celestia/src/celengine/renderglsl.cpp

670 lines
21 KiB
C++

// renderglsl.cpp
//
// Functions for rendering objects using dynamically generated GLSL shaders.
//
// Copyright (C) 2006-2007, Chris Laurel <claurel@shatters.net>
//
// 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 2
// of the License, or (at your option) any later version.
#include <algorithm>
#include <cstdio>
#include <cstring>
#include <cassert>
#ifndef _WIN32
#ifndef TARGET_OS_MAC
#include <config.h>
#endif
#endif /* _WIN32 */
#include <celutil/debug.h>
#include <celmath/frustum.h>
#include <celmath/distance.h>
#include <celmath/intersect.h>
#include <celutil/utf8.h>
#include <celutil/util.h>
#include "gl.h"
#include "astro.h"
#include "glext.h"
#include "vecgl.h"
#include "glshader.h"
#include "shadermanager.h"
#include "spheremesh.h"
#include "lodspheremesh.h"
#include "model.h"
#include "regcombine.h"
#include "vertexprog.h"
#include "texmanager.h"
#include "meshmanager.h"
#include "render.h"
#include "renderinfo.h"
#include "renderglsl.h"
using namespace std;
const double AtmosphereExtinctionThreshold = 0.05;
// Render a planet sphere with GLSL shaders
void renderSphere_GLSL(const RenderInfo& ri,
const LightingState& ls,
RingSystem* rings,
Atmosphere* atmosphere,
float cloudTexOffset,
float radius,
unsigned int textureRes,
int renderFlags,
const Mat4f& planetMat,
const Frustum& frustum,
const GLContext& context)
{
Texture* textures[MAX_SPHERE_MESH_TEXTURES] =
{ NULL, NULL, NULL, NULL, NULL, NULL };
unsigned int nTextures = 0;
glDisable(GL_LIGHTING);
ShaderProperties shadprop;
shadprop.nLights = min(ls.nLights, MaxShaderLights);
// Set up the textures used by this object
if (ri.baseTex != NULL)
{
shadprop.texUsage = ShaderProperties::DiffuseTexture;
textures[nTextures++] = ri.baseTex;
}
if (ri.bumpTex != NULL)
{
shadprop.texUsage |= ShaderProperties::NormalTexture;
textures[nTextures++] = ri.bumpTex;
if (ri.bumpTex->getFormatOptions() & Texture::DXT5NormalMap)
shadprop.texUsage |= ShaderProperties::CompressedNormalTexture;
}
if (ri.specularColor != Color::Black)
{
shadprop.lightModel = ShaderProperties::PerPixelSpecularModel;
if (ri.glossTex == NULL)
{
shadprop.texUsage |= ShaderProperties::SpecularInDiffuseAlpha;
}
else
{
shadprop.texUsage |= ShaderProperties::SpecularTexture;
textures[nTextures++] = ri.glossTex;
}
}
else if (ri.lunarLambert != 0.0f)
{
// TODO: Lunar-Lambert model and specular color should not be mutually exclusive
shadprop.lightModel = ShaderProperties::LunarLambertModel;
}
if (ri.nightTex != NULL)
{
shadprop.texUsage |= ShaderProperties::NightTexture;
textures[nTextures++] = ri.nightTex;
}
if (ri.overlayTex != NULL)
{
shadprop.texUsage |= ShaderProperties::OverlayTexture;
textures[nTextures++] = ri.overlayTex;
}
if (rings != NULL && (renderFlags & Renderer::ShowRingShadows) != 0)
{
Texture* ringsTex = rings->texture.find(textureRes);
if (ringsTex != NULL)
{
glx::glActiveTextureARB(GL_TEXTURE0_ARB + nTextures);
ringsTex->bind();
nTextures++;
// Tweak the texture--set clamp to border and a border color with
// a zero alpha.
float bc[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, bc);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,
GL_CLAMP_TO_BORDER_ARB);
glx::glActiveTextureARB(GL_TEXTURE0_ARB);
shadprop.texUsage |= ShaderProperties::RingShadowTexture;
}
}
if (atmosphere != NULL)
{
if (renderFlags & Renderer::ShowAtmospheres)
{
// Only use new atmosphere code in OpenGL 2.0 path when new style parameters are defined.
if (atmosphere->mieScaleHeight > 0.0f)
shadprop.texUsage |= ShaderProperties::Scattering;
}
if ((renderFlags & Renderer::ShowCloudMaps) != 0 &&
(renderFlags & Renderer::ShowCloudShadows) != 0)
{
Texture* cloudTex = NULL;
if (atmosphere->cloudTexture.tex[textureRes] != InvalidResource)
cloudTex = atmosphere->cloudTexture.find(textureRes);
// The current implementation of cloud shadows is not compatible
// with virtual or split textures.
bool allowCloudShadows = true;
for (unsigned int i = 0; i < nTextures; i++)
{
if (textures[i] != NULL &&
(textures[i]->getLODCount() > 1 ||
textures[i]->getUTileCount(0) > 1 ||
textures[i]->getVTileCount(0) > 1))
{
allowCloudShadows = false;
}
}
// Split cloud shadows can't cast shadows
if (cloudTex != NULL)
{
if (cloudTex->getLODCount() > 1 ||
cloudTex->getUTileCount(0) > 1 ||
cloudTex->getVTileCount(0) > 1)
{
allowCloudShadows = false;
}
}
if (cloudTex != NULL && allowCloudShadows)
{
shadprop.texUsage |= ShaderProperties::CloudShadowTexture;
textures[nTextures++] = cloudTex;
glx::glActiveTextureARB(GL_TEXTURE0_ARB + nTextures);
cloudTex->bind();
glx::glActiveTextureARB(GL_TEXTURE0_ARB);
}
}
}
// Set the shadow information.
// Track the total number of shadows; if there are too many, we'll have
// to fall back to multipass.
unsigned int totalShadows = 0;
for (unsigned int li = 0; li < ls.nLights; li++)
{
if (ls.shadows[li] && !ls.shadows[li]->empty())
{
unsigned int nShadows = (unsigned int) min((size_t) MaxShaderShadows, ls.shadows[li]->size());
shadprop.setShadowCountForLight(li, nShadows);
totalShadows += nShadows;
}
}
// Get a shader for the current rendering configuration
CelestiaGLProgram* prog = GetShaderManager().getShader(shadprop);
if (prog == NULL)
return;
prog->use();
#ifdef USE_HDR
prog->setLightParameters(ls, ri.color, ri.specularColor, Color::Black, ri.nightLightScale);
#else
prog->setLightParameters(ls, ri.color, ri.specularColor, Color::Black);
#endif
prog->eyePosition = ls.eyePos_obj;
prog->shininess = ri.specularPower;
if (shadprop.lightModel == ShaderProperties::LunarLambertModel)
prog->lunarLambert = ri.lunarLambert;
if (shadprop.texUsage & ShaderProperties::RingShadowTexture)
{
float ringWidth = rings->outerRadius - rings->innerRadius;
prog->ringRadius = rings->innerRadius / radius;
prog->ringWidth = radius / ringWidth;
}
if (shadprop.texUsage & ShaderProperties::CloudShadowTexture)
{
prog->shadowTextureOffset = cloudTexOffset;
prog->cloudHeight = 1.0f + atmosphere->cloudHeight / radius;
}
if (shadprop.hasScattering())
{
prog->setAtmosphereParameters(*atmosphere, radius, radius);
}
if (shadprop.shadowCounts != 0)
prog->setEclipseShadowParameters(ls, radius, planetMat);
glColor(ri.color);
unsigned int attributes = LODSphereMesh::Normals;
if (ri.bumpTex != NULL)
attributes |= LODSphereMesh::Tangents;
g_lodSphere->render(context,
attributes,
frustum, ri.pixWidth,
textures[0], textures[1], textures[2], textures[3]);
glx::glUseProgramObjectARB(0);
}
// Render a mesh object
void renderModel_GLSL(Model* model,
const RenderInfo& ri,
ResourceHandle texOverride,
const LightingState& ls,
const Atmosphere* atmosphere,
float radius,
int renderFlags,
const Mat4f& planetMat)
{
glDisable(GL_LIGHTING);
GLSL_RenderContext rc(ls, radius, planetMat);
if (renderFlags & Renderer::ShowAtmospheres)
{
rc.setAtmosphere(atmosphere);
}
rc.setPointScale(ri.pointScale);
// Handle extended material attributes (per model only, not per submesh)
rc.setLunarLambert(ri.lunarLambert);
// Handle material override; a texture specified in an ssc file will
// override all materials specified in the model file.
if (texOverride != InvalidResource)
{
Mesh::Material m;
m.diffuse = ri.color;
m.specular = ri.specularColor;
m.specularPower = ri.specularPower;
m.maps[Mesh::DiffuseMap] = texOverride;
rc.makeCurrent(m);
rc.lock();
}
model->render(rc);
glx::glUseProgramObjectARB(0);
}
// Render a mesh object unlit
void renderModel_GLSL_Unlit(Model* model,
const RenderInfo& ri,
ResourceHandle texOverride,
float radius,
int renderFlags,
const Mat4f& planetMat)
{
glDisable(GL_LIGHTING);
GLSLUnlit_RenderContext rc(radius);
rc.setPointScale(ri.pointScale);
// Handle material override; a texture specified in an ssc file will
// override all materials specified in the model file.
if (texOverride != InvalidResource)
{
Mesh::Material m;
m.diffuse = ri.color;
m.specular = ri.specularColor;
m.specularPower = ri.specularPower;
m.maps[Mesh::DiffuseMap] = texOverride;
rc.makeCurrent(m);
rc.lock();
}
model->render(rc);
glx::glUseProgramObjectARB(0);
}
// Render the cloud sphere for a world a cloud layer defined
void renderClouds_GLSL(const RenderInfo& ri,
const LightingState& ls,
Atmosphere* atmosphere,
Texture* cloudTex,
Texture* cloudNormalMap,
float texOffset,
RingSystem* rings,
float radius,
unsigned int textureRes,
int renderFlags,
const Mat4f& planetMat,
const Frustum& frustum,
const GLContext& context)
{
Texture* textures[MAX_SPHERE_MESH_TEXTURES] =
{ NULL, NULL, NULL, NULL, NULL, NULL };
unsigned int nTextures = 0;
glDisable(GL_LIGHTING);
ShaderProperties shadprop;
shadprop.nLights = ls.nLights;
// Set up the textures used by this object
if (cloudTex != NULL)
{
shadprop.texUsage = ShaderProperties::DiffuseTexture;
textures[nTextures++] = cloudTex;
}
if (cloudNormalMap != NULL)
{
shadprop.texUsage |= ShaderProperties::NormalTexture;
textures[nTextures++] = cloudNormalMap;
if (cloudNormalMap->getFormatOptions() & Texture::DXT5NormalMap)
shadprop.texUsage |= ShaderProperties::CompressedNormalTexture;
}
if (rings != NULL && (renderFlags & Renderer::ShowRingShadows) != 0)
{
Texture* ringsTex = rings->texture.find(textureRes);
if (ringsTex != NULL)
{
glx::glActiveTextureARB(GL_TEXTURE0_ARB + nTextures);
ringsTex->bind();
nTextures++;
// Tweak the texture--set clamp to border and a border color with
// a zero alpha.
float bc[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, bc);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,
GL_CLAMP_TO_BORDER_ARB);
glx::glActiveTextureARB(GL_TEXTURE0_ARB);
shadprop.texUsage |= ShaderProperties::RingShadowTexture;
}
}
if (atmosphere != NULL)
{
if (renderFlags & Renderer::ShowAtmospheres)
{
// Only use new atmosphere code in OpenGL 2.0 path when new style parameters are defined.
if (atmosphere->mieScaleHeight > 0.0f)
shadprop.texUsage |= ShaderProperties::Scattering;
}
}
// Set the shadow information.
// Track the total number of shadows; if there are too many, we'll have
// to fall back to multipass.
unsigned int totalShadows = 0;
for (unsigned int li = 0; li < ls.nLights; li++)
{
if (ls.shadows[li] && !ls.shadows[li]->empty())
{
unsigned int nShadows = (unsigned int) min((size_t) MaxShaderShadows, ls.shadows[li]->size());
shadprop.setShadowCountForLight(li, nShadows);
totalShadows += nShadows;
}
}
// Get a shader for the current rendering configuration
CelestiaGLProgram* prog = GetShaderManager().getShader(shadprop);
if (prog == NULL)
return;
prog->use();
prog->setLightParameters(ls, ri.color, ri.specularColor, Color::Black);
prog->eyePosition = ls.eyePos_obj;
prog->ambientColor = Vec3f(ri.ambientColor.red(), ri.ambientColor.green(),
ri.ambientColor.blue());
prog->textureOffset = texOffset;
float cloudRadius = radius + atmosphere->cloudHeight;
if (shadprop.hasScattering())
{
prog->setAtmosphereParameters(*atmosphere, radius, cloudRadius);
}
if (shadprop.texUsage & ShaderProperties::RingShadowTexture)
{
float ringWidth = rings->outerRadius - rings->innerRadius;
prog->ringRadius = rings->innerRadius / cloudRadius;
prog->ringWidth = 1.0f / (ringWidth / cloudRadius);
}
if (shadprop.shadowCounts != 0)
prog->setEclipseShadowParameters(ls, cloudRadius, planetMat);
unsigned int attributes = LODSphereMesh::Normals;
if (cloudNormalMap != NULL)
attributes |= LODSphereMesh::Tangents;
g_lodSphere->render(context,
attributes,
frustum, ri.pixWidth,
textures[0], textures[1], textures[2], textures[3]);
prog->textureOffset = 0.0f;
glx::glUseProgramObjectARB(0);
}
// Render the sky sphere for a world with an atmosphere
void
renderAtmosphere_GLSL(const RenderInfo& ri,
const LightingState& ls,
Atmosphere* atmosphere,
float radius,
const Mat4f& /*planetMat*/,
const Frustum& frustum,
const GLContext& context)
{
/*unsigned int nTextures = 0; Unused*/
glDisable(GL_LIGHTING);
ShaderProperties shadprop;
shadprop.nLights = ls.nLights;
shadprop.texUsage |= ShaderProperties::Scattering;
shadprop.lightModel = ShaderProperties::AtmosphereModel;
// Get a shader for the current rendering configuration
CelestiaGLProgram* prog = GetShaderManager().getShader(shadprop);
if (prog == NULL)
return;
prog->use();
prog->setLightParameters(ls, ri.color, ri.specularColor, Color::Black);
prog->ambientColor = Vec3f(0.0f, 0.0f, 0.0f);
float atmosphereRadius = radius + -atmosphere->mieScaleHeight * (float) log(AtmosphereExtinctionThreshold);
float atmScale = atmosphereRadius / radius;
prog->eyePosition = Point3f(ls.eyePos_obj.x / atmScale, ls.eyePos_obj.y / atmScale, ls.eyePos_obj.z / atmScale);
prog->setAtmosphereParameters(*atmosphere, radius, atmosphereRadius);
#if 0
// Currently eclipse shadows are ignored when rendering atmospheres
if (shadprop.shadowCounts != 0)
prog->setEclipseShadowParameters(ls, radius, planetMat);
#endif
glPushMatrix();
glScalef(atmScale, atmScale, atmScale);
glFrontFace(GL_CW);
glEnable(GL_BLEND);
glDepthMask(GL_FALSE);
glBlendFunc(GL_ONE, GL_SRC_ALPHA);
g_lodSphere->render(context,
LODSphereMesh::Normals,
frustum,
ri.pixWidth,
NULL);
glDisable(GL_BLEND);
glDepthMask(GL_TRUE);
glFrontFace(GL_CCW);
glPopMatrix();
glx::glUseProgramObjectARB(0);
//glx::glActiveTextureARB(GL_TEXTURE0_ARB);
//glEnable(GL_TEXTURE_2D);
}
static void renderRingSystem(float innerRadius,
float outerRadius,
float beginAngle,
float endAngle,
unsigned int nSections)
{
float angle = endAngle - beginAngle;
glBegin(GL_QUAD_STRIP);
for (unsigned int i = 0; i <= nSections; i++)
{
float t = (float) i / (float) nSections;
float theta = beginAngle + t * angle;
float s = (float) sin(theta);
float c = (float) cos(theta);
glTexCoord2f(0, 0.5f);
glVertex3f(c * innerRadius, 0, s * innerRadius);
glTexCoord2f(1, 0.5f);
glVertex3f(c * outerRadius, 0, s * outerRadius);
}
glEnd();
}
// Render a planetary ring system
void renderRings_GLSL(RingSystem& rings,
RenderInfo& ri,
const LightingState& ls,
float planetRadius,
float planetOblateness,
unsigned int textureResolution,
bool renderShadow,
unsigned int nSections)
{
float inner = rings.innerRadius / planetRadius;
float outer = rings.outerRadius / planetRadius;
Texture* ringsTex = rings.texture.find(textureResolution);
ShaderProperties shadprop;
// Set up the shader properties for ring rendering
{
shadprop.lightModel = ShaderProperties::RingIllumModel;
shadprop.nLights = min(ls.nLights, MaxShaderLights);
if (renderShadow)
{
// Set one shadow (the planet's) per light
for (unsigned int li = 0; li < ls.nLights; li++)
shadprop.setShadowCountForLight(li, 1);
}
if (ringsTex)
shadprop.texUsage = ShaderProperties::DiffuseTexture;
}
// Get a shader for the current rendering configuration
CelestiaGLProgram* prog = GetShaderManager().getShader(shadprop);
if (prog == NULL)
return;
prog->use();
prog->eyePosition = ls.eyePos_obj;
prog->ambientColor = Vec3f(ri.ambientColor.red(), ri.ambientColor.green(),
ri.ambientColor.blue());
prog->setLightParameters(ls, ri.color, ri.specularColor, Color::Black);
for (unsigned int li = 0; li < ls.nLights; li++)
{
const DirectionalLight& light = ls.lights[li];
// Compute the projection vectors based on the sun direction.
// I'm being a little careless here--if the sun direction lies
// along the y-axis, this will fail. It's unlikely that a
// planet would ever orbit underneath its sun (an orbital
// inclination of 90 degrees), but this should be made
// more robust anyway.
Vec3f axis = Vec3f(0, 1, 0) ^ light.direction_obj;
float cosAngle = Vec3f(0.0f, 1.0f, 0.0f) * light.direction_obj;
/*float angle = (float) acos(cosAngle); Unused*/
axis.normalize();
float tScale = 1.0f;
if (planetOblateness != 0.0f)
{
// For oblate planets, the size of the shadow volume will vary
// based on the light direction.
// A vertical slice of the planet is an ellipse
float a = 1.0f; // semimajor axis
float b = a * (1.0f - planetOblateness); // semiminor axis
float ecc2 = 1.0f - (b * b) / (a * a); // square of eccentricity
// Calculate the radius of the ellipse at the incident angle of the
// light on the ring plane + 90 degrees.
float r = a * (float) sqrt((1.0f - ecc2) /
(1.0f - ecc2 * square(cosAngle)));
tScale *= a / r;
}
// The s axis is perpendicular to the shadow axis in the plane of the
// of the rings, and the t axis completes the orthonormal basis.
Vec3f sAxis = axis * 0.5f;
Vec3f tAxis = (axis ^ light.direction_obj) * 0.5f * tScale;
Vec4f texGenS(sAxis.x, sAxis.y, sAxis.z, 0.5f);
Vec4f texGenT(tAxis.x, tAxis.y, tAxis.z, 0.5f);
// r0 and r1 determine the size of the penumbra and the umbra
// shadow size.
float r0 = 0.24f;
float r1 = 0.25f;
float bias = 1.0f / (1.0f - r1 / r0);
/*float scale = -bias / r0; Unused*/
prog->shadows[li][0].texGenS = texGenS;
prog->shadows[li][0].texGenT = texGenT;
prog->shadows[li][0].bias = bias;
prog->shadows[li][0].scale = -bias / r0;
}
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
if (ringsTex != NULL)
ringsTex->bind();
else
glDisable(GL_TEXTURE_2D);
renderRingSystem(inner, outer, 0, (float) PI * 2.0f, nSections);
renderRingSystem(inner, outer, (float) PI * 2.0f, 0, nSections);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glx::glUseProgramObjectARB(0);
}