Ykkrosh
b1b96a89d6
Previously we had a single culling frustum based on the main camera, and any object outside the frustum would never get rendered, even if it should actually contribute to shadows or reflections/refractions. This caused ugly pop-in effects in the shadows and reflections while scrolling. Extend the renderer to support multiple cull groups, each with a separate frustum and with separate lists of submitted objects, so that shadows and reflections will render the correctly culled sets of objects. Update the shadow map generation to compute the (hopefully) correct bounds and matrices for this new scheme. Include terrain patches in the shadow bounds, so hills can cast shadows correctly. Remove the code that tried to render objects slightly outside the camera frustum in order to reduce the pop-in effect, since that was a workaround for the lack of a proper fix. Remove the model/patch filtering code, which was used to cull objects that were in the normal camera frustum but should be excluded from reflections/refractions, since that's redundant now too. Inline DistanceToPlane to save a few hundred usecs per frame inside CCmpUnitRenderer::RenderSubmit. Fixes #504, #579. This was SVN commit r15445.
334 lines
9.8 KiB
C++
334 lines
9.8 KiB
C++
/* Copyright (C) 2012 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "TerrainOverlay.h"
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#include "graphics/Terrain.h"
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#include "lib/bits.h"
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#include "lib/ogl.h"
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#include "maths/MathUtil.h"
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#include "ps/Game.h"
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#include "ps/Overlay.h"
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#include "ps/Profile.h"
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#include "ps/World.h"
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#include "renderer/Renderer.h"
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#include "renderer/TerrainRenderer.h"
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#include "simulation2/system/SimContext.h"
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#include <algorithm>
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// Handy things for STL:
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/// Functor for sorting pairs, using the <-ordering of their second values.
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struct compare2nd
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{
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template<typename S, typename T> bool operator()(const std::pair<S, T>& a, const std::pair<S, T>& b) const
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{
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return a.second < b.second;
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}
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};
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/// Functor for comparing the firsts of pairs to a specified value.
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template<typename S> struct equal1st
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{
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const S& val;
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equal1st(const S& val) : val(val) {}
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template <typename T> bool operator()(const std::pair<S, T>& a) const
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{
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return a.first == val;
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}
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private:
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const equal1st& operator=(const equal1st& rhs);
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};
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//////////////////////////////////////////////////////////////////////////
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// Global overlay list management:
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static std::vector<std::pair<ITerrainOverlay*, int> > g_TerrainOverlayList;
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ITerrainOverlay::ITerrainOverlay(int priority)
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{
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// Add to global list of overlays
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g_TerrainOverlayList.push_back(std::make_pair(this, priority));
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// Sort by overlays by priority. Do stable sort so that adding/removing
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// overlays doesn't randomly disturb all the existing ones (which would
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// be noticeable if they have the same priority and overlap).
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std::stable_sort(g_TerrainOverlayList.begin(), g_TerrainOverlayList.end(),
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compare2nd());
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}
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ITerrainOverlay::~ITerrainOverlay()
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{
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std::vector<std::pair<ITerrainOverlay*, int> >::iterator newEnd =
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std::remove_if(g_TerrainOverlayList.begin(), g_TerrainOverlayList.end(),
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equal1st<ITerrainOverlay*>(this));
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g_TerrainOverlayList.erase(newEnd, g_TerrainOverlayList.end());
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}
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void ITerrainOverlay::RenderOverlaysBeforeWater()
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{
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if (g_TerrainOverlayList.empty())
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return;
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PROFILE3_GPU("terrain overlays (before)");
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for (size_t i = 0; i < g_TerrainOverlayList.size(); ++i)
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g_TerrainOverlayList[i].first->RenderBeforeWater();
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}
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void ITerrainOverlay::RenderOverlaysAfterWater()
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{
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if (g_TerrainOverlayList.empty())
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return;
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PROFILE3_GPU("terrain overlays (after)");
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for (size_t i = 0; i < g_TerrainOverlayList.size(); ++i)
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g_TerrainOverlayList[i].first->RenderAfterWater();
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}
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//////////////////////////////////////////////////////////////////////////
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TerrainOverlay::TerrainOverlay(const CSimContext& simContext, int priority /* = 100 */)
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: ITerrainOverlay(priority), m_Terrain(&simContext.GetTerrain())
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{
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}
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void TerrainOverlay::StartRender()
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{
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}
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void TerrainOverlay::EndRender()
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{
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}
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void TerrainOverlay::GetTileExtents(
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ssize_t& min_i_inclusive, ssize_t& min_j_inclusive,
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ssize_t& max_i_inclusive, ssize_t& max_j_inclusive)
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{
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// Default to whole map
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min_i_inclusive = min_j_inclusive = 0;
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max_i_inclusive = max_j_inclusive = m_Terrain->GetTilesPerSide()-1;
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}
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void TerrainOverlay::RenderBeforeWater()
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{
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if (!m_Terrain)
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return; // should never happen, but let's play it safe
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#if CONFIG2_GLES
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#warning TODO: implement TerrainOverlay::RenderOverlays for GLES
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#else
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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(GL_FALSE);
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// To ensure that outlines are drawn on top of the terrain correctly (and
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// don't Z-fight and flicker nastily), draw them as QUADS with the LINE
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// PolygonMode, and use PolygonOffset to pull them towards the camera.
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// (See e.g. http://www.opengl.org/resources/faq/technical/polygonoffset.htm)
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glPolygonOffset(-1.f, -1.f);
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//glEnable(GL_POLYGON_OFFSET_LINE);
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glEnable(GL_POLYGON_OFFSET_FILL);
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pglActiveTextureARB(GL_TEXTURE0);
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glDisable(GL_TEXTURE_2D);
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StartRender();
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ssize_t min_i, min_j, max_i, max_j;
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GetTileExtents(min_i, min_j, max_i, max_j);
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// Clamp the min to 0, but the max to -1 - so tile -1 can never be rendered,
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// but if unclamped_max<0 then no tiles at all will be rendered. And the same
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// for the upper limit.
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min_i = clamp(min_i, ssize_t(0), m_Terrain->GetTilesPerSide());
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min_j = clamp(min_j, ssize_t(0), m_Terrain->GetTilesPerSide());
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max_i = clamp(max_i, ssize_t(-1), m_Terrain->GetTilesPerSide()-1);
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max_j = clamp(max_j, ssize_t(-1), m_Terrain->GetTilesPerSide()-1);
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for (m_j = min_j; m_j <= max_j; ++m_j)
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for (m_i = min_i; m_i <= max_i; ++m_i)
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ProcessTile(m_i, m_j);
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EndRender();
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// Clean up state changes
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glEnable(GL_CULL_FACE);
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glEnable(GL_DEPTH_TEST);
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//glDisable(GL_POLYGON_OFFSET_LINE);
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glDisable(GL_POLYGON_OFFSET_FILL);
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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glDepthMask(GL_TRUE);
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glDisable(GL_BLEND);
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#endif
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}
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void TerrainOverlay::RenderTile(const CColor& colour, bool draw_hidden)
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{
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RenderTile(colour, draw_hidden, m_i, m_j);
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}
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void TerrainOverlay::RenderTile(const CColor& colour, bool draw_hidden, ssize_t i, ssize_t j)
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{
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// TODO: if this is unpleasantly slow, make it much more efficient
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// (e.g. buffering data and making a single draw call? or at least
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// far fewer calls than it makes now)
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if (draw_hidden)
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{
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_CULL_FACE);
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}
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else
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{
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_CULL_FACE);
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}
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#if CONFIG2_GLES
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#warning TODO: implement TerrainOverlay::RenderTile for GLES
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#else
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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CVector3D pos;
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glBegin(GL_TRIANGLES);
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glColor4fv(colour.FloatArray());
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if (m_Terrain->GetTriangulationDir(i, j))
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{
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m_Terrain->CalcPosition(i, j, pos); glVertex3fv(pos.GetFloatArray());
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m_Terrain->CalcPosition(i+1, j, pos); glVertex3fv(pos.GetFloatArray());
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m_Terrain->CalcPosition(i, j+1, pos); glVertex3fv(pos.GetFloatArray());
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m_Terrain->CalcPosition(i+1, j, pos); glVertex3fv(pos.GetFloatArray());
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m_Terrain->CalcPosition(i+1, j+1, pos); glVertex3fv(pos.GetFloatArray());
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m_Terrain->CalcPosition(i, j+1, pos); glVertex3fv(pos.GetFloatArray());
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}
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else
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{
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m_Terrain->CalcPosition(i, j, pos); glVertex3fv(pos.GetFloatArray());
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m_Terrain->CalcPosition(i+1, j, pos); glVertex3fv(pos.GetFloatArray());
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m_Terrain->CalcPosition(i+1, j+1, pos); glVertex3fv(pos.GetFloatArray());
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m_Terrain->CalcPosition(i+1, j+1, pos); glVertex3fv(pos.GetFloatArray());
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m_Terrain->CalcPosition(i, j+1, pos); glVertex3fv(pos.GetFloatArray());
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m_Terrain->CalcPosition(i, j, pos); glVertex3fv(pos.GetFloatArray());
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}
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glEnd();
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#endif
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}
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void TerrainOverlay::RenderTileOutline(const CColor& colour, int line_width, bool draw_hidden)
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{
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RenderTileOutline(colour, line_width, draw_hidden, m_i, m_j);
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}
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void TerrainOverlay::RenderTileOutline(const CColor& colour, int line_width, bool draw_hidden, ssize_t i, ssize_t j)
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{
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if (draw_hidden)
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{
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_CULL_FACE);
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}
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else
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{
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_CULL_FACE);
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}
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#if CONFIG2_GLES
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#warning TODO: implement TerrainOverlay::RenderTileOutline for GLES
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#else
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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if (line_width != 1)
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glLineWidth((float)line_width);
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CVector3D pos;
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glBegin(GL_QUADS);
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glColor4fv(colour.FloatArray());
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m_Terrain->CalcPosition(i, j, pos); glVertex3fv(pos.GetFloatArray());
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m_Terrain->CalcPosition(i+1, j, pos); glVertex3fv(pos.GetFloatArray());
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m_Terrain->CalcPosition(i+1, j+1, pos); glVertex3fv(pos.GetFloatArray());
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m_Terrain->CalcPosition(i, j+1, pos); glVertex3fv(pos.GetFloatArray());
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glEnd();
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if (line_width != 1)
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glLineWidth(1.0f);
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#endif
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}
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//////////////////////////////////////////////////////////////////////////
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TerrainTextureOverlay::TerrainTextureOverlay(float texelsPerTile, int priority) :
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ITerrainOverlay(priority), m_TexelsPerTile(texelsPerTile), m_Texture(0), m_TextureW(0), m_TextureH(0)
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{
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glGenTextures(1, &m_Texture);
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}
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TerrainTextureOverlay::~TerrainTextureOverlay()
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{
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glDeleteTextures(1, &m_Texture);
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}
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void TerrainTextureOverlay::RenderAfterWater(int cullGroup)
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{
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CTerrain* terrain = g_Game->GetWorld()->GetTerrain();
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ssize_t w = (ssize_t)(terrain->GetTilesPerSide() * m_TexelsPerTile);
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ssize_t h = (ssize_t)(terrain->GetTilesPerSide() * m_TexelsPerTile);
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pglActiveTextureARB(GL_TEXTURE0);
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// Recreate the texture with new size if necessary
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if (round_up_to_pow2(w) != m_TextureW || round_up_to_pow2(h) != m_TextureH)
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{
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m_TextureW = round_up_to_pow2(w);
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m_TextureH = round_up_to_pow2(h);
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glBindTexture(GL_TEXTURE_2D, m_Texture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_TextureW, m_TextureH, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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}
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u8* data = (u8*)calloc(w * h, 4);
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BuildTextureRGBA(data, w, h);
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glBindTexture(GL_TEXTURE_2D, m_Texture);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, data);
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free(data);
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CMatrix3D matrix;
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matrix.SetZero();
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matrix._11 = m_TexelsPerTile / (m_TextureW * TERRAIN_TILE_SIZE);
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matrix._23 = m_TexelsPerTile / (m_TextureH * TERRAIN_TILE_SIZE);
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matrix._44 = 1;
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g_Renderer.GetTerrainRenderer().RenderTerrainOverlayTexture(cullGroup, matrix);
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}
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