHADER_REFRACT]->AttachShaderObject(sh->CreateShaderObject("ARB/dwgroundrefract.vp", "", GL_VERTEX_PROGRAM_ARB));
arbShaders[ARB_SHADER_REFRACT]->AttachShaderObject(sh->CreateShaderObject("ARB/groundFPshadow.fp", "", GL_FRAGMENT_PROGRAM_ARB));
arbShaders[ARB_SHADER_REFRACT]->Link();
#undef sh
return true;
}
void SMFRenderStateARB::Kill() {
shaderHandler->ReleaseProgramObjects("[SMFGroundDrawer]");
}
bool SMFRenderStateARB::HasValidShader(const DrawPass::e& drawPass) const {
Shader::IProgramObject* shader = nullptr;
switch (drawPass) {
case DrawPass::Normal: { shader = arbShaders[ARB_SHADER_CURRENT]; } break;
case DrawPass::WaterReflection: { shader = arbShaders[ARB_SHADER_REFLECT]; } break;
case DrawPass::WaterRefraction: { shader = arbShaders[ARB_SHADER_REFRACT]; } break;
default: {} break;
}
return (shader != nullptr && shader->IsValid());
}
bool SMFRenderStateGLSL::Init(const CSMFGroundDrawer* smfGroundDrawer) {
if (!globalRendering->haveGLSL) {
// not possible to do (GLSL) shader-based map rendering
return false;
}
if (!configHandler->GetBool("AdvMapShading")) {
// not allowed to do (GLSL) shader-based map rendering
return false;
}
const std::string names[GLSL_SHADER_COUNT - 1] = {
"SMFShaderGLSL-Standard",
"SMFShaderGLSL-Deferred",
};
const std::string defs =
("#define SMF_TEXSQUARE_SIZE " + FloatToString( SMF_TEXSQUARE_SIZE) + "\n") +
("#define SMF_INTENSITY_MULT " + FloatToString(CGlobalRendering::SMF_INTENSITY_MULT) + "\n");
if (useLuaShaders) {
for (unsigned int n = GLSL_SHADER_STANDARD; n <= GLSL_SHADER_DEFERRED; n++) {
glslShaders[n] = shaderHandler->CreateProgramObject("[SMFGroundDrawer::Lua]", names[n] + "-Lua", false);
// release ID created by GLSLProgramObject's ctor; should be 0
glslShaders[n]->Release();
}
} else {
for (unsigned int n = GLSL_SHADER_STANDARD; n <= GLSL_SHADER_DEFERRED; n++) {
// load from VFS files
glslShaders[n] = shaderHandler->CreateProgramObject("[SMFGroundDrawer::VFS]", names[n], false);
glslShaders[n]->AttachShaderObject(shaderHandler->CreateShaderObject("GLSL/SMFVertProg.glsl", "#version 120\n" + defs, GL_VERTEX_SHADER));
glslShaders[n]->AttachShaderObject(shaderHandler->CreateShaderObject("GLSL/SMFFragProg.glsl", "#version 120\n" + defs, GL_FRAGMENT_SHADER));
}
}
glslShaders[GLSL_SHADER_CURRENT] = glslShaders[GLSL_SHADER_STANDARD];
return true;
}
void SMFRenderStateGLSL::Kill() {
if (useLuaShaders) {
// make sure SH deletes only the wrapper objects; programs are managed by LuaShaders
for (unsigned int n = GLSL_SHADER_STANDARD; n <= GLSL_SHADER_DEFERRED; n++) {
if (glslShaders[n] != nullptr) {
glslShaders[n]->LoadFromID(0);
}
}
shaderHandler->ReleaseProgramObjects("[SMFGroundDrawer::Lua]");
} else {
shaderHandler->ReleaseProgramObjects("[SMFGroundDrawer::VFS]");
}
}
void SMFRenderStateGLSL::Update(
const CSMFGroundDrawer* smfGroundDrawer,
const LuaMapShaderData* luaMapShaderData
) {
if (useLuaShaders) {
assert(luaMapShaderData != nullptr);
// load from LuaShader ID; should be a linked and valid program (or 0)
// NOTE: only non-custom shaders get to have engine flags and uniforms!
for (unsigned int n = GLSL_SHADER_STANDARD; n <= GLSL_SHADER_DEFERRED; n++) {
glslShaders[n]->LoadFromID(luaMapShaderData->shaderIDs[n]);
}
} else {
assert(luaMapShaderData == nullptr);
const CSMFReadMap* smfMap = smfGroundDrawer->GetReadMap();
const GL::LightHandler* lightHandler = smfGroundDrawer->GetLightHandler();
const int2 normTexSize = smfMap->GetTextureSize(MAP_BASE_NORMALS_TEX);
// const int2 specTexSize = smfMap->GetTextureSize(MAP_SSMF_SPECULAR_TEX);
for (unsigned int n = GLSL_SHADER_STANDARD; n <= GLSL_SHADER_DEFERRED; n++) {
glslShaders[n]->SetFlag("SMF_VOID_WATER", mapInfo->map.voidWater);
glslShaders[n]->SetFlag("SMF_VOID_GROUND", mapInfo->map.voidGround);
glslShaders[n]->SetFlag("SMF_SPECULAR_LIGHTING", (smfMap->GetSpecularTexture() != 0));
glslShaders[n]->SetFlag("SMF_DETAIL_TEXTURE_SPLATTING", (smfMap->GetSplatDistrTexture() != 0 && smfMap->GetSplatDetailTexture() != 0));
glslShaders[n]->SetFlag("SMF_DETAIL_NORMAL_TEXTURE_SPLATTING", (smfMap->GetSplatDistrTexture() != 0 && smfMap->HaveSplatNormalTexture()));
glslShaders[n]->SetFlag("SMF_DETAIL_NORMAL_DIFFUSE_ALPHA", smfMap->HaveDetailNormalDiffuseAlpha());
glslShaders[n]->SetFlag("SMF_WATER_ABSORPTION", smfMap->HasVisibleWater());
glslShaders[n]->SetFlag("SMF_SKY_REFLECTIONS", (smfMap->GetSkyReflectModTexture() != 0));
glslShaders[n]->SetFlag("SMF_BLEND_NORMALS", (smfMap->GetBlendNormalsTexture() != 0));
glslShaders[n]->SetFlag("SMF_LIGHT_EMISSION", (smfMap->GetLightEmissionTexture() != 0));
glslShaders[n]->SetFlag("SMF_PARALLAX_MAPPING", (smfMap->GetParallaxHeightTexture() != 0));
glslShaders[n]->SetFlag("BASE_DYNAMIC_MAP_LIGHT", lightHandler->GetBaseLight());
glslShaders[n]->SetFlag("MAX_DYNAMIC_MAP_LIGHTS", lightHandler->GetMaxLights());
// both are runtime set in ::Enable, but ATI drivers need values from the beginning
glslShaders[n]->SetFlag("HAVE_SHADOWS", false);
glslShaders[n]->SetFlag("HAVE_INFOTEX", false);
// used to strip down the shader for the deferred pass
glslShaders[n]->SetFlag("DEFERRED_MODE", (n != GLSL_SHADER_STANDARD));
glslShaders[n]->SetFlag("GBUFFER_NORMTEX_IDX", GL::GeometryBuffer::ATTACHMENT_NORMTEX);
glslShaders[n]->SetFlag("GBUFFER_DIFFTEX_IDX", GL::GeometryBuffer::ATTACHMENT_DIFFTEX);
glslShaders[n]->SetFlag("GBUFFER_SPECTEX_IDX", GL::GeometryBuffer::ATTACHMENT_SPECTEX);
glslShaders[n]->SetFlag("GBUFFER_EMITTEX_IDX", GL::GeometryBuffer::ATTACHMENT_EMITTEX);
glslShaders[n]->SetFlag("GBUFFER_MISCTEX_IDX", GL::GeometryBuffer::ATTACHMENT_MISCTEX);
glslShaders[n]->SetFlag("GBUFFER_ZVALTEX_IDX", GL::GeometryBuffer::ATTACHMENT_ZVALTEX);
glslShaders[n]->Link();
glslShaders[n]->Enable();
// tex1 (shadingTex) is not used by SMFFragProg
glslShaders[n]->SetUniform("diffuseTex", 0);
glslShaders[n]->SetUniform("detailTex", 2);
glslShaders[n]->SetUniform("shadowTex", 4);
glslShaders[n]->SetUniform("normalsTex", 5);
glslShaders[n]->SetUniform("specularTex", 6);
glslShaders[n]->SetUniform("splatDetailTex", 7);
glslShaders[n]->SetUniform("splatDistrTex", 8);
glslShaders[n]->SetUniform("skyReflectTex", 9);
glslShaders[n]->SetUniform("skyReflectModTex", 10);
glslShaders[n]->SetUniform("blendNormalsTex", 11);
glslShaders[n]->SetUniform("lightEmissionTex", 12);
glslShaders[n]->SetUniform("parallaxHeightTex", 13);
glslShaders[n]->SetUniform("infoTex", 14);
glslShaders[n]->SetUniform("splatDetailNormalTex1", 15);
glslShaders[n]->SetUniform("splatDetailNormalTex2", 16);
glslShaders[n]->SetUniform("splatDetailNormalTex3", 17);
glslShaders[n]->SetUniform("splatDetailNormalTex4", 18);
glslShaders[n]->SetUniform("mapSizePO2", mapDims.pwr2mapx * SQUARE_SIZE * 1.0f, mapDims.pwr2mapy * SQUARE_SIZE * 1.0f);
glslShaders[n]->SetUniform("mapSize", mapDims.mapx * SQUARE_SIZE * 1.0f, mapDims.mapy * SQUARE_SIZE * 1.0f);
glslShaders[n]->SetUniform4v("lightDir", &sky->GetLight()->GetLightDir()[0]);
glslShaders[n]->SetUniform3v("cameraPos", &FwdVector[0]);
glslShaders[n]->SetUniform3v("groundAmbientColor", &sunLighting->groundAmbientColor[0]);
glslShaders[n]->SetUniform3v("groundDiffuseColor", &sunLighting->groundDiffuseColor[0]);
glslShaders[n]->SetUniform3v("groundSpecularColor", &sunLighting->groundSpecularColor[0]);
glslShaders[n]->SetUniform ("groundSpecularExponent", sunLighting->specularExponent);
glslShaders[n]->SetUniform ("groundShadowDensity", sky->GetLight()->GetGroundShadowDensity());
glslShaders[n]->SetUniform3v("waterMinColor", &mapInfo->water.minColor[0]);
glslShaders[n]->SetUniform3v("waterBaseColor", &mapInfo->water.baseColor[0]);
glslShaders[n]->SetUniform3v("waterAbsorbColor", &mapInfo->water.absorb[0]);
glslShaders[n]->SetUniform4v("splatTexScales", &mapInfo->splats.texScales[0]);
glslShaders[n]->SetUniform4v("splatTexMults", &mapInfo->splats.texMults[0]);
glslShaders[n]->SetUniform("infoTexIntensityMul", 1.0f);
glslShaders[n]->SetUniform( "normalTexGen", 1.0f / ((normTexSize.x - 1) * SQUARE_SIZE), 1.0f / ((normTexSize.y - 1) * SQUARE_SIZE));
glslShaders[n]->SetUniform("specularTexGen", 1.0f / ( mapDims.mapx * SQUARE_SIZE), 1.0f / ( mapDims.mapy * SQUARE_SIZE));
glslShaders[n]->SetUniform( "infoTexGen", 1.0f / ( mapDims.pwr2mapx * SQUARE_SIZE), 1.0f / ( mapDims.pwr2mapy * SQUARE_SIZE));
glslShaders[n]->Disable();
glslShaders[n]->Validate();
}
}
}
bool SMFRenderStateGLSL::HasValidShader(const DrawPass::e& drawPass) const {
Shader::IProgramObject* shader = nullptr;
switch (drawPass) {
case DrawPass::TerrainDeferred: { shader = glslShaders[GLSL_SHADER_DEFERRED]; } break;
default: { shader = glslShaders[GLSL_SHADER_CURRENT ]; } break;
}
return (shader != nullptr && shader->IsValid());
}
bool SMFRenderStateFFP::CanEnable(const CSMFGroundDrawer* smfGroundDrawer) const {
return (!smfGroundDrawer->UseAdvShading());
}
bool SMFRenderStateARB::CanEnable(const CSMFGroundDrawer* smfGroundDrawer) const {
// NOTE:
// ARB map shaders assume shadows are always on, so
// SMFRenderStateARB can be used only when they are
// in fact enabled (see Init)
return (smfGroundDrawer->UseAdvShading() && !infoTextureHandler->IsEnabled() && shadowHandler->ShadowsLoaded());
}
bool SMFRenderStateGLSL::CanEnable(const CSMFGroundDrawer* smfGroundDrawer) const {
return (smfGroundDrawer->UseAdvShading());
}
void SMFRenderStateFFP::Enable(const CSMFGroundDrawer* smfGroundDrawer, const DrawPass::e&) {
const CSMFReadMap* smfMap = smfGroundDrawer->GetReadMap();
static const GLfloat planeX[] = {0.02f, 0.0f, 0.00f, 0.0f};
static const GLfloat planeZ[] = {0.00f, 0.0f, 0.02f, 0.0f};
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
if (infoTextureHandler->IsEnabled()) {
glActiveTexture(GL_TEXTURE1);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, infoTextureHandler->GetCurrentInfoTexture());
glMultiTexCoord4f(GL_TEXTURE1_ARB, 1.0f, 1.0f, 1.0f, 1.0f); // fix nvidia bug with gltexgen
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_ADD_SIGNED_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
SetTexGen(1.0f / (mapDims.pwr2mapx * SQUARE_SIZE), 1.0f / (mapDims.pwr2mapy * SQUARE_SIZE), 0, 0);
glActiveTexture(GL_TEXTURE2);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, smfMap->GetShadingTexture());
glMultiTexCoord4f(GL_TEXTURE2_ARB, 1.0f, 1.0f, 1.0f, 1.0f); // fix nvidia bug with gltexgen
if (infoTextureHandler->GetMode() == "metal") {
// increase brightness for metal spots
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_ADD_SIGNED_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
}
SetTexGen(1.0f / (mapDims.pwr2mapx * SQUARE_SIZE), 1.0f / (mapDims.pwr2mapy * SQUARE_SIZE), 0, 0);
glActiveTexture(GL_TEXTURE3);
if (smfMap->GetDetailTexture() != 0) {
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, smfMap->GetDetailTexture());
glMultiTexCoord4f(GL_TEXTURE3_ARB, 1.0f, 1.0f, 1.0f, 1.0f); // fix nvidia bug with gltexgen
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_ADD_SIGNED_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGenfv(GL_S, GL_OBJECT_PLANE, planeX);
glEnable(GL_TEXTURE_GEN_S);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGenfv(GL_T, GL_OBJECT_PLANE, planeZ);
glEnable(GL_TEXTURE_GEN_T);
} else {
glDisable(GL_TEXTURE_2D);
}
} else {
if (smfMap->GetDetailTexture()) {
glActiveTexture(GL_TEXTURE1);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, smfMap->GetDetailTexture());
glMultiTexCoord4f(GL_TEXTURE1_ARB, 1.0f, 1.0f, 1.0f, 1.0f); // fix nvidia bug with gltexgen
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_ADD_SIGNED_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGenfv(GL_S, GL_OBJECT_PLANE, planeX);
glEnable(GL_TEXTURE_GEN_S);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGenfv(GL_T, GL_OBJECT_PLANE, planeZ);
glEnable(GL_TEXTURE_GEN_T);
} else {
glActiveTexture(GL_TEXTURE1);
glDisable(GL_TEXTURE_2D);
}
glActiveTexture(GL_TEXTURE2);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, smfMap->GetShadingTexture());
glMultiTexCoord4f(GL_TEXTURE2_ARB, 1.0f, 1.0f, 1.0f, 1.0f); // fix nvidia bug with gltexgen
SetTexGen(1.0f / (mapDims.pwr2mapx * SQUARE_SIZE), 1.0f / (mapDims.pwr2mapy * SQUARE_SIZE), -0.5f / mapDims.pwr2mapx, -0.5f / mapDims.pwr2mapy);
// bind the detail texture a 2nd time to increase the details (-> GL_ADD_SIGNED_ARB is limited -0.5 to +0.5)
// (also do this after the shading texture cause of color clamping issues)
if (smfMap->GetDetailTexture()) {
glActiveTexture(GL_TEXTURE3);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, smfMap->GetDetailTexture());
glMultiTexCoord4f(GL_TEXTURE3_ARB, 1.0f, 1.0f, 1.0f, 1.0f); // fix nvidia bug with gltexgen
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_ADD_SIGNED_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGenfv(GL_S, GL_OBJECT_PLANE, planeX);
glEnable(GL_TEXTURE_GEN_S);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGenfv(GL_T, GL_OBJECT_PLANE, planeZ);
glEnable(GL_TEXTURE_GEN_T);
} else {
glActiveTexture(GL_TEXTURE3);
glDisable(GL_TEXTURE_2D);
}
}
glActiveTexture(GL_TEXTURE0);
glEnable(GL_TEXTURE_2D);
}
void SMFRenderStateFFP::Disable(const CSMFGroundDrawer*, const DrawPass::e&) {
glActiveTexture(GL_TEXTURE3);
glDisable(GL_TEXTURE_2D);
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glActiveTexture(GL_TEXTURE2);
glDisable(GL_TEXTURE_2D);
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glActiveTexture(GL_TEXTURE1);
glDisable(GL_TEXTURE_2D);
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glActiveTexture(GL_TEXTURE0);
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glDisable(GL_TEXTURE_2D);
}
void SMFRenderStateARB::Enable(const CSMFGroundDrawer* smfGroundDrawer, const DrawPass::e& drawPass) {
const CSMFReadMap* smfMap = smfGroundDrawer->GetReadMap();
const float3 ambientColor = sunLighting->groundAmbientColor * CGlobalRendering::SMF_INTENSITY_MULT;
#ifdef DYNWATER_OVERRIDE_VERTEX_PROGRAM
// CDynamicWater overrides smfShaderBaseARB during the reflection / refraction
// pass to distort underwater geometry, but because it's hard to maintain only
// a vertex shader when working with texture combiners we don't enable this
// note: we would also want to disable culling for these passes
if (arbShaders[ARB_SHADER_CURRENT] != arbShaders[ARB_SHADER_DEFAULT]) {
if (drawPass == DrawPass::WaterReflection) {
glAlphaFunc(GL_GREATER, 0.9f);
glEnable(GL_ALPHA_TEST);
}
}
#endif
arbShaders[ARB_SHADER_CURRENT]->Enable();
arbShaders[ARB_SHADER_CURRENT]->SetUniformTarget(GL_VERTEX_PROGRAM_ARB);
arbShaders[ARB_SHADER_CURRENT]->SetUniform4f(10, 1.0f / (mapDims.pwr2mapx * SQUARE_SIZE), 1.0f / (mapDims.pwr2mapy * SQUARE_SIZE), 0, 1);
arbShaders[ARB_SHADER_CURRENT]->SetUniform4f(12, 1.0f / smfMap->bigTexSize, 1.0f / smfMap->bigTexSize, 0, 1);
arbShaders[ARB_SHADER_CURRENT]->SetUniform4f(13, -math::floor(camera->GetPos().x * 0.02f), -math::floor(camera->GetPos().z * 0.02f), 0, 0);
arbShaders[ARB_SHADER_CURRENT]->SetUniform4f(14, 0.02f, 0.02f, 0, 1);
arbShaders[ARB_SHADER_CURRENT]->SetUniformTarget(GL_FRAGMENT_PROGRAM_ARB);
arbShaders[ARB_SHADER_CURRENT]->SetUniform4f(10, ambientColor.x, ambientColor.y, ambientColor.z, 1);
arbShaders[ARB_SHADER_CURRENT]->SetUniform4f(11, 0, 0, 0, sky->GetLight()->GetGroundShadowDensity());
glMatrixMode(GL_MATRIX0_ARB);
glLoadMatrixf(shadowHandler->GetShadowMatrixRaw());
glMatrixMode(GL_MODELVIEW);
glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, smfMap->GetShadingTexture());
glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, smfMap->GetDetailTexture());
assert(shadowHandler->ShadowsLoaded());
shadowHandler->SetupShadowTexSampler(GL_TEXTURE4);
glActiveTexture(GL_TEXTURE0);
}
void SMFRenderStateARB::Disable(const CSMFGroundDrawer*, const DrawPass::e& drawPass) {
arbShaders[ARB_SHADER_CURRENT]->Disable();
#ifdef DYNWATER_OVERRIDE_VERTEX_PROGRAM
if (arbShaders[ARB_SHADER_CURRENT] != arbShaders[ARB_SHADER_DEFAULT]) {
if (drawPass == DrawPass::WaterReflection) {
glDisable(GL_ALPHA_TEST);
}
}
#endif
glActiveTexture(GL_TEXTURE4);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE0);
}
void SMFRenderStateGLSL::Enable(const CSMFGroundDrawer* smfGroundDrawer, const DrawPass::e&) {
if (useLuaShaders) {
// use raw, GLSLProgramObject::Enable also calls RecompileIfNeeded
glUseProgram(glslShaders[GLSL_SHADER_CURRENT]->GetObjID());
// diffuse textures are always bound (SMFGroundDrawer::SetupBigSquare)
glActiveTexture(GL_TEXTURE0);
return;
}
const CSMFReadMap* smfMap = smfGroundDrawer->GetReadMap();
const GL::LightHandler* cLightHandler = smfGroundDrawer->GetLightHandler();
GL::LightHandler* mLightHandler = const_cast<GL::LightHandler*>(cLightHandler); // XXX
glslShaders[GLSL_SHADER_CURRENT]->SetFlag("HAVE_SHADOWS", shadowHandler->ShadowsLoaded());
glslShaders[GLSL_SHADER_CURRENT]->SetFlag("HAVE_INFOTEX", infoTextureHandler->IsEnabled());
glslShaders[GLSL_SHADER_CURRENT]->Enable();
glslShaders[GLSL_SHADER_CURRENT]->SetUniform("mapHeights", readMap->GetCurrMinHeight(), readMap->GetCurrMaxHeight());
glslShaders[GLSL_SHADER_CURRENT]->SetUniform3v("cameraPos", &camera->GetPos()[0]);
glslShaders[GLSL_SHADER_CURRENT]->SetUniformMatrix4x4("shadowMat", false, shadowHandler->GetShadowMatrixRaw());
glslShaders[GLSL_SHADER_CURRENT]->SetUniform4v("shadowParams", &(shadowHandler->GetShadowParams().x));
glslShaders[GLSL_SHADER_CURRENT]->SetUniform("infoTexIntensityMul", float(infoTextureHandler->GetMode() == "metal") + 1.0f);
// already on the MV stack at this point
glLoadIdentity();
mLightHandler->Update(glslShaders[GLSL_SHADER_CURRENT]);
glMultMatrixf(camera->GetViewMatrix());
if (shadowHandler->ShadowsLoaded())
shadowHandler->SetupShadowTexSampler(GL_TEXTURE4);
glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, smfMap->GetDetailTexture());
glActiveTexture(GL_TEXTURE5); glBindTexture(GL_TEXTURE_2D, smfMap->GetNormalsTexture());
glActiveTexture(GL_TEXTURE6); glBindTexture(GL_TEXTURE_2D, smfMap->GetSpecularTexture());
glActiveTexture(GL_TEXTURE7); glBindTexture(GL_TEXTURE_2D, smfMap->GetSplatDetailTexture());
glActiveTexture(GL_TEXTURE8); glBindTexture(GL_TEXTURE_2D, smfMap->GetSplatDistrTexture());
glActiveTexture(GL_TEXTURE9); glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, cubeMapHandler->GetSkyReflectionTextureID());
glActiveTexture(GL_TEXTURE10); glBindTexture(GL_TEXTURE_2D, smfMap->GetSkyReflectModTexture());
glActiveTexture(GL_TEXTURE11); glBindTexture(GL_TEXTURE_2D, smfMap->GetBlendNormalsTexture());
glActiveTexture(GL_TEXTURE12); glBindTexture(GL_TEXTURE_2D, smfMap->GetLightEmissionTexture());
glActiveTexture(GL_TEXTURE13); glBindTexture(GL_TEXTURE_2D, smfMap->GetParallaxHeightTexture());
glActiveTexture(GL_TEXTURE14); glBindTexture(GL_TEXTURE_2D, infoTextureHandler->GetCurrentInfoTexture());
for (int i = 0; i < CSMFReadMap::NUM_SPLAT_DETAIL_NORMALS; i++) {
if (smfMap->GetSplatNormalTexture(i) != 0) {
glActiveTexture(GL_TEXTURE15 + i); glBindTexture(GL_TEXTURE_2D, smfMap->GetSplatNormalTexture(i));
}
}
glActiveTexture(GL_TEXTURE0);
}
void SMFRenderStateGLSL::Disable(const CSMFGroundDrawer*, const DrawPass::e&) {
if (useLuaShaders) {
glActiveTexture(GL_TEXTURE0);
glUseProgram(0);
return;
}
if (shadowHandler->ShadowsLoaded()) {
glActiveTexture(GL_TEXTURE4);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
}
glActiveTexture(GL_TEXTURE0);
glslShaders[GLSL_SHADER_CURRENT]->Disable();
}
void SMFRenderStateFFP::SetSquareTexGen(const int sqx, const int sqy) const {
// const CSMFReadMap* smfMap = smfGroundDrawer->GetReadMap();
// const float smfTexSquareSizeInv = 1.0f / smfMap->bigTexSize;
SetTexGen(1.0f / SMF_TEXSQUARE_SIZE, 1.0f / SMF_TEXSQUARE_SIZE, -sqx, -sqy);
}
void SMFRenderStateARB::SetSquareTexGen(const int sqx, const int sqy) const {
arbShaders[ARB_SHADER_CURRENT]->SetUniformTarget(GL_VERTEX_PROGRAM_ARB);
arbShaders[ARB_SHADER_CURRENT]->SetUniform4f(11, -sqx, -sqy, 0, 0);
}
void SMFRenderStateGLSL::SetSquareTexGen(const int sqx, const int sqy) const {
// needs to be set even for Lua shaders, is unknowable otherwise
// (works because SMFGroundDrawer::SetupBigSquare always calls us)
glslShaders[GLSL_SHADER_CURRENT]->SetUniform("texSquare", sqx, sqy);
}
void SMFRenderStateARB::SetCurrentShader(const DrawPass::e& drawPass) {
switch (drawPass) {
case DrawPass::Normal: { arbShaders[ARB_SHADER_CURRENT] = arbShaders[ARB_SHADER_DEFAULT]; } break;
case DrawPass::WaterReflection: { arbShaders[ARB_SHADER_CURRENT] = arbShaders[ARB_SHADER_REFLECT]; } break;
case DrawPass::WaterRefraction: { arbShaders[ARB_SHADER_CURRENT] = arbShaders[ARB_SHADER_REFRACT]; } break;
default: { } break;
}
}
void SMFRenderStateGLSL::SetCurrentShader(const DrawPass::e& drawPass) {
switch (drawPass) {
case DrawPass::TerrainDeferred: { glslShaders[GLSL_SHADER_CURRENT] = glslShaders[GLSL_SHADER_DEFERRED]; } break;
default: { glslShaders[GLSL_SHADER_CURRENT] = glslShaders[GLSL_SHADER_STANDARD]; } break;
}
}
void SMFRenderStateARB::UpdateCurrentShaderSky(const ISkyLight* skyLight) const {
arbShaders[ARB_SHADER_CURRENT]->Enable();
arbShaders[ARB_SHADER_CURRENT]->SetUniform4f(11, 0, 0, 0, skyLight->GetGroundShadowDensity());
arbShaders[ARB_SHADER_CURRENT]->Disable();
}
void SMFRenderStateGLSL::UpdateCurrentShaderSky(const ISkyLight* skyLight) const {
glslShaders[GLSL_SHADER_CURRENT]->Enable();
glslShaders[GLSL_SHADER_CURRENT]->SetUniform4v("lightDir", &skyLight->GetLightDir().x);
glslShaders[GLSL_SHADER_CURRENT]->SetUniform("groundShadowDensity", skyLight->GetGroundShadowDensity());
glslShaders[GLSL_SHADER_CURRENT]->SetUniform3v("groundAmbientColor", &sunLighting->groundAmbientColor[0]);
glslShaders[GLSL_SHADER_CURRENT]->SetUniform3v("groundDiffuseColor", &sunLighting->groundDiffuseColor[0]);
glslShaders[GLSL_SHADER_CURRENT]->SetUniform3v("groundSpecularColor", &sunLighting->groundSpecularColor[0]);
glslShaders[GLSL_SHADER_CURRENT]->Disable();
}
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