示例#1
0
void SMFRenderStateGLSL::Enable(const CSMFGroundDrawer* smfGroundDrawer, const DrawPass::e&) {
	if (useLuaShaders) {
		// use raw, GLSLProgramObject::Enable also calls RecompileIfNeeded
		glUseProgram(glslShaders[GLSL_SHADER_CURRENT]->GetObjID());
		// diffuse textures are always bound (SMFGroundDrawer::SetupBigSquare)
		glActiveTexture(GL_TEXTURE0);
		return;
	}

	const CSMFReadMap* smfMap = smfGroundDrawer->GetReadMap();
	const GL::LightHandler* cLightHandler = smfGroundDrawer->GetLightHandler();
	      GL::LightHandler* mLightHandler = const_cast<GL::LightHandler*>(cLightHandler); // XXX

	glslShaders[GLSL_SHADER_CURRENT]->SetFlag("HAVE_SHADOWS", shadowHandler->ShadowsLoaded());
	glslShaders[GLSL_SHADER_CURRENT]->SetFlag("HAVE_INFOTEX", infoTextureHandler->IsEnabled());

	glslShaders[GLSL_SHADER_CURRENT]->Enable();
	glslShaders[GLSL_SHADER_CURRENT]->SetUniform("mapHeights", readMap->GetCurrMinHeight(), readMap->GetCurrMaxHeight());
	glslShaders[GLSL_SHADER_CURRENT]->SetUniform3v("cameraPos", &camera->GetPos()[0]);
	glslShaders[GLSL_SHADER_CURRENT]->SetUniformMatrix4x4("shadowMat", false, shadowHandler->GetShadowMatrixRaw());
	glslShaders[GLSL_SHADER_CURRENT]->SetUniform4v("shadowParams", &(shadowHandler->GetShadowParams().x));
	glslShaders[GLSL_SHADER_CURRENT]->SetUniform("infoTexIntensityMul", float(infoTextureHandler->GetMode() == "metal") + 1.0f);

	// already on the MV stack at this point
	glLoadIdentity();
	mLightHandler->Update(glslShaders[GLSL_SHADER_CURRENT]);
	glMultMatrixf(camera->GetViewMatrix());

	if (shadowHandler->ShadowsLoaded())
		shadowHandler->SetupShadowTexSampler(GL_TEXTURE4);

	glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, smfMap->GetDetailTexture());
	glActiveTexture(GL_TEXTURE5); glBindTexture(GL_TEXTURE_2D, smfMap->GetNormalsTexture());
	glActiveTexture(GL_TEXTURE6); glBindTexture(GL_TEXTURE_2D, smfMap->GetSpecularTexture());
	glActiveTexture(GL_TEXTURE7); glBindTexture(GL_TEXTURE_2D, smfMap->GetSplatDetailTexture());
	glActiveTexture(GL_TEXTURE8); glBindTexture(GL_TEXTURE_2D, smfMap->GetSplatDistrTexture());
	glActiveTexture(GL_TEXTURE9); glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, cubeMapHandler->GetSkyReflectionTextureID());
	glActiveTexture(GL_TEXTURE10); glBindTexture(GL_TEXTURE_2D, smfMap->GetSkyReflectModTexture());
	glActiveTexture(GL_TEXTURE11); glBindTexture(GL_TEXTURE_2D, smfMap->GetBlendNormalsTexture());
	glActiveTexture(GL_TEXTURE12); glBindTexture(GL_TEXTURE_2D, smfMap->GetLightEmissionTexture());
	glActiveTexture(GL_TEXTURE13); glBindTexture(GL_TEXTURE_2D, smfMap->GetParallaxHeightTexture());
	glActiveTexture(GL_TEXTURE14); glBindTexture(GL_TEXTURE_2D, infoTextureHandler->GetCurrentInfoTexture());

	for (int i = 0; i < CSMFReadMap::NUM_SPLAT_DETAIL_NORMALS; i++) {
		if (smfMap->GetSplatNormalTexture(i) != 0) {
			glActiveTexture(GL_TEXTURE15 + i); glBindTexture(GL_TEXTURE_2D, smfMap->GetSplatNormalTexture(i));
		}
	}

	glActiveTexture(GL_TEXTURE0);
}
示例#2
0
void SMFRenderStateGLSL::Enable(const CSMFGroundDrawer* smfGroundDrawer, const DrawPass::e& drawPass) {
	if (useLuaShaders) {
		// use raw, GLSLProgramObject::Enable also calls RecompileIfNeeded
		glUseProgram(glslShaders[GLSL_SHADER_CURRENT]->GetObjID());
		// diffuse textures are always bound (SMFGroundDrawer::SetupBigSquare)
		glActiveTexture(GL_TEXTURE0);
		return;
	}

	Shader::IProgramObject* shader = glslShaders[GLSL_SHADER_CURRENT];

	const CSMFReadMap* smfMap = smfGroundDrawer->GetReadMap();

	const GL::LightHandler* cLightHandler = smfGroundDrawer->GetLightHandler();
	      GL::LightHandler* mLightHandler = const_cast<GL::LightHandler*>(cLightHandler); // XXX

	const float3 cameraPos = camera->GetPos();
	const float3 fogParams = {sky->fogStart, sky->fogEnd, globalRendering->viewRange};
	const float2 mapParams = {readMap->GetCurrMinHeight(), readMap->GetCurrMaxHeight()};

	shader->SetFlag("HAVE_SHADOWS", shadowHandler->ShadowsLoaded());
	shader->SetFlag("HAVE_INFOTEX", infoTextureHandler->IsEnabled());

	shader->Enable();
	shader->SetUniform2v<const char*, float>("mapHeights", &mapParams.x);
	shader->SetUniform3v<const char*, float>("cameraPos", &cameraPos.x);
	shader->SetUniformMatrix4x4<const char*, float>("viewMat", false, camera->GetViewMatrix());
	shader->SetUniformMatrix4x4<const char*, float>("viewMatInv", false, camera->GetViewMatrixInverse());
	shader->SetUniformMatrix4x4<const char*, float>("viewProjMat", false, camera->GetViewProjectionMatrix());
	shader->SetUniformMatrix4x4<const char*, float>("shadowMat", false, shadowHandler->GetShadowViewMatrix());
	shader->SetUniform4v<const char*, float>("shadowParams", shadowHandler->GetShadowParams());
	shader->SetUniform3v<const char*, float>("fogParams", &fogParams.x);
	shader->SetUniform<const char*, float>("infoTexIntensityMul", float(infoTextureHandler->InMetalMode()) + 1.0f);

	if (cLightHandler->NumConfigLights() > 0) {
		mLightHandler->Update();
		shader->SetUniform4v<const char*, float>("fwdDynLights", cLightHandler->NumUniformVecs(), cLightHandler->GetRawLightDataPtr());
	}

	switch (drawPass) {
		case DrawPass::WaterReflection: { shader->SetUniform4v<const char*, float>("clipPlane", IWater::MapReflClipPlane()); } break;
		case DrawPass::WaterRefraction: { shader->SetUniform4v<const char*, float>("clipPlane", IWater::MapRefrClipPlane()); } break;
		default: {} break;
	}

	if (shadowHandler->ShadowsLoaded())
		shadowHandler->SetupShadowTexSampler(GL_TEXTURE4);

	glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, smfMap->GetDetailTexture());
	glActiveTexture(GL_TEXTURE5); glBindTexture(GL_TEXTURE_2D, smfMap->GetNormalsTexture());
	glActiveTexture(GL_TEXTURE6); glBindTexture(GL_TEXTURE_2D, smfMap->GetSpecularTexture());
	glActiveTexture(GL_TEXTURE7); glBindTexture(GL_TEXTURE_2D, smfMap->GetSplatDetailTexture());
	glActiveTexture(GL_TEXTURE8); glBindTexture(GL_TEXTURE_2D, smfMap->GetSplatDistrTexture());
	glActiveTexture(GL_TEXTURE9); glBindTexture(GL_TEXTURE_CUBE_MAP, cubeMapHandler->GetSkyReflectionTextureID());
	glActiveTexture(GL_TEXTURE10); glBindTexture(GL_TEXTURE_2D, smfMap->GetSkyReflectModTexture());
	glActiveTexture(GL_TEXTURE11); glBindTexture(GL_TEXTURE_2D, smfMap->GetBlendNormalsTexture());
	glActiveTexture(GL_TEXTURE12); glBindTexture(GL_TEXTURE_2D, smfMap->GetLightEmissionTexture());
	glActiveTexture(GL_TEXTURE13); glBindTexture(GL_TEXTURE_2D, smfMap->GetParallaxHeightTexture());
	glActiveTexture(GL_TEXTURE14); glBindTexture(GL_TEXTURE_2D, infoTextureHandler->GetCurrentInfoTexture());

	for (int i = 0; i < CSMFReadMap::NUM_SPLAT_DETAIL_NORMALS; i++) {
		if (smfMap->GetSplatNormalTexture(i) != 0) {
			glActiveTexture(GL_TEXTURE15 + i); glBindTexture(GL_TEXTURE_2D, smfMap->GetSplatNormalTexture(i));
		}
	}

	glActiveTexture(GL_TEXTURE0);
}