194 lines
5.9 KiB
C++
Executable File
194 lines
5.9 KiB
C++
Executable File
///////////////////////////////////////////////////////////////////////////////
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//
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// Name: TransparencyRenderer.cpp
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// Author: Rich Cross
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// Contact: rich@wildfiregames.com
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//
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///////////////////////////////////////////////////////////////////////////////
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#include "precompiled.h"
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#include <algorithm>
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#include "Renderer.h"
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#include "TransparencyRenderer.h"
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#include "Model.h"
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CTransparencyRenderer g_TransparencyRenderer;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// SortObjectsByDist: sorting class used for back-to-front sort of transparent passes
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struct SortObjectsByDist {
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typedef CTransparencyRenderer::SObject SortObj;
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bool operator()(const SortObj& lhs,const SortObj& rhs) {
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return lhs.m_Dist>rhs.m_Dist? true : false;
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}
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};
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Sort: coarsely sort submitted objects in back to front manner
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void CTransparencyRenderer::Sort()
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{
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std::sort(m_Objects.begin(),m_Objects.end(),SortObjectsByDist());
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Render: render all deferred passes; call Sort before using to ensure passes
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// are drawn in correct order
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void CTransparencyRenderer::Render()
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{
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if (m_Objects.size()==0) return;
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// switch on wireframe if we need it
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if (g_Renderer.m_ModelRenderMode==WIREFRAME) {
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glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
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}
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// switch on client states
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_COLOR_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_ONE);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
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// just pass through texture's alpha
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
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glEnable(GL_ALPHA_TEST);
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glAlphaFunc(GL_GREATER,0.975f);
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// render everything with color writes off to setup depth buffer correctly
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glColorMask(0,0,0,0);
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RenderObjectsStreams(STREAM_POS|STREAM_UV0);
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glColorMask(1,1,1,1);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
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glDepthMask(0);
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glAlphaFunc(GL_GREATER,0);
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// setup texture environment to modulate diffuse color with texture color
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PRIMARY_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
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RenderObjectsStreams(STREAM_POS|STREAM_COLOR|STREAM_UV0);
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glDisable(GL_BLEND);
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glDisable(GL_ALPHA_TEST);
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glDepthMask(1);
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// switch off client states
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_COLOR_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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if (g_Renderer.m_ModelRenderMode==WIREFRAME) {
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// switch wireframe off again
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glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
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} else if (g_Renderer.m_ModelRenderMode==EDGED_FACES) {
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// edged faces: need to make a second pass over the data:
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// first switch on wireframe
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glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
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// setup some renderstate ..
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glDepthMask(0);
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g_Renderer.SetTexture(0,0);
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glColor4f(1,1,1,0.75f);
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glLineWidth(1.0f);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
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// .. and some client states
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glEnableClientState(GL_VERTEX_ARRAY);
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// render each model
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RenderObjectsStreams(STREAM_POS);
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// .. and switch off the client states
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glDisableClientState(GL_VERTEX_ARRAY);
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// .. and restore the renderstates
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glDisable(GL_BLEND);
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glDepthMask(1);
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// restore fill mode, and we're done
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glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
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}
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}
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void CTransparencyRenderer::Clear()
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{
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// all transparent objects rendered; release them
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m_Objects.clear();
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}
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void CTransparencyRenderer::Add(CModel* model)
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{
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// resize array, get last object in list
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m_Objects.resize(m_Objects.size()+1);
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SObject& obj=m_Objects.back();
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obj.m_Model=model;
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// build transform from object to camera space
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CMatrix3D objToCam,invcam;
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g_Renderer.m_Camera.m_Orientation.GetInverse(objToCam);
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objToCam*=model->GetTransform();
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// resort model indices from back to front, according to camera position - and store
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// the returned sqrd distance to the centre of the nearest triangle
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CModelRData* modeldata=(CModelRData*) model->GetRenderData();
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obj.m_Dist=modeldata->BackToFrontIndexSort(objToCam);
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}
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void CTransparencyRenderer::RenderShadows()
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{
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if (m_Objects.size()==0) return;
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// switch on client states
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glDepthMask(0);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
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RenderObjectsStreams(STREAM_POS|STREAM_UV0);
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glDepthMask(1);
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glDisable(GL_BLEND);
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// switch off client states
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////
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// RenderObjectsStreams: render given streams on all objects
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void CTransparencyRenderer::RenderObjectsStreams(u32 streamflags)
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{
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for (uint i=0;i<m_Objects.size();++i) {
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CModelRData* modeldata=(CModelRData*) m_Objects[i].m_Model->GetRenderData();
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modeldata->RenderStreams(streamflags);
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}
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}
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