diff --git a/binaries/data/mods/public/shaders/globallight.vs b/binaries/data/mods/public/shaders/globallight.vs
deleted file mode 100644
index 2c603b12e9..0000000000
--- a/binaries/data/mods/public/shaders/globallight.vs
+++ /dev/null
@@ -1,11 +0,0 @@
-uniform vec3 ambient;
-uniform vec3 sunDir;
-uniform vec3 sunColor;
-
-vec3 lighting(vec3 normal)
-{
- vec3 color = ambient;
- float d = max(0.0, -dot(normal, sunDir));
- color += d * sunColor;
- return color;
-}
diff --git a/binaries/data/mods/public/shaders/instancing.vs b/binaries/data/mods/public/shaders/instancing.vs
deleted file mode 100644
index 70ba347dc0..0000000000
--- a/binaries/data/mods/public/shaders/instancing.vs
+++ /dev/null
@@ -1,10 +0,0 @@
-vec4 InstancingPosition(vec4 position);
-
-void main()
-{
- vec4 worldPos = InstancingPosition(gl_Vertex);
-
- gl_FrontColor = gl_Color;
- gl_TexCoord[0] = gl_MultiTexCoord0;
- gl_Position = gl_ModelViewProjectionMatrix * worldPos;
-}
diff --git a/binaries/data/mods/public/shaders/instancing.xml b/binaries/data/mods/public/shaders/instancing.xml
deleted file mode 100644
index 500d3256f4..0000000000
--- a/binaries/data/mods/public/shaders/instancing.xml
+++ /dev/null
@@ -1,8 +0,0 @@
-
-
-
-
- shaders/instancing_base.vs
- shaders/instancing.vs
-
-
diff --git a/binaries/data/mods/public/shaders/instancing_base.vs b/binaries/data/mods/public/shaders/instancing_base.vs
deleted file mode 100644
index 21871f315f..0000000000
--- a/binaries/data/mods/public/shaders/instancing_base.vs
+++ /dev/null
@@ -1,29 +0,0 @@
-
-// 3x4 part of the model-to-world matrix
-attribute vec4 Instancing1;
-attribute vec4 Instancing2;
-attribute vec4 Instancing3;
-
-// Calculate a normal that has been transformed for instancing
-vec3 InstancingNormal(vec3 normal)
-{
- vec3 tmp;
-
- tmp.x = dot(vec3(Instancing1), normal);
- tmp.y = dot(vec3(Instancing2), normal);
- tmp.z = dot(vec3(Instancing3), normal);
-
- return tmp;
-}
-
-// Calculate position, transformed for instancing
-vec4 InstancingPosition(vec4 position)
-{
- vec3 tmp;
-
- tmp.x = dot(Instancing1, position);
- tmp.y = dot(Instancing2, position);
- tmp.z = dot(Instancing3, position);
-
- return vec4(tmp, 1.0);
-}
diff --git a/binaries/data/mods/public/shaders/instancing_light.vs b/binaries/data/mods/public/shaders/instancing_light.vs
deleted file mode 100644
index 547b6035bb..0000000000
--- a/binaries/data/mods/public/shaders/instancing_light.vs
+++ /dev/null
@@ -1,14 +0,0 @@
-vec3 lighting(vec3 normal);
-
-vec3 InstancingNormal(vec3 normal);
-vec4 InstancingPosition(vec4 position);
-
-void main()
-{
- vec3 normal = InstancingNormal(gl_Normal);
- vec4 worldPos = InstancingPosition(gl_Vertex);
-
- gl_FrontColor = clamp(vec4(lighting(normal), 1.0) * gl_Color, 0.0, 1.0);
- gl_TexCoord[0] = gl_MultiTexCoord0;
- gl_Position = gl_ModelViewProjectionMatrix * worldPos;
-}
diff --git a/binaries/data/mods/public/shaders/instancing_light.xml b/binaries/data/mods/public/shaders/instancing_light.xml
deleted file mode 100644
index 82afac8149..0000000000
--- a/binaries/data/mods/public/shaders/instancing_light.xml
+++ /dev/null
@@ -1,9 +0,0 @@
-
-
-
-
- shaders/globallight.vs
- shaders/instancing_base.vs
- shaders/instancing_light.vs
-
-
diff --git a/binaries/data/mods/public/shaders/instancing_lightp.vs b/binaries/data/mods/public/shaders/instancing_lightp.vs
deleted file mode 100644
index 9321c0f6fa..0000000000
--- a/binaries/data/mods/public/shaders/instancing_lightp.vs
+++ /dev/null
@@ -1,17 +0,0 @@
-vec3 lighting(vec3 normal);
-
-vec3 InstancingNormal(vec3 normal);
-vec4 InstancingPosition(vec4 position);
-
-vec4 postouv1(vec4 pos);
-
-void main()
-{
- vec3 normal = InstancingNormal(gl_Normal);
- vec4 worldPos = InstancingPosition(gl_Vertex);
-
- gl_FrontColor = clamp(vec4(lighting(normal), 1.0) * gl_Color, 0.0, 1.0);
- gl_TexCoord[0] = gl_MultiTexCoord0;
- gl_TexCoord[1] = postouv1(worldPos);
- gl_Position = gl_ModelViewProjectionMatrix * worldPos;
-}
diff --git a/binaries/data/mods/public/shaders/instancing_lightp.xml b/binaries/data/mods/public/shaders/instancing_lightp.xml
deleted file mode 100644
index 2ac000a1ac..0000000000
--- a/binaries/data/mods/public/shaders/instancing_lightp.xml
+++ /dev/null
@@ -1,10 +0,0 @@
-
-
-
-
- shaders/globallight.vs
- shaders/postouv1.vs
- shaders/instancing_base.vs
- shaders/instancing_lightp.vs
-
-
diff --git a/binaries/data/mods/public/shaders/instancingp.vs b/binaries/data/mods/public/shaders/instancingp.vs
deleted file mode 100644
index feeb6b5a67..0000000000
--- a/binaries/data/mods/public/shaders/instancingp.vs
+++ /dev/null
@@ -1,12 +0,0 @@
-vec4 InstancingPosition(vec4 position);
-vec4 postouv1(vec4 pos);
-
-void main()
-{
- vec4 worldPos = InstancingPosition(gl_Vertex);
-
- gl_FrontColor = gl_Color;
- gl_TexCoord[0] = gl_MultiTexCoord0;
- gl_TexCoord[1] = postouv1(worldPos);
- gl_Position = gl_ModelViewProjectionMatrix * worldPos;
-}
diff --git a/binaries/data/mods/public/shaders/instancingp.xml b/binaries/data/mods/public/shaders/instancingp.xml
deleted file mode 100644
index 17e8731041..0000000000
--- a/binaries/data/mods/public/shaders/instancingp.xml
+++ /dev/null
@@ -1,9 +0,0 @@
-
-
-
-
- shaders/postouv1.vs
- shaders/instancing_base.vs
- shaders/instancingp.vs
-
-
diff --git a/binaries/data/mods/public/shaders/model_light.vs b/binaries/data/mods/public/shaders/model_light.vs
deleted file mode 100644
index 6ac62c55ea..0000000000
--- a/binaries/data/mods/public/shaders/model_light.vs
+++ /dev/null
@@ -1,8 +0,0 @@
-vec3 lighting(vec3 normal);
-
-void main()
-{
- gl_FrontColor = clamp(vec4(lighting(gl_Normal), 1.0) * gl_Color, 0.0, 1.0);
- gl_TexCoord[0] = gl_MultiTexCoord0;
- gl_Position = ftransform();
-}
diff --git a/binaries/data/mods/public/shaders/model_light.xml b/binaries/data/mods/public/shaders/model_light.xml
deleted file mode 100644
index d0c29fd979..0000000000
--- a/binaries/data/mods/public/shaders/model_light.xml
+++ /dev/null
@@ -1,8 +0,0 @@
-
-
-
-
- shaders/globallight.vs
- shaders/model_light.vs
-
-
diff --git a/binaries/data/mods/public/shaders/model_lightp.vs b/binaries/data/mods/public/shaders/model_lightp.vs
deleted file mode 100644
index e0c6aa84a7..0000000000
--- a/binaries/data/mods/public/shaders/model_lightp.vs
+++ /dev/null
@@ -1,10 +0,0 @@
-vec3 lighting(vec3 normal);
-vec4 postouv1(vec4 pos);
-
-void main()
-{
- gl_FrontColor = clamp(vec4(lighting(gl_Normal), 1.0) * gl_Color, 0.0, 1.0);
- gl_TexCoord[0] = gl_MultiTexCoord0;
- gl_TexCoord[1] = postouv1(gl_Vertex);
- gl_Position = ftransform();
-}
diff --git a/binaries/data/mods/public/shaders/model_lightp.xml b/binaries/data/mods/public/shaders/model_lightp.xml
deleted file mode 100644
index 8ea757a217..0000000000
--- a/binaries/data/mods/public/shaders/model_lightp.xml
+++ /dev/null
@@ -1,9 +0,0 @@
-
-
-
-
- shaders/globallight.vs
- shaders/postouv1.vs
- shaders/model_lightp.vs
-
-
diff --git a/binaries/data/mods/public/shaders/postouv1.vs b/binaries/data/mods/public/shaders/postouv1.vs
deleted file mode 100644
index 01039f3e8b..0000000000
--- a/binaries/data/mods/public/shaders/postouv1.vs
+++ /dev/null
@@ -1,14 +0,0 @@
-uniform vec4 TextureMatrix1;
-uniform vec4 TextureMatrix2;
-uniform vec4 TextureMatrix3;
-
-vec4 postouv1(vec4 pos)
-{
- vec3 tmp;
-
- tmp.x = dot(TextureMatrix1, pos);
- tmp.y = dot(TextureMatrix2, pos);
- tmp.z = dot(TextureMatrix3, pos);
-
- return vec4(tmp, 1.0);
-}
diff --git a/source/renderer/HWLightingModelRenderer.cpp b/source/renderer/HWLightingModelRenderer.cpp
index fc26945ab8..044a2f0e63 100644
--- a/source/renderer/HWLightingModelRenderer.cpp
+++ b/source/renderer/HWLightingModelRenderer.cpp
@@ -15,10 +15,6 @@
* along with 0 A.D. If not, see .
*/
-/*
- * Implementation of HWLightingModelRenderer
- */
-
#include "precompiled.h"
#include "lib/ogl.h"
@@ -34,23 +30,19 @@
#include "renderer/HWLightingModelRenderer.h"
#include "renderer/Renderer.h"
#include "renderer/RenderModifiers.h"
-#include "renderer/RenderPathVertexShader.h"
#include "renderer/VertexArray.h"
-///////////////////////////////////////////////////////////////////////////////////////////////
-// HWLightingModelRenderer implementation
-
-struct HWLModelDef : public CModelDefRPrivate
+struct ShaderModelDef : public CModelDefRPrivate
{
/// Indices are the same for all models, so share them
VertexIndexArray m_IndexArray;
- HWLModelDef(const CModelDefPtr& mdef);
+ ShaderModelDef(const CModelDefPtr& mdef);
};
-HWLModelDef::HWLModelDef(const CModelDefPtr& mdef)
+ShaderModelDef::ShaderModelDef(const CModelDefPtr& mdef)
: m_IndexArray(GL_STATIC_DRAW)
{
m_IndexArray.SetNumVertices(mdef->GetNumFaces()*3);
@@ -61,7 +53,7 @@ HWLModelDef::HWLModelDef(const CModelDefPtr& mdef)
}
-struct HWLModel
+struct ShaderModel
{
/// Dynamic per-CModel vertex array
VertexArray m_Array;
@@ -73,267 +65,99 @@ struct HWLModel
/// UV is stored per-CModel in order to avoid space wastage due to alignment
VertexArray::Attribute m_UV;
- HWLModel() : m_Array(GL_DYNAMIC_DRAW) { }
+ ShaderModel() : m_Array(GL_DYNAMIC_DRAW) { }
};
-struct HWLightingModelRendererInternals
+struct ShaderModelRendererInternals
{
/// Previously prepared modeldef
- HWLModelDef* hwlmodeldef;
-
- /// If true, primary color will only contain the diffuse term
- bool colorIsDiffuseOnly;
+ ShaderModelDef* shadermodeldef;
};
// Construction and Destruction
-HWLightingModelRenderer::HWLightingModelRenderer(bool colorIsDiffuseOnly)
+ShaderModelRenderer::ShaderModelRenderer()
{
- m = new HWLightingModelRendererInternals;
- m->hwlmodeldef = 0;
- m->colorIsDiffuseOnly = colorIsDiffuseOnly;
+ m = new ShaderModelRendererInternals;
+ m->shadermodeldef = 0;
}
-HWLightingModelRenderer::~HWLightingModelRenderer()
+ShaderModelRenderer::~ShaderModelRenderer()
{
delete m;
}
-// Check hardware support
-bool HWLightingModelRenderer::IsAvailable()
-{
- return g_Renderer.m_VertexShader != 0;
-}
-
-
// Build model data (and modeldef data if necessary)
-void* HWLightingModelRenderer::CreateModelData(CModel* model)
+void* ShaderModelRenderer::CreateModelData(CModel* model)
{
CModelDefPtr mdef = model->GetModelDef();
- HWLModelDef* hwlmodeldef = (HWLModelDef*)mdef->GetRenderData(m);
+ ShaderModelDef* shadermodeldef = (ShaderModelDef*)mdef->GetRenderData(m);
- if (!hwlmodeldef)
+ if (!shadermodeldef)
{
- hwlmodeldef = new HWLModelDef(mdef);
- mdef->SetRenderData(m, hwlmodeldef);
+ shadermodeldef = new ShaderModelDef(mdef);
+ mdef->SetRenderData(m, shadermodeldef);
}
// Build the per-model data
- HWLModel* hwlmodel = new HWLModel;
+ ShaderModel* shadermodel = new ShaderModel;
- hwlmodel->m_Position.type = GL_FLOAT;
- hwlmodel->m_Position.elems = 3;
- hwlmodel->m_Array.AddAttribute(&hwlmodel->m_Position);
+ shadermodel->m_Position.type = GL_FLOAT;
+ shadermodel->m_Position.elems = 3;
+ shadermodel->m_Array.AddAttribute(&shadermodel->m_Position);
- hwlmodel->m_UV.type = GL_FLOAT;
- hwlmodel->m_UV.elems = 2;
- hwlmodel->m_Array.AddAttribute(&hwlmodel->m_UV);
+ shadermodel->m_UV.type = GL_FLOAT;
+ shadermodel->m_UV.elems = 2;
+ shadermodel->m_Array.AddAttribute(&shadermodel->m_UV);
- hwlmodel->m_Normal.type = GL_FLOAT;
- hwlmodel->m_Normal.elems = 3;
- hwlmodel->m_Array.AddAttribute(&hwlmodel->m_Normal);
+ shadermodel->m_Normal.type = GL_FLOAT;
+ shadermodel->m_Normal.elems = 3;
+ shadermodel->m_Array.AddAttribute(&shadermodel->m_Normal);
- hwlmodel->m_Array.SetNumVertices(mdef->GetNumVertices());
- hwlmodel->m_Array.Layout();
+ shadermodel->m_Array.SetNumVertices(mdef->GetNumVertices());
+ shadermodel->m_Array.Layout();
// Fill in static UV coordinates
- VertexArrayIterator UVit = hwlmodel->m_UV.GetIterator();
+ VertexArrayIterator UVit = shadermodel->m_UV.GetIterator();
ModelRenderer::BuildUV(mdef, UVit);
- return hwlmodel;
+ return shadermodel;
}
// Fill in and upload dynamic vertex array
-void HWLightingModelRenderer::UpdateModelData(CModel* model, void* data, int updateflags)
+void ShaderModelRenderer::UpdateModelData(CModel* model, void* data, int updateflags)
{
- HWLModel* hwlmodel = (HWLModel*)data;
+ ShaderModel* shadermodel = (ShaderModel*)data;
if (updateflags & RENDERDATA_UPDATE_VERTICES)
{
// build vertices
- VertexArrayIterator Position = hwlmodel->m_Position.GetIterator();
- VertexArrayIterator Normal = hwlmodel->m_Normal.GetIterator();
+ VertexArrayIterator Position = shadermodel->m_Position.GetIterator();
+ VertexArrayIterator Normal = shadermodel->m_Normal.GetIterator();
ModelRenderer::BuildPositionAndNormals(model, Position, Normal);
// upload everything to vertex buffer
- hwlmodel->m_Array.Upload();
+ shadermodel->m_Array.Upload();
}
}
// Cleanup per-model data.
// Note that per-CModelDef data is deleted by the CModelDef itself.
-void HWLightingModelRenderer::DestroyModelData(CModel* UNUSED(model), void* data)
+void ShaderModelRenderer::DestroyModelData(CModel* UNUSED(model), void* data)
{
- HWLModel* hwlmodel = (HWLModel*)data;
+ ShaderModel* shadermodel = (ShaderModel*)data;
- delete hwlmodel;
+ delete shadermodel;
}
// Setup one rendering pass
-void HWLightingModelRenderer::BeginPass(int streamflags, const CMatrix3D* texturematrix)
-{
- debug_assert(streamflags == (streamflags & (STREAM_POS|STREAM_UV0|STREAM_COLOR|STREAM_TEXGENTOUV1)));
-
- glEnableClientState(GL_VERTEX_ARRAY);
-
- if (streamflags & STREAM_UV0) glEnableClientState(GL_TEXTURE_COORD_ARRAY);
- if (streamflags & STREAM_COLOR)
- {
- RenderPathVertexShader* rpvs = g_Renderer.m_VertexShader;
- const CLightEnv& lightEnv = g_Renderer.GetLightEnv();
- VS_GlobalLight* lightConfig;
-
- if (streamflags & STREAM_TEXGENTOUV1)
- {
- ogl_program_use(rpvs->m_ModelLightP);
- lightConfig = &rpvs->m_ModelLightP_Light;
-
- rpvs->m_ModelLightP_PosToUV1.SetMatrix(*texturematrix);
- }
- else
- {
- ogl_program_use(rpvs->m_ModelLight);
- lightConfig = &rpvs->m_ModelLight_Light;
- }
-
- if (m->colorIsDiffuseOnly)
- lightConfig->SetAmbient(RGBColor(0,0,0));
- else
- lightConfig->SetAmbient(lightEnv.m_UnitsAmbientColor);
- lightConfig->SetSunDir(lightEnv.GetSunDir());
- lightConfig->SetSunColor(lightEnv.m_SunColor);
-
- glEnableClientState(GL_NORMAL_ARRAY);
- }
- else
- {
- if (streamflags & STREAM_TEXGENTOUV1)
- {
- pglActiveTextureARB(GL_TEXTURE1);
-
- float tmp[4];
-
- glEnable(GL_TEXTURE_GEN_S);
- glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
- tmp[0] = texturematrix->_11;
- tmp[1] = texturematrix->_12;
- tmp[2] = texturematrix->_13;
- tmp[3] = texturematrix->_14;
- glTexGenfv(GL_S, GL_OBJECT_PLANE, tmp);
-
- glEnable(GL_TEXTURE_GEN_T);
- glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
- tmp[0] = texturematrix->_21;
- tmp[1] = texturematrix->_22;
- tmp[2] = texturematrix->_23;
- tmp[3] = texturematrix->_24;
- glTexGenfv(GL_T, GL_OBJECT_PLANE, tmp);
-
- glEnable(GL_TEXTURE_GEN_R);
- glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
- tmp[0] = texturematrix->_31;
- tmp[1] = texturematrix->_32;
- tmp[2] = texturematrix->_33;
- tmp[3] = texturematrix->_34;
- glTexGenfv(GL_R, GL_OBJECT_PLANE, tmp);
-
- pglActiveTextureARB(GL_TEXTURE0);
- }
- }
-}
-
-
-// Cleanup one rendering pass
-void HWLightingModelRenderer::EndPass(int streamflags)
-{
- if (streamflags & STREAM_UV0) glDisableClientState(GL_TEXTURE_COORD_ARRAY);
- if (streamflags & STREAM_COLOR)
- {
- pglUseProgramObjectARB(0);
-
- glDisableClientState(GL_NORMAL_ARRAY);
- }
- else
- {
- if (streamflags & STREAM_TEXGENTOUV1)
- {
- pglActiveTextureARB(GL_TEXTURE1);
-
- glDisable(GL_TEXTURE_GEN_S);
- glDisable(GL_TEXTURE_GEN_T);
- glDisable(GL_TEXTURE_GEN_R);
-
- pglActiveTextureARB(GL_TEXTURE0);
- }
- }
-
- glDisableClientState(GL_VERTEX_ARRAY);
-
- CVertexBuffer::Unbind();
-}
-
-
-// Prepare UV coordinates for this modeldef
-void HWLightingModelRenderer::PrepareModelDef(int UNUSED(streamflags), const CModelDefPtr& def)
-{
- m->hwlmodeldef = (HWLModelDef*)def->GetRenderData(m);
-
- debug_assert(m->hwlmodeldef);
-}
-
-
-// Render one model
-void HWLightingModelRenderer::RenderModel(int streamflags, CModel* model, void* data)
-{
- CModelDefPtr mdldef = model->GetModelDef();
- HWLModel* hwlmodel = (HWLModel*)data;
-
- u8* base = hwlmodel->m_Array.Bind();
- GLsizei stride = (GLsizei)hwlmodel->m_Array.GetStride();
-
- u8* indexBase = m->hwlmodeldef->m_IndexArray.Bind();
-
- glVertexPointer(3, GL_FLOAT, stride, base + hwlmodel->m_Position.offset);
- if (streamflags & STREAM_COLOR)
- {
- CColor sc = model->GetShadingColor();
- glColor3f(sc.r, sc.g, sc.b);
-
- glNormalPointer(GL_FLOAT, stride, base + hwlmodel->m_Normal.offset);
- }
- if (streamflags & STREAM_UV0)
- {
- glTexCoordPointer(2, GL_FLOAT, stride, base + hwlmodel->m_UV.offset);
- }
-
- // render the lot
- size_t numFaces = mdldef->GetNumFaces();
-
- if (!g_Renderer.m_SkipSubmit) {
- pglDrawRangeElementsEXT(GL_TRIANGLES, 0, (GLuint)mdldef->GetNumVertices()-1,
- (GLsizei)numFaces*3, GL_UNSIGNED_SHORT, indexBase);
- }
-
- // bump stats
- g_Renderer.m_Stats.m_DrawCalls++;
- g_Renderer.m_Stats.m_ModelTris += numFaces;
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////
-// ShaderModelRenderer implementation
-
-ShaderModelRenderer::ShaderModelRenderer() :
- HWLightingModelRenderer(false)
-{
-}
-
void ShaderModelRenderer::BeginPass(int streamflags, const CMatrix3D* UNUSED(texturematrix))
{
debug_assert(streamflags == (streamflags & (STREAM_POS|STREAM_NORMAL|STREAM_UV0)));
@@ -348,6 +172,7 @@ void ShaderModelRenderer::BeginPass(int streamflags, const CMatrix3D* UNUSED(tex
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
}
+// Cleanup one rendering pass
void ShaderModelRenderer::EndPass(int streamflags)
{
if (streamflags & STREAM_POS)
@@ -362,24 +187,35 @@ void ShaderModelRenderer::EndPass(int streamflags)
CVertexBuffer::Unbind();
}
+
+// Prepare UV coordinates for this modeldef
+void ShaderModelRenderer::PrepareModelDef(int UNUSED(streamflags), const CModelDefPtr& def)
+{
+ m->shadermodeldef = (ShaderModelDef*)def->GetRenderData(m);
+
+ debug_assert(m->shadermodeldef);
+}
+
+
+// Render one model
void ShaderModelRenderer::RenderModel(int streamflags, CModel* model, void* data)
{
CModelDefPtr mdldef = model->GetModelDef();
- HWLModel* hwlmodel = (HWLModel*)data;
+ ShaderModel* shadermodel = (ShaderModel*)data;
- u8* base = hwlmodel->m_Array.Bind();
- GLsizei stride = (GLsizei)hwlmodel->m_Array.GetStride();
+ u8* base = shadermodel->m_Array.Bind();
+ GLsizei stride = (GLsizei)shadermodel->m_Array.GetStride();
- u8* indexBase = m->hwlmodeldef->m_IndexArray.Bind();
+ u8* indexBase = m->shadermodeldef->m_IndexArray.Bind();
if (streamflags & STREAM_POS)
- glVertexPointer(3, GL_FLOAT, stride, base + hwlmodel->m_Position.offset);
+ glVertexPointer(3, GL_FLOAT, stride, base + shadermodel->m_Position.offset);
if (streamflags & STREAM_NORMAL)
- glNormalPointer(GL_FLOAT, stride, base + hwlmodel->m_Normal.offset);
+ glNormalPointer(GL_FLOAT, stride, base + shadermodel->m_Normal.offset);
if (streamflags & STREAM_UV0)
- glTexCoordPointer(2, GL_FLOAT, stride, base + hwlmodel->m_UV.offset);
+ glTexCoordPointer(2, GL_FLOAT, stride, base + shadermodel->m_UV.offset);
// render the lot
size_t numFaces = mdldef->GetNumFaces();
@@ -394,3 +230,4 @@ void ShaderModelRenderer::RenderModel(int streamflags, CModel* model, void* data
g_Renderer.m_Stats.m_DrawCalls++;
g_Renderer.m_Stats.m_ModelTris += numFaces;
}
+
diff --git a/source/renderer/HWLightingModelRenderer.h b/source/renderer/HWLightingModelRenderer.h
index 84e1d19dee..1f140a5adc 100644
--- a/source/renderer/HWLightingModelRenderer.h
+++ b/source/renderer/HWLightingModelRenderer.h
@@ -25,16 +25,14 @@
#include "renderer/ModelVertexRenderer.h"
-struct HWLightingModelRendererInternals;
+struct ShaderModelRendererInternals;
/**
- * Class HWLightingModelRenderer: Render animated models using vertex
- * shaders for lighting.
- *
- * @note You should verify hardware capabilities using IsAvailable
- * before creating this model renderer.
+ * Render animated models using a ShaderRenderModifier.
+ * This just passes through the vertex data directly; the modifier is responsible
+ * for setting any shader uniforms etc.
*/
-class HWLightingModelRenderer : public ModelVertexRenderer
+class ShaderModelRenderer : public ModelVertexRenderer
{
public:
/**
@@ -43,8 +41,8 @@ public:
* @param colorIsDiffuseOnly if true, the primary color sent to the fragment stage
* contains only the diffuse term, and not the ambient
*/
- HWLightingModelRenderer(bool colorIsDiffuseOnly);
- ~HWLightingModelRenderer();
+ ShaderModelRenderer();
+ ~ShaderModelRenderer();
// Implementations
void* CreateModelData(CModel* model);
@@ -56,35 +54,8 @@ public:
void PrepareModelDef(int streamflags, const CModelDefPtr& def);
void RenderModel(int streamflags, CModel* model, void* data);
- /**
- * IsAvailable: Determines whether this model renderer can be used
- * given the OpenGL implementation specific limits.
- *
- * @note Do not attempt to construct a HWLightingModelRenderer object
- * when IsAvailable returns false.
- *
- * @return true if the OpenGL implementation can support this
- * model renderer.
- */
- static bool IsAvailable();
-
protected:
- HWLightingModelRendererInternals* m;
-};
-
-/**
- * Render animated models using a ShaderRenderModifier.
- * This just passes through the vertex data directly; the modifier is responsible
- * for setting any shader uniforms etc.
- */
-class ShaderModelRenderer : public HWLightingModelRenderer
-{
-public:
- ShaderModelRenderer();
-
- void BeginPass(int streamflags, const CMatrix3D* texturematrix);
- void EndPass(int streamflags);
- void RenderModel(int streamflags, CModel* model, void* data);
+ ShaderModelRendererInternals* m;
};
diff --git a/source/renderer/InstancingModelRenderer.cpp b/source/renderer/InstancingModelRenderer.cpp
index bb40cd15af..e2373ee30c 100644
--- a/source/renderer/InstancingModelRenderer.cpp
+++ b/source/renderer/InstancingModelRenderer.cpp
@@ -36,7 +36,6 @@
#include "renderer/InstancingModelRenderer.h"
#include "renderer/Renderer.h"
#include "renderer/RenderModifiers.h"
-#include "renderer/RenderPathVertexShader.h"
#include "renderer/VertexArray.h"
@@ -109,21 +108,14 @@ struct InstancingModelRendererInternals
/// Index base for imodeldef
u8* imodeldefIndexBase;
-
- /// If true, primary color will only contain the diffuse term
- bool colorIsDiffuseOnly;
-
- /// After BeginPass, this points to the instancing matrix interface
- VS_Instancing* instancingConfig;
};
// Construction and Destruction
-InstancingModelRenderer::InstancingModelRenderer(bool colorIsDiffuseOnly)
+InstancingModelRenderer::InstancingModelRenderer()
{
m = new InstancingModelRendererInternals;
m->imodeldef = 0;
- m->colorIsDiffuseOnly = colorIsDiffuseOnly;
}
InstancingModelRenderer::~InstancingModelRenderer()
@@ -132,13 +124,6 @@ InstancingModelRenderer::~InstancingModelRenderer()
}
-// Check hardware support
-bool InstancingModelRenderer::IsAvailable()
-{
- return g_Renderer.m_VertexShader != 0;
-}
-
-
// Build modeldef data if necessary - we have no per-CModel data
void* InstancingModelRenderer::CreateModelData(CModel* model)
{
@@ -170,134 +155,7 @@ void InstancingModelRenderer::DestroyModelData(CModel* UNUSED(model), void* UNUS
// Setup one rendering pass.
-void InstancingModelRenderer::BeginPass(int streamflags, const CMatrix3D* texturematrix)
-{
- debug_assert(streamflags == (streamflags & (STREAM_POS|STREAM_UV0|STREAM_COLOR|STREAM_TEXGENTOUV1)));
-
- RenderPathVertexShader* rpvs = g_Renderer.m_VertexShader;
-
- glEnableClientState(GL_VERTEX_ARRAY);
-
- if (streamflags & STREAM_UV0) glEnableClientState(GL_TEXTURE_COORD_ARRAY);
- if (streamflags & STREAM_COLOR)
- {
- const CLightEnv& lightEnv = g_Renderer.GetLightEnv();
- VS_GlobalLight* lightConfig;
-
- if (streamflags & STREAM_TEXGENTOUV1)
- {
- ogl_program_use(rpvs->m_InstancingLightP);
- lightConfig = &rpvs->m_InstancingLightP_Light;
- m->instancingConfig = &rpvs->m_InstancingLightP_Instancing;
-
- rpvs->m_InstancingLightP_PosToUV1.SetMatrix(*texturematrix);
- }
- else
- {
- ogl_program_use(rpvs->m_InstancingLight);
- lightConfig = &rpvs->m_InstancingLight_Light;
- m->instancingConfig = &rpvs->m_InstancingLight_Instancing;
- }
-
- if (m->colorIsDiffuseOnly)
- lightConfig->SetAmbient(RGBColor(0,0,0));
- else
- lightConfig->SetAmbient(lightEnv.m_UnitsAmbientColor);
- lightConfig->SetSunDir(lightEnv.GetSunDir());
- lightConfig->SetSunColor(lightEnv.m_SunColor);
-
- glEnableClientState(GL_NORMAL_ARRAY);
- }
- else
- {
- if (streamflags & STREAM_TEXGENTOUV1)
- {
- ogl_program_use(rpvs->m_InstancingP);
- m->instancingConfig = &rpvs->m_InstancingP_Instancing;
-
- rpvs->m_InstancingP_PosToUV1.SetMatrix(*texturematrix);
- }
- else
- {
- ogl_program_use(rpvs->m_Instancing);
- m->instancingConfig = &rpvs->m_Instancing_Instancing;
- }
- }
-}
-
-// Cleanup rendering pass.
-void InstancingModelRenderer::EndPass(int streamflags)
-{
- if (streamflags & STREAM_UV0) glDisableClientState(GL_TEXTURE_COORD_ARRAY);
- if (streamflags & STREAM_COLOR) glDisableClientState(GL_NORMAL_ARRAY);
-
- pglUseProgramObjectARB(0);
- glDisableClientState(GL_VERTEX_ARRAY);
-
- CVertexBuffer::Unbind();
-}
-
-
-// Prepare UV coordinates for this modeldef
-void InstancingModelRenderer::PrepareModelDef(int streamflags, const CModelDefPtr& def)
-{
- m->imodeldef = (IModelDef*)def->GetRenderData(m);
-
- debug_assert(m->imodeldef);
-
- u8* base = m->imodeldef->m_Array.Bind();
- GLsizei stride = (GLsizei)m->imodeldef->m_Array.GetStride();
-
- m->imodeldefIndexBase = m->imodeldef->m_IndexArray.Bind();
-
- glVertexPointer(3, GL_FLOAT, stride, base + m->imodeldef->m_Position.offset);
- if (streamflags & STREAM_COLOR)
- {
- glNormalPointer(GL_FLOAT, stride, base + m->imodeldef->m_Normal.offset);
- }
- if (streamflags & STREAM_UV0)
- {
- glTexCoordPointer(2, GL_FLOAT, stride, base + m->imodeldef->m_UV.offset);
- }
-}
-
-
-// Render one model
-void InstancingModelRenderer::RenderModel(int streamflags, CModel* model, void* UNUSED(data))
-{
- CModelDefPtr mdldef = model->GetModelDef();
- const CMatrix3D& mat = model->GetTransform();
-
- if (streamflags & STREAM_COLOR)
- {
- CColor sc = model->GetShadingColor();
- glColor3f(sc.r, sc.g, sc.b);
- }
-
- m->instancingConfig->SetMatrix(mat);
-
- // render the lot
- size_t numFaces = mdldef->GetNumFaces();
-
- if (!g_Renderer.m_SkipSubmit) {
- pglDrawRangeElementsEXT(GL_TRIANGLES, 0, (GLuint)mdldef->GetNumVertices()-1,
- (GLsizei)numFaces*3, GL_UNSIGNED_SHORT, m->imodeldefIndexBase);
- }
-
- // bump stats
- g_Renderer.m_Stats.m_DrawCalls++;
- g_Renderer.m_Stats.m_ModelTris += numFaces;
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////
-// ShaderInstancingModelRenderer implementation
-
-ShaderInstancingModelRenderer::ShaderInstancingModelRenderer() :
- InstancingModelRenderer(false)
-{
-}
-
-void ShaderInstancingModelRenderer::BeginPass(int streamflags, const CMatrix3D* UNUSED(texturematrix))
+void InstancingModelRenderer::BeginPass(int streamflags, const CMatrix3D* UNUSED(texturematrix))
{
debug_assert(streamflags == (streamflags & (STREAM_POS|STREAM_NORMAL|STREAM_UV0)));
@@ -311,7 +169,8 @@ void ShaderInstancingModelRenderer::BeginPass(int streamflags, const CMatrix3D*
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
}
-void ShaderInstancingModelRenderer::EndPass(int streamflags)
+// Cleanup rendering pass.
+void InstancingModelRenderer::EndPass(int streamflags)
{
if (streamflags & STREAM_POS)
glDisableClientState(GL_VERTEX_ARRAY);
@@ -325,7 +184,9 @@ void ShaderInstancingModelRenderer::EndPass(int streamflags)
CVertexBuffer::Unbind();
}
-void ShaderInstancingModelRenderer::PrepareModelDef(int streamflags, const CModelDefPtr& def)
+
+// Prepare UV coordinates for this modeldef
+void InstancingModelRenderer::PrepareModelDef(int streamflags, const CModelDefPtr& def)
{
m->imodeldef = (IModelDef*)def->GetRenderData(m);
@@ -346,7 +207,9 @@ void ShaderInstancingModelRenderer::PrepareModelDef(int streamflags, const CMode
glTexCoordPointer(2, GL_FLOAT, stride, base + m->imodeldef->m_UV.offset);
}
-void ShaderInstancingModelRenderer::RenderModel(int UNUSED(streamflags), CModel* model, void* UNUSED(data))
+
+// Render one model
+void InstancingModelRenderer::RenderModel(int UNUSED(streamflags), CModel* model, void* UNUSED(data))
{
CModelDefPtr mdldef = model->GetModelDef();
diff --git a/source/renderer/InstancingModelRenderer.h b/source/renderer/InstancingModelRenderer.h
index 34e540a079..2ef537a767 100644
--- a/source/renderer/InstancingModelRenderer.h
+++ b/source/renderer/InstancingModelRenderer.h
@@ -28,22 +28,14 @@
struct InstancingModelRendererInternals;
/**
- * Class InstancingModelRenderer: Render non-animated (but potentially
- * moving models) using vertex shaders and minimal state changes.
- *
- * @note You should verify hardware capabilities using IsAvailable
- * before creating this model renderer.
+ * Render non-animated (but potentially moving) models using a ShaderRenderModifier.
+ * This just passes through the vertex data directly; the modifier is responsible
+ * for setting any shader uniforms etc (including the instancing transform).
*/
class InstancingModelRenderer : public ModelVertexRenderer
{
public:
- /**
- * InstancingModelRenderer: Constructor.
- *
- * @param colorIsDiffuseOnly if true, the primary color sent to the fragment stage
- * contains only the diffuse term, and not the ambient
- */
- InstancingModelRenderer(bool colorIsDiffuseOnly);
+ InstancingModelRenderer();
~InstancingModelRenderer();
// Implementations
@@ -56,36 +48,8 @@ public:
void PrepareModelDef(int streamflags, const CModelDefPtr& def);
void RenderModel(int streamflags, CModel* model, void* data);
- /**
- * IsAvailable: Determines whether this model renderer can be used
- * given the OpenGL implementation specific limits.
- *
- * @note Do not attempt to construct a InstancingModelRenderer object
- * when IsAvailable returns false.
- *
- * @return true if the OpenGL implementation can support this
- * model renderer.
- */
- static bool IsAvailable();
-
protected:
InstancingModelRendererInternals* m;
};
-/**
- * Render non-animated (but potentially moving) models using a ShaderRenderModifier.
- * This just passes through the vertex data directly; the modifier is responsible
- * for setting any shader uniforms etc (including the instancing transform).
- */
-class ShaderInstancingModelRenderer : public InstancingModelRenderer
-{
-public:
- ShaderInstancingModelRenderer();
-
- void BeginPass(int streamflags, const CMatrix3D* texturematrix);
- void EndPass(int streamflags);
- void PrepareModelDef(int streamflags, const CModelDefPtr& def);
- void RenderModel(int streamflags, CModel* model, void* data);
-};
-
#endif // INCLUDED_INSTANCINGMODELRENDERER
diff --git a/source/renderer/RenderPathVertexShader.cpp b/source/renderer/RenderPathVertexShader.cpp
deleted file mode 100644
index 34a21d4371..0000000000
--- a/source/renderer/RenderPathVertexShader.cpp
+++ /dev/null
@@ -1,146 +0,0 @@
-/* Copyright (C) 2009 Wildfire Games.
- * This file is part of 0 A.D.
- *
- * 0 A.D. 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.
- *
- * 0 A.D. is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with 0 A.D. If not, see .
- */
-
-#include "precompiled.h"
-
-#include "lib/ogl.h"
-#include "lib/res/graphics/ogl_shader.h"
-#include "ps/CLogger.h"
-#include "ps/Filesystem.h"
-#include "renderer/Renderer.h"
-#include "renderer/RenderPathVertexShader.h"
-
-
-void VS_GlobalLight::Init(Handle shader)
-{
- m_Ambient = ogl_program_get_uniform_location(shader, "ambient");
- m_SunDir = ogl_program_get_uniform_location(shader, "sunDir");
- m_SunColor = ogl_program_get_uniform_location(shader, "sunColor");
-}
-
-void VS_Instancing::Init(Handle shader)
-{
- m_Instancing1 = ogl_program_get_attrib_location(shader, "Instancing1");
- m_Instancing2 = ogl_program_get_attrib_location(shader, "Instancing2");
- m_Instancing3 = ogl_program_get_attrib_location(shader, "Instancing3");
-}
-
-void VS_PosToUV1::Init(Handle shader)
-{
- m_TextureMatrix1 = ogl_program_get_uniform_location(shader, "TextureMatrix1");
- debug_assert(m_TextureMatrix1 >= 0);
- m_TextureMatrix2 = ogl_program_get_uniform_location(shader, "TextureMatrix2");
- debug_assert(m_TextureMatrix2 >= 0);
- m_TextureMatrix3 = ogl_program_get_uniform_location(shader, "TextureMatrix3");
- debug_assert(m_TextureMatrix3 >= 0);
-}
-
-RenderPathVertexShader::RenderPathVertexShader()
-{
- m_ModelLight = 0;
- m_ModelLightP = 0;
- m_InstancingLight = 0;
- m_Instancing = 0;
-}
-
-RenderPathVertexShader::~RenderPathVertexShader()
-{
- if (m_ModelLight)
- ogl_program_free(m_ModelLight);
- if (m_ModelLightP)
- ogl_program_free(m_ModelLightP);
- if (m_InstancingLight)
- ogl_program_free(m_InstancingLight);
- if (m_Instancing)
- ogl_program_free(m_Instancing);
-}
-
-// Initialize this render path.
-// Use delayed initialization so that we can fallback to a different render path
-// if anything went wrong and use the destructor to clean things up.
-bool RenderPathVertexShader::Init()
-{
- if (!g_Renderer.m_Caps.m_VertexShader)
- return false;
-
- m_ModelLight = ogl_program_load(g_VFS, L"shaders/model_light.xml");
- if (m_ModelLight < 0)
- {
- LOGWARNING(L"Failed to load shaders/model_light.xml: %i\n", (int)m_ModelLight);
- return false;
- }
-
- m_ModelLightP = ogl_program_load(g_VFS, L"shaders/model_lightp.xml");
- if (m_ModelLightP < 0)
- {
- LOGWARNING(L"Failed to load shaders/model_lightp.xml: %i\n", (int)m_ModelLightP);
- return false;
- }
-
- m_InstancingLight = ogl_program_load(g_VFS, L"shaders/instancing_light.xml");
- if (m_InstancingLight < 0)
- {
- LOGWARNING(L"Failed to load shaders/instancing_light.xml: %i\n", (int)m_InstancingLight);
- return false;
- }
-
- m_InstancingLightP = ogl_program_load(g_VFS, L"shaders/instancing_lightp.xml");
- if (m_InstancingLightP < 0)
- {
- LOGWARNING(L"Failed to load shaders/instancing_lightp.xml: %i\n", (int)m_InstancingLightP);
- return false;
- }
-
- m_Instancing = ogl_program_load(g_VFS, L"shaders/instancing.xml");
- if (m_Instancing < 0)
- {
- LOGWARNING(L"Failed to load shaders/instancing.xml: %i\n", (int)m_Instancing);
- return false;
- }
-
- m_InstancingP = ogl_program_load(g_VFS, L"shaders/instancingp.xml");
- if (m_InstancingP < 0)
- {
- LOGWARNING(L"Failed to load shaders/instancingp.xml: %i\n", (int)m_InstancingP);
- return false;
- }
-
- return true;
-}
-
-
-// This is quite the hack, but due to shader reloads,
-// the uniform locations might have changed under us.
-void RenderPathVertexShader::BeginFrame()
-{
- m_ModelLight_Light.Init(m_ModelLight);
-
- m_ModelLightP_Light.Init(m_ModelLightP);
- m_ModelLightP_PosToUV1.Init(m_ModelLightP);
-
- m_InstancingLight_Light.Init(m_InstancingLight);
- m_InstancingLight_Instancing.Init(m_InstancingLight);
-
- m_InstancingLightP_Light.Init(m_InstancingLightP);
- m_InstancingLightP_Instancing.Init(m_InstancingLightP);
- m_InstancingLightP_PosToUV1.Init(m_InstancingLightP);
-
- m_Instancing_Instancing.Init(m_Instancing);
-
- m_InstancingP_Instancing.Init(m_InstancingP);
- m_InstancingP_PosToUV1.Init(m_InstancingP);
-}
diff --git a/source/renderer/RenderPathVertexShader.h b/source/renderer/RenderPathVertexShader.h
deleted file mode 100644
index ae5c326270..0000000000
--- a/source/renderer/RenderPathVertexShader.h
+++ /dev/null
@@ -1,133 +0,0 @@
-/* Copyright (C) 2009 Wildfire Games.
- * This file is part of 0 A.D.
- *
- * 0 A.D. 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.
- *
- * 0 A.D. is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with 0 A.D. If not, see .
- */
-
-#ifndef INCLUDED_RENDERPATHVERTEXSHADER
-#define INCLUDED_RENDERPATHVERTEXSHADER
-
-#include "graphics/LightEnv.h"
-
-// Interface for globallight.vs
-struct VS_GlobalLight
-{
-public:
- void Init(Handle shader);
-
- void SetFromLightEnv(const CLightEnv& lightenv, bool units) const
- {
- SetAmbient(units ? lightenv.m_UnitsAmbientColor : lightenv.m_TerrainAmbientColor);
- SetSunDir(lightenv.GetSunDir());
- SetSunColor(lightenv.m_SunColor);
- }
-
- void SetAmbient(const RGBColor& color) const
- {
- pglUniform3fvARB(m_Ambient, 1, &color.X);
- }
-
- void SetSunDir(const CVector3D& sundir) const
- {
- pglUniform3fvARB(m_SunDir, 1, &sundir.X);
- }
-
- void SetSunColor(const RGBColor& color) const
- {
- pglUniform3fvARB(m_SunColor, 1, &color.X);
- }
-
-private:
- GLint m_Ambient;
- GLint m_SunDir;
- GLint m_SunColor;
-};
-
-// Interface for instancing_base.vs
-struct VS_Instancing
-{
-public:
- void Init(Handle shader);
-
- void SetMatrix(const CMatrix3D& mat) const
- {
- pglVertexAttrib4fARB(m_Instancing1, mat._11, mat._12, mat._13, mat._14);
- pglVertexAttrib4fARB(m_Instancing2, mat._21, mat._22, mat._23, mat._24);
- pglVertexAttrib4fARB(m_Instancing3, mat._31, mat._32, mat._33, mat._34);
- }
-
-private:
- GLint m_Instancing1;
- GLint m_Instancing2;
- GLint m_Instancing3;
-};
-
-
-// Interface for postouv1.vs
-struct VS_PosToUV1
-{
-public:
- void Init(Handle shader);
-
- void SetMatrix(const CMatrix3D& mat) const
- {
- pglUniform4fARB(m_TextureMatrix1, mat._11, mat._12, mat._13, mat._14);
- pglUniform4fARB(m_TextureMatrix2, mat._21, mat._22, mat._23, mat._24);
- pglUniform4fARB(m_TextureMatrix3, mat._31, mat._32, mat._33, mat._34);
- }
-
-private:
- GLint m_TextureMatrix1;
- GLint m_TextureMatrix2;
- GLint m_TextureMatrix3;
-};
-
-class RenderPathVertexShader
-{
-public:
- RenderPathVertexShader();
- ~RenderPathVertexShader();
-
- // Initialize this render path.
- bool Init();
-
- // Call once per frame to update program stuff
- void BeginFrame();
-
-public:
- Handle m_ModelLight;
- VS_GlobalLight m_ModelLight_Light;
-
- Handle m_ModelLightP;
- VS_GlobalLight m_ModelLightP_Light;
- VS_PosToUV1 m_ModelLightP_PosToUV1;
-
- Handle m_InstancingLight;
- VS_GlobalLight m_InstancingLight_Light;
- VS_Instancing m_InstancingLight_Instancing;
-
- Handle m_InstancingLightP;
- VS_GlobalLight m_InstancingLightP_Light;
- VS_Instancing m_InstancingLightP_Instancing;
- VS_PosToUV1 m_InstancingLightP_PosToUV1;
-
- Handle m_Instancing;
- VS_Instancing m_Instancing_Instancing;
-
- Handle m_InstancingP;
- VS_Instancing m_InstancingP_Instancing;
- VS_PosToUV1 m_InstancingP_PosToUV1;
-};
-
-#endif // INCLUDED_RENDERPATHVERTEXSHADER
diff --git a/source/renderer/Renderer.cpp b/source/renderer/Renderer.cpp
index ae7758c1c3..52cabc51c7 100644
--- a/source/renderer/Renderer.cpp
+++ b/source/renderer/Renderer.cpp
@@ -60,7 +60,6 @@
#include "renderer/ParticleRenderer.h"
#include "renderer/PlayerRenderer.h"
#include "renderer/RenderModifiers.h"
-#include "renderer/RenderPathVertexShader.h"
#include "renderer/ShadowMap.h"
#include "renderer/SkyManager.h"
#include "renderer/TerrainOverlay.h"
@@ -272,12 +271,7 @@ public:
// rendering and submission; use the aliases above instead.
ModelRenderer* pal_NormalFF[NumVertexTypes];
ModelRenderer* pal_PlayerFF[NumVertexTypes];
- ModelRenderer* pal_NormalHWLit[NumVertexTypes];
- ModelRenderer* pal_PlayerHWLit[NumVertexTypes];
- ModelRenderer* pal_NormalInstancing[NumVertexTypes];
- ModelRenderer* pal_PlayerInstancing[NumVertexTypes];
ModelRenderer* pal_TranspFF[NumVertexTypes];
- ModelRenderer* pal_TranspHWLit[NumVertexTypes];
ModelRenderer* pal_TranspSortAll;
ModelRenderer* pal_NormalShader;
@@ -287,8 +281,6 @@ public:
ModelRenderer* pal_TranspShader;
ModelVertexRendererPtr VertexFF[NumVertexTypes];
- ModelVertexRendererPtr VertexHWLit[NumVertexTypes];
- ModelVertexRendererPtr VertexInstancing[NumVertexTypes];
ModelVertexRendererPtr VertexPolygonSort;
ModelVertexRendererPtr VertexRendererShader;
ModelVertexRendererPtr VertexInstancingShader;
@@ -344,11 +336,6 @@ public:
Model.pal_NormalFF[vertexType] = 0;
Model.pal_PlayerFF[vertexType] = 0;
Model.pal_TranspFF[vertexType] = 0;
- Model.pal_NormalHWLit[vertexType] = 0;
- Model.pal_PlayerHWLit[vertexType] = 0;
- Model.pal_TranspHWLit[vertexType] = 0;
- Model.pal_NormalInstancing[vertexType] = 0;
- Model.pal_PlayerInstancing[vertexType] = 0;
}
Model.pal_TranspSortAll = 0;
@@ -371,18 +358,6 @@ public:
delete terrainRenderer;
}
- bool CanUseRenderPathVertexShader()
- {
- for(int vertexType = 0; vertexType < NumVertexTypes; ++vertexType)
- {
- if (!Model.pal_NormalHWLit[vertexType] ||
- !Model.pal_PlayerHWLit[vertexType])
- return false;
- }
-
- return true;
- }
-
/**
* Load the OpenGL projection and modelview matrices and the viewport according
* to the given camera.
@@ -444,8 +419,6 @@ CRenderer::CRenderer()
m_FastPlayerColor = true;
m_SkipSubmit = false;
- m_VertexShader = 0;
-
m_Options.m_NoVBO = false;
m_Options.m_NoFramebufferObject = false;
m_Options.m_RenderPath = RP_DEFAULT;
@@ -487,11 +460,6 @@ CRenderer::~CRenderer()
delete m->Model.pal_NormalFF[vertexType];
delete m->Model.pal_PlayerFF[vertexType];
delete m->Model.pal_TranspFF[vertexType];
- delete m->Model.pal_NormalHWLit[vertexType];
- delete m->Model.pal_PlayerHWLit[vertexType];
- delete m->Model.pal_TranspHWLit[vertexType];
- delete m->Model.pal_NormalInstancing[vertexType];
- delete m->Model.pal_PlayerInstancing[vertexType];
}
delete m->Model.pal_TranspSortAll;
@@ -501,10 +469,6 @@ CRenderer::~CRenderer()
delete m->Model.pal_PlayerInstancingShader;
delete m->Model.pal_TranspShader;
- // general
- delete m_VertexShader;
- m_VertexShader = 0;
-
// we no longer UnloadAlphaMaps / UnloadWaterTextures here -
// that is the responsibility of the module that asked for
// them to be loaded (i.e. CGameView).
@@ -651,47 +615,19 @@ bool CRenderer::Open(int width, int height)
EnumCaps();
m->shadow->SetUseDepthTexture(true);
- m_VertexShader = new RenderPathVertexShader;
- if (!m_VertexShader->Init())
- {
- delete m_VertexShader;
- m_VertexShader = 0;
- }
-
// model rendering
m->Model.VertexFF[AmbientDiffuse] = ModelVertexRendererPtr(new FixedFunctionModelRenderer(false));
m->Model.VertexFF[OnlyDiffuse] = ModelVertexRendererPtr(new FixedFunctionModelRenderer(true));
- if (HWLightingModelRenderer::IsAvailable())
- {
- m->Model.VertexHWLit[AmbientDiffuse] = ModelVertexRendererPtr(new HWLightingModelRenderer(false));
- m->Model.VertexHWLit[OnlyDiffuse] = ModelVertexRendererPtr(new HWLightingModelRenderer(true));
- }
- if (InstancingModelRenderer::IsAvailable())
- {
- m->Model.VertexInstancing[AmbientDiffuse] = ModelVertexRendererPtr(new InstancingModelRenderer(false));
- m->Model.VertexInstancing[OnlyDiffuse] = ModelVertexRendererPtr(new InstancingModelRenderer(true));
- }
m->Model.VertexPolygonSort = ModelVertexRendererPtr(new PolygonSortModelRenderer);
m->Model.VertexRendererShader = ModelVertexRendererPtr(new ShaderModelRenderer);
- m->Model.VertexInstancingShader = ModelVertexRendererPtr(new ShaderInstancingModelRenderer);
+ m->Model.VertexInstancingShader = ModelVertexRendererPtr(new InstancingModelRenderer);
for(int vertexType = 0; vertexType < NumVertexTypes; ++vertexType)
{
m->Model.pal_NormalFF[vertexType] = new BatchModelRenderer(m->Model.VertexFF[vertexType]);
m->Model.pal_PlayerFF[vertexType] = new BatchModelRenderer(m->Model.VertexFF[vertexType]);
m->Model.pal_TranspFF[vertexType] = new SortModelRenderer(m->Model.VertexFF[vertexType]);
- if (m->Model.VertexHWLit[vertexType])
- {
- m->Model.pal_NormalHWLit[vertexType] = new BatchModelRenderer(m->Model.VertexHWLit[vertexType]);
- m->Model.pal_PlayerHWLit[vertexType] = new BatchModelRenderer(m->Model.VertexHWLit[vertexType]);
- m->Model.pal_TranspHWLit[vertexType] = new SortModelRenderer(m->Model.VertexHWLit[vertexType]);
- }
- if (m->Model.VertexInstancing[vertexType])
- {
- m->Model.pal_NormalInstancing[vertexType] = new BatchModelRenderer(m->Model.VertexInstancing[vertexType]);
- m->Model.pal_PlayerInstancing[vertexType] = new BatchModelRenderer(m->Model.VertexInstancing[vertexType]);
- }
}
m->Model.pal_TranspSortAll = new SortModelRenderer(m->Model.VertexPolygonSort);
@@ -833,15 +769,6 @@ void CRenderer::SetRenderPath(RenderPath rp)
rp = RP_FIXED;
}
- if (rp == RP_VERTEXSHADER)
- {
- if (!m->CanUseRenderPathVertexShader())
- {
- LOGWARNING(L"Falling back to fixed function\n");
- rp = RP_FIXED;
- }
- }
-
if (rp == RP_SHADER)
{
if (!m_Caps.m_ARBProgram)
@@ -864,7 +791,6 @@ CStr CRenderer::GetRenderPathName(RenderPath rp)
switch(rp) {
case RP_DEFAULT: return "default";
case RP_FIXED: return "fixed";
- case RP_VERTEXSHADER: return "vertexshader";
case RP_SHADER: return "shader";
default: return "(invalid)";
}
@@ -874,8 +800,6 @@ CRenderer::RenderPath CRenderer::GetRenderPathByName(const CStr& name)
{
if (name == "fixed")
return RP_FIXED;
- if (name == "vertexshader")
- return RP_VERTEXSHADER;
if (name == "shader")
return RP_SHADER;
if (name == "default")
@@ -958,9 +882,6 @@ void CRenderer::BeginFrame()
return;
}
- if (m_VertexShader)
- m_VertexShader->BeginFrame();
-
// choose model renderers for this frame
int vertexType;
@@ -991,30 +912,11 @@ void CRenderer::BeginFrame()
m->Model.ModTransparent = m->Model.ModTransparentUnlit;
}
- if (m_Options.m_RenderPath == RP_VERTEXSHADER)
- {
- debug_assert(m->Model.pal_NormalHWLit[vertexType] != 0);
+ m->Model.NormalInstancing = m->Model.pal_NormalFF[vertexType];
+ m->Model.Normal = m->Model.pal_NormalFF[vertexType];
- if (m->Model.pal_NormalInstancing)
- m->Model.NormalInstancing = m->Model.pal_NormalInstancing[vertexType];
- else
- m->Model.NormalInstancing = m->Model.pal_NormalHWLit[vertexType];
- m->Model.Normal = m->Model.pal_NormalHWLit[vertexType];
-
- if (m->Model.pal_PlayerInstancing)
- m->Model.PlayerInstancing = m->Model.pal_PlayerInstancing[vertexType];
- else
- m->Model.PlayerInstancing = m->Model.pal_PlayerHWLit[vertexType];
- m->Model.Player = m->Model.pal_PlayerHWLit[vertexType];
- }
- else
- {
- m->Model.NormalInstancing = m->Model.pal_NormalFF[vertexType];
- m->Model.Normal = m->Model.pal_NormalFF[vertexType];
-
- m->Model.PlayerInstancing = m->Model.pal_PlayerFF[vertexType];
- m->Model.Player = m->Model.pal_PlayerFF[vertexType];
- }
+ m->Model.PlayerInstancing = m->Model.pal_PlayerFF[vertexType];
+ m->Model.Player = m->Model.pal_PlayerFF[vertexType];
m->Model.ModSolid = m->Model.ModSolidColor;
m->Model.ModSolidInstancing = m->Model.ModSolidColor;
@@ -1023,8 +925,6 @@ void CRenderer::BeginFrame()
if (m_SortAllTransparent)
m->Model.Transp = m->Model.pal_TranspSortAll;
- else if (m_Options.m_RenderPath == RP_VERTEXSHADER)
- m->Model.Transp = m->Model.pal_TranspHWLit[vertexType];
else
m->Model.Transp = m->Model.pal_TranspFF[vertexType];
}
diff --git a/source/renderer/Renderer.h b/source/renderer/Renderer.h
index 5e73e2b283..45e2984c14 100644
--- a/source/renderer/Renderer.h
+++ b/source/renderer/Renderer.h
@@ -94,9 +94,6 @@ public:
// Classic fixed function.
RP_FIXED,
- // Use (GL 2.0) vertex shaders for T&L when possible.
- RP_VERTEXSHADER,
-
// Use new ARB/GLSL system
RP_SHADER
};
@@ -424,10 +421,6 @@ protected:
// per-frame renderer stats
Stats m_Stats;
- // Additional state that is only available when the vertex shader
- // render path is used (according to m_Options.m_RenderPath)
- RenderPathVertexShader* m_VertexShader;
-
/// If false, use a multipass fallback for player colors.
bool m_FastPlayerColor;