[colobot] 263/377: Added rendering modes and implemented additional OpenGL 2.1 shaders
Didier Raboud
odyx at moszumanska.debian.org
Wed Mar 30 13:34:25 UTC 2016
This is an automated email from the git hooks/post-receive script.
odyx pushed a commit to branch debian/master
in repository colobot.
commit 6b7e6cbc7541f8bcaa91ff69a7ad953c078d7e8a
Author: Tomasz Kapuściński <tomaszkax86 at gmail.com>
Date: Sat Feb 13 03:54:49 2016 +0100
Added rendering modes and implemented additional OpenGL 2.1 shaders
---
src/graphics/core/device.h | 14 +
src/graphics/core/nulldevice.cpp | 4 +
src/graphics/core/nulldevice.h | 2 +
src/graphics/engine/engine.cpp | 36 ++-
src/graphics/opengl/gl21device.cpp | 355 +++++++++++++++------
src/graphics/opengl/gl21device.h | 150 +++++----
src/graphics/opengl/gl33device.cpp | 5 +
src/graphics/opengl/gl33device.h | 2 +
src/graphics/opengl/gldevice.cpp | 5 +
src/graphics/opengl/gldevice.h | 2 +
.../shaders/fragment_shader_21_interface.glsl | 39 +++
.../opengl/shaders/fragment_shader_21_shadow.glsl | 47 +++
.../opengl/shaders/vertex_shader_21_interface.glsl | 35 ++
.../opengl/shaders/vertex_shader_21_shadow.glsl | 33 ++
14 files changed, 560 insertions(+), 169 deletions(-)
diff --git a/src/graphics/core/device.h b/src/graphics/core/device.h
index f0dde19..7d5a9fc 100644
--- a/src/graphics/core/device.h
+++ b/src/graphics/core/device.h
@@ -131,6 +131,17 @@ enum RenderState
};
/**
+* \enum RenderMode
+* \brief Render modes the graphics device can be in
+*/
+enum RenderMode
+{
+ RENDER_MODE_NORMAL,
+ RENDER_MODE_INTERFACE,
+ RENDER_MODE_SHADOW,
+};
+
+/**
* \enum CompFunc
* \brief Type of function used to compare values
*/
@@ -310,6 +321,9 @@ public:
//! Clears the screen to blank
virtual void Clear() = 0;
+ //! Sets current rendering mode
+ virtual void SetRenderMode(RenderMode mode) = 0;
+
//! Sets the transform matrix of given type
virtual void SetTransform(TransformType type, const Math::Matrix &matrix) = 0;
diff --git a/src/graphics/core/nulldevice.cpp b/src/graphics/core/nulldevice.cpp
index 64302b8..d9ba06a 100644
--- a/src/graphics/core/nulldevice.cpp
+++ b/src/graphics/core/nulldevice.cpp
@@ -69,6 +69,10 @@ void CNullDevice::Clear()
{
}
+void CNullDevice::SetRenderMode(RenderMode mode)
+{
+}
+
void CNullDevice::SetTransform(TransformType type, const Math::Matrix &matrix)
{
}
diff --git a/src/graphics/core/nulldevice.h b/src/graphics/core/nulldevice.h
index 214545c..edef460 100644
--- a/src/graphics/core/nulldevice.h
+++ b/src/graphics/core/nulldevice.h
@@ -59,6 +59,8 @@ public:
void Clear() override;
+ void SetRenderMode(RenderMode mode) override;
+
void SetTransform(TransformType type, const Math::Matrix &matrix) override;
void SetMaterial(const Material &material) override;
diff --git a/src/graphics/engine/engine.cpp b/src/graphics/engine/engine.cpp
index 68f7645..5d11627 100644
--- a/src/graphics/engine/engine.cpp
+++ b/src/graphics/engine/engine.cpp
@@ -2038,7 +2038,8 @@ void CEngine::SetState(int state, const Color& color)
}
else if (state & ENG_RSTATE_ALPHA) // image with alpha channel?
{
- m_device->SetRenderState(RENDER_STATE_BLENDING, false);
+ m_device->SetRenderState(RENDER_STATE_BLENDING, true);
+ m_device->SetBlendFunc(BLEND_SRC_ALPHA, BLEND_INV_SRC_ALPHA);
m_device->SetRenderState(RENDER_STATE_FOG, true);
m_device->SetRenderState(RENDER_STATE_DEPTH_WRITE, true);
@@ -3113,6 +3114,8 @@ void CEngine::Render()
UseMSAA(true);
DrawBackground(); // draws the background
+
+
if (m_drawWorld)
Draw3DScene();
@@ -3367,6 +3370,7 @@ void CEngine::Draw3DScene()
void CEngine::RenderShadowMap()
{
+
m_shadowMapping = m_shadowMapping && m_device->IsShadowMappingSupported();
m_offscreenShadowRendering = m_offscreenShadowRendering && m_device->IsFramebufferSupported();
m_offscreenShadowRenderingResolution = Math::Min(m_offscreenShadowRenderingResolution, m_device->GetMaxTextureSize());
@@ -3387,7 +3391,7 @@ void CEngine::RenderShadowMap()
FramebufferParams params;
params.width = params.height = width;
- params.depth = depth = 32;
+ params.depth = depth = 16;
params.depthTexture = true;
CFramebuffer *framebuffer = m_device->CreateFramebuffer("shadow", params);
@@ -3427,6 +3431,7 @@ void CEngine::RenderShadowMap()
m_device->GetFramebuffer("shadow")->Bind();
}
+ m_device->SetRenderMode(RENDER_MODE_SHADOW);
m_device->Clear();
// change state to rendering shadow maps
@@ -3441,7 +3446,7 @@ void CEngine::RenderShadowMap()
m_device->SetRenderState(RENDER_STATE_DEPTH_BIAS, false);
m_device->SetAlphaTestFunc(COMP_FUNC_GREATER, 0.5f);
m_device->SetRenderState(RENDER_STATE_DEPTH_BIAS, true);
- m_device->SetDepthBias(1.5f, 8.0f);
+ m_device->SetDepthBias(2.0f, 8.0f);
m_device->SetViewport(0, 0, m_shadowMap.size.x, m_shadowMap.size.y);
@@ -3543,6 +3548,7 @@ void CEngine::RenderShadowMap()
m_app->StopPerformanceCounter(PCNT_RENDER_SHADOW_MAP);
+ m_device->SetRenderMode(RENDER_MODE_NORMAL);
m_device->SetRenderState(RENDER_STATE_DEPTH_TEST, false);
}
@@ -3776,6 +3782,8 @@ void CEngine::DrawObject(const EngineBaseObjDataTier& p4)
void CEngine::DrawInterface()
{
+ m_device->SetRenderMode(RENDER_MODE_INTERFACE);
+
m_device->SetRenderState(RENDER_STATE_DEPTH_TEST, false);
m_device->SetRenderState(RENDER_STATE_LIGHTING, false);
m_device->SetRenderState(RENDER_STATE_FOG, false);
@@ -3808,6 +3816,8 @@ void CEngine::DrawInterface()
// 3D objects drawn in front of interface
if (m_drawFront)
{
+ m_device->SetRenderMode(RENDER_MODE_NORMAL);
+
// Display the objects
m_device->SetRenderState(RENDER_STATE_DEPTH_TEST, true);
@@ -3877,6 +3887,8 @@ void CEngine::DrawInterface()
m_device->SetRenderState(RENDER_STATE_LIGHTING, false);
m_device->SetRenderState(RENDER_STATE_FOG, false);
+ m_device->SetRenderMode(RENDER_MODE_INTERFACE);
+
m_device->SetTransform(TRANSFORM_VIEW, m_matViewInterface);
m_device->SetTransform(TRANSFORM_PROJECTION, m_matProjInterface);
m_device->SetTransform(TRANSFORM_WORLD, m_matWorldInterface);
@@ -3893,6 +3905,8 @@ void CEngine::DrawInterface()
DrawStats();
if (m_renderInterface)
DrawMouse();
+
+ m_device->SetRenderMode(RENDER_MODE_NORMAL);
}
void CEngine::UpdateGroundSpotTextures()
@@ -4366,6 +4380,8 @@ void CEngine::DrawShadowSpots()
void CEngine::DrawBackground()
{
+ m_device->SetRenderMode(RENDER_MODE_INTERFACE);
+
if (m_cloud->GetLevel() != 0.0f) // clouds ?
{
if (m_backgroundCloudUp != m_backgroundCloudDown) // degraded?
@@ -4381,6 +4397,8 @@ void CEngine::DrawBackground()
{
DrawBackgroundImage(); // image
}
+
+ m_device->SetRenderMode(RENDER_MODE_NORMAL);
}
void CEngine::DrawBackgroundGradient(const Color& up, const Color& down)
@@ -4502,6 +4520,8 @@ void CEngine::DrawPlanet()
if (! m_planet->PlanetExist())
return;
+ m_device->SetRenderMode(RENDER_MODE_INTERFACE);
+
m_device->SetRenderState(RENDER_STATE_DEPTH_WRITE, false);
m_device->SetRenderState(RENDER_STATE_LIGHTING, false);
m_device->SetRenderState(RENDER_STATE_FOG, false);
@@ -4511,6 +4531,8 @@ void CEngine::DrawPlanet()
m_device->SetTransform(TRANSFORM_WORLD, m_matWorldInterface);
m_planet->Draw(); // draws the planets
+
+ m_device->SetRenderMode(RENDER_MODE_NORMAL);
}
void CEngine::DrawForegroundImage()
@@ -4541,12 +4563,16 @@ void CEngine::DrawForegroundImage()
SetTexture(m_foregroundTex);
SetState(ENG_RSTATE_CLAMP | ENG_RSTATE_TTEXTURE_BLACK);
+ m_device->SetRenderMode(RENDER_MODE_INTERFACE);
+
m_device->SetTransform(TRANSFORM_VIEW, m_matViewInterface);
m_device->SetTransform(TRANSFORM_PROJECTION, m_matProjInterface);
m_device->SetTransform(TRANSFORM_WORLD, m_matWorldInterface);
m_device->DrawPrimitive(PRIMITIVE_TRIANGLE_STRIP, vertex, 4);
AddStatisticTriangle(2);
+
+ m_device->SetRenderMode(RENDER_MODE_NORMAL);
}
void CEngine::DrawOverColor()
@@ -4565,6 +4591,8 @@ void CEngine::DrawOverColor()
Color(0.0f, 0.0f, 0.0f, 0.0f)
};
+ m_device->SetRenderMode(RENDER_MODE_INTERFACE);
+
SetState(m_overMode);
m_device->SetTransform(TRANSFORM_VIEW, m_matViewInterface);
@@ -4582,6 +4610,8 @@ void CEngine::DrawOverColor()
m_device->DrawPrimitive(PRIMITIVE_TRIANGLE_STRIP, vertex, 4);
AddStatisticTriangle(2);
+
+ m_device->SetRenderMode(RENDER_MODE_NORMAL);
}
void CEngine::DrawHighlight()
diff --git a/src/graphics/opengl/gl21device.cpp b/src/graphics/opengl/gl21device.cpp
index 0cebf82..561a951 100644
--- a/src/graphics/opengl/gl21device.cpp
+++ b/src/graphics/opengl/gl21device.cpp
@@ -251,21 +251,24 @@ bool CGL21Device::Create()
m_perPixelLighting = value > 0;
}
+ char shading[16];
+
if (m_perPixelLighting)
+ {
GetLogger()->Info("Using per-pixel lighting\n");
+ strcpy(shading, "perpixel");
+ }
else
+ {
GetLogger()->Info("Using per-vertex lighting\n");
+ strcpy(shading, "pervertex");
+ }
-
- // Create normal shader program
+ // Create shader program for normal rendering
GLint shaders[2];
char filename[128];
- if (m_perPixelLighting)
- sprintf(filename, "shaders/vertex_shader_21_perpixel.glsl");
- else
- sprintf(filename, "shaders/vertex_shader_21_pervertex.glsl");
-
+ sprintf(filename, "shaders/vertex_shader_21_%s.glsl", shading);
shaders[0] = LoadShader(GL_VERTEX_SHADER, filename);
if (shaders[0] == 0)
{
@@ -273,114 +276,242 @@ bool CGL21Device::Create()
return false;
}
- if (m_perPixelLighting)
- sprintf(filename, "shaders/fragment_shader_21_perpixel.glsl");
- else
- sprintf(filename, "shaders/fragment_shader_21_pervertex.glsl");
+ sprintf(filename, "shaders/fragment_shader_21_%s.glsl", shading);
+ shaders[1] = LoadShader(GL_FRAGMENT_SHADER, filename);
+ if (shaders[1] == 0)
+ {
+ m_errorMessage = GetLastShaderError();
+ GetLogger()->Error("Count not create vertex shader from file '%s'\n", filename);
+ return false;
+ }
+
+ m_normalProgram = LinkProgram(2, shaders);
+ if (m_normalProgram == 0)
+ {
+ m_errorMessage = GetLastShaderError();
+ GetLogger()->Error("Count not link shader program for normal rendering\n");
+ return false;
+ }
+
+ glDeleteShader(shaders[0]);
+ glDeleteShader(shaders[1]);
+ // Create shader program for interface rendering
+ strcpy(filename, "shaders/vertex_shader_21_interface.glsl");
+ shaders[0] = LoadShader(GL_VERTEX_SHADER, filename);
+ if (shaders[0] == 0)
+ {
+ m_errorMessage = GetLastShaderError();
+ GetLogger()->Error("Count not create vertex shader from file '%s'\n", filename);
+ return false;
+ }
+
+ strcpy(filename, "shaders/fragment_shader_21_interface.glsl");
shaders[1] = LoadShader(GL_FRAGMENT_SHADER, filename);
if (shaders[1] == 0)
{
m_errorMessage = GetLastShaderError();
+ GetLogger()->Error("Count not compile fragment shader from file '%s'\n", filename);
return false;
}
- m_program = LinkProgram(2, shaders);
- if (m_program == 0)
+ m_interfaceProgram = LinkProgram(2, shaders);
+ if (m_interfaceProgram == 0)
{
m_errorMessage = GetLastShaderError();
+ GetLogger()->Error("Count not link shader program for interface rendering\n");
return false;
}
glDeleteShader(shaders[0]);
glDeleteShader(shaders[1]);
- // Obtain uniform locations
- uni_ProjectionMatrix = glGetUniformLocation(m_program, "uni_ProjectionMatrix");
- uni_ViewMatrix = glGetUniformLocation(m_program, "uni_ViewMatrix");
- uni_ModelMatrix = glGetUniformLocation(m_program, "uni_ModelMatrix");
- uni_NormalMatrix = glGetUniformLocation(m_program, "uni_NormalMatrix");
- uni_ShadowMatrix = glGetUniformLocation(m_program, "uni_ShadowMatrix");
+ // Create shader program for shadow rendering
+ strcpy(filename, "shaders/vertex_shader_21_shadow.glsl");
+ shaders[0] = LoadShader(GL_VERTEX_SHADER, filename);
+ if (shaders[0] == 0)
+ {
+ m_errorMessage = GetLastShaderError();
+ GetLogger()->Error("Count not create vertex shader from file '%s'\n", filename);
+ return false;
+ }
- uni_PrimaryTexture = glGetUniformLocation(m_program, "uni_PrimaryTexture");
- uni_SecondaryTexture = glGetUniformLocation(m_program, "uni_SecondaryTexture");
- uni_ShadowTexture = glGetUniformLocation(m_program, "uni_ShadowTexture");
+ strcpy(filename, "shaders/fragment_shader_21_shadow.glsl");
+ shaders[1] = LoadShader(GL_FRAGMENT_SHADER, filename);
+ if (shaders[1] == 0)
+ {
+ m_errorMessage = GetLastShaderError();
+ GetLogger()->Error("Count not compile fragment shader from file '%s'\n", filename);
+ return false;
+ }
- for (int i = 0; i < 3; i++)
+ m_shadowProgram = LinkProgram(2, shaders);
+ if (m_shadowProgram == 0)
{
- char name[64];
- sprintf(name, "uni_TextureEnabled[%d]", i);
- uni_TextureEnabled[i] = glGetUniformLocation(m_program, name);
+ m_errorMessage = GetLastShaderError();
+ GetLogger()->Error("Count not link shader program for shadow rendering\n");
+ return false;
}
- uni_AlphaTestEnabled = glGetUniformLocation(m_program, "uni_AlphaTestEnabled");
- uni_AlphaReference = glGetUniformLocation(m_program, "uni_AlphaReference");
+ glDeleteShader(shaders[0]);
+ glDeleteShader(shaders[1]);
+
+ // Obtain uniform locations from normal rendering program and initialize them
+ {
+ UniformLocations &uni = m_uniforms[0];
+
+ uni.projectionMatrix = glGetUniformLocation(m_normalProgram, "uni_ProjectionMatrix");
+ uni.viewMatrix = glGetUniformLocation(m_normalProgram, "uni_ViewMatrix");
+ uni.modelMatrix = glGetUniformLocation(m_normalProgram, "uni_ModelMatrix");
+ uni.normalMatrix = glGetUniformLocation(m_normalProgram, "uni_NormalMatrix");
+ uni.shadowMatrix = glGetUniformLocation(m_normalProgram, "uni_ShadowMatrix");
+
+ uni.primaryTexture = glGetUniformLocation(m_normalProgram, "uni_PrimaryTexture");
+ uni.secondaryTexture = glGetUniformLocation(m_normalProgram, "uni_SecondaryTexture");
+ uni.shadowTexture = glGetUniformLocation(m_normalProgram, "uni_ShadowTexture");
+
+ for (int i = 0; i < 3; i++)
+ {
+ char name[64];
+ sprintf(name, "uni_TextureEnabled[%d]", i);
+ uni.textureEnabled[i] = glGetUniformLocation(m_normalProgram, name);
+ }
+
+ uni.alphaTestEnabled = glGetUniformLocation(m_normalProgram, "uni_AlphaTestEnabled");
+ uni.alphaReference = glGetUniformLocation(m_normalProgram, "uni_AlphaReference");
+
+ uni.fogEnabled = glGetUniformLocation(m_normalProgram, "uni_FogEnabled");
+ uni.fogRange = glGetUniformLocation(m_normalProgram, "uni_FogRange");
+ uni.fogColor = glGetUniformLocation(m_normalProgram, "uni_FogColor");
+
+ uni.shadowColor = glGetUniformLocation(m_normalProgram, "uni_ShadowColor");
+ uni.lightingEnabled = glGetUniformLocation(m_normalProgram, "uni_LightingEnabled");
+
+ uni.ambientColor = glGetUniformLocation(m_normalProgram, "uni_AmbientColor");
+ uni.diffuseColor = glGetUniformLocation(m_normalProgram, "uni_DiffuseColor");
+ uni.specularColor = glGetUniformLocation(m_normalProgram, "uni_SpecularColor");
+
+ GLchar name[64];
+ for (int i = 0; i < 8; i++)
+ {
+ sprintf(name, "uni_Light[%d].Enabled", i);
+ uni.lights[i].enabled = glGetUniformLocation(m_normalProgram, name);
+
+ sprintf(name, "uni_Light[%d].Position", i);
+ uni.lights[i].position = glGetUniformLocation(m_normalProgram, name);
+
+ sprintf(name, "uni_Light[%d].Ambient", i);
+ uni.lights[i].ambient = glGetUniformLocation(m_normalProgram, name);
+
+ sprintf(name, "uni_Light[%d].Diffuse", i);
+ uni.lights[i].diffuse = glGetUniformLocation(m_normalProgram, name);
+
+ sprintf(name, "uni_Light[%d].Specular", i);
+ uni.lights[i].specular = glGetUniformLocation(m_normalProgram, name);
+
+ sprintf(name, "uni_Light[%d].Attenuation", i);
+ uni.lights[i].attenuation = glGetUniformLocation(m_normalProgram, name);
+ }
+
+ // Set default uniform values
+ Math::Matrix matrix;
+ matrix.LoadIdentity();
+
+ glUseProgram(m_normalProgram);
+
+ glUniformMatrix4fv(uni.projectionMatrix, 1, GL_FALSE, matrix.Array());
+ glUniformMatrix4fv(uni.viewMatrix, 1, GL_FALSE, matrix.Array());
+ glUniformMatrix4fv(uni.modelMatrix, 1, GL_FALSE, matrix.Array());
+ glUniformMatrix4fv(uni.normalMatrix, 1, GL_FALSE, matrix.Array());
+ glUniformMatrix4fv(uni.shadowMatrix, 1, GL_FALSE, matrix.Array());
+
+ glUniform1i(uni.primaryTexture, 0);
+ glUniform1i(uni.secondaryTexture, 1);
+ glUniform1i(uni.shadowTexture, 2);
+
+ for (int i = 0; i < 3; i++)
+ glUniform1i(uni.textureEnabled[i], 0);
+
+ glUniform1i(uni.alphaTestEnabled, 0);
+ glUniform1f(uni.alphaReference, 0.5f);
- uni_FogEnabled = glGetUniformLocation(m_program, "uni_FogEnabled");
- uni_FogRange = glGetUniformLocation(m_program, "uni_FogRange");
- uni_FogColor = glGetUniformLocation(m_program, "uni_FogColor");
+ glUniform1i(uni.fogEnabled, 0);
+ glUniform2f(uni.fogRange, 100.0f, 200.0f);
+ glUniform4f(uni.fogColor, 0.8f, 0.8f, 0.8f, 1.0f);
- uni_ShadowColor = glGetUniformLocation(m_program, "uni_ShadowColor");
- uni_LightingEnabled = glGetUniformLocation(m_program, "uni_LightingEnabled");
+ glUniform1f(uni.shadowColor, 0.5f);
- uni_AmbientColor = glGetUniformLocation(m_program, "uni_AmbientColor");
- uni_DiffuseColor = glGetUniformLocation(m_program, "uni_DiffuseColor");
- uni_SpecularColor = glGetUniformLocation(m_program, "uni_SpecularColor");
+ glUniform1i(uni.lightingEnabled, 0);
- GLchar name[64];
- for (int i = 0; i < 8; i++)
+ for (int i = 0; i < 8; i++)
+ glUniform1i(uni.lights[i].enabled, 0);
+ }
+
+ // Obtain uniform locations from interface rendering program and initialize them
{
- sprintf(name, "uni_Light[%d].Enabled", i);
- uni_Light[i].Enabled = glGetUniformLocation(m_program, name);
+ UniformLocations &uni = m_uniforms[1];
+
+ uni.projectionMatrix = glGetUniformLocation(m_interfaceProgram, "uni_ProjectionMatrix");
+ uni.viewMatrix = glGetUniformLocation(m_interfaceProgram, "uni_ViewMatrix");
+ uni.modelMatrix = glGetUniformLocation(m_interfaceProgram, "uni_ModelMatrix");
- sprintf(name, "uni_Light[%d].Position", i);
- uni_Light[i].Position = glGetUniformLocation(m_program, name);
+ uni.primaryTexture = glGetUniformLocation(m_interfaceProgram, "uni_PrimaryTexture");
- sprintf(name, "uni_Light[%d].Ambient", i);
- uni_Light[i].Ambient = glGetUniformLocation(m_program, name);
+ uni.textureEnabled[0] = glGetUniformLocation(m_interfaceProgram, "uni_TextureEnabled");
+ uni.textureEnabled[1] = -1;
+ uni.textureEnabled[2] = -1;
- sprintf(name, "uni_Light[%d].Diffuse", i);
- uni_Light[i].Diffuse = glGetUniformLocation(m_program, name);
+ // Set default uniform values
+ Math::Matrix matrix;
+ matrix.LoadIdentity();
- sprintf(name, "uni_Light[%d].Specular", i);
- uni_Light[i].Specular = glGetUniformLocation(m_program, name);
+ glUseProgram(m_interfaceProgram);
- sprintf(name, "uni_Light[%d].Attenuation", i);
- uni_Light[i].Attenuation = glGetUniformLocation(m_program, name);
+ glUniformMatrix4fv(uni.projectionMatrix, 1, GL_FALSE, matrix.Array());
+ glUniformMatrix4fv(uni.viewMatrix, 1, GL_FALSE, matrix.Array());
+ glUniformMatrix4fv(uni.modelMatrix, 1, GL_FALSE, matrix.Array());
+
+ glUniform1i(uni.primaryTexture, 0);
+
+ glUniform1i(uni.textureEnabled[0], 0);
}
- // Set default uniform values
- Math::Matrix matrix;
- matrix.LoadIdentity();
+ // Obtain uniform locations from shadow rendering program and initialize them
+ {
+ UniformLocations &uni = m_uniforms[2];
+
+ uni.projectionMatrix = glGetUniformLocation(m_shadowProgram, "uni_ProjectionMatrix");
+ uni.viewMatrix = glGetUniformLocation(m_shadowProgram, "uni_ViewMatrix");
+ uni.modelMatrix = glGetUniformLocation(m_shadowProgram, "uni_ModelMatrix");
- glUseProgram(m_program);
+ uni.primaryTexture = glGetUniformLocation(m_shadowProgram, "uni_PrimaryTexture");
- glUniformMatrix4fv(uni_ProjectionMatrix, 1, GL_FALSE, matrix.Array());
- glUniformMatrix4fv(uni_ViewMatrix, 1, GL_FALSE, matrix.Array());
- glUniformMatrix4fv(uni_ModelMatrix, 1, GL_FALSE, matrix.Array());
- glUniformMatrix4fv(uni_NormalMatrix, 1, GL_FALSE, matrix.Array());
- glUniformMatrix4fv(uni_ShadowMatrix, 1, GL_FALSE, matrix.Array());
+ uni.textureEnabled[0] = glGetUniformLocation(m_shadowProgram, "uni_TextureEnabled");
+ uni.textureEnabled[1] = -1;
+ uni.textureEnabled[2] = -1;
- glUniform1i(uni_PrimaryTexture, 0);
- glUniform1i(uni_SecondaryTexture, 1);
- glUniform1i(uni_ShadowTexture, 2);
+ uni.alphaTestEnabled = glGetUniformLocation(m_shadowProgram, "uni_AlphaTestEnabled");
+ uni.alphaReference = glGetUniformLocation(m_shadowProgram, "uni_AlphaReference");
- for (int i = 0; i < 3; i++)
- glUniform1i(uni_TextureEnabled[i], 0);
+ // Set default uniform values
+ Math::Matrix matrix;
+ matrix.LoadIdentity();
+
+ glUseProgram(m_shadowProgram);
- glUniform1i(uni_AlphaTestEnabled, 0);
- glUniform1f(uni_AlphaReference, 0.5f);
+ glUniformMatrix4fv(uni.projectionMatrix, 1, GL_FALSE, matrix.Array());
+ glUniformMatrix4fv(uni.viewMatrix, 1, GL_FALSE, matrix.Array());
+ glUniformMatrix4fv(uni.modelMatrix, 1, GL_FALSE, matrix.Array());
- glUniform1i(uni_FogEnabled, 0);
- glUniform2f(uni_FogRange, 100.0f, 200.0f);
- glUniform4f(uni_FogColor, 0.8f, 0.8f, 0.8f, 1.0f);
+ glUniform1i(uni.primaryTexture, 0);
- glUniform1f(uni_ShadowColor, 0.5f);
+ glUniform1i(uni.textureEnabled[0], 0);
- glUniform1i(uni_LightingEnabled, 0);
- for (int i = 0; i < 8; i++)
- glUniform1i(uni_Light[i].Enabled, 0);
+ glUniform1i(uni.alphaTestEnabled, 0);
+ glUniform1f(uni.alphaReference, 0.5f);
+ }
+ glUseProgram(m_normalProgram);
glEnable(GL_VERTEX_PROGRAM_TWO_SIDE);
// create default framebuffer object
@@ -402,7 +533,9 @@ void CGL21Device::Destroy()
// Delete the remaining textures
// Should not be strictly necessary, but just in case
glUseProgram(0);
- glDeleteProgram(m_program);
+ glDeleteProgram(m_normalProgram);
+ glDeleteProgram(m_interfaceProgram);
+ glDeleteProgram(m_shadowProgram);
// delete framebuffers
for (auto& framebuffer : m_framebuffers)
@@ -454,13 +587,39 @@ void CGL21Device::Clear()
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
+void CGL21Device::SetRenderMode(RenderMode mode)
+{
+ switch (mode)
+ {
+ case RENDER_MODE_NORMAL:
+ glUseProgram(m_normalProgram);
+ m_mode = 0;
+ break;
+ case RENDER_MODE_INTERFACE:
+ glUseProgram(m_interfaceProgram);
+ m_mode = 1;
+ break;
+ case RENDER_MODE_SHADOW:
+ glUseProgram(m_shadowProgram);
+ m_mode = 2;
+ break;
+ default:
+ assert(false);
+ }
+
+ for (int i = 0; i < 3; i++)
+ {
+ glUniform1i(m_uniforms[m_mode].textureEnabled[i], m_texturesEnabled[i]);
+ }
+}
+
void CGL21Device::SetTransform(TransformType type, const Math::Matrix &matrix)
{
if (type == TRANSFORM_WORLD)
{
m_worldMat = matrix;
- glUniformMatrix4fv(uni_ModelMatrix, 1, GL_FALSE, m_worldMat.Array());
+ glUniformMatrix4fv(m_uniforms[m_mode].modelMatrix, 1, GL_FALSE, m_worldMat.Array());
m_modelviewMat = Math::MultiplyMatrices(m_viewMat, m_worldMat);
m_combinedMatrix = Math::MultiplyMatrices(m_projectionMat, m_modelviewMat);
@@ -471,7 +630,7 @@ void CGL21Device::SetTransform(TransformType type, const Math::Matrix &matrix)
if (fabs(normalMat.Det()) > 1e-6)
normalMat = normalMat.Inverse();
- glUniformMatrix4fv(uni_NormalMatrix, 1, GL_TRUE, normalMat.Array());
+ glUniformMatrix4fv(m_uniforms[m_mode].normalMatrix, 1, GL_TRUE, normalMat.Array());
}
else if (type == TRANSFORM_VIEW)
{
@@ -482,7 +641,7 @@ void CGL21Device::SetTransform(TransformType type, const Math::Matrix &matrix)
m_modelviewMat = Math::MultiplyMatrices(m_viewMat, m_worldMat);
m_combinedMatrix = Math::MultiplyMatrices(m_projectionMat, m_modelviewMat);
- glUniformMatrix4fv(uni_ViewMatrix, 1, GL_FALSE, m_viewMat.Array());
+ glUniformMatrix4fv(m_uniforms[m_mode].viewMatrix, 1, GL_FALSE, m_viewMat.Array());
}
else if (type == TRANSFORM_PROJECTION)
{
@@ -490,12 +649,12 @@ void CGL21Device::SetTransform(TransformType type, const Math::Matrix &matrix)
m_combinedMatrix = Math::MultiplyMatrices(m_projectionMat, m_modelviewMat);
- glUniformMatrix4fv(uni_ProjectionMatrix, 1, GL_FALSE, m_projectionMat.Array());
+ glUniformMatrix4fv(m_uniforms[m_mode].projectionMatrix, 1, GL_FALSE, m_projectionMat.Array());
}
else if (type == TRANSFORM_SHADOW)
{
Math::Matrix temp = matrix;
- glUniformMatrix4fv(uni_ShadowMatrix, 1, GL_FALSE, temp.Array());
+ glUniformMatrix4fv(m_uniforms[m_mode].shadowMatrix, 1, GL_FALSE, temp.Array());
}
else
{
@@ -507,9 +666,9 @@ void CGL21Device::SetMaterial(const Material &material)
{
m_material = material;
- glUniform4fv(uni_AmbientColor, 1, m_material.ambient.Array());
- glUniform4fv(uni_DiffuseColor, 1, m_material.diffuse.Array());
- glUniform4fv(uni_SpecularColor, 1, m_material.specular.Array());
+ glUniform4fv(m_uniforms[m_mode].ambientColor, 1, m_material.ambient.Array());
+ glUniform4fv(m_uniforms[m_mode].diffuseColor, 1, m_material.diffuse.Array());
+ glUniform4fv(m_uniforms[m_mode].specularColor, 1, m_material.specular.Array());
}
int CGL21Device::GetMaxLightCount()
@@ -524,18 +683,20 @@ void CGL21Device::SetLight(int index, const Light &light)
m_lights[index] = light;
- glUniform4fv(uni_Light[index].Ambient, 1, light.ambient.Array());
- glUniform4fv(uni_Light[index].Diffuse, 1, light.diffuse.Array());
- glUniform4fv(uni_Light[index].Specular, 1, light.specular.Array());
- glUniform3f(uni_Light[index].Attenuation, light.attenuation0, light.attenuation1, light.attenuation2);
+ UniformLocations::LightLocations &loc = m_uniforms[m_mode].lights[index];
+
+ glUniform4fv(loc.ambient, 1, light.ambient.Array());
+ glUniform4fv(loc.diffuse, 1, light.diffuse.Array());
+ glUniform4fv(loc.specular, 1, light.specular.Array());
+ glUniform3f(loc.attenuation, light.attenuation0, light.attenuation1, light.attenuation2);
if (light.type == LIGHT_DIRECTIONAL)
{
- glUniform4f(uni_Light[index].Position, -light.direction.x, -light.direction.y, -light.direction.z, 0.0f);
+ glUniform4f(loc.position, -light.direction.x, -light.direction.y, -light.direction.z, 0.0f);
}
else
{
- glUniform4f(uni_Light[index].Position, light.position.x, light.position.y, light.position.z, 1.0f);
+ glUniform4f(loc.position, light.position.x, light.position.y, light.position.z, 1.0f);
}
// TODO: add spotlight params
@@ -548,7 +709,7 @@ void CGL21Device::SetLightEnabled(int index, bool enabled)
m_lightsEnabled[index] = enabled;
- glUniform1i(uni_Light[index].Enabled, enabled ? 1 : 0);
+ glUniform1i(m_uniforms[m_mode].lights[index].enabled, enabled ? 1 : 0);
}
/** If image is invalid, returns invalid texture.
@@ -899,7 +1060,7 @@ void CGL21Device::UpdateTextureStatus()
for (int i = 0; i < 3; i++)
{
bool enabled = m_texturesEnabled[i] && (m_currentTextures[i].id != 0);
- glUniform1i(uni_TextureEnabled[i], enabled ? 1 : 0);
+ glUniform1i(m_uniforms[m_mode].textureEnabled[i], enabled ? 1 : 0);
}
}
@@ -1639,19 +1800,19 @@ void CGL21Device::SetRenderState(RenderState state, bool enabled)
{
m_lighting = enabled;
- glUniform1i(uni_LightingEnabled, enabled ? 1 : 0);
+ glUniform1i(m_uniforms[m_mode].lightingEnabled, enabled ? 1 : 0);
return;
}
else if (state == RENDER_STATE_ALPHA_TEST)
{
- glUniform1i(uni_AlphaTestEnabled, enabled ? 1 : 0);
+ glUniform1i(m_uniforms[m_mode].alphaTestEnabled, enabled ? 1 : 0);
return;
}
else if (state == RENDER_STATE_FOG)
{
- glUniform1i(uni_FogEnabled, enabled ? 1 : 0);
+ glUniform1i(m_uniforms[m_mode].fogEnabled, enabled ? 1 : 0);
return;
}
@@ -1691,7 +1852,7 @@ void CGL21Device::SetDepthBias(float factor, float units)
void CGL21Device::SetAlphaTestFunc(CompFunc func, float refValue)
{
- glUniform1i(uni_AlphaReference, refValue);
+ glUniform1i(m_uniforms[m_mode].alphaReference, refValue);
}
void CGL21Device::SetBlendFunc(BlendFunc srcBlend, BlendFunc dstBlend)
@@ -1711,8 +1872,8 @@ void CGL21Device::SetGlobalAmbient(const Color &color)
void CGL21Device::SetFogParams(FogMode mode, const Color &color, float start, float end, float density)
{
- glUniform2f(uni_FogRange, start, end);
- glUniform4f(uni_FogColor, color.r, color.g, color.b, color.a);
+ glUniform2f(m_uniforms[m_mode].fogRange, start, end);
+ glUniform4f(m_uniforms[m_mode].fogColor, color.r, color.g, color.b, color.a);
/*
if (mode == FOG_LINEAR) glFogi(GL_FOG_MODE, GL_LINEAR);
@@ -1745,7 +1906,7 @@ void CGL21Device::SetShadeModel(ShadeModel model)
void CGL21Device::SetShadowColor(float value)
{
- glUniform1f(uni_ShadowColor, value);
+ glUniform1f(m_uniforms[m_mode].shadowColor, value);
}
void CGL21Device::SetFillMode(FillMode mode)
diff --git a/src/graphics/opengl/gl21device.h b/src/graphics/opengl/gl21device.h
index a0b5f49..a93eef3 100644
--- a/src/graphics/opengl/gl21device.h
+++ b/src/graphics/opengl/gl21device.h
@@ -42,6 +42,74 @@
namespace Gfx
{
+struct UniformLocations
+{
+ // Uniforms
+ //! Projection matrix
+ GLint projectionMatrix = -1;
+ //! View matrix
+ GLint viewMatrix = -1;
+ //! Model matrix
+ GLint modelMatrix = -1;
+ //! Shadow matrix
+ GLint shadowMatrix = -1;
+ //! Normal matrix
+ GLint normalMatrix = -1;
+
+ //! Primary texture sampler
+ GLint primaryTexture = -1;
+ //! Secondary texture sampler
+ GLint secondaryTexture = -1;
+ //! Shadow texture sampler
+ GLint shadowTexture = -1;
+
+ //! true enables texture
+ GLint textureEnabled[3] = {};
+
+ // Alpha test parameters
+ //! true enables alpha test
+ GLint alphaTestEnabled = -1;
+ //! Alpha test reference value
+ GLint alphaReference = -1;
+
+ //! true enables fog
+ GLint fogEnabled = -1;
+ //! Fog range
+ GLint fogRange = -1;
+ //! Fog color
+ GLint fogColor = -1;
+
+ //! Shadow color
+ GLint shadowColor = -1;
+
+ //! true enables lighting
+ GLint lightingEnabled = -1;
+ //! Ambient color
+ GLint ambientColor = -1;
+ //! Diffuse color
+ GLint diffuseColor = -1;
+ //! Specular color
+ GLint specularColor = -1;
+
+ struct LightLocations
+ {
+ //! true enables light
+ GLint enabled = -1;
+ //! Light type
+ GLint type = -1;
+ //! Position or direction vector
+ GLint position = -1;
+ //! Ambient color
+ GLint ambient = -1;
+ //! Diffuse color
+ GLint diffuse = -1;
+ //! Specular color
+ GLint specular = -1;
+ //! Attenuation
+ GLint attenuation = -1;
+ } lights[8];
+};
+
/**
\class CGL21Device
\brief Implementation of CDevice interface in OpenGL
@@ -72,6 +140,8 @@ public:
void Clear() override;
+ void SetRenderMode(RenderMode mode) override;
+
void SetTransform(TransformType type, const Math::Matrix &matrix) override;
void SetMaterial(const Material &material) override;
@@ -254,75 +324,17 @@ private:
//! true enables per-pixel lighting
bool m_perPixelLighting = false;
- //! Shader program
- GLuint m_program = 0;
-
- // Uniforms
- //! Projection matrix
- GLint uni_ProjectionMatrix = 0;
- //! View matrix
- GLint uni_ViewMatrix = 0;
- //! Model matrix
- GLint uni_ModelMatrix = 0;
- //! Shadow matrix
- GLint uni_ShadowMatrix = 0;
- //! Normal matrix
- GLint uni_NormalMatrix = 0;
-
- //! Primary texture sampler
- GLint uni_PrimaryTexture = 0;
- //! Secondary texture sampler
- GLint uni_SecondaryTexture = 0;
- //! Shadow texture sampler
- GLint uni_ShadowTexture = 0;
-
- //! true enables texture
- GLint uni_TextureEnabled[3] = {};
-
- // Alpha test parameters
- //! true enables alpha test
- GLint uni_AlphaTestEnabled = 0;
- //! Alpha test reference value
- GLint uni_AlphaReference = 0;
-
- //! true enables fog
- GLint uni_FogEnabled = 0;
- //! Fog range
- GLint uni_FogRange = 0;
- //! Fog color
- GLint uni_FogColor = 0;
-
- //! Shadow color
- GLint uni_ShadowColor = 0;
-
- //! true enables lighting
- GLint uni_LightingEnabled = 0;
- //! Ambient color
- GLint uni_AmbientColor = 0;
- //! Diffuse color
- GLint uni_DiffuseColor = 0;
- //! Specular color
- GLint uni_SpecularColor = 0;
-
- struct LightUniforms
- {
- //! true enables light
- GLint Enabled = 0;
- //! Light type
- GLint Type = 0;
- //! Position or direction vector
- GLint Position = 0;
- //! Ambient color
- GLint Ambient = 0;
- //! Diffuse color
- GLint Diffuse = 0;
- //! Specular color
- GLint Specular = 0;
- //! Attenuation
- GLint Attenuation = 0;
- };
-
- LightUniforms uni_Light[8];
+ //! Shader program for normal rendering
+ GLuint m_normalProgram = 0;
+ //! Shader program for interface rendering
+ GLuint m_interfaceProgram = 0;
+ //! Shader program for shadow rendering
+ GLuint m_shadowProgram = 0;
+
+ //! Uniform locations
+ UniformLocations m_uniforms[3];
+ //! Current mode
+ int m_mode = 0;
};
diff --git a/src/graphics/opengl/gl33device.cpp b/src/graphics/opengl/gl33device.cpp
index 5bcafd2..8f9d9de 100644
--- a/src/graphics/opengl/gl33device.cpp
+++ b/src/graphics/opengl/gl33device.cpp
@@ -479,6 +479,11 @@ void CGL33Device::Clear()
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
+void CGL33Device::SetRenderMode(RenderMode mode)
+{
+ // TODO: implement
+}
+
void CGL33Device::SetTransform(TransformType type, const Math::Matrix &matrix)
{
if (type == TRANSFORM_WORLD)
diff --git a/src/graphics/opengl/gl33device.h b/src/graphics/opengl/gl33device.h
index 44db526..32afa42 100644
--- a/src/graphics/opengl/gl33device.h
+++ b/src/graphics/opengl/gl33device.h
@@ -84,6 +84,8 @@ public:
void Clear() override;
+ void SetRenderMode(RenderMode mode) override;
+
void SetTransform(TransformType type, const Math::Matrix &matrix) override;
void SetMaterial(const Material &material) override;
diff --git a/src/graphics/opengl/gldevice.cpp b/src/graphics/opengl/gldevice.cpp
index 1df95c6..6162d29 100644
--- a/src/graphics/opengl/gldevice.cpp
+++ b/src/graphics/opengl/gldevice.cpp
@@ -386,6 +386,11 @@ void CGLDevice::Clear()
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
+void CGLDevice::SetRenderMode(RenderMode mode)
+{
+ // nothing is done
+}
+
void CGLDevice::SetTransform(TransformType type, const Math::Matrix &matrix)
{
if (type == TRANSFORM_WORLD)
diff --git a/src/graphics/opengl/gldevice.h b/src/graphics/opengl/gldevice.h
index 24df922..658d697 100644
--- a/src/graphics/opengl/gldevice.h
+++ b/src/graphics/opengl/gldevice.h
@@ -91,6 +91,8 @@ public:
void Clear() override;
+ void SetRenderMode(RenderMode mode) override;
+
void SetTransform(TransformType type, const Math::Matrix &matrix) override;
void SetMaterial(const Material &material) override;
diff --git a/src/graphics/opengl/shaders/fragment_shader_21_interface.glsl b/src/graphics/opengl/shaders/fragment_shader_21_interface.glsl
new file mode 100644
index 0000000..ef15cde
--- /dev/null
+++ b/src/graphics/opengl/shaders/fragment_shader_21_interface.glsl
@@ -0,0 +1,39 @@
+/*
+ * This file is part of the Colobot: Gold Edition source code
+ * Copyright (C) 2001-2014, Daniel Roux, EPSITEC SA & TerranovaTeam
+ * http://epsitec.ch; http://colobot.info; http://github.com/colobot
+ *
+ * This program 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 3 of the License, or
+ * (at your option) any later version.
+ *
+ * This program 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 this program. If not, see http://gnu.org/licenses
+ */
+// FRAGMENT SHADER - INTERFACE MODE
+#version 120
+
+uniform sampler2D uni_PrimaryTexture;
+
+uniform bool uni_TextureEnabled;
+
+varying vec4 pass_Color;
+varying vec2 pass_TexCoord0;
+
+void main()
+{
+ if (uni_TextureEnabled)
+ {
+ gl_FragColor = pass_Color * texture2D(uni_PrimaryTexture, pass_TexCoord0);
+ }
+ else
+ {
+ gl_FragColor = pass_Color;
+ }
+}
diff --git a/src/graphics/opengl/shaders/fragment_shader_21_shadow.glsl b/src/graphics/opengl/shaders/fragment_shader_21_shadow.glsl
new file mode 100644
index 0000000..7b35925
--- /dev/null
+++ b/src/graphics/opengl/shaders/fragment_shader_21_shadow.glsl
@@ -0,0 +1,47 @@
+/*
+ * This file is part of the Colobot: Gold Edition source code
+ * Copyright (C) 2001-2014, Daniel Roux, EPSITEC SA & TerranovaTeam
+ * http://epsitec.ch; http://colobot.info; http://github.com/colobot
+ *
+ * This program 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 3 of the License, or
+ * (at your option) any later version.
+ *
+ * This program 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 this program. If not, see http://gnu.org/licenses
+ */
+// FRAGMENT SHADER - SHADOW MODE
+#version 120
+
+uniform sampler2D uni_PrimaryTexture;
+
+uniform bool uni_TextureEnabled;
+
+uniform bool uni_AlphaTestEnabled;
+uniform float uni_AlphaReference;
+
+varying vec2 pass_TexCoord0;
+
+void main()
+{
+ vec4 color = vec4(1.0f);
+
+ if (uni_TextureEnabled)
+ {
+ color = color * texture2D(uni_PrimaryTexture, pass_TexCoord0);
+ }
+
+ if (uni_AlphaTestEnabled)
+ {
+ if(color.a < uni_AlphaReference)
+ discard;
+ }
+
+ gl_FragColor = vec4(1.0f);
+}
diff --git a/src/graphics/opengl/shaders/vertex_shader_21_interface.glsl b/src/graphics/opengl/shaders/vertex_shader_21_interface.glsl
new file mode 100644
index 0000000..e4b75c9
--- /dev/null
+++ b/src/graphics/opengl/shaders/vertex_shader_21_interface.glsl
@@ -0,0 +1,35 @@
+/*
+ * This file is part of the Colobot: Gold Edition source code
+ * Copyright (C) 2001-2014, Daniel Roux, EPSITEC SA & TerranovaTeam
+ * http://epsitec.ch; http://colobot.info; http://github.com/colobot
+ *
+ * This program 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 3 of the License, or
+ * (at your option) any later version.
+ *
+ * This program 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 this program. If not, see http://gnu.org/licenses
+ */
+// VERTEX SHADER - INTERFACE MODE
+#version 120
+
+uniform mat4 uni_ProjectionMatrix;
+uniform mat4 uni_ViewMatrix;
+uniform mat4 uni_ModelMatrix;
+
+varying vec4 pass_Color;
+varying vec2 pass_TexCoord0;
+
+void main()
+{
+ gl_Position = uni_ProjectionMatrix * uni_ViewMatrix * uni_ModelMatrix * gl_Vertex;
+
+ pass_Color = gl_Color;
+ pass_TexCoord0 = gl_MultiTexCoord0.st;
+}
diff --git a/src/graphics/opengl/shaders/vertex_shader_21_shadow.glsl b/src/graphics/opengl/shaders/vertex_shader_21_shadow.glsl
new file mode 100644
index 0000000..c3ed014
--- /dev/null
+++ b/src/graphics/opengl/shaders/vertex_shader_21_shadow.glsl
@@ -0,0 +1,33 @@
+/*
+ * This file is part of the Colobot: Gold Edition source code
+ * Copyright (C) 2001-2014, Daniel Roux, EPSITEC SA & TerranovaTeam
+ * http://epsitec.ch; http://colobot.info; http://github.com/colobot
+ *
+ * This program 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 3 of the License, or
+ * (at your option) any later version.
+ *
+ * This program 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 this program. If not, see http://gnu.org/licenses
+ */
+// VERTEX SHADER - SHADOW MODE
+#version 120
+
+uniform mat4 uni_ProjectionMatrix;
+uniform mat4 uni_ViewMatrix;
+uniform mat4 uni_ModelMatrix;
+
+varying vec2 pass_TexCoord0;
+
+void main()
+{
+ gl_Position = uni_ProjectionMatrix * uni_ViewMatrix * uni_ModelMatrix * gl_Vertex;
+
+ pass_TexCoord0 = gl_MultiTexCoord0.st;
+}
--
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