[colobot] 289/377: Added rendering modes and shaders to OpenGL 3.3 engine and fixed problem with detecting extensions in core profile
Didier Raboud
odyx at moszumanska.debian.org
Wed Mar 30 13:34:28 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 0eaf3a9ac4c7dbddcb18df965ef956359a22a9e3
Author: Tomasz Kapuściński <tomaszkax86 at gmail.com>
Date: Thu Feb 18 00:57:37 2016 +0100
Added rendering modes and shaders to OpenGL 3.3 engine and fixed problem with detecting extensions in core profile
---
src/graphics/opengl/gl21device.cpp | 9 +-
src/graphics/opengl/gl21device.h | 70 ----
src/graphics/opengl/gl33device.cpp | 397 +++++++++++++++------
src/graphics/opengl/gl33device.h | 89 +----
src/graphics/opengl/gldevice.cpp | 6 +-
src/graphics/opengl/glutil.cpp | 72 +++-
src/graphics/opengl/glutil.h | 72 ++++
.../shaders/fragment_shader_33_interface.glsl | 45 +++
.../shaders/fragment_shader_33_pervertex.glsl | 2 +-
.../opengl/shaders/fragment_shader_33_shadow.glsl | 53 +++
.../opengl/shaders/vertex_shader_33_interface.glsl | 45 +++
.../opengl/shaders/vertex_shader_33_pervertex.glsl | 2 +-
.../opengl/shaders/vertex_shader_33_shadow.glsl | 43 +++
13 files changed, 646 insertions(+), 259 deletions(-)
diff --git a/src/graphics/opengl/gl21device.cpp b/src/graphics/opengl/gl21device.cpp
index f68d698..0601678 100644
--- a/src/graphics/opengl/gl21device.cpp
+++ b/src/graphics/opengl/gl21device.cpp
@@ -187,7 +187,11 @@ bool CGL21Device::Create()
return false;
}
- GetLogger()->Info("OpenGL %d.%d\n", glMajor, glMinor);
+ const char* version = reinterpret_cast<const char*>(glGetString(GL_VERSION));
+ const char* renderer = reinterpret_cast<const char*>(glGetString(GL_RENDERER));
+
+ GetLogger()->Info("OpenGL %s\n", version);
+ GetLogger()->Info("%s\n", renderer);
// Detect support of anisotropic filtering
m_anisotropyAvailable = glewIsSupported("GL_EXT_texture_filter_anisotropic");
@@ -273,6 +277,7 @@ bool CGL21Device::Create()
if (shaders[0] == 0)
{
m_errorMessage = GetLastShaderError();
+ GetLogger()->Error("Count not create vertex shader from file '%s'\n", filename);
return false;
}
@@ -281,7 +286,7 @@ bool CGL21Device::Create()
if (shaders[1] == 0)
{
m_errorMessage = GetLastShaderError();
- GetLogger()->Error("Count not create vertex shader from file '%s'\n", filename);
+ GetLogger()->Error("Count not create fragment shader from file '%s'\n", filename);
return false;
}
diff --git a/src/graphics/opengl/gl21device.h b/src/graphics/opengl/gl21device.h
index c436254..d4a0059 100644
--- a/src/graphics/opengl/gl21device.h
+++ b/src/graphics/opengl/gl21device.h
@@ -42,76 +42,6 @@
namespace Gfx
{
-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;
-};
-
-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;
-
- LightLocations lights[8] = {};
-};
-
/**
\class CGL21Device
\brief Implementation of CDevice interface in OpenGL
diff --git a/src/graphics/opengl/gl33device.cpp b/src/graphics/opengl/gl33device.cpp
index 8d948d0..ed4fe08 100644
--- a/src/graphics/opengl/gl33device.cpp
+++ b/src/graphics/opengl/gl33device.cpp
@@ -194,12 +194,16 @@ bool CGL33Device::Create()
}
else
{
- GetLogger()->Info("OpenGL %d.%d\n", glMajor, glMinor);
+ const char* version = reinterpret_cast<const char*>(glGetString(GL_VERSION));
+ const char* renderer = reinterpret_cast<const char*>(glGetString(GL_RENDERER));
+
+ GetLogger()->Info("OpenGL %s\n", version);
+ GetLogger()->Info("%s\n", renderer);
}
// Detect support of anisotropic filtering
- m_anisotropyAvailable = glewIsSupported("GL_EXT_texture_filter_anisotropic");
- if(m_anisotropyAvailable)
+ m_anisotropyAvailable = AreExtensionsSupported("GL_EXT_texture_filter_anisotropic");
+ if (m_anisotropyAvailable)
{
// Obtain maximum anisotropy level available
float level;
@@ -242,139 +246,274 @@ bool CGL33Device::Create()
m_perPixelLighting = value > 0;
}
+ char shading[16];
+
if (m_perPixelLighting)
+ {
+ strcpy(shading, "perpixel");
CLogger::GetInstance().Info("Using per-pixel lighting\n");
+ }
else
+ {
+ strcpy(shading, "pervertex");
CLogger::GetInstance().Info("Using per-vertex lighting\n");
+ }
- // Create shader program
+ // Create shader program for normal rendering
GLint shaders[2];
char filename[64];
- if (m_perPixelLighting)
- sprintf(filename, "shaders/vertex_shader_33_perpixel.glsl");
- else
- sprintf(filename, "shaders/vertex_shader_33_pervertex.glsl");
-
+ sprintf(filename, "shaders/vertex_shader_33_%s.glsl", shading);
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;
}
- if (m_perPixelLighting)
- sprintf(filename, "shaders/fragment_shader_33_perpixel.glsl");
- else
- sprintf(filename, "shaders/fragment_shader_33_pervertex.glsl");
+ sprintf(filename, "shaders/fragment_shader_33_%s.glsl", shading);
+ shaders[1] = LoadShader(GL_FRAGMENT_SHADER, filename);
+ if (shaders[1] == 0)
+ {
+ m_errorMessage = GetLastShaderError();
+ GetLogger()->Error("Count not create fragment 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 program for interface rendering
+ strcpy(filename, "shaders/vertex_shader_33_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_33_interface.glsl");
shaders[1] = LoadShader(GL_FRAGMENT_SHADER, filename);
if (shaders[1] == 0)
{
m_errorMessage = GetLastShaderError();
+ GetLogger()->Error("Count not create fragment shader from file '%s'\n", filename);
return false;
}
- m_shaderProgram = LinkProgram(2, shaders);
- if (m_shaderProgram == 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]);
- glUseProgram(m_shaderProgram);
+ // Create program for shadow rendering
+ strcpy(filename, "shaders/vertex_shader_33_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;
+ }
+
+ strcpy(filename, "shaders/fragment_shader_33_shadow.glsl");
+ shaders[1] = LoadShader(GL_FRAGMENT_SHADER, filename);
+ if (shaders[1] == 0)
+ {
+ m_errorMessage = GetLastShaderError();
+ GetLogger()->Error("Count not create fragment shader from file '%s'\n", filename);
+ return false;
+ }
+
+ m_shadowProgram = LinkProgram(2, shaders);
+ if (m_shadowProgram == 0)
+ {
+ m_errorMessage = GetLastShaderError();
+ GetLogger()->Error("Count not link shader program for shadow rendering\n");
+ return false;
+ }
+
+ glDeleteShader(shaders[0]);
+ glDeleteShader(shaders[1]);
// Obtain uniform locations
- uni_ProjectionMatrix = glGetUniformLocation(m_shaderProgram, "uni_ProjectionMatrix");
- uni_ViewMatrix = glGetUniformLocation(m_shaderProgram, "uni_ViewMatrix");
- uni_ModelMatrix = glGetUniformLocation(m_shaderProgram, "uni_ModelMatrix");
- uni_NormalMatrix = glGetUniformLocation(m_shaderProgram, "uni_NormalMatrix");
- uni_ShadowMatrix = glGetUniformLocation(m_shaderProgram, "uni_ShadowMatrix");
+ // Obtain uniform locations for normal program
+ glUseProgram(m_normalProgram);
+
+ {
+ 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");
+
+ uni.textureEnabled[0] = glGetUniformLocation(m_normalProgram, "uni_PrimaryTextureEnabled");
+ uni.textureEnabled[1] = glGetUniformLocation(m_normalProgram, "uni_SecondaryTextureEnabled");
+ uni.textureEnabled[2] = glGetUniformLocation(m_normalProgram, "uni_ShadowTextureEnabled");
+
+ uni.fogEnabled = glGetUniformLocation(m_normalProgram, "uni_FogEnabled");
+ uni.fogRange = glGetUniformLocation(m_normalProgram, "uni_FogRange");
+ uni.fogColor = glGetUniformLocation(m_normalProgram, "uni_FogColor");
+
+ uni.alphaTestEnabled = glGetUniformLocation(m_normalProgram, "uni_AlphaTestEnabled");
+ uni.alphaReference = glGetUniformLocation(m_normalProgram, "uni_AlphaReference");
+
+ 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++)
+ {
+ LightLocations &light = uni.lights[i];
+
+ sprintf(name, "uni_Light[%d].Enabled", i);
+ light.enabled = glGetUniformLocation(m_normalProgram, name);
+
+ sprintf(name, "uni_Light[%d].Position", i);
+ light.position = glGetUniformLocation(m_normalProgram, name);
+
+ sprintf(name, "uni_Light[%d].Ambient", i);
+ light.ambient = glGetUniformLocation(m_normalProgram, name);
+
+ sprintf(name, "uni_Light[%d].Diffuse", i);
+ light.diffuse = glGetUniformLocation(m_normalProgram, name);
+
+ sprintf(name, "uni_Light[%d].Specular", i);
+ light.specular = glGetUniformLocation(m_normalProgram, name);
+
+ sprintf(name, "uni_Light[%d].Attenuation", i);
+ light.attenuation = glGetUniformLocation(m_normalProgram, name);
+ }
+
+ // Set default uniform values
+ Math::Matrix matrix;
+ matrix.LoadIdentity();
- uni_PrimaryTexture = glGetUniformLocation(m_shaderProgram, "uni_PrimaryTexture");
- uni_SecondaryTexture = glGetUniformLocation(m_shaderProgram, "uni_SecondaryTexture");
- uni_ShadowTexture = glGetUniformLocation(m_shaderProgram, "uni_ShadowTexture");
+ 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_PrimaryTextureEnabled = glGetUniformLocation(m_shaderProgram, "uni_PrimaryTextureEnabled");
- uni_SecondaryTextureEnabled = glGetUniformLocation(m_shaderProgram, "uni_SecondaryTextureEnabled");
- uni_ShadowTextureEnabled = glGetUniformLocation(m_shaderProgram, "uni_ShadowTextureEnabled");
+ glUniform1i(uni.primaryTexture, 0);
+ glUniform1i(uni.secondaryTexture, 1);
+ glUniform1i(uni.shadowTexture, 2);
- uni_FogEnabled = glGetUniformLocation(m_shaderProgram, "uni_FogEnabled");
- uni_FogRange = glGetUniformLocation(m_shaderProgram, "uni_FogRange");
- uni_FogColor = glGetUniformLocation(m_shaderProgram, "uni_FogColor");
+ glUniform1i(uni.textureEnabled[0], 0);
+ glUniform1i(uni.textureEnabled[1], 0);
+ glUniform1i(uni.textureEnabled[2], 0);
- uni_AlphaTestEnabled = glGetUniformLocation(m_shaderProgram, "uni_AlphaTestEnabled");
- uni_AlphaReference = glGetUniformLocation(m_shaderProgram, "uni_AlphaReference");
+ glUniform4f(uni.ambientColor, 0.4f, 0.4f, 0.4f, 1.0f);
+ glUniform4f(uni.diffuseColor, 0.8f, 0.8f, 0.8f, 1.0f);
+ glUniform4f(uni.specularColor, 0.3f, 0.3f, 0.3f, 1.0f);
- uni_ShadowColor = glGetUniformLocation(m_shaderProgram, "uni_ShadowColor");
+ glUniform1i(uni.fogEnabled, 0);
+ glUniform2f(uni.fogRange, 100.0f, 200.0f);
+ glUniform4f(uni.fogColor, 0.8f, 0.8f, 0.8f, 1.0f);
- uni_SmoothShading = glGetUniformLocation(m_shaderProgram, "uni_SmoothShading");
- uni_LightingEnabled = glGetUniformLocation(m_shaderProgram, "uni_LightingEnabled");
+ glUniform1f(uni.shadowColor, 0.5f);
- uni_AmbientColor = glGetUniformLocation(m_shaderProgram, "uni_AmbientColor");
- uni_DiffuseColor = glGetUniformLocation(m_shaderProgram, "uni_DiffuseColor");
- uni_SpecularColor = glGetUniformLocation(m_shaderProgram, "uni_SpecularColor");
+ glUniform1i(uni.alphaTestEnabled, 0);
+ glUniform1f(uni.alphaReference, 1.0f);
+
+ glUniform1i(uni.lightingEnabled, 0);
+
+ for (int i = 0; i < 8; i++)
+ glUniform1i(uni.lights[i].enabled, 0);
+ }
+
+ // Obtain uniform locations for interface program
+ glUseProgram(m_interfaceProgram);
- GLchar name[64];
- for (int i = 0; i < 8; i++)
{
- sprintf(name, "uni_Light[%d].Enabled", i);
- uni_Light[i].Enabled = glGetUniformLocation(m_shaderProgram, 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");
+
+ uni.primaryTexture = glGetUniformLocation(m_interfaceProgram, "uni_Texture");
- sprintf(name, "uni_Light[%d].Position", i);
- uni_Light[i].Position = glGetUniformLocation(m_shaderProgram, name);
+ uni.textureEnabled[0] = glGetUniformLocation(m_interfaceProgram, "uni_TextureEnabled");
+ uni.textureEnabled[1] = -1;
+ uni.textureEnabled[2] = -1;
- sprintf(name, "uni_Light[%d].Ambient", i);
- uni_Light[i].Ambient = glGetUniformLocation(m_shaderProgram, name);
+ // Set default uniform values
+ Math::Matrix matrix;
+ matrix.LoadIdentity();
- sprintf(name, "uni_Light[%d].Diffuse", i);
- uni_Light[i].Diffuse = glGetUniformLocation(m_shaderProgram, 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());
- sprintf(name, "uni_Light[%d].Specular", i);
- uni_Light[i].Specular = glGetUniformLocation(m_shaderProgram, name);
+ glUniform1i(uni.primaryTexture, 0);
- sprintf(name, "uni_Light[%d].Attenuation", i);
- uni_Light[i].Attenuation = glGetUniformLocation(m_shaderProgram, name);
+ glUniform1i(uni.textureEnabled[0], 0);
}
- // Set default uniform values
- Math::Matrix matrix;
- matrix.LoadIdentity();
+ // Obtain uniform locations for shadow program
+ glUseProgram(m_shadowProgram);
- 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());
+ {
+ 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");
+
+ uni.primaryTexture = glGetUniformLocation(m_shadowProgram, "uni_Texture");
- glUniform1i(uni_PrimaryTexture, 0);
- glUniform1i(uni_SecondaryTexture, 1);
- glUniform1i(uni_ShadowTexture, 2);
+ uni.textureEnabled[0] = glGetUniformLocation(m_shadowProgram, "uni_TextureEnabled");
+ uni.textureEnabled[1] = -1;
+ uni.textureEnabled[2] = -1;
- glUniform1i(uni_PrimaryTextureEnabled, 0);
- glUniform1i(uni_SecondaryTextureEnabled, 0);
- glUniform1i(uni_ShadowTextureEnabled, 0);
+ uni.alphaTestEnabled = glGetUniformLocation(m_shadowProgram, "uni_AlphaTestEnabled");
+ uni.alphaReference = glGetUniformLocation(m_shadowProgram, "uni_AlphaReference");
- glUniform4f(uni_AmbientColor, 0.4f, 0.4f, 0.4f, 1.0f);
- glUniform4f(uni_DiffuseColor, 0.8f, 0.8f, 0.8f, 1.0f);
- glUniform4f(uni_SpecularColor, 0.3f, 0.3f, 0.3f, 1.0f);
+ // Set default uniform values
+ Math::Matrix matrix;
+ matrix.LoadIdentity();
- glUniform1i(uni_FogEnabled, 0);
- glUniform2f(uni_FogRange, 100.0f, 200.0f);
- glUniform4f(uni_FogColor, 0.8f, 0.8f, 0.8f, 1.0f);
+ glUniformMatrix4fv(uni.projectionMatrix, 1, GL_FALSE, matrix.Array());
+ glUniformMatrix4fv(uni.viewMatrix, 1, GL_FALSE, matrix.Array());
+ glUniformMatrix4fv(uni.modelMatrix, 1, GL_FALSE, matrix.Array());
- glUniform1f(uni_ShadowColor, 0.5f);
+ glUniform1i(uni.primaryTexture, 0);
- glUniform1i(uni_AlphaTestEnabled, 0);
- glUniform1f(uni_AlphaReference, 1.0f);
+ glUniform1i(uni.textureEnabled[0], 0);
- glUniform1i(uni_LightingEnabled, 0);
+ glUniform1i(uni.alphaTestEnabled, 0);
+ glUniform1f(uni.alphaReference, 1.0f);
+ }
- for (int i = 0; i < 8; i++)
- glUniform1i(uni_Light[i].Enabled, 0);
+ SetRenderMode(RENDER_MODE_NORMAL);
// create default framebuffer object
FramebufferParams framebufferParams;
@@ -395,6 +534,8 @@ bool CGL33Device::Create()
glBufferData(GL_ARRAY_BUFFER, m_bufferSize, nullptr, GL_STREAM_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
+ m_vboMemory += m_bufferSize;
+
GetLogger()->Info("CDevice created successfully\n");
return true;
@@ -404,7 +545,9 @@ void CGL33Device::Destroy()
{
// delete shader program
glUseProgram(0);
- glDeleteProgram(m_shaderProgram);
+ glDeleteProgram(m_normalProgram);
+ glDeleteProgram(m_interfaceProgram);
+ glDeleteProgram(m_shadowProgram);
// delete framebuffers
for (auto& framebuffer : m_framebuffers)
@@ -420,6 +563,8 @@ void CGL33Device::Destroy()
glDeleteVertexArrays(1, &m_auxiliaryVAO);
glDeleteBuffers(1, &m_buffer);
+ m_vboMemory -= m_bufferSize;
+
m_lights.clear();
m_lightsEnabled.clear();
@@ -451,9 +596,9 @@ void CGL33Device::BeginScene()
{
Clear();
- glUniformMatrix4fv(uni_ProjectionMatrix, 1, GL_FALSE, m_projectionMat.Array());
- glUniformMatrix4fv(uni_ViewMatrix, 1, GL_FALSE, m_viewMat.Array());
- glUniformMatrix4fv(uni_ModelMatrix, 1, GL_FALSE, m_worldMat.Array());
+ glUniformMatrix4fv(m_uni->projectionMatrix, 1, GL_FALSE, m_projectionMat.Array());
+ glUniformMatrix4fv(m_uni->viewMatrix, 1, GL_FALSE, m_viewMat.Array());
+ glUniformMatrix4fv(m_uni->modelMatrix, 1, GL_FALSE, m_worldMat.Array());
}
void CGL33Device::EndScene()
@@ -468,7 +613,28 @@ void CGL33Device::Clear()
void CGL33Device::SetRenderMode(RenderMode mode)
{
- // TODO: implement
+ 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);
+ return;
+ }
+
+ m_uni = &m_uniforms[m_mode];
+
+ UpdateRenderingMode();
}
void CGL33Device::SetTransform(TransformType type, const Math::Matrix &matrix)
@@ -476,7 +642,7 @@ void CGL33Device::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_uni->modelMatrix, 1, GL_FALSE, m_worldMat.Array());
m_modelviewMat = Math::MultiplyMatrices(m_viewMat, m_worldMat);
m_combinedMatrix = Math::MultiplyMatrices(m_projectionMat, m_modelviewMat);
@@ -487,7 +653,7 @@ void CGL33Device::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_uni->normalMatrix, 1, GL_TRUE, normalMat.Array());
}
else if (type == TRANSFORM_VIEW)
{
@@ -498,7 +664,7 @@ void CGL33Device::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_uni->viewMatrix, 1, GL_FALSE, m_viewMat.Array());
}
else if (type == TRANSFORM_PROJECTION)
{
@@ -506,12 +672,12 @@ void CGL33Device::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_uni->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_uni->shadowMatrix, 1, GL_FALSE, temp.Array());
}
else
{
@@ -523,9 +689,9 @@ void CGL33Device::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_uni->ambientColor, 1, m_material.ambient.Array());
+ glUniform4fv(m_uni->diffuseColor, 1, m_material.diffuse.Array());
+ glUniform4fv(m_uni->specularColor, 1, m_material.specular.Array());
}
int CGL33Device::GetMaxLightCount()
@@ -540,18 +706,20 @@ void CGL33Device::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);
+ LightLocations &uni = m_uni->lights[index];
+
+ glUniform4fv(uni.ambient, 1, light.ambient.Array());
+ glUniform4fv(uni.diffuse, 1, light.diffuse.Array());
+ glUniform4fv(uni.specular, 1, light.specular.Array());
+ glUniform3f(uni.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(uni.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(uni.position, light.position.x, light.position.y, light.position.z, 1.0f);
}
// TODO: add spotlight params
@@ -608,7 +776,7 @@ void CGL33Device::SetLightEnabled(int index, bool enabled)
m_lightsEnabled[index] = enabled;
- glUniform1i(uni_Light[index].Enabled, enabled ? 1 : 0);
+ glUniform1i(m_uni->lights[index].enabled, enabled ? 1 : 0);
}
/** If image is invalid, returns invalid texture.
@@ -1486,6 +1654,7 @@ unsigned int CGL33Device::CreateStaticBuffer(PrimitiveType primitiveType, const
BindVBO(info.vbo);
glBufferData(GL_ARRAY_BUFFER, info.size, vertices, GL_STATIC_DRAW);
+ m_vboMemory += info.size;
// Vertex coordinate
glEnableVertexAttribArray(0);
@@ -1531,6 +1700,7 @@ unsigned int CGL33Device::CreateStaticBuffer(PrimitiveType primitiveType, const
BindVBO(info.vbo);
glBufferData(GL_ARRAY_BUFFER, info.size, vertices, GL_STATIC_DRAW);
+ m_vboMemory += info.size;
// Vertex coordinate
glEnableVertexAttribArray(0);
@@ -1574,6 +1744,7 @@ unsigned int CGL33Device::CreateStaticBuffer(PrimitiveType primitiveType, const
BindVBO(info.vbo);
glBufferData(GL_ARRAY_BUFFER, info.size, vertices, GL_STATIC_DRAW);
+ m_vboMemory += info.size;
// Vertex coordinate
glEnableVertexAttribArray(0);
@@ -1624,7 +1795,9 @@ void CGL33Device::UpdateStaticBuffer(unsigned int bufferId, PrimitiveType primit
{
CLogger::GetInstance().Debug("Resizing static buffer: %d->%d\n", info.size, size);
glBufferData(GL_ARRAY_BUFFER, size, vertices, GL_STATIC_DRAW);
+ m_vboMemory -= info.size;
info.size = size;
+ m_vboMemory += info.size;
}
else
{
@@ -1681,7 +1854,9 @@ void CGL33Device::UpdateStaticBuffer(unsigned int bufferId, PrimitiveType primit
{
CLogger::GetInstance().Debug("Resizing static buffer: %d->%d\n", info.size, size);
glBufferData(GL_ARRAY_BUFFER, size, vertices, GL_STATIC_DRAW);
+ m_vboMemory -= info.size;
info.size = size;
+ m_vboMemory += info.size;
}
else
{
@@ -1738,7 +1913,9 @@ void CGL33Device::UpdateStaticBuffer(unsigned int bufferId, PrimitiveType primit
{
CLogger::GetInstance().Debug("Resizing static buffer: %d->%d\n", info.size, size);
glBufferData(GL_ARRAY_BUFFER, size, vertices, GL_STATIC_DRAW);
+ m_vboMemory -= info.size;
info.size = size;
+ m_vboMemory += info.size;
}
else
{
@@ -1800,6 +1977,8 @@ void CGL33Device::DestroyStaticBuffer(unsigned int bufferId)
if (m_currentVBO == info.vbo)
BindVBO(0);
+ m_vboMemory -= info.size;
+
glDeleteBuffers(1, &info.vbo);
glDeleteVertexArrays(1, &info.vao);
@@ -1900,19 +2079,19 @@ void CGL33Device::SetRenderState(RenderState state, bool enabled)
{
m_lighting = enabled;
- glUniform1i(uni_LightingEnabled, enabled ? 1 : 0);
+ glUniform1i(m_uni->lightingEnabled, enabled ? 1 : 0);
return;
}
else if (state == RENDER_STATE_FOG)
{
- glUniform1i(uni_FogEnabled, enabled ? 1 : 0);
+ glUniform1i(m_uni->fogEnabled, enabled ? 1 : 0);
return;
}
else if (state == RENDER_STATE_ALPHA_TEST)
{
- glUniform1i(uni_AlphaTestEnabled, enabled ? 1 : 0);
+ glUniform1i(m_uni->alphaTestEnabled, enabled ? 1 : 0);
return;
}
@@ -1951,7 +2130,7 @@ void CGL33Device::SetDepthBias(float factor, float units)
void CGL33Device::SetAlphaTestFunc(CompFunc func, float refValue)
{
- glUniform1f(uni_AlphaReference, refValue);
+ glUniform1f(m_uni->alphaReference, refValue);
}
void CGL33Device::SetBlendFunc(BlendFunc srcBlend, BlendFunc dstBlend)
@@ -1973,8 +2152,8 @@ void CGL33Device::SetFogParams(FogMode mode, const Color &color, float start, fl
{
// TODO: reimplement
- glUniform2f(uni_FogRange, start, end);
- glUniform4f(uni_FogColor, color.r, color.g, color.b, color.a);
+ glUniform2f(m_uni->fogRange, start, end);
+ glUniform4f(m_uni->fogColor, color.r, color.g, color.b, color.a);
/*
if (mode == FOG_LINEAR) glFogi(GL_FOG_MODE, GL_LINEAR);
@@ -2000,12 +2179,12 @@ void CGL33Device::SetCullMode(CullMode mode)
void CGL33Device::SetShadeModel(ShadeModel model)
{
- glUniform1i(uni_SmoothShading, (model == SHADE_SMOOTH ? 1 : 0));
+ //glUniform1i(uni_SmoothShading, (model == SHADE_SMOOTH ? 1 : 0));
}
void CGL33Device::SetShadowColor(float value)
{
- glUniform1f(uni_ShadowColor, value);
+ glUniform1f(m_uni->shadowColor, value);
}
void CGL33Device::SetFillMode(FillMode mode)
@@ -2075,13 +2254,13 @@ void CGL33Device::DeleteFramebuffer(std::string name)
void CGL33Device::UpdateRenderingMode()
{
bool enabled = m_texturesEnabled[0] && m_currentTextures[0].id != 0;
- glUniform1i(uni_PrimaryTextureEnabled, enabled ? 1 : 0);
+ glUniform1i(m_uni->textureEnabled[0], enabled ? 1 : 0);
enabled = m_texturesEnabled[1] && m_currentTextures[1].id != 0;
- glUniform1i(uni_SecondaryTextureEnabled, enabled ? 1 : 0);
+ glUniform1i(m_uni->textureEnabled[1], enabled ? 1 : 0);
enabled = m_texturesEnabled[2] && m_currentTextures[2].id != 0;
- glUniform1i(uni_ShadowTextureEnabled, enabled ? 1 : 0);
+ glUniform1i(m_uni->textureEnabled[2], enabled ? 1 : 0);
}
inline void CGL33Device::BindVBO(GLuint vbo)
diff --git a/src/graphics/opengl/gl33device.h b/src/graphics/opengl/gl33device.h
index 5bcdbec..051f7a4 100644
--- a/src/graphics/opengl/gl33device.h
+++ b/src/graphics/opengl/gl33device.h
@@ -261,11 +261,20 @@ private:
//! Currently bound VAO
GLuint m_currentVAO = 0;
+ //! Total memory allocated in textures
+ unsigned long m_textureMemory = 0;
+ //! Total memory allocated in VBOs
+ unsigned long m_vboMemory = 0;
+
//! Map of framebuffers
std::map<std::string, std::unique_ptr<CFramebuffer>> m_framebuffers;
- //! Shader program
- GLuint m_shaderProgram = 0;
+ //! 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;
//! true enables per-pixel lighting
bool m_perPixelLighting = false;
@@ -278,76 +287,12 @@ private:
//! Dynamic buffer offset
unsigned int m_bufferOffset = 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;
-
- GLint uni_PrimaryTextureEnabled = 0;
- GLint uni_SecondaryTextureEnabled = 0;
- GLint uni_ShadowTextureEnabled = 0;
-
- // Fog parameters
- //! true enables fog
- GLint uni_FogEnabled = 0;
- //! Fog range
- GLint uni_FogRange = 0;
- //! Fog color
- GLint uni_FogColor = 0;
-
- // Alpha test parameters
- //! true enables alpha test
- GLint uni_AlphaTestEnabled = 0;
- //! Alpha test reference value
- GLint uni_AlphaReference = 0;
-
- //! Shadow color
- GLint uni_ShadowColor = 0;
-
- // Lighting parameters
- GLint uni_SmoothShading = 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];
+ //! Current mode
+ unsigned int m_mode = 0;
+ //! Uniform locations for all modes
+ UniformLocations m_uniforms[3];
+ //! Uniform locations for current mode
+ UniformLocations* m_uni = nullptr;
};
} // namespace Gfx
diff --git a/src/graphics/opengl/gldevice.cpp b/src/graphics/opengl/gldevice.cpp
index 67a6ed0..481f921 100644
--- a/src/graphics/opengl/gldevice.cpp
+++ b/src/graphics/opengl/gldevice.cpp
@@ -182,7 +182,11 @@ bool CGLDevice::Create()
return false;
}
- GetLogger()->Info("OpenGL %d.%d\n", glMajor, glMinor);
+ const char* version = reinterpret_cast<const char*>(glGetString(GL_VERSION));
+ const char* renderer = reinterpret_cast<const char*>(glGetString(GL_RENDERER));
+
+ GetLogger()->Info("OpenGL %s\n", version);
+ GetLogger()->Info("%s\n", renderer);
// Detect multitexture support
m_multitextureAvailable = glewIsSupported("GL_ARB_multitexture GL_ARB_texture_env_combine");
diff --git a/src/graphics/opengl/glutil.cpp b/src/graphics/opengl/glutil.cpp
index cd80134..b8aa712 100644
--- a/src/graphics/opengl/glutil.cpp
+++ b/src/graphics/opengl/glutil.cpp
@@ -28,7 +28,9 @@
#include <physfs.h>
#include <cstring>
+#include <vector>
#include <sstream>
+#include <algorithm>
// Graphics module namespace
namespace Gfx
@@ -93,13 +95,77 @@ int GetOpenGLVersion()
int GetOpenGLVersion(int &major, int &minor)
{
- const char *version = reinterpret_cast<const char*>(glGetString(GL_VERSION));
-
- sscanf(version, "%d.%d", &major, &minor);
+ glGetIntegerv(GL_MAJOR_VERSION, &major);
+ glGetIntegerv(GL_MINOR_VERSION, &minor);
return 10 * major + minor;
}
+bool AreExtensionsSupported(std::string list)
+{
+ // Extract extensions to find
+ std::vector<std::string> extensions;
+ std::stringstream stream(list);
+
+ std::string value;
+
+ while (true)
+ {
+ stream >> value;
+
+ if (stream.eof())
+ break;
+
+ extensions.push_back(value);
+ }
+
+ int version = GetOpenGLVersion();
+
+ // Use glGetString
+ if (version < 30)
+ {
+ const char* text = reinterpret_cast<const char*>(glGetString(GL_EXTENSIONS));
+
+ stream = std::stringstream(text);
+
+ while (!extensions.empty())
+ {
+ stream >> value;
+
+ if (stream.eof())
+ break;
+
+ auto result = std::remove(extensions.begin(), extensions.end(), value);
+
+ if (result != extensions.end())
+ extensions.erase(result);
+ }
+ }
+ // Use glGetStringi
+ else
+ {
+ int n;
+ glGetIntegerv(GL_NUM_EXTENSIONS, &n);
+
+ for (int i = 0; i < n; i++)
+ {
+ const char* name = reinterpret_cast<const char*>(glGetStringi(GL_EXTENSIONS, i));
+ value = std::string(name);
+
+ auto result = std::remove(extensions.begin(), extensions.end(), value);
+
+ if (result != extensions.end())
+ extensions.erase(result);
+
+ if (extensions.empty())
+ break;
+ }
+ }
+
+ // Return true if found all required extensions
+ return extensions.empty();
+}
+
std::string GetHardwareInfo(bool full)
{
int glversion = GetOpenGLVersion();
diff --git a/src/graphics/opengl/glutil.h b/src/graphics/opengl/glutil.h
index 6ee9de8..8f96d8d 100644
--- a/src/graphics/opengl/glutil.h
+++ b/src/graphics/opengl/glutil.h
@@ -60,6 +60,8 @@ int GetOpenGLVersion();
// \return First digit is major part, second digit is minor part.
int GetOpenGLVersion(int &major, int &minor);
+bool AreExtensionsSupported(std::string extensions);
+
//! Returns information about graphics card
std::string GetHardwareInfo(bool full = false);
@@ -104,4 +106,74 @@ private:
std::unique_ptr<CGLFrameBufferPixels> GetGLFrameBufferPixels(Math::IntPoint size);
+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;
+};
+
+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;
+
+ LightLocations lights[8] = {};
+};
+
} // namespace Gfx
diff --git a/src/graphics/opengl/shaders/fragment_shader_33_interface.glsl b/src/graphics/opengl/shaders/fragment_shader_33_interface.glsl
new file mode 100644
index 0000000..6d64f4d
--- /dev/null
+++ b/src/graphics/opengl/shaders/fragment_shader_33_interface.glsl
@@ -0,0 +1,45 @@
+/*
+ * 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 RENDERING
+#version 330 core
+
+uniform sampler2D uni_Texture;
+
+uniform bool uni_TextureEnabled;
+
+in VertexData
+{
+ vec4 Color;
+ vec2 TexCoord;
+} data;
+
+out vec4 out_FragColor;
+
+void main()
+{
+ if (uni_TextureEnabled)
+ {
+ out_FragColor = data.Color * texture(uni_Texture, data.TexCoord);
+ }
+ else
+ {
+ out_FragColor = data.Color;
+ }
+}
diff --git a/src/graphics/opengl/shaders/fragment_shader_33_pervertex.glsl b/src/graphics/opengl/shaders/fragment_shader_33_pervertex.glsl
index e8461bc..89df06b 100644
--- a/src/graphics/opengl/shaders/fragment_shader_33_pervertex.glsl
+++ b/src/graphics/opengl/shaders/fragment_shader_33_pervertex.glsl
@@ -18,7 +18,7 @@
*/
// FRAGMENT SHADER - PER-VERTEX LIGHTING
-#version 330
+#version 330 core
uniform sampler2D uni_PrimaryTexture;
uniform sampler2D uni_SecondaryTexture;
diff --git a/src/graphics/opengl/shaders/fragment_shader_33_shadow.glsl b/src/graphics/opengl/shaders/fragment_shader_33_shadow.glsl
new file mode 100644
index 0000000..6f895e1
--- /dev/null
+++ b/src/graphics/opengl/shaders/fragment_shader_33_shadow.glsl
@@ -0,0 +1,53 @@
+/*
+ * 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 RENDERING
+#version 330 core
+
+uniform sampler2D uni_Texture;
+
+uniform bool uni_TextureEnabled;
+
+uniform bool uni_AlphaTestEnabled;
+uniform float uni_AlphaReference;
+
+in VertexData
+{
+ vec2 TexCoord;
+} data;
+
+out vec4 out_FragColor;
+
+void main()
+{
+ float alpha = 1.0f;
+
+ if (uni_TextureEnabled)
+ {
+ alpha *= texture(uni_Texture, data.TexCoord).a;
+ }
+
+ if (uni_AlphaTestEnabled)
+ {
+ if(alpha < uni_AlphaReference)
+ discard;
+ }
+
+ out_FragColor = vec4(1.0f);
+}
diff --git a/src/graphics/opengl/shaders/vertex_shader_33_interface.glsl b/src/graphics/opengl/shaders/vertex_shader_33_interface.glsl
new file mode 100644
index 0000000..1bf6845
--- /dev/null
+++ b/src/graphics/opengl/shaders/vertex_shader_33_interface.glsl
@@ -0,0 +1,45 @@
+/*
+ * 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 RENDERING
+#version 330 core
+
+uniform mat4 uni_ProjectionMatrix;
+uniform mat4 uni_ViewMatrix;
+uniform mat4 uni_ModelMatrix;
+
+layout(location = 0) in vec4 in_VertexCoord;
+layout(location = 1) in vec3 in_Normal;
+layout(location = 2) in vec4 in_Color;
+layout(location = 3) in vec2 in_TexCoord0;
+layout(location = 4) in vec2 in_TexCoord1;
+
+out VertexData
+{
+ vec4 Color;
+ vec2 TexCoord;
+} data;
+
+void main()
+{
+ gl_Position = uni_ProjectionMatrix * uni_ViewMatrix * uni_ModelMatrix * in_VertexCoord;
+
+ data.Color = in_Color;
+ data.TexCoord = in_TexCoord0;
+}
diff --git a/src/graphics/opengl/shaders/vertex_shader_33_pervertex.glsl b/src/graphics/opengl/shaders/vertex_shader_33_pervertex.glsl
index eb764c3..6d95109 100644
--- a/src/graphics/opengl/shaders/vertex_shader_33_pervertex.glsl
+++ b/src/graphics/opengl/shaders/vertex_shader_33_pervertex.glsl
@@ -18,7 +18,7 @@
*/
// VERTEX SHADER - PER-VERTEX LIGHTING
-#version 330
+#version 330 core
struct LightParams
{
diff --git a/src/graphics/opengl/shaders/vertex_shader_33_shadow.glsl b/src/graphics/opengl/shaders/vertex_shader_33_shadow.glsl
new file mode 100644
index 0000000..18e31bd
--- /dev/null
+++ b/src/graphics/opengl/shaders/vertex_shader_33_shadow.glsl
@@ -0,0 +1,43 @@
+/*
+ * 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 RENDERING
+#version 330 core
+
+uniform mat4 uni_ProjectionMatrix;
+uniform mat4 uni_ViewMatrix;
+uniform mat4 uni_ModelMatrix;
+
+layout(location = 0) in vec4 in_VertexCoord;
+layout(location = 1) in vec3 in_Normal;
+layout(location = 2) in vec4 in_Color;
+layout(location = 3) in vec2 in_TexCoord0;
+layout(location = 4) in vec2 in_TexCoord1;
+
+out VertexData
+{
+ vec2 TexCoord;
+} data;
+
+void main()
+{
+ gl_Position = uni_ProjectionMatrix * uni_ViewMatrix * uni_ModelMatrix * in_VertexCoord;
+
+ data.TexCoord = in_TexCoord0;
+}
--
Alioth's /usr/local/bin/git-commit-notice on /srv/git.debian.org/git/pkg-games/colobot.git
More information about the Pkg-games-commits
mailing list