void gr_opengl_start_instance_matrix(const vec3d *offset, const matrix *rotation) { Assert( GL_htl_projection_matrix_set ); Assert( GL_htl_view_matrix_set ); if (offset == NULL) { offset = &vmd_zero_vector; } if (rotation == NULL) { rotation = &vmd_identity_matrix; } GL_CHECK_FOR_ERRORS("start of start_instance_matrix()"); vec3d axis; float ang; vm_matrix_to_rot_axis_and_angle(rotation, &ang, &axis); GL_model_matrix_stack.push(offset, rotation); matrix4 model_matrix = GL_model_matrix_stack.get_transform(); vm_matrix4_x_matrix4(&GL_model_view_matrix, &GL_view_matrix, &model_matrix); GL_CHECK_FOR_ERRORS("end of start_instance_matrix()"); GL_modelview_matrix_depth++; }
// set a view and projection matrix for a 2D element // TODO: this probably needs to accept values void gr_set_2d_matrix(/*int x, int y, int w, int h*/) { // don't bother with this if we aren't even going to need it if (!gr_htl_projection_matrix_set) { return; } Assert( htl_2d_matrix_set == 0 ); Assert( htl_2d_matrix_depth == 0 ); // the viewport needs to be the full screen size since glOrtho() is relative to it gr_set_viewport(0, 0, gr_screen.max_w, gr_screen.max_h); gr_last_projection_matrix = gr_projection_matrix; // the top and bottom positions are reversed on purpose, but RTT needs them the other way if (gr_screen.rendering_to_texture != -1) { create_orthographic_projection_matrix(&gr_projection_matrix, 0, i2fl(gr_screen.max_w), 0, i2fl(gr_screen.max_h), -1, 1); } else { create_orthographic_projection_matrix(&gr_projection_matrix, 0, i2fl(gr_screen.max_w), i2fl(gr_screen.max_h), 0, -1, 1); } matrix4 identity_mat; vm_matrix4_set_identity(&identity_mat); gr_model_matrix_stack.push_and_replace(identity_mat); gr_last_view_matrix = gr_view_matrix; gr_view_matrix = identity_mat; vm_matrix4_x_matrix4(&gr_model_view_matrix, &gr_view_matrix, &identity_mat); htl_2d_matrix_set = true; htl_2d_matrix_depth++; }
void gr_end_instance_matrix() { Assert(htl_view_matrix_set); gr_model_matrix_stack.pop(); auto model_matrix = gr_model_matrix_stack.get_transform(); vm_matrix4_x_matrix4(&gr_model_view_matrix, &gr_view_matrix, &model_matrix); modelview_matrix_depth--; }
void gr_opengl_end_instance_matrix() { Assert(GL_htl_projection_matrix_set); Assert(GL_htl_view_matrix_set); GL_model_matrix_stack.pop(); matrix4 model_matrix = GL_model_matrix_stack.get_transform(); vm_matrix4_x_matrix4(&GL_model_view_matrix, &GL_view_matrix, &model_matrix); GL_modelview_matrix_depth--; }
void gr_pop_scale_matrix() { if (!scale_matrix_set) return; gr_model_matrix_stack.pop(); auto model_matrix = gr_model_matrix_stack.get_transform(); vm_matrix4_x_matrix4(&gr_model_view_matrix, &gr_view_matrix, &model_matrix); modelview_matrix_depth--; scale_matrix_set = false; }
void gr_opengl_pop_scale_matrix() { if (!GL_scale_matrix_set) return; GL_model_matrix_stack.pop(); matrix4 model_matrix = GL_model_matrix_stack.get_transform(); vm_matrix4_x_matrix4(&GL_model_view_matrix, &GL_view_matrix, &model_matrix); GL_modelview_matrix_depth--; GL_scale_matrix_set = false; }
void gr_push_scale_matrix(const vec3d *scale_factor) { if ( (scale_factor->xyz.x == 1) && (scale_factor->xyz.y == 1) && (scale_factor->xyz.z == 1) ) return; scale_matrix_set = true; modelview_matrix_depth++; gr_model_matrix_stack.push(NULL, NULL, scale_factor); auto model_matrix = gr_model_matrix_stack.get_transform(); vm_matrix4_x_matrix4(&gr_model_view_matrix, &gr_view_matrix, &model_matrix); }
void gr_opengl_push_scale_matrix(const vec3d *scale_factor) { if ( (scale_factor->xyz.x == 1) && (scale_factor->xyz.y == 1) && (scale_factor->xyz.z == 1) ) return; GL_scale_matrix_set = true; GL_modelview_matrix_depth++; GL_model_matrix_stack.push(NULL, NULL, scale_factor); matrix4 model_matrix = GL_model_matrix_stack.get_transform(); vm_matrix4_x_matrix4(&GL_model_view_matrix, &GL_view_matrix, &model_matrix); }
// ends a previously set 2d view and projection matrix void gr_end_2d_matrix() { if (!htl_2d_matrix_set) return; Assert( htl_2d_matrix_depth == 1 ); // reset viewport to what it was originally set to by the proj matrix gr_set_viewport(gr_screen.offset_x, (gr_screen.max_h - gr_screen.offset_y - gr_screen.clip_height), gr_screen.clip_width, gr_screen.clip_height); gr_projection_matrix = gr_last_projection_matrix; gr_model_matrix_stack.pop(); gr_view_matrix = gr_last_view_matrix; auto model_matrix = gr_model_matrix_stack.get_transform(); vm_matrix4_x_matrix4(&gr_model_view_matrix, &gr_view_matrix, &model_matrix); htl_2d_matrix_set = false; htl_2d_matrix_depth = 0; }
// ends a previously set 2d view and projection matrix void gr_opengl_end_2d_matrix() { if (!GL_htl_2d_matrix_set) return; Assert( GL_htl_2d_matrix_depth == 1 ); // reset viewport to what it was originally set to by the proj matrix glViewport(gr_screen.offset_x, (gr_screen.max_h - gr_screen.offset_y - gr_screen.clip_height), gr_screen.clip_width, gr_screen.clip_height); GL_projection_matrix = GL_last_projection_matrix; GL_model_matrix_stack.pop(); GL_view_matrix = GL_last_view_matrix; matrix4 model_matrix = GL_model_matrix_stack.get_transform(); vm_matrix4_x_matrix4(&GL_model_view_matrix, &GL_view_matrix, &model_matrix); GL_htl_2d_matrix_set = 0; GL_htl_2d_matrix_depth = 0; }
void gr_start_instance_matrix(const vec3d *offset, const matrix *rotation) { Assert( htl_view_matrix_set ); if (offset == NULL) { offset = &vmd_zero_vector; } if (rotation == NULL) { rotation = &vmd_identity_matrix; } vec3d axis; float ang; vm_matrix_to_rot_axis_and_angle(rotation, &ang, &axis); gr_model_matrix_stack.push(offset, rotation); auto model_matrix = gr_model_matrix_stack.get_transform(); vm_matrix4_x_matrix4(&gr_model_view_matrix, &gr_view_matrix, &model_matrix); modelview_matrix_depth++; }
void convert_model_material(model_uniform_data* data_out, const model_material& material, const matrix4& model_transform, const vec3d& scale, size_t transform_buffer_offset) { auto shader_flags = material.get_shader_flags(); Assertion(gr_model_matrix_stack.depth() == 1, "Uniform conversion does not respect previous transforms! " "Model matrix stack must be empty!"); matrix4 scaled_matrix = model_transform; scale_matrix(scaled_matrix, scale); data_out->modelMatrix = scaled_matrix; data_out->viewMatrix = gr_view_matrix; vm_matrix4_x_matrix4(&data_out->modelViewMatrix, &data_out->viewMatrix, &data_out->modelMatrix); data_out->projMatrix = gr_projection_matrix; data_out->textureMatrix = gr_texture_matrix; data_out->color = material.get_color(); if (shader_flags & SDR_FLAG_MODEL_ANIMATED) { data_out->anim_timer = material.get_animated_effect_time(); data_out->effect_num = material.get_animated_effect(); data_out->vpwidth = 1.0f / i2fl(gr_screen.max_w); data_out->vpheight = 1.0f / i2fl(gr_screen.max_h); } if (shader_flags & SDR_FLAG_MODEL_CLIP) { if (material.is_clipped()) { auto& clip_info = material.get_clip_plane(); data_out->use_clip_plane = true; vec4 clip_equation; clip_equation.xyzw.x = clip_info.normal.xyz.x; clip_equation.xyzw.y = clip_info.normal.xyz.y; clip_equation.xyzw.z = clip_info.normal.xyz.z; clip_equation.xyzw.w = -vm_vec_dot(&clip_info.normal, &clip_info.position); data_out->clip_equation = clip_equation; } else { data_out->use_clip_plane = false; } } if (shader_flags & SDR_FLAG_MODEL_LIGHT) { int num_lights = MIN(Num_active_gr_lights, (int)graphics::MAX_UNIFORM_LIGHTS); data_out->n_lights = num_lights; std::copy(std::begin(gr_light_uniforms), std::end(gr_light_uniforms), std::begin(data_out->lights)); float light_factor = material.get_light_factor(); data_out->diffuseFactor.xyz.x = gr_light_color[0] * light_factor; data_out->diffuseFactor.xyz.y = gr_light_color[1] * light_factor; data_out->diffuseFactor.xyz.z = gr_light_color[2] * light_factor; data_out->ambientFactor.xyz.x = gr_light_ambient[0]; data_out->ambientFactor.xyz.y = gr_light_ambient[1]; data_out->ambientFactor.xyz.z = gr_light_ambient[2]; if (material.get_light_factor() > 0.25f && !Cmdline_no_emissive) { data_out->emissionFactor.xyz.x = gr_light_emission[0]; data_out->emissionFactor.xyz.y = gr_light_emission[1]; data_out->emissionFactor.xyz.z = gr_light_emission[2]; } else { data_out->emissionFactor.xyz.x = gr_light_zero[0]; data_out->emissionFactor.xyz.y = gr_light_zero[1]; data_out->emissionFactor.xyz.z = gr_light_zero[2]; } if (Gloss_override_set) { data_out->defaultGloss = Gloss_override; } else { data_out->defaultGloss = 0.6f; } } if (shader_flags & SDR_FLAG_MODEL_DIFFUSE_MAP) { if (material.is_desaturated()) { data_out->desaturate = 1; } else { data_out->desaturate = 0; } if (Basemap_color_override_set) { data_out->overrideDiffuse = 1; data_out->diffuseClr.xyz.x = Basemap_color_override[0]; data_out->diffuseClr.xyz.y = Basemap_color_override[1]; data_out->diffuseClr.xyz.z = Basemap_color_override[2]; } else { data_out->overrideDiffuse = 0; } switch (material.get_blend_mode()) { case ALPHA_BLEND_PREMULTIPLIED: data_out->blend_alpha = 1; break; case ALPHA_BLEND_ADDITIVE: data_out->blend_alpha = 2; break; default: data_out->blend_alpha = 0; break; } data_out->sBasemapIndex = bm_get_array_index(material.get_texture_map(TM_BASE_TYPE)); } if (shader_flags & SDR_FLAG_MODEL_GLOW_MAP) { if (Glowmap_color_override_set) { data_out->overrideGlow = 1; data_out->glowClr.xyz.x = Glowmap_color_override[0]; data_out->glowClr.xyz.y = Glowmap_color_override[1]; data_out->glowClr.xyz.z = Glowmap_color_override[2]; } else { data_out->overrideGlow = 0; } data_out->sGlowmapIndex = bm_get_array_index(material.get_texture_map(TM_GLOW_TYPE)); } if (shader_flags & SDR_FLAG_MODEL_SPEC_MAP) { if (Specmap_color_override_set) { data_out->overrideSpec = 1; data_out->specClr.xyz.x = Specmap_color_override[0]; data_out->specClr.xyz.y = Specmap_color_override[1]; data_out->specClr.xyz.z = Specmap_color_override[2]; } else { data_out->overrideSpec = 0; } if (material.get_texture_map(TM_SPEC_GLOSS_TYPE) > 0) { data_out->sSpecmapIndex = bm_get_array_index(material.get_texture_map(TM_SPEC_GLOSS_TYPE)); data_out->gammaSpec = 1; if (Gloss_override_set) { data_out->alphaGloss = 0; } else { data_out->alphaGloss = 1; } } else { data_out->sSpecmapIndex = bm_get_array_index(material.get_texture_map(TM_SPECULAR_TYPE)); data_out->gammaSpec = 0; data_out->alphaGloss = 0; } if (shader_flags & SDR_FLAG_MODEL_ENV_MAP) { if (material.get_texture_map(TM_SPEC_GLOSS_TYPE) > 0 || Gloss_override_set) { data_out->envGloss = 1; } else { data_out->envGloss = 0; } data_out->envMatrix = gr_env_texture_matrix; } } if ( shader_flags & SDR_FLAG_MODEL_NORMAL_MAP ) { data_out->sNormalmapIndex = bm_get_array_index(material.get_texture_map(TM_NORMAL_TYPE)); } if ( shader_flags & SDR_FLAG_MODEL_AMBIENT_MAP ) { data_out->sAmbientmapIndex = bm_get_array_index(material.get_texture_map(TM_AMBIENT_TYPE)); } if ( shader_flags & SDR_FLAG_MODEL_MISC_MAP ) { data_out->sMiscmapIndex = bm_get_array_index(material.get_texture_map(TM_MISC_TYPE)); } if (shader_flags & SDR_FLAG_MODEL_SHADOWS) { data_out->shadow_mv_matrix = Shadow_view_matrix; for (size_t i = 0; i < MAX_SHADOW_CASCADES; ++i) { data_out->shadow_proj_matrix[i] = Shadow_proj_matrix[i]; } data_out->veryneardist = Shadow_cascade_distances[0]; data_out->neardist = Shadow_cascade_distances[1]; data_out->middist = Shadow_cascade_distances[2]; data_out->fardist = Shadow_cascade_distances[3]; } if (shader_flags & SDR_FLAG_MODEL_SHADOW_MAP) { for (size_t i = 0; i < MAX_SHADOW_CASCADES; ++i) { data_out->shadow_proj_matrix[i] = Shadow_proj_matrix[i]; } } if (shader_flags & SDR_FLAG_MODEL_TRANSFORM) { data_out->buffer_matrix_offset = (int) transform_buffer_offset; } // 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 (shader_flags & SDR_FLAG_MODEL_TEAMCOLOR) { auto& tm_clr = material.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; data_out->stripe_color = stripe_color; data_out->base_color = base_color; } if (shader_flags & SDR_FLAG_MODEL_THRUSTER) { data_out->thruster_scale = material.get_thrust_scale(); } if (shader_flags & SDR_FLAG_MODEL_FOG) { material::fog fog_params = material.get_fog(); if (fog_params.enabled) { data_out->fogStart = fog_params.dist_near; data_out->fogScale = 1.0f / (fog_params.dist_far - fog_params.dist_near); data_out->fogColor.xyzw.x = i2fl(fog_params.r) / 255.0f; data_out->fogColor.xyzw.y = i2fl(fog_params.g) / 255.0f; data_out->fogColor.xyzw.z = i2fl(fog_params.b) / 255.0f; data_out->fogColor.xyzw.w = 1.0f; } } if (shader_flags & SDR_FLAG_MODEL_NORMAL_ALPHA) { data_out->normalAlphaMinMax.x = material.get_normal_alpha_min(); data_out->normalAlphaMinMax.y = material.get_normal_alpha_max(); } if (shader_flags & SDR_FLAG_MODEL_NORMAL_EXTRUDE) { data_out->extrudeWidth = material.get_normal_extrude_width(); } }