LCOV - code coverage report
Current view: top level - source/renderer - RenderModifiers.cpp (source / functions) Hit Total Coverage
Test: 0 A.D. test coverage report Lines: 0 44 0.0 %
Date: 2022-03-08 13:03:03 Functions: 0 8 0.0 %

          Line data    Source code
       1             : /* Copyright (C) 2022 Wildfire Games.
       2             :  * This file is part of 0 A.D.
       3             :  *
       4             :  * 0 A.D. is free software: you can redistribute it and/or modify
       5             :  * it under the terms of the GNU General Public License as published by
       6             :  * the Free Software Foundation, either version 2 of the License, or
       7             :  * (at your option) any later version.
       8             :  *
       9             :  * 0 A.D. is distributed in the hope that it will be useful,
      10             :  * but WITHOUT ANY WARRANTY; without even the implied warranty of
      11             :  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
      12             :  * GNU General Public License for more details.
      13             :  *
      14             :  * You should have received a copy of the GNU General Public License
      15             :  * along with 0 A.D.  If not, see <http://www.gnu.org/licenses/>.
      16             :  */
      17             : 
      18             : #include "precompiled.h"
      19             : 
      20             : #include "renderer/RenderModifiers.h"
      21             : 
      22             : #include "graphics/GameView.h"
      23             : #include "graphics/LightEnv.h"
      24             : #include "graphics/LOSTexture.h"
      25             : #include "graphics/Model.h"
      26             : #include "graphics/TextureManager.h"
      27             : #include "lib/ogl.h"
      28             : #include "maths/Vector3D.h"
      29             : #include "maths/Vector4D.h"
      30             : #include "maths/Matrix3D.h"
      31             : #include "ps/CStrInternStatic.h"
      32             : #include "ps/Game.h"
      33             : #include "renderer/Renderer.h"
      34             : #include "renderer/SceneRenderer.h"
      35             : #include "renderer/ShadowMap.h"
      36             : 
      37             : #include <boost/algorithm/string.hpp>
      38             : 
      39             : ///////////////////////////////////////////////////////////////////////////////////////////////
      40             : // LitRenderModifier implementation
      41             : 
      42           0 : LitRenderModifier::LitRenderModifier()
      43           0 :     : m_Shadow(0), m_LightEnv(0)
      44             : {
      45           0 : }
      46             : 
      47           0 : LitRenderModifier::~LitRenderModifier()
      48             : {
      49           0 : }
      50           0 : 
      51             : // Set the shadow map for subsequent rendering
      52           0 : void LitRenderModifier::SetShadowMap(const ShadowMap* shadow)
      53           0 : {
      54             :     m_Shadow = shadow;
      55           0 : }
      56             : 
      57             : // Set the light environment for subsequent rendering
      58           0 : void LitRenderModifier::SetLightEnv(const CLightEnv* lightenv)
      59             : {
      60           0 :     m_LightEnv = lightenv;
      61           0 : }
      62             : 
      63             : ///////////////////////////////////////////////////////////////////////////////////////////////
      64           0 : // ShaderRenderModifier implementation
      65             : 
      66           0 : ShaderRenderModifier::ShaderRenderModifier()
      67           0 : {
      68             : }
      69             : 
      70             : void ShaderRenderModifier::BeginPass(const CShaderProgramPtr& shader)
      71             : {
      72           0 :     shader->Uniform(str_transform, g_Renderer.GetSceneRenderer().GetViewCamera().GetViewProjection());
      73             :     shader->Uniform(str_cameraPos, g_Renderer.GetSceneRenderer().GetViewCamera().GetOrientation().GetTranslation());
      74           0 : 
      75             :     if (GetShadowMap())
      76           0 :         GetShadowMap()->BindTo(shader);
      77             : 
      78           0 :     if (GetLightEnv())
      79           0 :     {
      80             :         shader->Uniform(str_ambient, GetLightEnv()->m_AmbientColor);
      81           0 :         shader->Uniform(str_sunDir, GetLightEnv()->GetSunDir());
      82           0 :         shader->Uniform(str_sunColor, GetLightEnv()->m_SunColor);
      83             : 
      84           0 :         shader->Uniform(str_fogColor, GetLightEnv()->m_FogColor);
      85             :         shader->Uniform(str_fogParams, GetLightEnv()->m_FogFactor, GetLightEnv()->m_FogMax, 0.f, 0.f);
      86           0 :     }
      87           0 : 
      88           0 :     if (shader->GetTextureBinding(str_losTex).Active())
      89             :     {
      90           0 :         CLOSTexture& los = g_Renderer.GetSceneRenderer().GetScene().GetLOSTexture();
      91           0 :         shader->BindTexture(str_losTex, los.GetTextureSmooth());
      92             :         // Don't bother sending the whole matrix, we just need two floats (scale and translation)
      93             :         shader->Uniform(str_losTransform, los.GetTextureMatrix()[0], los.GetTextureMatrix()[12], 0.f, 0.f);
      94           0 :     }
      95             : 
      96           0 :     m_BindingInstancingTransform = shader->GetUniformBinding(str_instancingTransform);
      97           0 :     m_BindingShadingColor = shader->GetUniformBinding(str_shadingColor);
      98             :     m_BindingPlayerColor = shader->GetUniformBinding(str_playerColor);
      99           0 : }
     100             : 
     101             : void ShaderRenderModifier::PrepareModel(const CShaderProgramPtr& shader, CModel* model)
     102           0 : {
     103           0 :     if (m_BindingInstancingTransform.Active())
     104           0 :         shader->Uniform(m_BindingInstancingTransform, model->GetTransform());
     105           0 : 
     106             :     if (m_BindingShadingColor.Active())
     107           0 :         shader->Uniform(m_BindingShadingColor, model->GetShadingColor());
     108             : 
     109           0 :     if (m_BindingPlayerColor.Active())
     110           0 :         shader->Uniform(m_BindingPlayerColor, g_Game->GetPlayerColor(model->GetPlayerID()));
     111             : }

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