0ad/source/renderer/TerrainRenderer.cpp

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/**
* =========================================================================
* File : TerrainRenderer.cpp
* Project : Pyrogenesis
* Description : Terrain rendering (everything related to patches and
* : water) is encapsulated in TerrainRenderer
*
* @author Nicolai Hähnle <nicolai@wildfiregames.com>
* =========================================================================
*/
#include "precompiled.h"
#include "graphics/Camera.h"
#include "graphics/Patch.h"
#include "graphics/Terrain.h"
#include "maths/MathUtil.h"
#include "ps/Game.h"
#include "ps/Profile.h"
#include "simulation/LOSManager.h"
#include "renderer/PatchRData.h"
#include "renderer/Renderer.h"
#include "renderer/TerrainRenderer.h"
#include "renderer/WaterManager.h"
///////////////////////////////////////////////////////////////////////////////////////////////
// TerrainRenderer implementation
/**
* TerrainRenderer keeps track of which phase it is in, to detect
* when Submit, PrepareForRendering etc. are called in the wrong order.
*/
enum Phase {
Phase_Submit,
Phase_Render
};
/**
* Struct TerrainRendererInternals: Internal variables used by the TerrainRenderer class.
*/
struct TerrainRendererInternals
{
/// Which phase (submitting or rendering patches) are we in right now?
Phase phase;
/**
* VisiblePatches: Patches that were submitted for this frame
*
* @todo Merge this list with CPatchRData list
*/
std::vector<CPatch*> visiblePatches;
};
///////////////////////////////////////////////////////////////////
// Construction/Destruction
TerrainRenderer::TerrainRenderer()
{
m = new TerrainRendererInternals();
m->phase = Phase_Submit;
}
TerrainRenderer::~TerrainRenderer()
{
delete m;
}
///////////////////////////////////////////////////////////////////
// Submit a patch for rendering
void TerrainRenderer::Submit(CPatch* patch)
{
debug_assert(m->phase == Phase_Submit);
CPatchRData* data=(CPatchRData*) patch->GetRenderData();
if (data == 0)
{
// no renderdata for patch, create it now
data = new CPatchRData(patch);
patch->SetRenderData(data);
}
data->Update();
m->visiblePatches.push_back(patch);
}
///////////////////////////////////////////////////////////////////
// Prepare for rendering
void TerrainRenderer::PrepareForRendering()
{
debug_assert(m->phase == Phase_Submit);
m->phase = Phase_Render;
}
///////////////////////////////////////////////////////////////////
// Clear submissions lists
void TerrainRenderer::EndFrame()
{
debug_assert(m->phase == Phase_Render);
m->visiblePatches.clear();
m->phase = Phase_Submit;
}
///////////////////////////////////////////////////////////////////
// Query if patches have been submitted this frame
bool TerrainRenderer::HaveSubmissions()
{
return m->visiblePatches.size() > 0;
}
///////////////////////////////////////////////////////////////////
// Full-featured terrain rendering with blending and everything
void TerrainRenderer::RenderTerrain()
{
debug_assert(m->phase == Phase_Render);
// switch on required client states
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
// render everything
// set up texture environment for base pass
MICROLOG(L"base splat textures");
pglActiveTextureARB(GL_TEXTURE0);
pglClientActiveTextureARB(GL_TEXTURE0);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PRIMARY_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
// Set alpha to 1.0
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_CONSTANT);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
float one[4] = { 1.f, 1.f, 1.f, 1.f };
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, one);
for(uint i = 0; i < m->visiblePatches.size(); ++i)
{
CPatchRData* patchdata = (CPatchRData*)m->visiblePatches[i]->GetRenderData();
patchdata->RenderBase();
}
// render blends
// switch on the composite alpha map texture
(void)ogl_tex_bind(g_Renderer.m_hCompositeAlphaMap, 1);
// switch on second uv set
pglClientActiveTextureARB(GL_TEXTURE1);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
// setup additional texenv required by blend pass
pglActiveTextureARB(GL_TEXTURE1);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_ONE_MINUS_SRC_ALPHA);
// switch on blending
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
// no need to write to the depth buffer a second time
glDepthMask(0);
// render blend passes for each patch
for(uint i = 0; i < m->visiblePatches.size(); ++i)
{
CPatchRData* patchdata = (CPatchRData*)m->visiblePatches[i]->GetRenderData();
patchdata->RenderBlends();
}
// restore OpenGL state
glDepthMask(1);
glDisable(GL_BLEND);
pglClientActiveTextureARB(GL_TEXTURE1);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
g_Renderer.BindTexture(1,0);
pglClientActiveTextureARB(GL_TEXTURE0);
pglActiveTextureARB(GL_TEXTURE0);
// switch off all client states
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
}
///////////////////////////////////////////////////////////////////
// Render un-textured patches as polygons
void TerrainRenderer::RenderPatches()
{
debug_assert(m->phase == Phase_Render);
glEnableClientState(GL_VERTEX_ARRAY);
for(uint i = 0; i < m->visiblePatches.size(); ++i)
{
CPatchRData* patchdata = (CPatchRData*)m->visiblePatches[i]->GetRenderData();
patchdata->RenderStreams(STREAM_POS);
}
glDisableClientState(GL_VERTEX_ARRAY);
}
///////////////////////////////////////////////////////////////////
// Render outlines of submitted patches as lines
void TerrainRenderer::RenderOutlines()
{
glEnableClientState(GL_VERTEX_ARRAY);
for(uint i = 0; i < m->visiblePatches.size(); ++i)
{
CPatchRData* patchdata = (CPatchRData*)m->visiblePatches[i]->GetRenderData();
patchdata->RenderOutline();
}
glDisableClientState(GL_VERTEX_ARRAY);
}
///////////////////////////////////////////////////////////////////
// Render water that is part of the terrain
void TerrainRenderer::RenderWater()
{
PROFILE(" render water ");
//Fresnel effect
CCamera* Camera=g_Game->GetView()->GetCamera();
CVector3D CamFace=Camera->m_Orientation.GetIn();
CamFace.Normalize();
float FresnelScalar = CamFace.Dot( CVector3D(0.0f, -1.0f, 0.0f) );
//Invert and set boundaries
FresnelScalar = (1 - FresnelScalar) * 0.4f + 0.6f;
const int DX[] = {1,1,0,0};
const int DZ[] = {0,1,1,0};
CTerrain* terrain = g_Game->GetWorld()->GetTerrain();
int mapSize = terrain->GetVerticesPerSide();
CLOSManager* losMgr = g_Game->GetWorld()->GetLOSManager();
WaterManager* WaterMgr = g_Renderer.GetWaterManager();
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
glDepthMask(GL_FALSE);
double time = WaterMgr->m_WaterTexTimer;
double period = 1.6;
int curTex = (int)(time*60/period) % 60;
ogl_tex_bind(WaterMgr->m_WaterTexture[curTex], 0);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
float tx = -fmod(time, 20.0)/20.0;
float ty = fmod(time, 35.0)/35.0;
glTranslatef(tx, ty, 0);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PRIMARY_COLOR_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PRIMARY_COLOR_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
// Set the proper LOD bias
glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, g_Renderer.m_Options.m_LodBias);
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;
}
}
glColor4f(WaterMgr->m_WaterColor.r*losMod, WaterMgr->m_WaterColor.g*losMod, WaterMgr->m_WaterColor.b*losMod, alpha * FresnelScalar);
pglMultiTexCoord2fARB(GL_TEXTURE0, vertX/16.0f, vertZ/16.0f);
glVertex3f(vertX, WaterMgr->m_WaterHeight, vertZ);
}
} //end of x loop
} //end of z loop
}
glEnd();
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glDepthMask(GL_TRUE);
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
}
///////////////////////////////////////////////////////////////////
//
void TerrainRenderer::ApplyShadowMap(GLuint shadowmaphandle)
{
debug_assert(m->phase == Phase_Render);
g_Renderer.BindTexture(0, shadowmaphandle);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
glColor3f(1,1,1);
glEnable(GL_BLEND);
glBlendFunc(GL_DST_COLOR,GL_ZERO);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
for (uint i = 0; i < m->visiblePatches.size(); ++i)
{
CPatchRData* patchdata = (CPatchRData*)m->visiblePatches[i]->GetRenderData();
patchdata->RenderStreams(STREAM_POS|STREAM_POSTOUV0);
}
glDisable(GL_BLEND);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}