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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/IWater.h"
#include "Rendering/Env/SkyLight.h"
#include "Rendering/Env/SunLighting.h"
#include "Rendering/Env/WaterRendering.h"
#include "Rendering/Env/MapRendering.h"
#include "Rendering/GL/myGL.h"
#include "Rendering/Map/InfoTexture/IInfoTextureHandler.h"
#include "Rendering/Shaders/ShaderHandler.h"
#include "Rendering/Shaders/Shader.h"
#include "System/float4.h"
#include "System/Config/ConfigHandler.h"
#include "System/StringUtil.h"
#define SMF_TEXSQUARE_SIZE 1024.0f
ISMFRenderState* ISMFRenderState::GetInstance(bool nopState, bool luaShaders) {
if (nopState)
return (new SMFRenderStateNOP());
return (new SMFRenderStateGLSL(luaShaders));
}
bool SMFRenderStateGLSL::Init(const CSMFGroundDrawer* smfGroundDrawer) {
const GL::LightHandler* lightHandler = smfGroundDrawer->GetLightHandler();
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") +
("#define SMF_CLIP_PLANE_IDX " + IntToString( IWater::ClipPlaneIndex()) + "\n") +
("#define SMF_FRAGDATA_COUNT " + IntToString(GL::GeometryBuffer::ATTACHMENT_COUNT) + "\n") +
("#define NUM_DYNAMIC_MAP_LIGHTS " + IntToString( lightHandler->NumConfigLights()) + "\n") +
("#define MAX_DYNAMIC_MAP_LIGHTS " + IntToString(GL::LightHandler::MaxConfigLights()) + "\n") +
("#define MAX_LIGHT_UNIFORM_VECS " + IntToString(GL::LightHandler::MaxUniformVecs()) + "\n");
if (useLuaShaders) {
for (unsigned int n = GLSL_SHADER_STANDARD; n <= GLSL_SHADER_DEFERRED; n++) {
glslShaders[n] = shaderHandler->CreateProgramObject("[SMFGroundDrawer::Lua]", names[n] + "-Lua");
// 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]);
glslShaders[n]->AttachShaderObject(shaderHandler->CreateShaderObject("GLSL/SMFVertProg4.glsl", defs, GL_VERTEX_SHADER));
glslShaders[n]->AttachShaderObject(shaderHandler->CreateShaderObject("GLSL/SMFFragProg4.glsl", 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);
const float3 cameraPos = camera->GetPos();
const float3 fogParams = {sky->fogStart, sky->fogEnd, camera->GetFarPlaneDist()};
for (unsigned int n = GLSL_SHADER_STANDARD; n <= GLSL_SHADER_DEFERRED; n++) {
glslShaders[n]->SetFlag("SMF_VOID_WATER", mapRendering->voidWater);
glslShaders[n]->SetFlag("SMF_VOID_GROUND", mapRendering->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", mapRendering->splatDetailNormalDiffuseAlpha);
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));
// 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<float>("lightDir", sky->GetLight()->GetLightDir());
glslShaders[n]->SetUniform3v<float>("cameraPos", &cameraPos.x);
glslShaders[n]->SetUniform3v<float>("groundAmbientColor", &sunLighting->groundAmbientColor.x);
glslShaders[n]->SetUniform3v<float>("groundDiffuseColor", &sunLighting->groundDiffuseColor.x);
glslShaders[n]->SetUniform3v<float>("groundSpecularColor", &sunLighting->groundSpecularColor.x);
glslShaders[n]->SetUniform("groundSpecularExponent", sunLighting->specularExponent);
glslShaders[n]->SetUniform("groundShadowDensity", sunLighting->groundShadowDensity);
glslShaders[n]->SetUniform("gammaExponent", globalRendering->gammaExponent);
glslShaders[n]->SetUniformMatrix4x4<float>("viewMat", false, camera->GetViewMatrix());
glslShaders[n]->SetUniformMatrix4x4<float>("viewMatInv", false, camera->GetViewMatrixInverse());
glslShaders[n]->SetUniformMatrix4x4<float>("viewProjMat", false, camera->GetViewProjectionMatrix());
glslShaders[n]->SetUniformMatrix4x4<float>("shadowMat", false, shadowHandler.GetShadowViewMatrix());
glslShaders[n]->SetUniform4v<float>("shadowParams", shadowHandler.GetShadowParams());
glslShaders[n]->SetUniform4v<float>("alphaTestCtrl", float4{0.0f, 0.0f, 0.0f, 1.0f});
// Enable always sets these
// glslShaders[n]->SetUniform4v<float>("fwdDynLights", lightHandler->NumLightUniformVecs(), lightHandler->GetRawLightDataPtr());
glslShaders[n]->SetUniform3v<float>("fogParams", &fogParams.x);
glslShaders[n]->SetUniform4v<float>("fogColor", sky->fogColor);
glslShaders[n]->SetUniform4v<float>("clipPlane", IWater::MapNullClipPlane());
glslShaders[n]->SetUniform3v<float>("waterMinColor", &waterRendering->minColor.x);
glslShaders[n]->SetUniform3v<float>("waterBaseColor", &waterRendering->baseColor.x);
glslShaders[n]->SetUniform3v<float>("waterAbsorbColor", &waterRendering->absorb.x);
glslShaders[n]->SetUniform4v<float>("splatTexScales", mapRendering->splatTexScales);
glslShaders[n]->SetUniform4v<float>("splatTexMults", mapRendering->splatTexMults);
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());
}
void SMFRenderStateGLSL::Enable(const CSMFGroundDrawer* smfGroundDrawer, const DrawPass::e& drawPass) {
Shader::IProgramObject* shader = glslShaders[GLSL_SHADER_CURRENT];
if (useLuaShaders) {
// use raw, GLSLProgramObject::Enable also calls RecompileIfNeeded
shader->EnableRaw();
// Set the clip plane even for Lua shaders, is unknowable otherwise
switch (drawPass) {
case DrawPass::WaterReflection: { shader->SetUniform4v<float>("clipPlane", IWater::MapReflClipPlane()); } break;
case DrawPass::WaterRefraction: { shader->SetUniform4v<float>("clipPlane", IWater::MapRefrClipPlane()); } break;
default: {} break;
}
// 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
const float3 cameraPos = camera->GetPos();
const float3 fogParams = {sky->fogStart, sky->fogEnd, camera->GetFarPlaneDist()};
const float2 mapParams = {readMap->GetCurrMinHeight(), readMap->GetCurrMaxHeight()};
shader->SetFlag("HAVE_SHADOWS", shadowHandler.ShadowsLoaded());
shader->SetFlag("HAVE_INFOTEX", infoTextureHandler->IsEnabled());
shader->Enable();
shader->SetUniform2v<float>("mapHeights", &mapParams.x);
shader->SetUniform3v<float>("cameraPos", &cameraPos.x);
shader->SetUniformMatrix4x4<float>("viewMat", false, camera->GetViewMatrix());
shader->SetUniformMatrix4x4<float>("viewMatInv", false, camera->GetViewMatrixInverse());
shader->SetUniformMatrix4x4<float>("viewProjMat", false, camera->GetViewProjectionMatrix());
shader->SetUniformMatrix4x4<float>("shadowMat", false, shadowHandler.GetShadowViewMatrix());
shader->SetUniform4v<float>("shadowParams", shadowHandler.GetShadowParams());
shader->SetUniform3v<float>("fogParams", &fogParams.x);
shader->SetUniform<float>("infoTexIntensityMul", float(infoTextureHandler->InMetalMode()) + 1.0f);
shader->SetUniform<float>("gammaExponent", globalRendering->gammaExponent);
if (cLightHandler->NumConfigLights() > 0) {
mLightHandler->Update();
shader->SetUniform4v<float>("fwdDynLights", cLightHandler->NumUniformVecs(), cLightHandler->GetRawLightDataPtr());
}
switch (drawPass) {
case DrawPass::WaterReflection: { shader->SetUniform4v<float>("clipPlane", IWater::MapReflClipPlane()); } break;
case DrawPass::WaterRefraction: { shader->SetUniform4v<float>("clipPlane", IWater::MapRefrClipPlane()); } break;
default: {} break;
}
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, 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);
glslShaders[GLSL_SHADER_CURRENT]->DisableRaw();
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 SMFRenderStateGLSL::SetSquareTexGen(const int sqx, const int sqy, const int nsx, const int mip) 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, sqy * nsx + sqx, mip);
}
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 SMFRenderStateGLSL::SetSkyLight(const ISkyLight* skyLight) const {
// called during the SunChanged event, shader is not bound
glslShaders[GLSL_SHADER_CURRENT]->Enable();
glslShaders[GLSL_SHADER_CURRENT]->SetUniform4v("lightDir", &skyLight->GetLightDir().x);
glslShaders[GLSL_SHADER_CURRENT]->SetUniform("groundShadowDensity", sunLighting->groundShadowDensity);
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();
}
void SMFRenderStateGLSL::SetAlphaTest(const float4& params) const {
glslShaders[GLSL_SHADER_CURRENT]->SetUniform4v<float>("alphaTestCtrl", params);
}
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