Matei
1056788a6a
- Removed a debug assertion that could occur in windowed mode if you moved your mouse above or to the left of the window (client x and y >= 0); instead, negative client coordinates are now clipped to 0. (The coordinates can't actually stay negative because we are casting them to uints, so that would give very large values.) This was SVN commit r4323.
629 lines
21 KiB
C++
629 lines
21 KiB
C++
/**
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* =========================================================================
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* File : TerrainRenderer.cpp
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* Project : Pyrogenesis
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* Description : Terrain rendering (everything related to patches and
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* : water) is encapsulated in TerrainRenderer
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*
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* @author Nicolai Haehnle <nicolai@wildfiregames.com>
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* =========================================================================
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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/LightEnv.h"
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#include "graphics/Patch.h"
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#include "graphics/Terrain.h"
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#include "graphics/GameView.h"
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#include "maths/MathUtil.h"
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#include "ps/Game.h"
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#include "ps/Profile.h"
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#include "ps/Pyrogenesis.h" // MICROLOG
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#include "simulation/LOSManager.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/WaterManager.h"
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#include "lib/res/graphics/ogl_shader.h"
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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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/**
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* VisiblePatches: Patches that were submitted for this frame
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*
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* @todo Merge this list with CPatchRData list
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*/
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std::vector<CPatch*> visiblePatches;
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/// Fancy water shader
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Handle fancyWaterShader;
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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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m->fancyWaterShader = 0;
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}
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TerrainRenderer::~TerrainRenderer()
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{
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if( m->fancyWaterShader )
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{
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ogl_program_free( m->fancyWaterShader );
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}
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delete m;
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}
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///////////////////////////////////////////////////////////////////
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// Submit a patch for rendering
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void TerrainRenderer::Submit(CPatch* patch)
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{
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debug_assert(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);
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patch->SetRenderData(data);
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}
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data->Update();
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m->visiblePatches.push_back(patch);
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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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debug_assert(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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debug_assert(m->phase == Phase_Render);
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m->visiblePatches.clear();
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m->phase = Phase_Submit;
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}
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///////////////////////////////////////////////////////////////////
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// Query if patches have been submitted this frame
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bool TerrainRenderer::HaveSubmissions()
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{
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return !m->visiblePatches.empty();
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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(ShadowMap* shadow)
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{
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debug_assert(m->phase == Phase_Render);
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// switch on required client states
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_COLOR_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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// render everything fullbright
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// set up texture environment for base pass
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MICROLOG(L"base splat textures");
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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_TEXTURE);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PRIMARY_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
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// 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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for(uint i = 0; i < m->visiblePatches.size(); ++i)
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{
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CPatchRData* patchdata = (CPatchRData*)m->visiblePatches[i]->GetRenderData();
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patchdata->RenderBase(true); // with LOS color
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}
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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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// render blend passes for each patch
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for(uint i = 0; i < m->visiblePatches.size(); ++i)
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{
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CPatchRData* patchdata = (CPatchRData*)m->visiblePatches[i]->GetRenderData();
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patchdata->RenderBlends();
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}
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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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// Now apply lighting
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const CLightEnv& lightEnv = g_Renderer.GetLightEnv();
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glBlendFunc(GL_DST_COLOR, GL_ZERO);
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if (!shadow)
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{
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pglActiveTextureARB(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, 0);
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// Shadow rendering disabled: Ambient + Diffuse
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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, &lightEnv.m_TerrainAmbientColor.X);
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}
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else
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{
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const CMatrix3D& texturematrix = shadow->GetTextureMatrix();
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pglActiveTextureARB(GL_TEXTURE0);
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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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glBindTexture(GL_TEXTURE_2D, shadow->GetTexture());
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if (shadow->GetUseDepthTexture())
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{
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// Ambient + ShTranslucency * Diffuse * (1 - Shadow) + Diffuse * Shadow
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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_PRIMARY_COLOR);
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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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float shadowTransp = g_Renderer.GetLightEnv().GetTerrainShadowTransparency();
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float color[4] = { shadowTransp, shadowTransp, shadowTransp, 1.0 };
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glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);
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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_INTERPOLATE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PRIMARY_COLOR);
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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_PREVIOUS);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE0);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_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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pglActiveTextureARB(GL_TEXTURE2);
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, shadow->GetTexture()); // Need a valid texture or the unit will be disabled
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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, &lightEnv.m_TerrainAmbientColor.X);
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}
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else
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{
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// Ambient + Diffuse * Shadow
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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_PREVIOUS);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
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pglActiveTextureARB(GL_TEXTURE1); // + Ambient
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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, &lightEnv.m_TerrainAmbientColor.X);
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}
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}
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pglActiveTextureARB(GL_TEXTURE0);
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pglClientActiveTextureARB(GL_TEXTURE0);
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for (uint i = 0; i < m->visiblePatches.size(); ++i)
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{
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CPatchRData* patchdata = (CPatchRData*)m->visiblePatches[i]->GetRenderData();
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patchdata->RenderStreams(STREAM_POS|STREAM_COLOR|STREAM_POSTOUV0, false);
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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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// restore OpenGL state
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if (shadow)
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{
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if (shadow->GetUseDepthTexture())
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g_Renderer.BindTexture(2,0);
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}
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g_Renderer.BindTexture(1,0);
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pglClientActiveTextureARB(GL_TEXTURE0);
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pglActiveTextureARB(GL_TEXTURE0);
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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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}
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///////////////////////////////////////////////////////////////////
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// Render un-textured patches as polygons
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void TerrainRenderer::RenderPatches()
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{
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debug_assert(m->phase == Phase_Render);
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glEnableClientState(GL_VERTEX_ARRAY);
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for(uint i = 0; i < m->visiblePatches.size(); ++i)
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{
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CPatchRData* patchdata = (CPatchRData*)m->visiblePatches[i]->GetRenderData();
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patchdata->RenderStreams(STREAM_POS, true);
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}
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glDisableClientState(GL_VERTEX_ARRAY);
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}
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///////////////////////////////////////////////////////////////////
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// Render outlines of submitted patches as lines
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void TerrainRenderer::RenderOutlines()
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{
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glEnableClientState(GL_VERTEX_ARRAY);
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for(uint i = 0; i < m->visiblePatches.size(); ++i)
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{
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CPatchRData* patchdata = (CPatchRData*)m->visiblePatches[i]->GetRenderData();
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patchdata->RenderOutline();
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}
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glDisableClientState(GL_VERTEX_ARRAY);
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}
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///////////////////////////////////////////////////////////////////
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// Render water that is part of the terrain
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void TerrainRenderer::RenderWater()
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{
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PROFILE( "render water" );
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bool fancy = g_Renderer.m_Options.m_FancyWater;
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// If we're using fancy water, make sure its shader is loaded
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if(fancy && !m->fancyWaterShader)
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{
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m->fancyWaterShader = ogl_program_load( "shaders/water_high.xml" );
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}
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//(Crappy) fresnel effect
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CCamera* Camera=g_Game->GetView()->GetCamera();
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CVector3D CamFace=Camera->m_Orientation.GetIn();
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CamFace.Normalize();
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float FresnelScalar = CamFace.Dot( CVector3D(0.0f, -1.0f, 0.0f) );
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//Invert and set boundaries
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FresnelScalar = (1 - FresnelScalar) * 0.4f + 0.6f;
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CTerrain* terrain = g_Game->GetWorld()->GetTerrain();
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int mapSize = terrain->GetVerticesPerSide();
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CLOSManager* losMgr = g_Game->GetWorld()->GetLOSManager();
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WaterManager* WaterMgr = g_Renderer.GetWaterManager();
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LEQUAL);
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double time = WaterMgr->m_WaterTexTimer;
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double period = 1.6;
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int curTex = (int)(time*60/period) % 60;
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if(fancy)
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{
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ogl_tex_bind(WaterMgr->m_NormalMap[curTex], 0);
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}
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else
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{
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ogl_tex_bind(WaterMgr->m_WaterTexture[curTex], 0);
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}
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// Shift the texture coordinates by these amounts to make the water "flow"
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float tx = -fmod(time, 54.0)/54.0;
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float ty = -fmod(time, 23.0)/23.0;
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if(!fancy)
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{
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// Perform the shifting by modifying the texture matrix
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity();
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glTranslatef(tx, ty, 0);
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// Set up texture environment to multiply vertex RGB by texture RGB and use vertex alpha
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
|
|
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(int k=0; k<4; k++)
|
|
{
|
|
int tx = ix - DX[k];
|
|
int 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);
|
|
}
|
|
|