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GLSLBumpProgram.cpp
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GLSLBumpProgram.cpp
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#include "GLSLBumpProgram.h"
#include "../GLProgramFactory.h"
#include "itextstream.h"
#include "igame.h"
#include "string/convert.h"
#include "debugging/gl.h"
#include "math/Matrix4.h"
namespace render
{
namespace
{
// Lightscale registry path
const char* LOCAL_RKEY_LIGHTSCALE = "/defaults/lightScale";
// Filenames of shader code
const char* BUMP_VP_FILENAME = "interaction_vp.glsl";
const char* BUMP_FP_FILENAME = "interaction_fp.glsl";
}
// Main construction
void GLSLBumpProgram::create()
{
// Initialise the lightScale value
game::IGamePtr currentGame = GlobalGameManager().currentGame();
xml::NodeList scaleList = currentGame->getLocalXPath(LOCAL_RKEY_LIGHTSCALE);
if (!scaleList.empty())
{
_lightScale = string::convert<double>(scaleList[0].getContent());
}
else {
_lightScale = 1.0;
}
// Create the program object
rConsole() << "[renderer] Creating GLSL bump program" << std::endl;
_programObj = GLProgramFactory::createGLSLProgram(
BUMP_VP_FILENAME, BUMP_FP_FILENAME
);
// Bind vertex attribute locations and link the program
glBindAttribLocation(_programObj, ATTR_TEXCOORD, "attr_TexCoord0");
glBindAttribLocation(_programObj, ATTR_TANGENT, "attr_Tangent");
glBindAttribLocation(_programObj, ATTR_BITANGENT, "attr_Bitangent");
glBindAttribLocation(_programObj, ATTR_NORMAL, "attr_Normal");
glLinkProgram(_programObj);
debug::assertNoGlErrors();
// Set the uniform locations to the correct bound values
_locLightOrigin = glGetUniformLocation(_programObj, "u_light_origin");
_locLightColour = glGetUniformLocation(_programObj, "u_light_color");
_locViewOrigin = glGetUniformLocation(_programObj, "u_view_origin");
_locLightScale = glGetUniformLocation(_programObj, "u_light_scale");
_locVColScale = glGetUniformLocation(_programObj, "u_vcol_scale");
_locVColOffset = glGetUniformLocation(_programObj, "u_vcol_offset");
// Set up the texture uniforms. The renderer uses fixed texture units for
// particular textures, so make sure they are correct here.
// Texture 0 - diffuse
// Texture 1 - bump
// Texture 2 - specular
// Texture 3 - XY attenuation map
// Texture 4 - Z attenuation map
glUseProgram(_programObj);
debug::assertNoGlErrors();
GLint samplerLoc;
samplerLoc = glGetUniformLocation(_programObj, "u_diffusemap");
glUniform1i(samplerLoc, 0);
samplerLoc = glGetUniformLocation(_programObj, "u_bumpmap");
glUniform1i(samplerLoc, 1);
samplerLoc = glGetUniformLocation(_programObj, "u_specularmap");
glUniform1i(samplerLoc, 2);
samplerLoc = glGetUniformLocation(_programObj, "u_attenuationmap_xy");
glUniform1i(samplerLoc, 3);
samplerLoc = glGetUniformLocation(_programObj, "u_attenuationmap_z");
glUniform1i(samplerLoc, 4);
debug::assertNoGlErrors();
glUseProgram(0);
debug::assertNoGlErrors();
}
void GLSLBumpProgram::destroy()
{
glDeleteProgram(_programObj);
debug::assertNoGlErrors();
}
void GLSLBumpProgram::enable()
{
glUseProgram(_programObj);
glEnableVertexAttribArrayARB(ATTR_TEXCOORD);
glEnableVertexAttribArrayARB(ATTR_TANGENT);
glEnableVertexAttribArrayARB(ATTR_BITANGENT);
glEnableVertexAttribArrayARB(ATTR_NORMAL);
debug::assertNoGlErrors();
}
void GLSLBumpProgram::disable()
{
glUseProgram(0);
glDisableVertexAttribArrayARB(ATTR_TEXCOORD);
glDisableVertexAttribArrayARB(ATTR_TANGENT);
glDisableVertexAttribArrayARB(ATTR_BITANGENT);
glDisableVertexAttribArrayARB(ATTR_NORMAL);
debug::assertNoGlErrors();
}
void GLSLBumpProgram::applyRenderParams(const Vector3& viewer,
const Matrix4& objectToWorld,
const Params& parms)
{
Matrix4 worldToObject(objectToWorld);
worldToObject.invert();
// Calculate the light origin in object space
Vector3 localLight = worldToObject.transformPoint(parms.lightOrigin);
Matrix4 local2light(parms.world2Light);
local2light.multiplyBy(objectToWorld); // local->world->light
// Set lighting parameters in the shader
glUniform3f(
_locViewOrigin, viewer.x(), viewer.y(), viewer.z()
);
glUniform3f(
_locLightOrigin, localLight.x(), localLight.y(), localLight.z()
);
glUniform3f(
_locLightColour,
parms.lightColour.x(), parms.lightColour.y(), parms.lightColour.z()
);
glUniform1f(_locLightScale, _lightScale);
// Set vertex colour parameters
if (parms.invertVertexColour)
{
glUniform1f(_locVColScale, -1.0f);
glUniform1f(_locVColOffset, 1.0f);
}
else
{
glUniform1f(_locVColScale, 1.0f);
glUniform1f(_locVColOffset, 0.0f);
}
glActiveTexture(GL_TEXTURE3);
glClientActiveTexture(GL_TEXTURE3);
glMatrixMode(GL_TEXTURE);
glLoadMatrixd(local2light);
glMatrixMode(GL_MODELVIEW);
debug::assertNoGlErrors();
}
}