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forked from 0ad/0ad
0ad/source/renderer/TerrainRenderer.cpp
janwas c0ed950657 had to remove uint and ulong from lib/types.h due to conflict with other library.
this snowballed into a massive search+destroy of the hodgepodge of
mostly equivalent types we had in use (int, uint, unsigned, unsigned
int, i32, u32, ulong, uintN).

it is more efficient to use 64-bit types in 64-bit mode, so the
preferred default is size_t (for anything remotely resembling a size or
index). tile coordinates are ssize_t to allow more efficient conversion
to/from floating point. flags are int because we almost never need more
than 15 distinct bits, bit test/set is not slower and int is fastest to
type. finally, some data that is pretty much directly passed to OpenGL
is now typed accordingly.

after several hours, the code now requires fewer casts and less
guesswork.

other changes:
- unit and player IDs now have an "invalid id" constant in the
respective class to avoid casting and -1
- fix some endian/64-bit bugs in the map (un)packing. added a
convenience function to write/read a size_t.
- ia32: change CPUID interface to allow passing in ecx (required for
cache topology detection, which I need at work). remove some unneeded
functions from asm, replace with intrinsics where possible.

This was SVN commit r5942.
2008-05-11 18:48:32 +00:00

637 lines
21 KiB
C++

/**
* =========================================================================
* File : TerrainRenderer.cpp
* Project : Pyrogenesis
* Description : Terrain rendering (everything related to patches and
* : water) is encapsulated in TerrainRenderer
* =========================================================================
*/
#include "precompiled.h"
#include "graphics/Camera.h"
#include "graphics/LightEnv.h"
#include "graphics/Patch.h"
#include "graphics/Terrain.h"
#include "graphics/GameView.h"
#include "maths/MathUtil.h"
#include "ps/Game.h"
#include "ps/Profile.h"
#include "ps/Pyrogenesis.h" // MICROLOG
#include "ps/World.h"
#include "simulation/LOSManager.h"
#include "renderer/PatchRData.h"
#include "renderer/Renderer.h"
#include "renderer/ShadowMap.h"
#include "renderer/TerrainRenderer.h"
#include "renderer/WaterManager.h"
#include "lib/res/graphics/ogl_shader.h"
///////////////////////////////////////////////////////////////////////////////////////////////
// TerrainRenderer implementation
/**
* TerrainRenderer keeps track of which phase it is in, to detect
* when Submit, PrepareForRendering etc. are called in the wrong order.
*/
enum Phase {
Phase_Submit,
Phase_Render
};
/**
* Struct TerrainRendererInternals: Internal variables used by the TerrainRenderer class.
*/
struct TerrainRendererInternals
{
/// Which phase (submitting or rendering patches) are we in right now?
Phase phase;
/**
* VisiblePatches: Patches that were submitted for this frame
*
* @todo Merge this list with CPatchRData list
*/
std::vector<CPatch*> visiblePatches;
/// Fancy water shader
Handle fancyWaterShader;
};
///////////////////////////////////////////////////////////////////
// Construction/Destruction
TerrainRenderer::TerrainRenderer()
{
m = new TerrainRendererInternals();
m->phase = Phase_Submit;
m->fancyWaterShader = 0;
}
TerrainRenderer::~TerrainRenderer()
{
if( m->fancyWaterShader )
{
ogl_program_free( m->fancyWaterShader );
}
delete m;
}
///////////////////////////////////////////////////////////////////
// Submit a patch for rendering
void TerrainRenderer::Submit(CPatch* patch)
{
debug_assert(m->phase == Phase_Submit);
CPatchRData* data=(CPatchRData*) patch->GetRenderData();
if (data == 0)
{
// no renderdata for patch, create it now
data = new CPatchRData(patch);
patch->SetRenderData(data);
}
data->Update();
m->visiblePatches.push_back(patch);
}
///////////////////////////////////////////////////////////////////
// Prepare for rendering
void TerrainRenderer::PrepareForRendering()
{
debug_assert(m->phase == Phase_Submit);
m->phase = Phase_Render;
}
///////////////////////////////////////////////////////////////////
// Clear submissions lists
void TerrainRenderer::EndFrame()
{
debug_assert(m->phase == Phase_Render);
m->visiblePatches.clear();
m->phase = Phase_Submit;
}
///////////////////////////////////////////////////////////////////
// Query if patches have been submitted this frame
bool TerrainRenderer::HaveSubmissions()
{
return !m->visiblePatches.empty();
}
///////////////////////////////////////////////////////////////////
// Full-featured terrain rendering with blending and everything
void TerrainRenderer::RenderTerrain(ShadowMap* shadow)
{
debug_assert(m->phase == Phase_Render);
// switch on required client states
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
// render everything fullbright
// set up texture environment for base pass
MICROLOG(L"base splat textures");
pglActiveTextureARB(GL_TEXTURE0);
pglClientActiveTextureARB(GL_TEXTURE0);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PRIMARY_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
// Set alpha to 1.0
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_CONSTANT);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
static const float one[4] = { 1.f, 1.f, 1.f, 1.f };
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, one);
for(size_t i = 0; i < m->visiblePatches.size(); ++i)
{
CPatchRData* patchdata = (CPatchRData*)m->visiblePatches[i]->GetRenderData();
patchdata->RenderBase(true); // with LOS color
}
// render blends
// switch on the composite alpha map texture
(void)ogl_tex_bind(g_Renderer.m_hCompositeAlphaMap, 1);
// switch on second uv set
pglClientActiveTextureARB(GL_TEXTURE1);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
// setup additional texenv required by blend pass
pglActiveTextureARB(GL_TEXTURE1);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_ONE_MINUS_SRC_ALPHA);
// switch on blending
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
// no need to write to the depth buffer a second time
glDepthMask(0);
// render blend passes for each patch
for(size_t i = 0; i < m->visiblePatches.size(); ++i)
{
CPatchRData* patchdata = (CPatchRData*)m->visiblePatches[i]->GetRenderData();
patchdata->RenderBlends();
}
// Disable second texcoord array
pglClientActiveTextureARB(GL_TEXTURE1);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
// Now apply lighting
const CLightEnv& lightEnv = g_Renderer.GetLightEnv();
glBlendFunc(GL_DST_COLOR, GL_ZERO);
// GL_TEXTURE_ENV_COLOR requires four floats, so we shouldn't use the RGBColor directly
float terrainAmbientColor[4] = {
lightEnv.m_TerrainAmbientColor.X,
lightEnv.m_TerrainAmbientColor.Y,
lightEnv.m_TerrainAmbientColor.Z,
1.f
};
if (!shadow)
{
pglActiveTextureARB(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, 0);
// Shadow rendering disabled: Ambient + Diffuse
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_ADD);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_CONSTANT);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, terrainAmbientColor);
}
else
{
const CMatrix3D& texturematrix = shadow->GetTextureMatrix();
pglActiveTextureARB(GL_TEXTURE0);
glMatrixMode(GL_TEXTURE);
glLoadMatrixf(&texturematrix._11);
glMatrixMode(GL_MODELVIEW);
glBindTexture(GL_TEXTURE_2D, shadow->GetTexture());
if (shadow->GetUseDepthTexture())
{
// Ambient + ShTranslucency * Diffuse * (1 - Shadow) + Diffuse * Shadow
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PRIMARY_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_CONSTANT);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
float shadowTransp = g_Renderer.GetLightEnv().GetTerrainShadowTransparency();
float color[4] = { shadowTransp, shadowTransp, shadowTransp, 1.0 };
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);
pglActiveTextureARB(GL_TEXTURE1);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_INTERPOLATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PRIMARY_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE0);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
pglActiveTextureARB(GL_TEXTURE2);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, shadow->GetTexture()); // Need a valid texture or the unit will be disabled
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_ADD);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_CONSTANT);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, terrainAmbientColor);
}
else
{
// Ambient + Diffuse * Shadow
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
pglActiveTextureARB(GL_TEXTURE1); // + Ambient
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_ADD);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_CONSTANT);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, terrainAmbientColor);
}
}
pglActiveTextureARB(GL_TEXTURE0);
pglClientActiveTextureARB(GL_TEXTURE0);
for (size_t i = 0; i < m->visiblePatches.size(); ++i)
{
CPatchRData* patchdata = (CPatchRData*)m->visiblePatches[i]->GetRenderData();
patchdata->RenderStreams(STREAM_POS|STREAM_COLOR|STREAM_POSTOUV0, false);
}
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
// restore OpenGL state
if (shadow)
{
if (shadow->GetUseDepthTexture())
g_Renderer.BindTexture(2,0);
}
g_Renderer.BindTexture(1,0);
pglClientActiveTextureARB(GL_TEXTURE0);
pglActiveTextureARB(GL_TEXTURE0);
glDepthMask(1);
glDisable(GL_BLEND);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
///////////////////////////////////////////////////////////////////
// Render un-textured patches as polygons
void TerrainRenderer::RenderPatches()
{
debug_assert(m->phase == Phase_Render);
glEnableClientState(GL_VERTEX_ARRAY);
for(size_t i = 0; i < m->visiblePatches.size(); ++i)
{
CPatchRData* patchdata = (CPatchRData*)m->visiblePatches[i]->GetRenderData();
patchdata->RenderStreams(STREAM_POS, true);
}
glDisableClientState(GL_VERTEX_ARRAY);
}
///////////////////////////////////////////////////////////////////
// Render outlines of submitted patches as lines
void TerrainRenderer::RenderOutlines()
{
glEnableClientState(GL_VERTEX_ARRAY);
for(size_t i = 0; i < m->visiblePatches.size(); ++i)
{
CPatchRData* patchdata = (CPatchRData*)m->visiblePatches[i]->GetRenderData();
patchdata->RenderOutline();
}
glDisableClientState(GL_VERTEX_ARRAY);
}
///////////////////////////////////////////////////////////////////
// Render water that is part of the terrain
void TerrainRenderer::RenderWater()
{
PROFILE( "render water" );
bool fancy = g_Renderer.m_Options.m_FancyWater;
// If we're using fancy water, make sure its shader is loaded
if(fancy && !m->fancyWaterShader)
{
m->fancyWaterShader = ogl_program_load( "shaders/water_high.xml" );
}
//(Crappy) fresnel effect
CCamera* Camera=g_Game->GetView()->GetCamera();
CVector3D CamFace=Camera->m_Orientation.GetIn();
CamFace.Normalize();
float FresnelScalar = CamFace.Dot( CVector3D(0.0f, -1.0f, 0.0f) );
//Invert and set boundaries
FresnelScalar = (1 - FresnelScalar) * 0.4f + 0.6f;
CTerrain* terrain = g_Game->GetWorld()->GetTerrain();
int mapSize = terrain->GetVerticesPerSide();
CLOSManager* losMgr = g_Game->GetWorld()->GetLOSManager();
WaterManager* WaterMgr = g_Renderer.GetWaterManager();
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
double time = WaterMgr->m_WaterTexTimer;
double period = 1.6;
int curTex = (int)(time*60/period) % 60;
if(fancy)
{
ogl_tex_bind(WaterMgr->m_NormalMap[curTex], 0);
}
else
{
ogl_tex_bind(WaterMgr->m_WaterTexture[curTex], 0);
}
// Shift the texture coordinates by these amounts to make the water "flow"
float tx = -fmod(time, 81.0)/81.0;
float ty = -fmod(time, 34.0)/34.0;
if(!fancy)
{
// Perform the shifting by modifying the texture matrix
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glTranslatef(tx, ty, 0);
// Set up texture environment to multiply vertex RGB by texture RGB and use vertex alpha
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PRIMARY_COLOR_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PRIMARY_COLOR_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
}
// Set the proper LOD bias
glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, g_Renderer.m_Options.m_LodBias);
// Some offsets used to go around counterclockwise while keeping code concise
const int DX[] = {1,1,0,0};
const int DZ[] = {0,1,1,0};
GLint vertexDepth = 0; // water depth attribute, if using fancy water
GLint losMultiplier = 0; // LOS multiplier, if using fancy water
if(fancy)
{
// Bind reflection and refraction textures on texture units 1 and 2
pglActiveTextureARB( GL_TEXTURE1_ARB );
glEnable( GL_TEXTURE_2D );
glBindTexture( GL_TEXTURE_2D, WaterMgr->m_ReflectionTexture );
pglActiveTextureARB( GL_TEXTURE2_ARB );
glEnable( GL_TEXTURE_2D );
glBindTexture( GL_TEXTURE_2D, WaterMgr->m_RefractionTexture );
// Bind water shader and set arguments
ogl_program_use( m->fancyWaterShader );
GLint ambient = ogl_program_get_uniform_location( m->fancyWaterShader, "ambient" );
GLint sunDir = ogl_program_get_uniform_location( m->fancyWaterShader, "sunDir" );
GLint sunColor = ogl_program_get_uniform_location( m->fancyWaterShader, "sunColor" );
GLint cameraPos = ogl_program_get_uniform_location( m->fancyWaterShader, "cameraPos" );
GLint shininess = ogl_program_get_uniform_location( m->fancyWaterShader, "shininess" );
GLint specularStrength = ogl_program_get_uniform_location( m->fancyWaterShader, "specularStrength" );
GLint waviness = ogl_program_get_uniform_location( m->fancyWaterShader, "waviness" );
GLint murkiness = ogl_program_get_uniform_location( m->fancyWaterShader, "murkiness" );
GLint fullDepth = ogl_program_get_uniform_location( m->fancyWaterShader, "fullDepth" );
GLint tint = ogl_program_get_uniform_location( m->fancyWaterShader, "tint" );
GLint reflectionTint = ogl_program_get_uniform_location( m->fancyWaterShader, "reflectionTint" );
GLint reflectionTintStrength = ogl_program_get_uniform_location( m->fancyWaterShader, "reflectionTintStrength" );
GLint translation = ogl_program_get_uniform_location( m->fancyWaterShader, "translation" );
GLint reflectionMatrix = ogl_program_get_uniform_location( m->fancyWaterShader, "reflectionMatrix" );
GLint refractionMatrix = ogl_program_get_uniform_location( m->fancyWaterShader, "refractionMatrix" );
GLint normalMap = ogl_program_get_uniform_location( m->fancyWaterShader, "normalMap" );
GLint reflectionMap = ogl_program_get_uniform_location( m->fancyWaterShader, "reflectionMap" );
GLint refractionMap = ogl_program_get_uniform_location( m->fancyWaterShader, "refractionMap" );
const CLightEnv& lightEnv = g_Renderer.GetLightEnv();
pglUniform3fvARB( ambient, 1, &lightEnv.m_TerrainAmbientColor.X );
pglUniform3fvARB( sunDir, 1, &lightEnv.GetSunDir().X );
pglUniform3fvARB( sunColor, 1, &lightEnv.m_SunColor.X );
pglUniform1fARB( shininess, WaterMgr->m_Shininess );
pglUniform1fARB( specularStrength, WaterMgr->m_SpecularStrength );
pglUniform1fARB( waviness, WaterMgr->m_Waviness );
pglUniform1fARB( murkiness, WaterMgr->m_Murkiness );
pglUniform1fARB( fullDepth, WaterMgr->m_WaterFullDepth );
pglUniform3fvARB( tint, 1, WaterMgr->m_WaterTint.FloatArray() );
pglUniform1fARB( reflectionTintStrength, WaterMgr->m_ReflectionTintStrength );
pglUniform3fvARB( reflectionTint, 1, WaterMgr->m_ReflectionTint.FloatArray() );
pglUniform4fARB( translation, tx, ty, 0, 0 );
pglUniformMatrix4fvARB( reflectionMatrix, 1, false, &WaterMgr->m_ReflectionMatrix._11 );
pglUniformMatrix4fvARB( refractionMatrix, 1, false, &WaterMgr->m_RefractionMatrix._11 );
pglUniform1iARB( normalMap, 0 ); // texture unit 0
pglUniform1iARB( reflectionMap, 1 ); // texture unit 1
pglUniform1iARB( refractionMap, 2 ); // texture unit 2
const CCamera& camera = g_Renderer.GetViewCamera();
CVector3D camPos = camera.m_Orientation.GetTranslation();
pglUniform3fvARB( cameraPos, 1, &camPos.X );
vertexDepth = ogl_program_get_attrib_location( m->fancyWaterShader, "vertexDepth" );
losMultiplier = ogl_program_get_attrib_location( m->fancyWaterShader, "losMultiplier" );
}
float repeatPeriod = (fancy ? WaterMgr->m_RepeatPeriod : 16.0f);
glBegin(GL_QUADS);
for(size_t i=0; i<m->visiblePatches.size(); i++)
{
CPatch* patch = m->visiblePatches[i];
for(int dx=0; dx<PATCH_SIZE; dx++)
{
for(int dz=0; dz<PATCH_SIZE; dz++)
{
int x = (patch->m_X*PATCH_SIZE + dx);
int z = (patch->m_Z*PATCH_SIZE + dz);
// is any corner of the tile below the water height? if not, no point rendering it
bool shouldRender = false;
for(int j=0; j<4; j++)
{
float terrainHeight = terrain->GetVertexGroundLevel(x + DX[j], z + DZ[j]);
if( terrainHeight < WaterMgr->m_WaterHeight )
{
shouldRender = true;
break;
}
}
if(!shouldRender)
{
continue;
}
for(int j=0; j<4; j++)
{
int ix = x + DX[j];
int iz = z + DZ[j];
float vertX = ix * CELL_SIZE;
float vertZ = iz * CELL_SIZE;
float terrainHeight = terrain->GetVertexGroundLevel(ix, iz);
float alpha = clamp(
(WaterMgr->m_WaterHeight - terrainHeight) / WaterMgr->m_WaterFullDepth + WaterMgr->m_WaterAlphaOffset,
-100.0f, WaterMgr->m_WaterMaxAlpha);
float losMod = 1.0f;
for(size_t k=0; k<4; k++)
{
ssize_t tx = ix - DX[k];
ssize_t tz = iz - DZ[k];
if(tx >= 0 && tz >= 0 && tx <= mapSize-2 && tz <= mapSize-2)
{
ELOSStatus s = losMgr->GetStatus(tx, tz, g_Game->GetLocalPlayer());
if(s == LOS_EXPLORED && losMod > 0.7f)
losMod = 0.7f;
else if(s==LOS_UNEXPLORED && losMod > 0.0f)
losMod = 0.0f;
}
}
if(fancy)
{
pglVertexAttrib1fARB( vertexDepth, WaterMgr->m_WaterHeight - terrainHeight );
pglVertexAttrib1fARB( losMultiplier, losMod );
}
else
{
glColor4f(WaterMgr->m_WaterColor.r*losMod, WaterMgr->m_WaterColor.g*losMod,
WaterMgr->m_WaterColor.b*losMod, alpha * FresnelScalar);
}
pglMultiTexCoord2fARB(GL_TEXTURE0, vertX/repeatPeriod, vertZ/repeatPeriod);
glVertex3f(vertX, WaterMgr->m_WaterHeight, vertZ);
}
} //end of x loop
} //end of z loop
}
glEnd();
if(fancy)
{
// Unbind the refraction/reflection textures and the shader
pglActiveTextureARB( GL_TEXTURE1_ARB );
glBindTexture( GL_TEXTURE_2D, 0 );
glDisable( GL_TEXTURE_2D );
pglActiveTextureARB( GL_TEXTURE2_ARB );
glBindTexture( GL_TEXTURE_2D, 0 );
glDisable( GL_TEXTURE_2D );
pglActiveTextureARB( GL_TEXTURE0_ARB );
ogl_program_use( 0 );
}
if(!fancy)
{
// Clean up the texture matrix and blend mode
glLoadIdentity();
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
glMatrixMode(GL_MODELVIEW);
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
}