0ad/source/renderer/TerrainRenderer.cpp

787 lines
25 KiB
C++
Raw Normal View History

/* Copyright (C) 2011 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
/*
* Terrain rendering (everything related to patches and water) is
* encapsulated in TerrainRenderer
*/
#include "precompiled.h"
#include "graphics/Camera.h"
#include "graphics/Decal.h"
#include "graphics/LightEnv.h"
#include "graphics/LOSTexture.h"
#include "graphics/Patch.h"
#include "graphics/Terrain.h"
#include "graphics/GameView.h"
#include "graphics/Model.h"
#include "graphics/ShaderManager.h"
#include "maths/MathUtil.h"
#include "ps/Filesystem.h"
#include "ps/CLogger.h"
#include "ps/Font.h"
#include "ps/Game.h"
#include "ps/Profile.h"
#include "ps/World.h"
#include "renderer/DecalRData.h"
#include "renderer/PatchRData.h"
#include "renderer/Renderer.h"
#include "renderer/ShadowMap.h"
#include "renderer/TerrainRenderer.h"
#include "renderer/VertexArray.h"
#include "renderer/WaterManager.h"
#include "lib/res/graphics/ogl_shader.h"
///////////////////////////////////////////////////////////////////////////////////////////////
// TerrainRenderer implementation
/**
* TerrainRenderer keeps track of which phase it is in, to detect
* when Submit, PrepareForRendering etc. are called in the wrong order.
*/
enum Phase {
Phase_Submit,
Phase_Render
};
/**
* Struct TerrainRendererInternals: Internal variables used by the TerrainRenderer class.
*/
struct TerrainRendererInternals
{
/// Which phase (submitting or rendering patches) are we in right now?
Phase phase;
/// Patches that were submitted for this frame
std::vector<CPatchRData*> visiblePatches;
/// Decals that were submitted for this frame
std::vector<CDecalRData*> visibleDecals;
/// Fancy water shader
Handle fancyWaterShader;
};
///////////////////////////////////////////////////////////////////
// Construction/Destruction
TerrainRenderer::TerrainRenderer()
{
m = new TerrainRendererInternals();
m->phase = Phase_Submit;
m->fancyWaterShader = 0;
}
TerrainRenderer::~TerrainRenderer()
{
if( m->fancyWaterShader )
{
ogl_program_free( m->fancyWaterShader );
}
delete m;
}
///////////////////////////////////////////////////////////////////
// Submit a patch for rendering
void TerrainRenderer::Submit(CPatch* patch)
{
debug_assert(m->phase == Phase_Submit);
CPatchRData* data = (CPatchRData*)patch->GetRenderData();
if (data == 0)
{
// no renderdata for patch, create it now
data = new CPatchRData(patch);
patch->SetRenderData(data);
}
data->Update();
m->visiblePatches.push_back(data);
}
///////////////////////////////////////////////////////////////////
// Submit a decal for rendering
void TerrainRenderer::Submit(CModelDecal* decal)
{
debug_assert(m->phase == Phase_Submit);
CDecalRData* data = (CDecalRData*)decal->GetRenderData();
if (data == 0)
{
// no renderdata for decal, create it now
data = new CDecalRData(decal);
decal->SetRenderData(data);
}
data->Update();
m->visibleDecals.push_back(data);
}
///////////////////////////////////////////////////////////////////
// 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->phase == Phase_Submit);
m->visiblePatches.clear();
m->visibleDecals.clear();
m->phase = Phase_Submit;
}
///////////////////////////////////////////////////////////////////
// Full-featured terrain rendering with blending and everything
void TerrainRenderer::RenderTerrain()
{
debug_assert(m->phase == Phase_Render);
// render the solid black sides of the map first
g_Renderer.BindTexture(0, 0);
glEnableClientState(GL_VERTEX_ARRAY);
glColor3f(0, 0, 0);
PROFILE_START("render terrain sides");
for (size_t i = 0; i < m->visiblePatches.size(); ++i)
m->visiblePatches[i]->RenderSides();
PROFILE_END("render terrain sides");
// switch on required client states
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
// render everything fullbright
// set up texture environment for base pass
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_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
// Set alpha to 1.0
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_CONSTANT);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
static const float one[4] = { 1.f, 1.f, 1.f, 1.f };
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, one);
PROFILE_START("render terrain base");
CPatchRData::RenderBases(m->visiblePatches);
PROFILE_END("render terrain base");
// 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);
// The decal color array contains lighting data, which we don't want in this non-shader mode
glDisableClientState(GL_COLOR_ARRAY);
// render blend passes for each patch
PROFILE_START("render terrain blends");
CPatchRData::RenderBlends(m->visiblePatches);
PROFILE_END("render terrain blends");
// Disable second texcoord array
pglClientActiveTextureARB(GL_TEXTURE1);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
// Render terrain decals
g_Renderer.BindTexture(1, 0);
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_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
PROFILE_START("render terrain decals");
for (size_t i = 0; i < m->visibleDecals.size(); ++i)
m->visibleDecals[i]->Render(CShaderProgramPtr());
PROFILE_END("render terrain decals");
// Now apply lighting
const CLightEnv& lightEnv = g_Renderer.GetLightEnv();
pglClientActiveTextureARB(GL_TEXTURE0);
glEnableClientState(GL_COLOR_ARRAY); // diffuse lighting colours
glBlendFunc(GL_DST_COLOR, GL_ZERO);
// GL_TEXTURE_ENV_COLOR requires four floats, so we shouldn't use the RGBColor directly
float terrainAmbientColor[4] = {
lightEnv.m_TerrainAmbientColor.X,
lightEnv.m_TerrainAmbientColor.Y,
lightEnv.m_TerrainAmbientColor.Z,
1.f
};
CLOSTexture& losTexture = g_Renderer.GetScene().GetLOSTexture();
int streamflags = STREAM_POS|STREAM_COLOR;
pglActiveTextureARB(GL_TEXTURE0);
// We're not going to use a texture here, but we have to have a valid texture
// bound else the texture unit will be disabled.
// We should still have a bound splat texture from some earlier rendering,
// so assume that's still valid to use.
// (TODO: That's a bit of an ugly hack.)
// No shadows: (Ambient + Diffuse) * LOS
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_ADD);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_CONSTANT);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, terrainAmbientColor);
losTexture.BindTexture(1);
pglClientActiveTextureARB(GL_TEXTURE1);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
streamflags |= STREAM_POSTOUV1;
glMatrixMode(GL_TEXTURE);
glLoadMatrixf(losTexture.GetTextureMatrix());
glMatrixMode(GL_MODELVIEW);
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);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
pglActiveTextureARB(GL_TEXTURE0);
pglClientActiveTextureARB(GL_TEXTURE0);
PROFILE_START("render terrain streams");
CPatchRData::RenderStreams(m->visiblePatches, streamflags);
PROFILE_END("render terrain streams");
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
// restore OpenGL state
g_Renderer.BindTexture(1, 0);
pglClientActiveTextureARB(GL_TEXTURE1);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
pglClientActiveTextureARB(GL_TEXTURE0);
pglActiveTextureARB(GL_TEXTURE0);
glDepthMask(1);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_BLEND);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
///////////////////////////////////////////////////////////////////
/**
* Set up all the uniforms for a shader pass.
*/
void TerrainRenderer::PrepareShader(const CShaderProgramPtr& shader, ShadowMap* shadow)
{
const CLightEnv& lightEnv = g_Renderer.GetLightEnv();
if (shadow)
{
shader->BindTexture("shadowTex", shadow->GetTexture());
shader->Uniform("shadowTransform", shadow->GetTextureMatrix());
}
CLOSTexture& los = g_Renderer.GetScene().GetLOSTexture();
shader->BindTexture("losTex", los.GetTexture());
shader->Uniform("losTransform", los.GetTextureMatrix()[0], los.GetTextureMatrix()[12], 0.f, 0.f);
shader->Uniform("ambient", lightEnv.m_TerrainAmbientColor);
shader->Uniform("sunColor", lightEnv.m_SunColor);
}
void TerrainRenderer::RenderTerrainShader(ShadowMap* shadow)
{
debug_assert(m->phase == Phase_Render);
CShaderManager& shaderManager = g_Renderer.GetShaderManager();
typedef std::map<CStr, CStr> Defines;
Defines defBasic;
if (shadow)
{
defBasic["USE_SHADOW"] = "1";
if (g_Renderer.m_Caps.m_ARBProgramShadow && g_Renderer.m_Options.m_ARBProgramShadow)
defBasic["USE_FP_SHADOW"] = "1";
}
defBasic["LIGHTING_MODEL_" + g_Renderer.GetLightEnv().GetLightingModel()] = "1";
CShaderProgramPtr shaderBase(shaderManager.LoadProgram("terrain_base", defBasic));
CShaderProgramPtr shaderBlend(shaderManager.LoadProgram("terrain_blend", defBasic));
CShaderProgramPtr shaderDecal(shaderManager.LoadProgram("terrain_decal", defBasic));
// render the solid black sides of the map first
g_Renderer.BindTexture(0, 0);
glEnableClientState(GL_VERTEX_ARRAY);
glColor3f(0, 0, 0);
PROFILE_START("render terrain sides");
for (size_t i = 0; i < m->visiblePatches.size(); ++i)
m->visiblePatches[i]->RenderSides();
PROFILE_END("render terrain sides");
// switch on required client states
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_COLOR_ARRAY); // diffuse lighting colours
shaderBase->Bind();
PrepareShader(shaderBase, shadow);
PROFILE_START("render terrain base");
CPatchRData::RenderBases(m->visiblePatches);
PROFILE_END("render terrain base");
shaderBase->Unbind();
// render blends
shaderBlend->Bind();
PrepareShader(shaderBlend, shadow);
// 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);
// 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
PROFILE_START("render terrain blends");
CPatchRData::RenderBlends(m->visiblePatches);
PROFILE_END("render terrain blends");
// Disable second texcoord array
pglClientActiveTextureARB(GL_TEXTURE1);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
shaderBlend->Unbind();
// Render terrain decals
shaderDecal->Bind();
PrepareShader(shaderDecal, shadow);
g_Renderer.BindTexture(1, 0);
pglActiveTextureARB(GL_TEXTURE0);
pglClientActiveTextureARB(GL_TEXTURE0);
PROFILE_START("render terrain decals");
for (size_t i = 0; i < m->visibleDecals.size(); ++i)
m->visibleDecals[i]->Render(shaderDecal);
PROFILE_END("render terrain decals");
shaderDecal->Unbind();
// restore OpenGL state
g_Renderer.BindTexture(1, 0);
g_Renderer.BindTexture(2, 0);
g_Renderer.BindTexture(3, 0);
pglClientActiveTextureARB(GL_TEXTURE0);
pglActiveTextureARB(GL_TEXTURE0);
glDepthMask(1);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_BLEND);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
///////////////////////////////////////////////////////////////////
// Render un-textured patches as polygons
void TerrainRenderer::RenderPatches()
{
debug_assert(m->phase == Phase_Render);
glEnableClientState(GL_VERTEX_ARRAY);
CPatchRData::RenderStreams(m->visiblePatches, STREAM_POS);
glDisableClientState(GL_VERTEX_ARRAY);
}
///////////////////////////////////////////////////////////////////
// Render outlines of submitted patches as lines
void TerrainRenderer::RenderOutlines()
{
debug_assert(m->phase == Phase_Render);
glEnableClientState(GL_VERTEX_ARRAY);
for (size_t i = 0; i < m->visiblePatches.size(); ++i)
m->visiblePatches[i]->RenderOutline();
glDisableClientState(GL_VERTEX_ARRAY);
}
///////////////////////////////////////////////////////////////////
// Render water that is part of the terrain
void TerrainRenderer::RenderWater()
{
PROFILE( "render water" );
WaterManager* WaterMgr = g_Renderer.GetWaterManager();
bool fancy = WaterMgr->WillRenderFancyWater();
// If we're using fancy water, make sure its shader is loaded
if(fancy && !m->fancyWaterShader)
{
Handle h = ogl_program_load(g_VFS, L"shaders/water_high.xml");
if (h < 0)
{
LOGERROR(L"Failed to load water shader. Falling back to non-fancy water.\n");
g_Renderer.m_Options.m_FancyWater = false;
fancy = false;
}
else
{
m->fancyWaterShader = h;
}
}
CTerrain* terrain = g_Game->GetWorld()->GetTerrain(); // TODO: stop using g_Game
CLOSTexture& losTexture = g_Renderer.GetScene().GetLOSTexture();
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
double time = WaterMgr->m_WaterTexTimer;
double period = 1.6;
int curTex = (int)(time*60/period) % 60;
if(fancy)
{
WaterMgr->m_NormalMap[curTex]->Bind();
}
else
{
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;
if(!fancy)
{
// Perform the shifting by modifying the texture matrix
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glTranslatef(tx, ty, 0);
// Set up texture environment to multiply vertex RGB by texture RGB and use vertex alpha
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PRIMARY_COLOR_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PRIMARY_COLOR_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
// Multiply by LOS texture
losTexture.BindTexture(1);
pglClientActiveTextureARB(GL_TEXTURE1);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glLoadMatrixf(losTexture.GetTextureMatrix());
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);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
}
// Set the proper LOD bias
glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, g_Renderer.m_Options.m_LodBias);
const CCamera& camera = g_Renderer.GetViewCamera();
CVector3D camPos = camera.m_Orientation.GetTranslation();
GLint vertexDepth = 0; // water depth attribute, 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 );
losTexture.BindTexture(3);
// 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 losMatrix = ogl_program_get_uniform_location( m->fancyWaterShader, "losMatrix" );
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" );
GLint losMap = ogl_program_get_uniform_location( m->fancyWaterShader, "losMap" );
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 );
pglUniformMatrix4fvARB( losMatrix, 1, false, losTexture.GetTextureMatrix() );
pglUniform1iARB( normalMap, 0 ); // texture unit 0
pglUniform1iARB( reflectionMap, 1 ); // texture unit 1
pglUniform1iARB( refractionMap, 2 ); // texture unit 2
pglUniform1iARB( losMap, 3 ); // texture unit 3
pglUniform3fvARB( cameraPos, 1, &camPos.X );
vertexDepth = ogl_program_get_attrib_location( m->fancyWaterShader, "vertexDepth" );
}
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]->GetPatch();
for(ssize_t dx=0; dx<PATCH_SIZE; dx++)
{
for(ssize_t dz=0; dz<PATCH_SIZE; dz++)
{
ssize_t x = (patch->m_X*PATCH_SIZE + dx);
ssize_t z = (patch->m_Z*PATCH_SIZE + dz);
// 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};
// 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++)
{
ssize_t ix = x + DX[j];
ssize_t iz = z + DZ[j];
float vertX = ix * CELL_SIZE;
float vertZ = iz * CELL_SIZE;
float terrainHeight = terrain->GetVertexGroundLevel(ix, iz);
if (fancy)
{
pglVertexAttrib1fARB(vertexDepth, WaterMgr->m_WaterHeight - terrainHeight);
pglMultiTexCoord2fARB(GL_TEXTURE0, vertX/repeatPeriod, vertZ/repeatPeriod);
glVertex3f(vertX, WaterMgr->m_WaterHeight, vertZ);
}
else
{
float alpha = clamp( (WaterMgr->m_WaterHeight - terrainHeight) / WaterMgr->m_WaterFullDepth + WaterMgr->m_WaterAlphaOffset,
WaterMgr->m_WaterAlphaOffset, WaterMgr->m_WaterMaxAlpha);
// (Crappy) fresnel effect
CVector3D CamFaceVertex=CVector3D(vertX,WaterMgr->m_WaterHeight,vertZ)-camPos;
CamFaceVertex.Normalize();
float FresnelScalar = CamFaceVertex.Dot(CVector3D(0.0f, -1.0f, 0.0f));
// Invert and set boundaries
FresnelScalar = 1.f - (FresnelScalar * 0.6);
glColor4f(WaterMgr->m_WaterColor.r,
WaterMgr->m_WaterColor.g,
WaterMgr->m_WaterColor.b,
alpha * FresnelScalar);
pglMultiTexCoord2fARB(GL_TEXTURE0, vertX/repeatPeriod, vertZ/repeatPeriod);
pglMultiTexCoord3fARB(GL_TEXTURE1, vertX, WaterMgr->m_WaterHeight, vertZ);
glVertex3f(vertX, WaterMgr->m_WaterHeight, vertZ);
}
}
} //end of x loop
} //end of z loop
}
glEnd();
if (fancy)
{
// Unbind the LOS/refraction/reflection textures and the shader
g_Renderer.BindTexture(3, 0);
g_Renderer.BindTexture(2, 0);
g_Renderer.BindTexture(1, 0);
pglActiveTextureARB(GL_TEXTURE0_ARB);
ogl_program_use(0);
}
if (!fancy)
{
g_Renderer.BindTexture(1, 0);
pglClientActiveTextureARB(GL_TEXTURE1_ARB);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glLoadIdentity();
pglActiveTextureARB(GL_TEXTURE0_ARB);
pglClientActiveTextureARB(GL_TEXTURE0_ARB);
// 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);
}
void TerrainRenderer::RenderPriorities()
{
PROFILE("render priorities");
debug_assert(m->phase == Phase_Render);
CFont font(L"mono-stroke-10");
font.Bind();
glColor3f(1, 1, 0);
for (size_t i = 0; i < m->visiblePatches.size(); ++i)
m->visiblePatches[i]->RenderPriorities();
}