historic_bruno
b1c4e29ac8
NOTE: requires update-workspaces and may require correction of some modded actors/scenarios This was SVN commit r16438.
963 lines
32 KiB
C++
963 lines
32 KiB
C++
/* Copyright (C) 2013 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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/*
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* Terrain rendering (everything related to patches and water) is
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* encapsulated in TerrainRenderer
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*/
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#include "precompiled.h"
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#include "graphics/Camera.h"
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#include "graphics/Decal.h"
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#include "graphics/LightEnv.h"
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#include "graphics/LOSTexture.h"
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#include "graphics/Patch.h"
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#include "graphics/GameView.h"
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#include "graphics/Model.h"
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#include "graphics/ShaderManager.h"
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#include "renderer/ShadowMap.h"
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#include "renderer/SkyManager.h"
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#include "graphics/TerritoryTexture.h"
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#include "graphics/TextRenderer.h"
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#include "maths/MathUtil.h"
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#include "ps/Filesystem.h"
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#include "ps/CLogger.h"
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#include "ps/Game.h"
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#include "ps/Profile.h"
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#include "ps/World.h"
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#include "renderer/DecalRData.h"
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#include "renderer/PatchRData.h"
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#include "renderer/Renderer.h"
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#include "renderer/ShadowMap.h"
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#include "renderer/TerrainRenderer.h"
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#include "renderer/VertexArray.h"
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#include "renderer/WaterManager.h"
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#include "tools/atlas/GameInterface/GameLoop.h"
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extern GameLoopState* g_AtlasGameLoop;
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///////////////////////////////////////////////////////////////////////////////////////////////
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// TerrainRenderer implementation
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/**
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* TerrainRenderer keeps track of which phase it is in, to detect
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* when Submit, PrepareForRendering etc. are called in the wrong order.
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*/
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enum Phase {
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Phase_Submit,
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Phase_Render
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};
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/**
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* Struct TerrainRendererInternals: Internal variables used by the TerrainRenderer class.
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*/
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struct TerrainRendererInternals
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{
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/// Which phase (submitting or rendering patches) are we in right now?
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Phase phase;
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/// Patches that were submitted for this frame
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std::vector<CPatchRData*> visiblePatches[CRenderer::CULL_MAX];
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/// Decals that were submitted for this frame
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std::vector<CDecalRData*> visibleDecals[CRenderer::CULL_MAX];
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/// Fancy water shader
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CShaderProgramPtr fancyWaterShader;
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CSimulation2* simulation;
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};
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///////////////////////////////////////////////////////////////////
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// Construction/Destruction
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TerrainRenderer::TerrainRenderer()
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{
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m = new TerrainRendererInternals();
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m->phase = Phase_Submit;
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}
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TerrainRenderer::~TerrainRenderer()
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{
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delete m;
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}
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void TerrainRenderer::SetSimulation(CSimulation2* simulation)
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{
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m->simulation = simulation;
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}
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///////////////////////////////////////////////////////////////////
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// Submit a patch for rendering
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void TerrainRenderer::Submit(int cullGroup, CPatch* patch)
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{
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ENSURE(m->phase == Phase_Submit);
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CPatchRData* data = (CPatchRData*)patch->GetRenderData();
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if (data == 0)
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{
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// no renderdata for patch, create it now
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data = new CPatchRData(patch, m->simulation);
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patch->SetRenderData(data);
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}
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data->Update(m->simulation);
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m->visiblePatches[cullGroup].push_back(data);
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}
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///////////////////////////////////////////////////////////////////
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// Submit a decal for rendering
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void TerrainRenderer::Submit(int cullGroup, CModelDecal* decal)
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{
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ENSURE(m->phase == Phase_Submit);
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CDecalRData* data = (CDecalRData*)decal->GetRenderData();
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if (data == 0)
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{
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// no renderdata for decal, create it now
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data = new CDecalRData(decal, m->simulation);
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decal->SetRenderData(data);
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}
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data->Update(m->simulation);
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m->visibleDecals[cullGroup].push_back(data);
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}
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///////////////////////////////////////////////////////////////////
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// Prepare for rendering
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void TerrainRenderer::PrepareForRendering()
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{
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ENSURE(m->phase == Phase_Submit);
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m->phase = Phase_Render;
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}
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///////////////////////////////////////////////////////////////////
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// Clear submissions lists
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void TerrainRenderer::EndFrame()
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{
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ENSURE(m->phase == Phase_Render || m->phase == Phase_Submit);
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for (int i = 0; i < CRenderer::CULL_MAX; ++i)
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{
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m->visiblePatches[i].clear();
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m->visibleDecals[i].clear();
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}
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m->phase = Phase_Submit;
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}
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///////////////////////////////////////////////////////////////////
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// Full-featured terrain rendering with blending and everything
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void TerrainRenderer::RenderTerrain(int cullGroup)
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{
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#if CONFIG2_GLES
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UNUSED2(cullGroup);
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#else
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ENSURE(m->phase == Phase_Render);
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std::vector<CPatchRData*>& visiblePatches = m->visiblePatches[cullGroup];
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std::vector<CDecalRData*>& visibleDecals = m->visibleDecals[cullGroup];
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if (visiblePatches.empty() && visibleDecals.empty())
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return;
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CShaderProgramPtr dummyShader = g_Renderer.GetShaderManager().LoadProgram("fixed:dummy", CShaderDefines());
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dummyShader->Bind();
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// render the solid black sides of the map first
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g_Renderer.BindTexture(0, 0);
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glEnableClientState(GL_VERTEX_ARRAY);
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glColor3f(0, 0, 0);
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PROFILE_START("render terrain sides");
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for (size_t i = 0; i < visiblePatches.size(); ++i)
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visiblePatches[i]->RenderSides(dummyShader);
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PROFILE_END("render terrain sides");
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// switch on required client states
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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// render everything fullbright
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// set up texture environment for base pass
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pglActiveTextureARB(GL_TEXTURE0);
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pglClientActiveTextureARB(GL_TEXTURE0);
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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_TEXTURE);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
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// Set alpha to 1.0
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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_CONSTANT);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
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static const float one[4] = { 1.f, 1.f, 1.f, 1.f };
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glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, one);
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PROFILE_START("render terrain base");
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CPatchRData::RenderBases(visiblePatches, CShaderDefines(), NULL, true, dummyShader);
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PROFILE_END("render terrain base");
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// render blends
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// switch on the composite alpha map texture
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(void)ogl_tex_bind(g_Renderer.m_hCompositeAlphaMap, 1);
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// switch on second uv set
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pglClientActiveTextureARB(GL_TEXTURE1);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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// setup additional texenv required by blend pass
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pglActiveTextureARB(GL_TEXTURE1);
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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_ONE_MINUS_SRC_ALPHA);
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// switch on blending
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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// no need to write to the depth buffer a second time
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glDepthMask(0);
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// The decal color array contains lighting data, which we don't want in this non-shader mode
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glDisableClientState(GL_COLOR_ARRAY);
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// render blend passes for each patch
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PROFILE_START("render terrain blends");
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CPatchRData::RenderBlends(visiblePatches, CShaderDefines(), NULL, true, dummyShader);
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PROFILE_END("render terrain blends");
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// Disable second texcoord array
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pglClientActiveTextureARB(GL_TEXTURE1);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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// Render terrain decals
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g_Renderer.BindTexture(1, 0);
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pglActiveTextureARB(GL_TEXTURE0);
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pglClientActiveTextureARB(GL_TEXTURE0);
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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_MODULATE);
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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_SOURCE1_RGB_ARB, GL_TEXTURE);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_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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PROFILE_START("render terrain decals");
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CDecalRData::RenderDecals(visibleDecals, CShaderDefines(), NULL, true, dummyShader);
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PROFILE_END("render terrain decals");
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// Now apply lighting
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const CLightEnv& lightEnv = g_Renderer.GetLightEnv();
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pglClientActiveTextureARB(GL_TEXTURE0);
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glEnableClientState(GL_COLOR_ARRAY); // diffuse lighting colors
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// The vertex color is scaled by 0.5 to permit overbrightness without clamping.
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// We therefore need to draw clamp((texture*lighting)*2.0), where 'texture'
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// is what previous passes drew onto the framebuffer, and 'lighting' is the
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// color computed by this pass.
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// We can do that with blending by getting it to draw dst*src + src*dst:
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glBlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
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// Scale the ambient color by 0.5 to match the vertex diffuse colors
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float terrainAmbientColor[4] = {
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lightEnv.m_TerrainAmbientColor.X * 0.5f,
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lightEnv.m_TerrainAmbientColor.Y * 0.5f,
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lightEnv.m_TerrainAmbientColor.Z * 0.5f,
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1.f
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};
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CLOSTexture& losTexture = g_Renderer.GetScene().GetLOSTexture();
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int streamflags = STREAM_POS|STREAM_COLOR;
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pglActiveTextureARB(GL_TEXTURE0);
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// We're not going to use a texture here, but we have to have a valid texture
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// bound else the texture unit will be disabled.
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// We should still have a bound splat texture from some earlier rendering,
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// so assume that's still valid to use.
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// (TODO: That's a bit of an ugly hack.)
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// No shadows: (Ambient + Diffuse) * LOS
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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_ADD);
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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_SOURCE1_RGB_ARB, GL_CONSTANT);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_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_PREVIOUS);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
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glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, terrainAmbientColor);
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losTexture.BindTexture(1);
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pglClientActiveTextureARB(GL_TEXTURE1);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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streamflags |= STREAM_POSTOUV1;
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glMatrixMode(GL_TEXTURE);
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glLoadMatrixf(&losTexture.GetTextureMatrix()._11);
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glMatrixMode(GL_MODELVIEW);
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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_MODULATE);
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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_SOURCE1_RGB_ARB, GL_TEXTURE);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_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_PREVIOUS);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
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pglActiveTextureARB(GL_TEXTURE0);
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pglClientActiveTextureARB(GL_TEXTURE0);
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PROFILE_START("render terrain streams");
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CPatchRData::RenderStreams(visiblePatches, dummyShader, streamflags);
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PROFILE_END("render terrain streams");
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity();
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glMatrixMode(GL_MODELVIEW);
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// restore OpenGL state
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g_Renderer.BindTexture(1, 0);
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pglClientActiveTextureARB(GL_TEXTURE1);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity();
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glMatrixMode(GL_MODELVIEW);
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pglClientActiveTextureARB(GL_TEXTURE0);
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pglActiveTextureARB(GL_TEXTURE0);
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glDepthMask(1);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDisable(GL_BLEND);
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glDisableClientState(GL_COLOR_ARRAY);
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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dummyShader->Unbind();
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#endif
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}
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void TerrainRenderer::RenderTerrainOverlayTexture(int cullGroup, CMatrix3D& textureMatrix)
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{
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#if CONFIG2_GLES
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#warning TODO: implement TerrainRenderer::RenderTerrainOverlayTexture for GLES
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UNUSED2(cullGroup);
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UNUSED2(textureMatrix);
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#else
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ENSURE(m->phase == Phase_Render);
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std::vector<CPatchRData*>& visiblePatches = m->visiblePatches[cullGroup];
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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pglActiveTextureARB(GL_TEXTURE0);
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glEnable(GL_TEXTURE_2D);
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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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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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glMatrixMode(GL_TEXTURE);
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glLoadMatrixf(&textureMatrix._11);
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glMatrixMode(GL_MODELVIEW);
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CShaderProgramPtr dummyShader = g_Renderer.GetShaderManager().LoadProgram("fixed:dummy", CShaderDefines());
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dummyShader->Bind();
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CPatchRData::RenderStreams(visiblePatches, dummyShader, STREAM_POS|STREAM_POSTOUV0);
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dummyShader->Unbind();
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// To make the overlay visible over water, render an additional map-sized
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// water-height patch
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CBoundingBoxAligned waterBounds;
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for (size_t i = 0; i < visiblePatches.size(); ++i)
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{
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CPatchRData* data = visiblePatches[i];
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waterBounds += data->GetWaterBounds();
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}
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if (!waterBounds.IsEmpty())
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{
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float h = g_Renderer.GetWaterManager()->m_WaterHeight + 0.05f; // add a delta to avoid z-fighting
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float waterPos[] = {
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waterBounds[0].X, h, waterBounds[0].Z,
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waterBounds[1].X, h, waterBounds[0].Z,
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waterBounds[0].X, h, waterBounds[1].Z,
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waterBounds[1].X, h, waterBounds[1].Z
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};
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glVertexPointer(3, GL_FLOAT, 3*sizeof(float), waterPos);
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glTexCoordPointer(3, GL_FLOAT, 3*sizeof(float), waterPos);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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}
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity();
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glMatrixMode(GL_MODELVIEW);
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glDepthMask(1);
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glDisable(GL_BLEND);
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glDisableClientState(GL_COLOR_ARRAY);
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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#endif
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}
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///////////////////////////////////////////////////////////////////
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/**
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* Set up all the uniforms for a shader pass.
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*/
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void TerrainRenderer::PrepareShader(const CShaderProgramPtr& shader, ShadowMap* shadow)
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{
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shader->Uniform(str_transform, g_Renderer.GetViewCamera().GetViewProjection());
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shader->Uniform(str_cameraPos, g_Renderer.GetViewCamera().GetOrientation().GetTranslation());
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const CLightEnv& lightEnv = g_Renderer.GetLightEnv();
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if (shadow)
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{
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shader->BindTexture(str_shadowTex, shadow->GetTexture());
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shader->Uniform(str_shadowTransform, shadow->GetTextureMatrix());
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int width = shadow->GetWidth();
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int height = shadow->GetHeight();
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shader->Uniform(str_shadowScale, width, height, 1.0f / width, 1.0f / height);
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}
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CLOSTexture& los = g_Renderer.GetScene().GetLOSTexture();
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shader->BindTexture(str_losTex, los.GetTextureSmooth());
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|
shader->Uniform(str_losTransform, los.GetTextureMatrix()[0], los.GetTextureMatrix()[12], 0.f, 0.f);
|
|
|
|
shader->Uniform(str_ambient, lightEnv.m_TerrainAmbientColor);
|
|
shader->Uniform(str_sunColor, lightEnv.m_SunColor);
|
|
shader->Uniform(str_sunDir, lightEnv.GetSunDir());
|
|
|
|
shader->Uniform(str_fogColor, lightEnv.m_FogColor);
|
|
shader->Uniform(str_fogParams, lightEnv.m_FogFactor, lightEnv.m_FogMax, 0.f, 0.f);
|
|
}
|
|
|
|
void TerrainRenderer::RenderTerrainShader(const CShaderDefines& context, int cullGroup, ShadowMap* shadow)
|
|
{
|
|
ENSURE(m->phase == Phase_Render);
|
|
|
|
std::vector<CPatchRData*>& visiblePatches = m->visiblePatches[cullGroup];
|
|
std::vector<CDecalRData*>& visibleDecals = m->visibleDecals[cullGroup];
|
|
if (visiblePatches.empty() && visibleDecals.empty())
|
|
return;
|
|
|
|
// render the solid black sides of the map first
|
|
CShaderTechniquePtr techSolid = g_Renderer.GetShaderManager().LoadEffect(str_gui_solid);
|
|
techSolid->BeginPass();
|
|
CShaderProgramPtr shaderSolid = techSolid->GetShader();
|
|
shaderSolid->Uniform(str_transform, g_Renderer.GetViewCamera().GetViewProjection());
|
|
shaderSolid->Uniform(str_color, 0.0f, 0.0f, 0.0f, 1.0f);
|
|
|
|
PROFILE_START("render terrain sides");
|
|
for (size_t i = 0; i < visiblePatches.size(); ++i)
|
|
visiblePatches[i]->RenderSides(shaderSolid);
|
|
PROFILE_END("render terrain sides");
|
|
|
|
techSolid->EndPass();
|
|
|
|
PROFILE_START("render terrain base");
|
|
CPatchRData::RenderBases(visiblePatches, context, shadow);
|
|
PROFILE_END("render terrain base");
|
|
|
|
// no need to write to the depth buffer a second time
|
|
glDepthMask(0);
|
|
|
|
// render blend passes for each patch
|
|
PROFILE_START("render terrain blends");
|
|
CPatchRData::RenderBlends(visiblePatches, context, shadow, false);
|
|
PROFILE_END("render terrain blends");
|
|
|
|
PROFILE_START("render terrain decals");
|
|
CDecalRData::RenderDecals(visibleDecals, context, shadow, false);
|
|
PROFILE_END("render terrain decals");
|
|
|
|
// restore OpenGL state
|
|
g_Renderer.BindTexture(1, 0);
|
|
g_Renderer.BindTexture(2, 0);
|
|
g_Renderer.BindTexture(3, 0);
|
|
|
|
glDepthMask(1);
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
glDisable(GL_BLEND);
|
|
}
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////
|
|
// Render un-textured patches as polygons
|
|
void TerrainRenderer::RenderPatches(int cullGroup)
|
|
{
|
|
ENSURE(m->phase == Phase_Render);
|
|
|
|
std::vector<CPatchRData*>& visiblePatches = m->visiblePatches[cullGroup];
|
|
if (visiblePatches.empty())
|
|
return;
|
|
|
|
#if CONFIG2_GLES
|
|
#warning TODO: implement TerrainRenderer::RenderPatches for GLES
|
|
#else
|
|
CShaderProgramPtr dummyShader = g_Renderer.GetShaderManager().LoadProgram("fixed:dummy", CShaderDefines());
|
|
dummyShader->Bind();
|
|
|
|
glEnableClientState(GL_VERTEX_ARRAY);
|
|
CPatchRData::RenderStreams(visiblePatches, dummyShader, STREAM_POS);
|
|
glDisableClientState(GL_VERTEX_ARRAY);
|
|
|
|
dummyShader->Unbind();
|
|
#endif
|
|
}
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////
|
|
// Render outlines of submitted patches as lines
|
|
void TerrainRenderer::RenderOutlines(int cullGroup)
|
|
{
|
|
ENSURE(m->phase == Phase_Render);
|
|
|
|
std::vector<CPatchRData*>& visiblePatches = m->visiblePatches[cullGroup];
|
|
if (visiblePatches.empty())
|
|
return;
|
|
|
|
#if CONFIG2_GLES
|
|
#warning TODO: implement TerrainRenderer::RenderOutlines for GLES
|
|
#else
|
|
glEnableClientState(GL_VERTEX_ARRAY);
|
|
for (size_t i = 0; i < visiblePatches.size(); ++i)
|
|
visiblePatches[i]->RenderOutline();
|
|
glDisableClientState(GL_VERTEX_ARRAY);
|
|
#endif
|
|
}
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////
|
|
// Scissor rectangle of water patches
|
|
CBoundingBoxAligned TerrainRenderer::ScissorWater(int cullGroup, const CMatrix3D &viewproj)
|
|
{
|
|
std::vector<CPatchRData*>& visiblePatches = m->visiblePatches[cullGroup];
|
|
|
|
CBoundingBoxAligned scissor;
|
|
for (size_t i = 0; i < visiblePatches.size(); ++i)
|
|
{
|
|
CPatchRData* data = visiblePatches[i];
|
|
const CBoundingBoxAligned& waterBounds = data->GetWaterBounds();
|
|
if (waterBounds.IsEmpty())
|
|
continue;
|
|
|
|
CVector4D v1 = viewproj.Transform(CVector4D(waterBounds[0].X, waterBounds[1].Y, waterBounds[0].Z, 1.0f));
|
|
CVector4D v2 = viewproj.Transform(CVector4D(waterBounds[1].X, waterBounds[1].Y, waterBounds[0].Z, 1.0f));
|
|
CVector4D v3 = viewproj.Transform(CVector4D(waterBounds[0].X, waterBounds[1].Y, waterBounds[1].Z, 1.0f));
|
|
CVector4D v4 = viewproj.Transform(CVector4D(waterBounds[1].X, waterBounds[1].Y, waterBounds[1].Z, 1.0f));
|
|
CBoundingBoxAligned screenBounds;
|
|
#define ADDBOUND(v1, v2, v3, v4) \
|
|
if (v1.Z >= -v1.W) \
|
|
screenBounds += CVector3D(v1.X, v1.Y, v1.Z) * (1.0f / v1.W); \
|
|
else \
|
|
{ \
|
|
float t = v1.Z + v1.W; \
|
|
if (v2.Z > -v2.W) \
|
|
{ \
|
|
CVector4D c2 = v1 + (v2 - v1) * (t / (t - (v2.Z + v2.W))); \
|
|
screenBounds += CVector3D(c2.X, c2.Y, c2.Z) * (1.0f / c2.W); \
|
|
} \
|
|
if (v3.Z > -v3.W) \
|
|
{ \
|
|
CVector4D c3 = v1 + (v3 - v1) * (t / (t - (v3.Z + v3.W))); \
|
|
screenBounds += CVector3D(c3.X, c3.Y, c3.Z) * (1.0f / c3.W); \
|
|
} \
|
|
if (v4.Z > -v4.W) \
|
|
{ \
|
|
CVector4D c4 = v1 + (v4 - v1) * (t / (t - (v4.Z + v4.W))); \
|
|
screenBounds += CVector3D(c4.X, c4.Y, c4.Z) * (1.0f / c4.W); \
|
|
} \
|
|
}
|
|
ADDBOUND(v1, v2, v3, v4);
|
|
ADDBOUND(v2, v1, v3, v4);
|
|
ADDBOUND(v3, v1, v2, v4);
|
|
ADDBOUND(v4, v1, v2, v3);
|
|
#undef ADDBOUND
|
|
if (screenBounds[0].X >= 1.0f || screenBounds[1].X <= -1.0f || screenBounds[0].Y >= 1.0f || screenBounds[1].Y <= -1.0f)
|
|
continue;
|
|
scissor += screenBounds;
|
|
}
|
|
return CBoundingBoxAligned(CVector3D(clamp(scissor[0].X, -1.0f, 1.0f), clamp(scissor[0].Y, -1.0f, 1.0f), -1.0f),
|
|
CVector3D(clamp(scissor[1].X, -1.0f, 1.0f), clamp(scissor[1].Y, -1.0f, 1.0f), 1.0f));
|
|
}
|
|
|
|
// Render fancy water
|
|
bool TerrainRenderer::RenderFancyWater(const CShaderDefines& context, int cullGroup, ShadowMap* shadow)
|
|
{
|
|
PROFILE3_GPU("fancy water");
|
|
|
|
WaterManager* WaterMgr = g_Renderer.GetWaterManager();
|
|
CShaderDefines defines = context;
|
|
|
|
// If we're using fancy water, make sure its shader is loaded
|
|
if (!m->fancyWaterShader || WaterMgr->m_NeedsReloading)
|
|
{
|
|
if (WaterMgr->m_WaterRealDepth)
|
|
defines.Add(str_USE_REAL_DEPTH, str_1);
|
|
if (WaterMgr->m_WaterFancyEffects)
|
|
defines.Add(str_USE_FANCY_EFFECTS, str_1);
|
|
if (WaterMgr->m_WaterRefraction)
|
|
defines.Add(str_USE_REFRACTION, str_1);
|
|
if (WaterMgr->m_WaterReflection)
|
|
defines.Add(str_USE_REFLECTION, str_1);
|
|
if (shadow && WaterMgr->m_WaterShadows)
|
|
defines.Add(str_USE_SHADOWS_ON_WATER, str_1);
|
|
|
|
// haven't updated the ARB shader yet so I'll always load the GLSL
|
|
/*if (!g_Renderer.m_Options.m_PreferGLSL && !superFancy)
|
|
m->fancyWaterShader = g_Renderer.GetShaderManager().LoadProgram("arb/water_high", defines);
|
|
else*/
|
|
m->fancyWaterShader = g_Renderer.GetShaderManager().LoadProgram("glsl/water_high", defines);
|
|
|
|
if (!m->fancyWaterShader)
|
|
{
|
|
LOGERROR("Failed to load water shader. Falling back to fixed pipeline water.\n");
|
|
WaterMgr->m_RenderWater = false;
|
|
return false;
|
|
}
|
|
WaterMgr->m_NeedsReloading = false;
|
|
}
|
|
|
|
CLOSTexture& losTexture = g_Renderer.GetScene().GetLOSTexture();
|
|
|
|
// creating the real depth texture using the depth buffer.
|
|
if (WaterMgr->m_WaterRealDepth)
|
|
{
|
|
if (WaterMgr->m_depthTT == 0)
|
|
{
|
|
GLuint depthTex;
|
|
glGenTextures(1, (GLuint*)&depthTex);
|
|
WaterMgr->m_depthTT = depthTex;
|
|
glBindTexture(GL_TEXTURE_2D, WaterMgr->m_depthTT);
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, g_Renderer.GetWidth(), g_Renderer.GetHeight(), 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE,NULL);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
}
|
|
else
|
|
{
|
|
glBindTexture(GL_TEXTURE_2D, WaterMgr->m_depthTT);
|
|
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 0, 0, g_Renderer.GetWidth(), g_Renderer.GetHeight(), 0);
|
|
}
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
}
|
|
// Calculating the advanced informations about Foam and all if the quality calls for it.
|
|
/*if (WaterMgr->m_NeedInfoUpdate && (WaterMgr->m_WaterFoam || WaterMgr->m_WaterCoastalWaves))
|
|
{
|
|
WaterMgr->m_NeedInfoUpdate = false;
|
|
WaterMgr->CreateSuperfancyInfo();
|
|
}*/
|
|
|
|
double time = WaterMgr->m_WaterTexTimer;
|
|
double period = 8;
|
|
int curTex = (int)(time*60/period) % 60;
|
|
int nexTex = (curTex + 1) % 60;
|
|
|
|
float repeatPeriod = WaterMgr->m_RepeatPeriod;
|
|
|
|
// Render normals and foam to a framebuffer if we're in fancy effects
|
|
if (WaterMgr->m_WaterFancyEffects)
|
|
{
|
|
// Save the post-processing framebuffer.
|
|
GLint fbo;
|
|
glGetIntegerv(GL_FRAMEBUFFER_BINDING_EXT, &fbo);
|
|
|
|
pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, WaterMgr->m_FancyEffectsFBO);
|
|
|
|
glDisable(GL_BLEND);
|
|
glEnable(GL_DEPTH_TEST);
|
|
glDepthFunc(GL_LEQUAL);
|
|
|
|
glDisable(GL_CULL_FACE);
|
|
// Overwrite waves that would be behind the ground.
|
|
CShaderProgramPtr dummyShader = g_Renderer.GetShaderManager().LoadProgram("glsl/gui_solid", CShaderDefines());
|
|
dummyShader->Bind();
|
|
|
|
dummyShader->Uniform(str_transform, g_Renderer.GetViewCamera().GetViewProjection());
|
|
dummyShader->Uniform(str_color, 0.0f, 0.0f, 0.0f, 0.0f);
|
|
std::vector<CPatchRData*>& visiblePatches = m->visiblePatches[cullGroup];
|
|
for (size_t i = 0; i < visiblePatches.size(); ++i)
|
|
{
|
|
CPatchRData* data = visiblePatches[i];
|
|
data->RenderWater(dummyShader, true, true);
|
|
}
|
|
dummyShader->Unbind();
|
|
|
|
glEnable(GL_CULL_FACE);
|
|
pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);
|
|
}
|
|
glEnable(GL_BLEND);
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
glEnable(GL_DEPTH_TEST);
|
|
glDepthFunc(GL_LEQUAL);
|
|
|
|
m->fancyWaterShader->Bind();
|
|
|
|
const CCamera& camera = g_Renderer.GetViewCamera();
|
|
CVector3D camPos = camera.m_Orientation.GetTranslation();
|
|
|
|
m->fancyWaterShader->BindTexture(str_normalMap, WaterMgr->m_NormalMap[curTex]);
|
|
m->fancyWaterShader->BindTexture(str_normalMap2, WaterMgr->m_NormalMap[nexTex]);
|
|
|
|
if (WaterMgr->m_WaterFancyEffects)
|
|
{
|
|
m->fancyWaterShader->BindTexture(str_waterEffectsTexNorm, WaterMgr->m_FancyTextureNormal);
|
|
m->fancyWaterShader->BindTexture(str_waterEffectsTexOther, WaterMgr->m_FancyTextureOther);
|
|
}
|
|
|
|
if (WaterMgr->m_WaterRealDepth)
|
|
m->fancyWaterShader->BindTexture(str_depthTex, WaterMgr->m_depthTT);
|
|
|
|
if (WaterMgr->m_WaterRefraction)
|
|
m->fancyWaterShader->BindTexture(str_refractionMap, WaterMgr->m_RefractionTexture);
|
|
if (WaterMgr->m_WaterReflection)
|
|
m->fancyWaterShader->BindTexture(str_skyCube, g_Renderer.GetSkyManager()->GetSkyCube());
|
|
|
|
m->fancyWaterShader->BindTexture(str_reflectionMap, WaterMgr->m_ReflectionTexture);
|
|
m->fancyWaterShader->BindTexture(str_losMap, losTexture.GetTextureSmooth());
|
|
|
|
const CLightEnv& lightEnv = g_Renderer.GetLightEnv();
|
|
|
|
m->fancyWaterShader->Uniform(str_transform, g_Renderer.GetViewCamera().GetViewProjection());
|
|
|
|
//TODO: bind only what's needed
|
|
if (WaterMgr->m_WaterReflection)
|
|
{
|
|
// TODO: check that this rotates in the right direction.
|
|
CMatrix3D skyBoxRotation;
|
|
skyBoxRotation.SetIdentity();
|
|
skyBoxRotation.RotateY(M_PI - 0.3f + lightEnv.GetRotation());
|
|
m->fancyWaterShader->Uniform(str_skyBoxRot, skyBoxRotation);
|
|
}
|
|
m->fancyWaterShader->Uniform(str_sunDir, lightEnv.GetSunDir());
|
|
m->fancyWaterShader->Uniform(str_sunColor, lightEnv.m_SunColor);
|
|
m->fancyWaterShader->Uniform(str_color, WaterMgr->m_WaterColor);
|
|
m->fancyWaterShader->Uniform(str_tint, WaterMgr->m_WaterTint);
|
|
m->fancyWaterShader->Uniform(str_waviness, WaterMgr->m_Waviness);
|
|
m->fancyWaterShader->Uniform(str_murkiness, WaterMgr->m_Murkiness);
|
|
m->fancyWaterShader->Uniform(str_windAngle, WaterMgr->m_WindAngle);
|
|
m->fancyWaterShader->Uniform(str_repeatScale, 1.0f / repeatPeriod);
|
|
m->fancyWaterShader->Uniform(str_reflectionMatrix, WaterMgr->m_ReflectionMatrix);
|
|
m->fancyWaterShader->Uniform(str_refractionMatrix, WaterMgr->m_RefractionMatrix);
|
|
m->fancyWaterShader->Uniform(str_losMatrix, losTexture.GetTextureMatrix());
|
|
m->fancyWaterShader->Uniform(str_cameraPos, camPos);
|
|
m->fancyWaterShader->Uniform(str_fogColor, lightEnv.m_FogColor);
|
|
m->fancyWaterShader->Uniform(str_fogParams, lightEnv.m_FogFactor, lightEnv.m_FogMax, 0.f, 0.f);
|
|
m->fancyWaterShader->Uniform(str_time, (float)time);
|
|
m->fancyWaterShader->Uniform(str_screenSize, (float)g_Renderer.GetWidth(), (float)g_Renderer.GetHeight(), 0.0f, 0.0f);
|
|
|
|
if (WaterMgr->m_WaterType == L"clap")
|
|
{
|
|
m->fancyWaterShader->Uniform(str_waveParams1, 30.0f,1.5f,20.0f,0.03f);
|
|
m->fancyWaterShader->Uniform(str_waveParams2, 0.5f,0.0f,0.0f,0.0f);
|
|
}
|
|
else if (WaterMgr->m_WaterType == L"lake")
|
|
{
|
|
m->fancyWaterShader->Uniform(str_waveParams1, 8.5f,1.5f,15.0f,0.03f);
|
|
m->fancyWaterShader->Uniform(str_waveParams2, 0.2f,0.0f,0.0f,0.07f);
|
|
}
|
|
else
|
|
{
|
|
m->fancyWaterShader->Uniform(str_waveParams1, 15.0f,0.8f,10.0f,0.1f);
|
|
m->fancyWaterShader->Uniform(str_waveParams2, 0.3f,0.0f,0.1f,0.3f);
|
|
}
|
|
|
|
if (shadow && WaterMgr->m_WaterShadows)
|
|
{
|
|
m->fancyWaterShader->BindTexture(str_shadowTex, shadow->GetTexture());
|
|
m->fancyWaterShader->Uniform(str_shadowTransform, shadow->GetTextureMatrix());
|
|
int width = shadow->GetWidth();
|
|
int height = shadow->GetHeight();
|
|
m->fancyWaterShader->Uniform(str_shadowScale, width, height, 1.0f / width, 1.0f / height);
|
|
}
|
|
|
|
std::vector<CPatchRData*>& visiblePatches = m->visiblePatches[cullGroup];
|
|
for (size_t i = 0; i < visiblePatches.size(); ++i)
|
|
{
|
|
CPatchRData* data = visiblePatches[i];
|
|
data->RenderWater(m->fancyWaterShader);
|
|
}
|
|
m->fancyWaterShader->Unbind();
|
|
|
|
glDepthFunc(GL_LEQUAL);
|
|
glDisable(GL_BLEND);
|
|
|
|
return true;
|
|
}
|
|
|
|
void TerrainRenderer::RenderSimpleWater(int cullGroup)
|
|
{
|
|
#if CONFIG2_GLES
|
|
UNUSED2(cullGroup);
|
|
#else
|
|
PROFILE3_GPU("simple water");
|
|
|
|
WaterManager* WaterMgr = g_Renderer.GetWaterManager();
|
|
CLOSTexture& losTexture = g_Game->GetView()->GetLOSTexture();
|
|
|
|
glEnable(GL_DEPTH_TEST);
|
|
glDepthFunc(GL_LEQUAL);
|
|
|
|
double time = WaterMgr->m_WaterTexTimer;
|
|
double period = 1.6f;
|
|
int curTex = (int)(time*60/period) % 60;
|
|
|
|
WaterMgr->m_WaterTexture[curTex]->Bind();
|
|
|
|
// 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;
|
|
float repeatPeriod = 16.0f;
|
|
|
|
// Perform the shifting by using texture coordinate generation
|
|
GLfloat texgenS0[4] = { 1/repeatPeriod, 0, 0, tx };
|
|
GLfloat texgenT0[4] = { 0, 0, 1/repeatPeriod, ty };
|
|
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
|
|
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
|
|
glTexGenfv(GL_S, GL_OBJECT_PLANE, texgenS0);
|
|
glTexGenfv(GL_T, GL_OBJECT_PLANE, texgenT0);
|
|
glEnable(GL_TEXTURE_GEN_S);
|
|
glEnable(GL_TEXTURE_GEN_T);
|
|
|
|
// Set up texture environment to multiply vertex RGB by texture RGB.
|
|
GLfloat waterColor[4] = { WaterMgr->m_WaterColor.r, WaterMgr->m_WaterColor.g, WaterMgr->m_WaterColor.b, 1.0f };
|
|
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, waterColor);
|
|
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_CONSTANT);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
|
|
|
|
|
|
// Multiply by LOS texture
|
|
losTexture.BindTexture(1);
|
|
CMatrix3D losMatrix = losTexture.GetTextureMatrix();
|
|
GLfloat texgenS1[4] = { losMatrix[0], losMatrix[4], losMatrix[8], losMatrix[12] };
|
|
GLfloat texgenT1[4] = { losMatrix[1], losMatrix[5], losMatrix[9], losMatrix[13] };
|
|
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
|
|
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
|
|
glTexGenfv(GL_S, GL_OBJECT_PLANE, texgenS1);
|
|
glTexGenfv(GL_T, GL_OBJECT_PLANE, texgenT1);
|
|
glEnable(GL_TEXTURE_GEN_S);
|
|
glEnable(GL_TEXTURE_GEN_T);
|
|
|
|
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_ALPHA);
|
|
|
|
CShaderProgramPtr dummyShader = g_Renderer.GetShaderManager().LoadProgram("fixed:dummy", CShaderDefines());
|
|
dummyShader->Bind();
|
|
|
|
glEnableClientState(GL_VERTEX_ARRAY);
|
|
|
|
std::vector<CPatchRData*>& visiblePatches = m->visiblePatches[cullGroup];
|
|
for (size_t i = 0; i < visiblePatches.size(); ++i)
|
|
{
|
|
CPatchRData* data = visiblePatches[i];
|
|
data->RenderWater(dummyShader, false, true);
|
|
}
|
|
|
|
glDisableClientState(GL_VERTEX_ARRAY);
|
|
|
|
dummyShader->Unbind();
|
|
|
|
g_Renderer.BindTexture(1, 0);
|
|
|
|
glDisable(GL_TEXTURE_GEN_S);
|
|
glDisable(GL_TEXTURE_GEN_T);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
|
|
|
pglActiveTextureARB(GL_TEXTURE0_ARB);
|
|
|
|
// Clean up the texture matrix and blend mode
|
|
glDisable(GL_TEXTURE_GEN_S);
|
|
glDisable(GL_TEXTURE_GEN_T);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
|
|
|
glDisable(GL_TEXTURE_2D);
|
|
#endif
|
|
}
|
|
|
|
///////////////////////////////////////////////////////////////////
|
|
// Render water that is part of the terrain
|
|
void TerrainRenderer::RenderWater(const CShaderDefines& context, int cullGroup, ShadowMap* shadow)
|
|
{
|
|
WaterManager* WaterMgr = g_Renderer.GetWaterManager();
|
|
|
|
WaterMgr->UpdateQuality();
|
|
|
|
if (!WaterMgr->WillRenderFancyWater())
|
|
RenderSimpleWater(cullGroup);
|
|
else
|
|
RenderFancyWater(context, cullGroup, shadow);
|
|
}
|
|
|
|
void TerrainRenderer::RenderPriorities(int cullGroup)
|
|
{
|
|
PROFILE("priorities");
|
|
|
|
ENSURE(m->phase == Phase_Render);
|
|
|
|
CShaderTechniquePtr tech = g_Renderer.GetShaderManager().LoadEffect(str_gui_text);
|
|
tech->BeginPass();
|
|
CTextRenderer textRenderer(tech->GetShader());
|
|
|
|
textRenderer.Font(CStrIntern("mono-stroke-10"));
|
|
textRenderer.Color(1.0f, 1.0f, 0.0f);
|
|
|
|
std::vector<CPatchRData*>& visiblePatches = m->visiblePatches[cullGroup];
|
|
for (size_t i = 0; i < visiblePatches.size(); ++i)
|
|
visiblePatches[i]->RenderPriorities(textRenderer);
|
|
|
|
textRenderer.Render();
|
|
tech->EndPass();
|
|
}
|