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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "UnitDrawerState.hpp"
#include "UnitDrawer.h"
#include "Game/Camera.h"
#include "Rendering/GlobalRendering.h"
#include "Rendering/ShadowHandler.h"
#include "Rendering/Env/SunLighting.h"
#include "Rendering/Env/ISky.h"
#include "Rendering/Env/IWater.h"
#include "Rendering/Env/CubeMapHandler.h"
#include "Rendering/Env/SkyLight.h"
#include "Rendering/GL/GeometryBuffer.h"
#include "Rendering/GL/myGL.h"
#include "Rendering/Shaders/ShaderHandler.h"
#include "Rendering/Shaders/Shader.h"
#include "Sim/Misc/TeamHandler.h"
#include "System/Config/ConfigHandler.h"
#include "System/myMath.h"
#include "System/StringUtil.h"
void IUnitDrawerState::PushTransform(const CCamera* cam) {
// set model-drawing transform; view is combined with projection
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glMultMatrixf(cam->GetViewMatrix());
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
}
void IUnitDrawerState::PopTransform() {
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}
float4 IUnitDrawerState::GetTeamColor(int team, float alpha) {
assert(teamHandler->IsValidTeam(team));
const CTeam* t = teamHandler->Team(team);
const uint8_t* c = t->color;
return (float4(c[0] / 255.0f, c[1] / 255.0f, c[2] / 255.0f, alpha));
}
IUnitDrawerState* IUnitDrawerState::GetInstance(bool haveARB, bool haveGLSL) {
IUnitDrawerState* instance = nullptr;
if (!haveARB && !haveGLSL) {
instance = new UnitDrawerStateFFP();
} else {
if (!haveGLSL) {
instance = new UnitDrawerStateARB();
} else {
instance = new UnitDrawerStateGLSL();
}
}
return instance;
}
void IUnitDrawerState::EnableCommon(const CUnitDrawer* ud, bool deferredPass) {
PushTransform(camera);
EnableTexturesCommon();
SetActiveShader(shadowHandler->ShadowsLoaded(), deferredPass);
assert(modelShaders[MODEL_SHADER_ACTIVE] != nullptr);
modelShaders[MODEL_SHADER_ACTIVE]->Enable();
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
void IUnitDrawerState::DisableCommon(const CUnitDrawer* ud, bool deferredPass) {
assert(modelShaders[MODEL_SHADER_ACTIVE] != nullptr);
modelShaders[MODEL_SHADER_ACTIVE]->Disable();
SetActiveShader(shadowHandler->ShadowsLoaded(), deferredPass);
DisableTexturesCommon();
PopTransform();
}
void IUnitDrawerState::EnableTexturesCommon() const {
glActiveTexture(GL_TEXTURE1);
glEnable(GL_TEXTURE_2D);
if (shadowHandler->ShadowsLoaded())
shadowHandler->SetupShadowTexSampler(GL_TEXTURE2, true);
glActiveTexture(GL_TEXTURE3);
glEnable(GL_TEXTURE_CUBE_MAP_ARB);
glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, cubeMapHandler->GetEnvReflectionTextureID());
glActiveTexture(GL_TEXTURE4);
glEnable(GL_TEXTURE_CUBE_MAP_ARB);
glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, cubeMapHandler->GetSpecularTextureID());
glActiveTexture(GL_TEXTURE0);
glEnable(GL_TEXTURE_2D);
}
void IUnitDrawerState::DisableTexturesCommon() const {
glActiveTexture(GL_TEXTURE1);
glDisable(GL_TEXTURE_2D);
if (shadowHandler->ShadowsLoaded())
shadowHandler->ResetShadowTexSampler(GL_TEXTURE2, true);
glActiveTexture(GL_TEXTURE3);
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
glActiveTexture(GL_TEXTURE4);
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
glActiveTexture(GL_TEXTURE0);
glDisable(GL_TEXTURE_2D);
}
// note: never actually called, SSP-state is tested
bool UnitDrawerStateFFP::CanEnable(const CUnitDrawer* ud) const {
return (!ud->UseAdvShading());
}
void UnitDrawerStateFFP::Enable(const CUnitDrawer* ud, bool deferredPass, bool alphaPass) {
glEnable(GL_LIGHTING);
// only for the advshading=0 case
glLightfv(GL_LIGHT1, GL_POSITION, sky->GetLight()->GetLightDir());
glLightfv(GL_LIGHT1, GL_AMBIENT, sunLighting->modelAmbientColor);
glLightfv(GL_LIGHT1, GL_DIFFUSE, sunLighting->modelDiffuseColor);
glLightfv(GL_LIGHT1, GL_SPECULAR, sunLighting->modelSpecularColor);
glEnable(GL_LIGHT1);
CUnitDrawer::SetupBasicS3OTexture1();
CUnitDrawer::SetupBasicS3OTexture0();
const float4 color = {1.0f, 1.0f, 1.0, mix(1.0f, ud->alphaValues.x, (1.0f * alphaPass))};
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, &color.x);
glColor4fv(&color.x);
PushTransform(camera);
}
void UnitDrawerStateFFP::Disable(const CUnitDrawer* ud, bool) {
PopTransform();
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glDisable(GL_LIGHTING);
glDisable(GL_LIGHT1);
CUnitDrawer::CleanupBasicS3OTexture1();
CUnitDrawer::CleanupBasicS3OTexture0();
}
void UnitDrawerStateFFP::EnableTextures() const {
glEnable(GL_LIGHTING);
glColor3f(1.0f, 1.0f, 1.0f);
glEnable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE1);
glEnable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE0);
}
void UnitDrawerStateFFP::DisableTextures() const {
glDisable(GL_LIGHTING);
glDisable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE1);
glDisable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE0);
glDisable(GL_TEXTURE_2D);
}
void UnitDrawerStateFFP::SetTeamColor(int team, const float2 alpha) const {
// non-shader case via texture combiners
const float4 m = {1.0f, 1.0f, 1.0f, alpha.x};
glActiveTexture(GL_TEXTURE0);
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, std::move(GetTeamColor(team, alpha.x)));
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, &m.x);
}
void UnitDrawerStateFFP::SetNanoColor(const float4& color) const {
if (color.a > 0.0f) {
UnitDrawerStateFFP::DisableTextures();
glColorf4(color);
} else {
UnitDrawerStateFFP::EnableTextures();
glColorf3(OnesVector);
}
}
bool UnitDrawerStateARB::Init(const CUnitDrawer* ud) {
if (!globalRendering->haveARB) {
// not possible to do (ARB) shader-based model rendering
return false;
}
if (!configHandler->GetBool("AdvUnitShading")) {
// not allowed to do (ARB) shader-based model rendering
return false;
}
// if GLEW_NV_vertex_program2 is supported, transparent objects are clipped against GL_CLIP_PLANE3
const char* vertProgNamesARB[2] = {"ARB/units3o.vp", "ARB/units3o2.vp"};
const char* fragProgNamesARB[2] = {"ARB/units3o.fp", "ARB/units3o_shadow.fp"};
#define sh shaderHandler
modelShaders[MODEL_SHADER_NOSHADOW_STANDARD] = sh->CreateProgramObject("[UnitDrawer]", "S3OShaderDefARB", true);
modelShaders[MODEL_SHADER_NOSHADOW_STANDARD]->AttachShaderObject(sh->CreateShaderObject(vertProgNamesARB[GLEW_NV_vertex_program2], "", GL_VERTEX_PROGRAM_ARB));
modelShaders[MODEL_SHADER_NOSHADOW_STANDARD]->AttachShaderObject(sh->CreateShaderObject(fragProgNamesARB[0], "", GL_FRAGMENT_PROGRAM_ARB));
modelShaders[MODEL_SHADER_NOSHADOW_STANDARD]->Link();
modelShaders[MODEL_SHADER_SHADOWED_STANDARD] = sh->CreateProgramObject("[UnitDrawer]", "S3OShaderAdvARB", true);
modelShaders[MODEL_SHADER_SHADOWED_STANDARD]->AttachShaderObject(sh->CreateShaderObject(vertProgNamesARB[GLEW_NV_vertex_program2], "", GL_VERTEX_PROGRAM_ARB));
modelShaders[MODEL_SHADER_SHADOWED_STANDARD]->AttachShaderObject(sh->CreateShaderObject(fragProgNamesARB[1], "", GL_FRAGMENT_PROGRAM_ARB));
modelShaders[MODEL_SHADER_SHADOWED_STANDARD]->Link();
// make the active shader non-NULL
SetActiveShader(shadowHandler->ShadowsLoaded(), false);
#undef sh
return true;
}
void UnitDrawerStateARB::Kill() {
modelShaders.fill(nullptr);
shaderHandler->ReleaseProgramObjects("[UnitDrawer]");
}
bool UnitDrawerStateARB::CanEnable(const CUnitDrawer* ud) const {
// ARB shaders should support vertex program + clipplanes
// (used for water ref**ction passes) but only with option
// ARB_position_invariant; this is present so skip the RHS
return (ud->UseAdvShading() /*&& (!water->DrawReflectionPass() && !water->DrawRefractionPass())*/);
}
void UnitDrawerStateARB::Enable(const CUnitDrawer* ud, bool deferredPass, bool alphaPass) {
EnableCommon(ud, deferredPass && false);
modelShaders[MODEL_SHADER_ACTIVE]->SetUniformTarget(GL_VERTEX_PROGRAM_ARB);
modelShaders[MODEL_SHADER_ACTIVE]->SetUniform4fv(10, &sky->GetLight()->GetLightDir().x);
modelShaders[MODEL_SHADER_ACTIVE]->SetUniform4f(11, sunLighting->modelDiffuseColor.x, sunLighting->modelDiffuseColor.y, sunLighting->modelDiffuseColor.z, 0.0f);
modelShaders[MODEL_SHADER_ACTIVE]->SetUniform4f(12, sunLighting->modelAmbientColor.x, sunLighting->modelAmbientColor.y, sunLighting->modelAmbientColor.z, 1.0f); //!
modelShaders[MODEL_SHADER_ACTIVE]->SetUniform4f(13, camera->GetPos().x, camera->GetPos().y, camera->GetPos().z, 0.0f);
modelShaders[MODEL_SHADER_ACTIVE]->SetUniformTarget(GL_FRAGMENT_PROGRAM_ARB);
modelShaders[MODEL_SHADER_ACTIVE]->SetUniform4f(10, 0.0f, 0.0f, 0.0f, sunLighting->modelShadowDensity);
modelShaders[MODEL_SHADER_ACTIVE]->SetUniform4f(11, sunLighting->modelAmbientColor.x, sunLighting->modelAmbientColor.y, sunLighting->modelAmbientColor.z, 1.0f);
glMatrixMode(GL_MATRIX0_ARB);
glLoadMatrixf(shadowHandler->GetShadowMatrixRaw());
glMatrixMode(GL_MODELVIEW);
}
void UnitDrawerStateARB::Disable(const CUnitDrawer* ud, bool) {
DisableCommon(ud, false);
}
void UnitDrawerStateARB::EnableTextures() const { EnableTexturesCommon(); }
void UnitDrawerStateARB::DisableTextures() const { DisableTexturesCommon(); }
void UnitDrawerStateARB::EnableShaders(const CUnitDrawer*) { modelShaders[MODEL_SHADER_ACTIVE]->Enable(); }
void UnitDrawerStateARB::DisableShaders(const CUnitDrawer*) { modelShaders[MODEL_SHADER_ACTIVE]->Disable(); }
void UnitDrawerStateARB::SetTeamColor(int team, const float2 alpha) const {
// NOTE:
// both UnitDrawer::DrawAlphaPass and FeatureDrawer::DrawAlphaPass
// disable advShading in case of ARB, so in that case we should end
// up in StateFFP::SetTeamColor
assert(modelShaders[MODEL_SHADER_ACTIVE]->IsBound());
modelShaders[MODEL_SHADER_ACTIVE]->SetUniformTarget(GL_FRAGMENT_PROGRAM_ARB);
modelShaders[MODEL_SHADER_ACTIVE]->SetUniform4fv(14, std::move(GetTeamColor(team, alpha.x)));
}
void UnitDrawerStateARB::SetNanoColor(const float4& color) const {
if (color.a > 0.0f) {
glColorf4(color);
} else {
glColorf3(OnesVector);
}
}
bool UnitDrawerStateGLSL::Init(const CUnitDrawer* ud) {
if (!globalRendering->haveGLSL) {
// not possible to do (GLSL) shader-based model rendering
return false;
}
if (!configHandler->GetBool("AdvUnitShading")) {
// not allowed to do (GLSL) shader-based model rendering
return false;
}
#define sh shaderHandler
const GL::LightHandler* lightHandler = ud->GetLightHandler();
const std::string shaderNames[MODEL_SHADER_COUNT - 1] = {
"ModelShaderGLSL-NoShadowStandard",
"ModelShaderGLSL-ShadowedStandard",
"ModelShaderGLSL-NoShadowDeferred",
"ModelShaderGLSL-ShadowedDeferred",
};
const std::string extraDefs =
("#define BASE_DYNAMIC_MODEL_LIGHT " + IntToString(lightHandler->GetBaseLight()) + "\n") +
("#define MAX_DYNAMIC_MODEL_LIGHTS " + IntToString(lightHandler->GetMaxLights()) + "\n");
for (unsigned int n = MODEL_SHADER_NOSHADOW_STANDARD; n <= MODEL_SHADER_SHADOWED_DEFERRED; n++) {
modelShaders[n] = sh->CreateProgramObject("[UnitDrawer]", shaderNames[n], false);
modelShaders[n]->AttachShaderObject(sh->CreateShaderObject("GLSL/ModelVertProg.glsl", extraDefs, GL_VERTEX_SHADER));
modelShaders[n]->AttachShaderObject(sh->CreateShaderObject("GLSL/ModelFragProg.glsl", extraDefs, GL_FRAGMENT_SHADER));
modelShaders[n]->SetFlag("USE_SHADOWS", int((n & 1) == 1));
modelShaders[n]->SetFlag("DEFERRED_MODE", int(n >= MODEL_SHADER_NOSHADOW_DEFERRED));
modelShaders[n]->SetFlag("GBUFFER_NORMTEX_IDX", GL::GeometryBuffer::ATTACHMENT_NORMTEX);
modelShaders[n]->SetFlag("GBUFFER_DIFFTEX_IDX", GL::GeometryBuffer::ATTACHMENT_DIFFTEX);
modelShaders[n]->SetFlag("GBUFFER_SPECTEX_IDX", GL::GeometryBuffer::ATTACHMENT_SPECTEX);
modelShaders[n]->SetFlag("GBUFFER_EMITTEX_IDX", GL::GeometryBuffer::ATTACHMENT_EMITTEX);
modelShaders[n]->SetFlag("GBUFFER_MISCTEX_IDX", GL::GeometryBuffer::ATTACHMENT_MISCTEX);
modelShaders[n]->SetFlag("GBUFFER_ZVALTEX_IDX", GL::GeometryBuffer::ATTACHMENT_ZVALTEX);
modelShaders[n]->Link();
modelShaders[n]->SetUniformLocation("diffuseTex"); // idx 0 (t1: diffuse + team-color)
modelShaders[n]->SetUniformLocation("shadingTex"); // idx 1 (t2: spec/refl + self-illum)
modelShaders[n]->SetUniformLocation("shadowTex"); // idx 2
modelShaders[n]->SetUniformLocation("reflectTex"); // idx 3 (cube)
modelShaders[n]->SetUniformLocation("specularTex"); // idx 4 (cube)
modelShaders[n]->SetUniformLocation("sunDir"); // idx 5
modelShaders[n]->SetUniformLocation("cameraPos"); // idx 6
modelShaders[n]->SetUniformLocation("cameraMat"); // idx 7
modelShaders[n]->SetUniformLocation("cameraMatInv"); // idx 8
modelShaders[n]->SetUniformLocation("teamColor"); // idx 9
modelShaders[n]->SetUniformLocation("nanoColor"); // idx 10
modelShaders[n]->SetUniformLocation("sunAmbient"); // idx 11
modelShaders[n]->SetUniformLocation("sunDiffuse"); // idx 12
modelShaders[n]->SetUniformLocation("shadowDensity"); // idx 13
modelShaders[n]->SetUniformLocation("shadowMatrix"); // idx 14
modelShaders[n]->SetUniformLocation("shadowParams"); // idx 15
// modelShaders[n]->SetUniformLocation("alphaPass"); // idx 16
modelShaders[n]->Enable();
modelShaders[n]->SetUniform1i(0, 0); // diffuseTex (idx 0, texunit 0)
modelShaders[n]->SetUniform1i(1, 1); // shadingTex (idx 1, texunit 1)
modelShaders[n]->SetUniform1i(2, 2); // shadowTex (idx 2, texunit 2)
modelShaders[n]->SetUniform1i(3, 3); // reflectTex (idx 3, texunit 3)
modelShaders[n]->SetUniform1i(4, 4); // specularTex (idx 4, texunit 4)
modelShaders[n]->SetUniform3fv(5, &sky->GetLight()->GetLightDir().x);
modelShaders[n]->SetUniform3fv(6, &camera->GetPos()[0]);
modelShaders[n]->SetUniformMatrix4fv(7, false, camera->GetViewMatrix());
modelShaders[n]->SetUniformMatrix4fv(8, false, camera->GetViewMatrixInverse());
modelShaders[n]->SetUniform4f(9, 0.0f, 0.0f, 0.0f, 0.0f);
modelShaders[n]->SetUniform4f(10, 0.0f, 0.0f, 0.0f, 0.0f);
modelShaders[n]->SetUniform3fv(11, &sunLighting->modelAmbientColor[0]);
modelShaders[n]->SetUniform3fv(12, &sunLighting->modelDiffuseColor[0]);
modelShaders[n]->SetUniform1f(13, sunLighting->modelShadowDensity);
modelShaders[n]->SetUniformMatrix4fv(14, false, shadowHandler->GetShadowMatrixRaw());
modelShaders[n]->SetUniform4fv(15, &(shadowHandler->GetShadowParams().x));
// modelShaders[n]->SetUniform1f(16, 0.0f); // alphaPass
modelShaders[n]->Disable();
modelShaders[n]->Validate();
}
// make the active shader non-NULL
SetActiveShader(shadowHandler->ShadowsLoaded(), false);
#undef sh
return true;
}
void UnitDrawerStateGLSL::Kill() {
modelShaders.fill(nullptr);
shaderHandler->ReleaseProgramObjects("[UnitDrawer]");
}
bool UnitDrawerStateGLSL::CanEnable(const CUnitDrawer* ud) const {
return (ud->UseAdvShading());
}
void UnitDrawerStateGLSL::Enable(const CUnitDrawer* ud, bool deferredPass, bool alphaPass) {
EnableCommon(ud, deferredPass);
modelShaders[MODEL_SHADER_ACTIVE]->SetUniform3fv(6, &camera->GetPos()[0]);
modelShaders[MODEL_SHADER_ACTIVE]->SetUniformMatrix4fv(7, false, camera->GetViewMatrix());
modelShaders[MODEL_SHADER_ACTIVE]->SetUniformMatrix4fv(8, false, camera->GetViewMatrixInverse());
modelShaders[MODEL_SHADER_ACTIVE]->SetUniformMatrix4fv(14, false, shadowHandler->GetShadowMatrixRaw());
modelShaders[MODEL_SHADER_ACTIVE]->SetUniform4fv(15, &(shadowHandler->GetShadowParams().x));
const_cast<GL::LightHandler*>(ud->GetLightHandler())->Update(modelShaders[MODEL_SHADER_ACTIVE]);
}
void UnitDrawerStateGLSL::Disable(const CUnitDrawer* ud, bool deferredPass) {
DisableCommon(ud, deferredPass);
}
void UnitDrawerStateGLSL::EnableTextures() const { EnableTexturesCommon(); }
void UnitDrawerStateGLSL::DisableTextures() const { DisableTexturesCommon(); }
void UnitDrawerStateGLSL::EnableShaders(const CUnitDrawer*) { modelShaders[MODEL_SHADER_ACTIVE]->Enable(); }
void UnitDrawerStateGLSL::DisableShaders(const CUnitDrawer*) { modelShaders[MODEL_SHADER_ACTIVE]->Disable(); }
void UnitDrawerStateGLSL::UpdateCurrentShaderSky(const CUnitDrawer* ud, const ISkyLight* skyLight) const {
// note: the NOSHADOW shaders do not care about shadow-density
for (unsigned int n = MODEL_SHADER_NOSHADOW_STANDARD; n <= MODEL_SHADER_SHADOWED_DEFERRED; n++) {
modelShaders[n]->Enable();
modelShaders[n]->SetUniform3fv(5, &skyLight->GetLightDir().x);
modelShaders[n]->SetUniform3fv(11, &sunLighting->modelAmbientColor[0]);
modelShaders[n]->SetUniform3fv(12, &sunLighting->modelDiffuseColor[0]);
modelShaders[n]->SetUniform1f(13, sunLighting->modelShadowDensity);
modelShaders[n]->Disable();
}
}
void UnitDrawerStateGLSL::SetTeamColor(int team, const float2 alpha) const {
// NOTE: see UnitDrawerStateARB::SetTeamColor
assert(modelShaders[MODEL_SHADER_ACTIVE]->IsBound());
modelShaders[MODEL_SHADER_ACTIVE]->SetUniform4fv(9, std::move(GetTeamColor(team, alpha.x)));
// modelShaders[MODEL_SHADER_ACTIVE]->SetUniform1f(16, alpha.y);
}
void UnitDrawerStateGLSL::SetNanoColor(const float4& color) const {
assert(modelShaders[MODEL_SHADER_ACTIVE]->IsBound());
modelShaders[MODEL_SHADER_ACTIVE]->SetUniform4fv(10, color);
}
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