void opengl_tnl_set_model_material(model_material *material_info) { float u_scale, v_scale; int render_pass = 0; opengl_tnl_set_material(material_info, false); if ( GL_state.CullFace() ) { GL_state.FrontFaceValue(GL_CW); } gr_opengl_set_center_alpha(material_info->get_center_alpha()); Assert( Current_shader->shader == SDR_TYPE_MODEL ); GL_state.Texture.SetShaderMode(GL_TRUE); Current_shader->program->Uniforms.setUniformMatrix4f("modelViewMatrix", GL_model_view_matrix); Current_shader->program->Uniforms.setUniformMatrix4f("modelMatrix", GL_model_matrix_stack.get_transform()); Current_shader->program->Uniforms.setUniformMatrix4f("viewMatrix", GL_view_matrix); Current_shader->program->Uniforms.setUniformMatrix4f("projMatrix", GL_projection_matrix); Current_shader->program->Uniforms.setUniformMatrix4f("textureMatrix", GL_texture_matrix); vec4 clr = material_info->get_color(); Current_shader->program->Uniforms.setUniform4f("color", clr); if ( Current_shader->flags & SDR_FLAG_MODEL_ANIMATED ) { Current_shader->program->Uniforms.setUniformf("anim_timer", material_info->get_animated_effect_time()); Current_shader->program->Uniforms.setUniformi("effect_num", material_info->get_animated_effect()); Current_shader->program->Uniforms.setUniformf("vpwidth", 1.0f / gr_screen.max_w); Current_shader->program->Uniforms.setUniformf("vpheight", 1.0f / gr_screen.max_h); } if ( Current_shader->flags & SDR_FLAG_MODEL_CLIP ) { bool clip = material_info->is_clipped(); if ( clip ) { material::clip_plane &clip_info = material_info->get_clip_plane(); Current_shader->program->Uniforms.setUniformi("use_clip_plane", 1); Current_shader->program->Uniforms.setUniform3f("clip_normal", clip_info.normal); Current_shader->program->Uniforms.setUniform3f("clip_position", clip_info.position); } else { Current_shader->program->Uniforms.setUniformi("use_clip_plane", 0); } } if ( Current_shader->flags & SDR_FLAG_MODEL_LIGHT ) { int num_lights = MIN(Num_active_gl_lights, GL_max_lights) - 1; float light_factor = material_info->get_light_factor(); Current_shader->program->Uniforms.setUniformi("n_lights", num_lights); Current_shader->program->Uniforms.setUniform4fv("lightPosition", GL_max_lights, opengl_light_uniforms.Position); Current_shader->program->Uniforms.setUniform3fv("lightDirection", GL_max_lights, opengl_light_uniforms.Direction); Current_shader->program->Uniforms.setUniform3fv("lightDiffuseColor", GL_max_lights, opengl_light_uniforms.Diffuse_color); Current_shader->program->Uniforms.setUniform3fv("lightSpecColor", GL_max_lights, opengl_light_uniforms.Spec_color); Current_shader->program->Uniforms.setUniform1iv("lightType", GL_max_lights, opengl_light_uniforms.Light_type); Current_shader->program->Uniforms.setUniform1fv("lightAttenuation", GL_max_lights, opengl_light_uniforms.Attenuation); if ( !material_info->get_center_alpha() ) { Current_shader->program->Uniforms.setUniform3f("diffuseFactor", GL_light_color[0] * light_factor, GL_light_color[1] * light_factor, GL_light_color[2] * light_factor); Current_shader->program->Uniforms.setUniform3f("ambientFactor", GL_light_ambient[0], GL_light_ambient[1], GL_light_ambient[2]); } else { //Current_shader->program->Uniforms.setUniform3f("diffuseFactor", GL_light_true_zero[0], GL_light_true_zero[1], GL_light_true_zero[2]); //Current_shader->program->Uniforms.setUniform3f("ambientFactor", GL_light_true_zero[0], GL_light_true_zero[1], GL_light_true_zero[2]); Current_shader->program->Uniforms.setUniform3f("diffuseFactor", GL_light_color[0] * light_factor, GL_light_color[1] * light_factor, GL_light_color[2] * light_factor); Current_shader->program->Uniforms.setUniform3f("ambientFactor", GL_light_ambient[0], GL_light_ambient[1], GL_light_ambient[2]); } if ( material_info->get_light_factor() > 0.25f && !Cmdline_no_emissive ) { Current_shader->program->Uniforms.setUniform3f("emissionFactor", GL_light_emission[0], GL_light_emission[1], GL_light_emission[2]); } else { Current_shader->program->Uniforms.setUniform3f("emissionFactor", GL_light_zero[0], GL_light_zero[1], GL_light_zero[2]); } Current_shader->program->Uniforms.setUniformf("specPower", Cmdline_ogl_spec); if ( Gloss_override_set ) { Current_shader->program->Uniforms.setUniformf("defaultGloss", Gloss_override); } else { Current_shader->program->Uniforms.setUniformf("defaultGloss", 0.6f); // add user configurable default gloss in the command line later } } if ( Current_shader->flags & SDR_FLAG_MODEL_DIFFUSE_MAP ) { Current_shader->program->Uniforms.setUniformi("sBasemap", render_pass); if ( material_info->is_desaturated() ) { Current_shader->program->Uniforms.setUniformi("desaturate", 1); } else { Current_shader->program->Uniforms.setUniformi("desaturate", 0); } if ( Basemap_color_override_set ) { Current_shader->program->Uniforms.setUniformi("overrideDiffuse", 1); Current_shader->program->Uniforms.setUniform3f("diffuseClr", Basemap_color_override[0], Basemap_color_override[1], Basemap_color_override[2]); } else { Current_shader->program->Uniforms.setUniformi("overrideDiffuse", 0); } switch ( material_info->get_blend_mode() ) { case ALPHA_BLEND_PREMULTIPLIED: Current_shader->program->Uniforms.setUniformi("blend_alpha", 1); break; case ALPHA_BLEND_ADDITIVE: Current_shader->program->Uniforms.setUniformi("blend_alpha", 2); break; default: Current_shader->program->Uniforms.setUniformi("blend_alpha", 0); break; } gr_opengl_tcache_set(material_info->get_texture_map(TM_BASE_TYPE), TCACHE_TYPE_NORMAL, &u_scale, &v_scale, render_pass); ++render_pass; } if ( Current_shader->flags & SDR_FLAG_MODEL_GLOW_MAP ) { Current_shader->program->Uniforms.setUniformi("sGlowmap", render_pass); if ( Glowmap_color_override_set ) { Current_shader->program->Uniforms.setUniformi("overrideGlow", 1); Current_shader->program->Uniforms.setUniform3f("glowClr", Glowmap_color_override[0], Glowmap_color_override[1], Glowmap_color_override[2]); } else { Current_shader->program->Uniforms.setUniformi("overrideGlow", 0); } gr_opengl_tcache_set(material_info->get_texture_map(TM_GLOW_TYPE), TCACHE_TYPE_NORMAL, &u_scale, &v_scale, render_pass); ++render_pass; } if ( Current_shader->flags & SDR_FLAG_MODEL_SPEC_MAP ) { Current_shader->program->Uniforms.setUniformi("sSpecmap", render_pass); if ( Specmap_color_override_set ) { Current_shader->program->Uniforms.setUniformi("overrideSpec", 1); Current_shader->program->Uniforms.setUniform3f("specClr", Specmap_color_override[0], Specmap_color_override[1], Specmap_color_override[2]); } else { Current_shader->program->Uniforms.setUniformi("overrideSpec", 0); } if ( material_info->get_texture_map(TM_SPEC_GLOSS_TYPE) > 0 ) { gr_opengl_tcache_set(material_info->get_texture_map(TM_SPEC_GLOSS_TYPE), TCACHE_TYPE_NORMAL, &u_scale, &v_scale, render_pass); Current_shader->program->Uniforms.setUniformi("gammaSpec", 1); if ( Gloss_override_set ) { Current_shader->program->Uniforms.setUniformi("alphaGloss", 0); } else { Current_shader->program->Uniforms.setUniformi("alphaGloss", 1); } } else { gr_opengl_tcache_set(material_info->get_texture_map(TM_SPECULAR_TYPE), TCACHE_TYPE_NORMAL, &u_scale, &v_scale, render_pass); Current_shader->program->Uniforms.setUniformi("gammaSpec", 0); Current_shader->program->Uniforms.setUniformi("alphaGloss", 0); } ++render_pass; if ( Current_shader->flags & SDR_FLAG_MODEL_ENV_MAP ) { matrix4 texture_mat; for ( int i = 0; i < 16; ++i ) { texture_mat.a1d[i] = GL_env_texture_matrix[i]; } if ( material_info->get_texture_map(TM_SPEC_GLOSS_TYPE) > 0 || Gloss_override_set ) { Current_shader->program->Uniforms.setUniformi("envGloss", 1); } else { Current_shader->program->Uniforms.setUniformi("envGloss", 0); } Current_shader->program->Uniforms.setUniformMatrix4f("envMatrix", texture_mat); Current_shader->program->Uniforms.setUniformi("sEnvmap", render_pass); gr_opengl_tcache_set(ENVMAP, TCACHE_TYPE_CUBEMAP, &u_scale, &v_scale, render_pass); ++render_pass; } } if ( Current_shader->flags & SDR_FLAG_MODEL_NORMAL_MAP ) { Current_shader->program->Uniforms.setUniformi("sNormalmap", render_pass); gr_opengl_tcache_set(material_info->get_texture_map(TM_NORMAL_TYPE), TCACHE_TYPE_NORMAL, &u_scale, &v_scale, render_pass); ++render_pass; } if ( Current_shader->flags & SDR_FLAG_MODEL_HEIGHT_MAP ) { Current_shader->program->Uniforms.setUniformi("sHeightmap", render_pass); gr_opengl_tcache_set(material_info->get_texture_map(TM_HEIGHT_TYPE), TCACHE_TYPE_NORMAL, &u_scale, &v_scale, render_pass); ++render_pass; } if ( Current_shader->flags & SDR_FLAG_MODEL_AMBIENT_MAP ) { Current_shader->program->Uniforms.setUniformi("sAmbientmap", render_pass); gr_opengl_tcache_set(material_info->get_texture_map(TM_AMBIENT_TYPE), TCACHE_TYPE_NORMAL, &u_scale, &v_scale, render_pass); ++render_pass; } if ( Current_shader->flags & SDR_FLAG_MODEL_MISC_MAP ) { Current_shader->program->Uniforms.setUniformi("sMiscmap", render_pass); gr_opengl_tcache_set(material_info->get_texture_map(TM_MISC_TYPE), TCACHE_TYPE_NORMAL, &u_scale, &v_scale, render_pass); ++render_pass; } if ( Current_shader->flags & SDR_FLAG_MODEL_SHADOWS ) { Current_shader->program->Uniforms.setUniformMatrix4f("shadow_mv_matrix", Shadow_view_matrix); Current_shader->program->Uniforms.setUniformMatrix4fv("shadow_proj_matrix", MAX_SHADOW_CASCADES, Shadow_proj_matrix); Current_shader->program->Uniforms.setUniformf("veryneardist", Shadow_cascade_distances[0]); Current_shader->program->Uniforms.setUniformf("neardist", Shadow_cascade_distances[1]); Current_shader->program->Uniforms.setUniformf("middist", Shadow_cascade_distances[2]); Current_shader->program->Uniforms.setUniformf("fardist", Shadow_cascade_distances[3]); Current_shader->program->Uniforms.setUniformi("shadow_map", render_pass); GL_state.Texture.SetActiveUnit(render_pass); GL_state.Texture.SetTarget(GL_TEXTURE_2D_ARRAY); GL_state.Texture.Enable(Shadow_map_texture); ++render_pass; // bump! } if ( Current_shader->flags & SDR_FLAG_MODEL_SHADOW_MAP ) { Current_shader->program->Uniforms.setUniformMatrix4fv("shadow_proj_matrix", MAX_SHADOW_CASCADES, Shadow_proj_matrix); } if ( Current_shader->flags & SDR_FLAG_MODEL_ANIMATED ) { Current_shader->program->Uniforms.setUniformi("sFramebuffer", render_pass); GL_state.Texture.SetActiveUnit(render_pass); GL_state.Texture.SetTarget(GL_TEXTURE_2D); if ( Scene_framebuffer_in_frame ) { GL_state.Texture.Enable(Scene_effect_texture); glDrawBuffer(GL_COLOR_ATTACHMENT0); } else { GL_state.Texture.Enable(Framebuffer_fallback_texture_id); } ++render_pass; } if ( Current_shader->flags & SDR_FLAG_MODEL_TRANSFORM ) { Current_shader->program->Uniforms.setUniformi("transform_tex", render_pass); Current_shader->program->Uniforms.setUniformi("buffer_matrix_offset", (int)GL_transform_buffer_offset); GL_state.Texture.SetActiveUnit(render_pass); GL_state.Texture.SetTarget(GL_TEXTURE_BUFFER); GL_state.Texture.Enable(opengl_get_transform_buffer_texture()); ++render_pass; } // Team colors are passed to the shader here, but the shader needs to handle their application. // By default, this is handled through the r and g channels of the misc map, but this can be changed // in the shader; test versions of this used the normal map r and b channels if ( Current_shader->flags & SDR_FLAG_MODEL_TEAMCOLOR ) { team_color &tm_clr = material_info->get_team_color(); vec3d stripe_color; vec3d base_color; stripe_color.xyz.x = tm_clr.stripe.r; stripe_color.xyz.y = tm_clr.stripe.g; stripe_color.xyz.z = tm_clr.stripe.b; base_color.xyz.x = tm_clr.base.r; base_color.xyz.y = tm_clr.base.g; base_color.xyz.z = tm_clr.base.b; Current_shader->program->Uniforms.setUniform3f("stripe_color", stripe_color); Current_shader->program->Uniforms.setUniform3f("base_color", base_color); if ( bm_has_alpha_channel(material_info->get_texture_map(TM_MISC_TYPE)) ) { Current_shader->program->Uniforms.setUniformi("team_glow_enabled", 1); } else { Current_shader->program->Uniforms.setUniformi("team_glow_enabled", 0); } } if ( Current_shader->flags & SDR_FLAG_MODEL_THRUSTER ) { Current_shader->program->Uniforms.setUniformf("thruster_scale", material_info->get_thrust_scale()); } if ( Current_shader->flags & SDR_FLAG_MODEL_FOG ) { material::fog fog_params = material_info->get_fog(); if ( fog_params.enabled ) { Current_shader->program->Uniforms.setUniformf("fogStart", fog_params.dist_near); Current_shader->program->Uniforms.setUniformf("fogScale", 1.0f / (fog_params.dist_far - fog_params.dist_near)); Current_shader->program->Uniforms.setUniform4f("fogColor", i2fl(fog_params.r) / 255.0f, i2fl(fog_params.g) / 255.0f, i2fl(fog_params.b) / 255.0f, 1.0f); } } if ( Current_shader->flags & SDR_FLAG_MODEL_NORMAL_ALPHA ) { Current_shader->program->Uniforms.setUniform2f("normalAlphaMinMax", material_info->get_normal_alpha_min(), material_info->get_normal_alpha_max()); } if ( Current_shader->flags & SDR_FLAG_MODEL_NORMAL_EXTRUDE ) { Current_shader->program->Uniforms.setUniformf("extrudeWidth", material_info->get_normal_extrude_width()); } if ( Deferred_lighting ) { // don't blend if we're drawing to the g-buffers GL_state.SetAlphaBlendMode(ALPHA_BLEND_NONE); } }
void opengl_setup_render_states(int &r, int &g, int &b, int &alpha, int &tmap_type, int flags, int is_scaler) { gr_texture_source texture_source = (gr_texture_source)(-1); gr_alpha_blend alpha_blend = (gr_alpha_blend)(-1); gr_zbuffer_type zbuffer_type = (gr_zbuffer_type)(-1); if (gr_zbuffering) { if ( is_scaler || (gr_screen.current_alphablend_mode == GR_ALPHABLEND_FILTER) ) { zbuffer_type = ZBUFFER_TYPE_READ; } else { zbuffer_type = ZBUFFER_TYPE_FULL; } } else { zbuffer_type = ZBUFFER_TYPE_NONE; } tmap_type = TCACHE_TYPE_NORMAL; if (flags & TMAP_FLAG_TEXTURED) { r = g = b = 255; } else { r = gr_screen.current_color.red; g = gr_screen.current_color.green; b = gr_screen.current_color.blue; } if (flags & TMAP_FLAG_BW_TEXTURE) { r = gr_screen.current_color.red; g = gr_screen.current_color.green; b = gr_screen.current_color.blue; } if ( gr_screen.current_alphablend_mode == GR_ALPHABLEND_FILTER ) { if ( (gr_screen.current_bitmap >= 0) && bm_has_alpha_channel(gr_screen.current_bitmap) ) { tmap_type = TCACHE_TYPE_XPARENT; alpha_blend = ALPHA_BLEND_ALPHA_BLEND_ALPHA; // Blend with screen pixel using src*alpha+dst float factor = gr_screen.current_alpha; if (factor >= 1.0f) { alpha = 255; } else { alpha = fl2i(gr_screen.current_alpha*255.0f); } } else { tmap_type = TCACHE_TYPE_NORMAL; alpha_blend = ALPHA_BLEND_ADDITIVE; // ALPHA_BLEND_ALPHA_ADDITIVE; // Blend with screen pixel using src*alpha+dst float factor = gr_screen.current_alpha; alpha = 255; if (factor < 1.0f) { r = fl2i(r * gr_screen.current_alpha); g = fl2i(g * gr_screen.current_alpha); b = fl2i(b * gr_screen.current_alpha); } } } else { alpha_blend = ALPHA_BLEND_ALPHA_BLEND_ALPHA; alpha = fl2i(gr_screen.current_alpha * 255.0f); } if (flags & TMAP_FLAG_TEXTURED) { // use nonfiltered textures for interface graphics if (flags & TMAP_FLAG_INTERFACE) { tmap_type = TCACHE_TYPE_INTERFACE; texture_source = TEXTURE_SOURCE_NO_FILTERING; } else { texture_source = TEXTURE_SOURCE_DECAL; } } else { texture_source = TEXTURE_SOURCE_NONE; } GL_state.SetTextureSource(texture_source); GL_state.SetAlphaBlendMode(alpha_blend); GL_state.SetZbufferType(zbuffer_type); }