0ad/source/renderer/TerrainRenderer.cpp

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/* Copyright (C) 2020 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/GameView.h"
#include "graphics/Model.h"
#include "graphics/ShaderManager.h"
#include "renderer/ShadowMap.h"
#include "renderer/SkyManager.h"
#include "graphics/TerritoryTexture.h"
#include "graphics/TextRenderer.h"
#include "maths/MathUtil.h"
#include "ps/Filesystem.h"
#include "ps/CLogger.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/RenderingOptions.h"
#include "renderer/ShadowMap.h"
#include "renderer/TerrainRenderer.h"
#include "renderer/VertexArray.h"
#include "renderer/WaterManager.h"
#include "tools/atlas/GameInterface/GameLoop.h"
extern GameLoopState* g_AtlasGameLoop;
///////////////////////////////////////////////////////////////////////////////////////////////
// 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[CRenderer::CULL_MAX];
/// Decals that were submitted for this frame
std::vector<CDecalRData*> visibleDecals[CRenderer::CULL_MAX];
/// Fancy water shader
CShaderProgramPtr fancyWaterShader;
CSimulation2* simulation;
};
///////////////////////////////////////////////////////////////////
// Construction/Destruction
TerrainRenderer::TerrainRenderer()
{
m = new TerrainRendererInternals();
m->phase = Phase_Submit;
}
TerrainRenderer::~TerrainRenderer()
{
delete m;
}
void TerrainRenderer::SetSimulation(CSimulation2* simulation)
{
m->simulation = simulation;
}
///////////////////////////////////////////////////////////////////
// Submit a patch for rendering
void TerrainRenderer::Submit(int cullGroup, CPatch* patch)
{
ENSURE(m->phase == Phase_Submit);
CPatchRData* data = (CPatchRData*)patch->GetRenderData();
if (data == 0)
{
// no renderdata for patch, create it now
data = new CPatchRData(patch, m->simulation);
patch->SetRenderData(data);
}
data->Update(m->simulation);
m->visiblePatches[cullGroup].push_back(data);
}
///////////////////////////////////////////////////////////////////
// Submit a decal for rendering
void TerrainRenderer::Submit(int cullGroup, CModelDecal* decal)
{
ENSURE(m->phase == Phase_Submit);
CDecalRData* data = (CDecalRData*)decal->GetRenderData();
if (data == 0)
{
// no renderdata for decal, create it now
data = new CDecalRData(decal, m->simulation);
decal->SetRenderData(data);
}
data->Update(m->simulation);
m->visibleDecals[cullGroup].push_back(data);
}
///////////////////////////////////////////////////////////////////
// Prepare for rendering
void TerrainRenderer::PrepareForRendering()
{
ENSURE(m->phase == Phase_Submit);
m->phase = Phase_Render;
}
///////////////////////////////////////////////////////////////////
// Clear submissions lists
void TerrainRenderer::EndFrame()
{
ENSURE(m->phase == Phase_Render || m->phase == Phase_Submit);
for (int i = 0; i < CRenderer::CULL_MAX; ++i)
{
m->visiblePatches[i].clear();
m->visibleDecals[i].clear();
}
m->phase = Phase_Submit;
}
///////////////////////////////////////////////////////////////////
// Full-featured terrain rendering with blending and everything
void TerrainRenderer::RenderTerrainFixed(int cullGroup)
{
#if CONFIG2_GLES
UNUSED2(cullGroup);
#else
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;
CShaderProgramPtr dummyShader = g_Renderer.GetShaderManager().LoadProgram("fixed:dummy", CShaderDefines());
dummyShader->Bind();
// 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 < visiblePatches.size(); ++i)
visiblePatches[i]->RenderSides(dummyShader);
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(visiblePatches, CShaderDefines(), NULL, true, dummyShader);
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(visiblePatches, CShaderDefines(), NULL, true, dummyShader);
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");
CDecalRData::RenderDecals(visibleDecals, CShaderDefines(), NULL, true, dummyShader);
PROFILE_END("render terrain decals");
// Now apply lighting
const CLightEnv& lightEnv = g_Renderer.GetLightEnv();
pglClientActiveTextureARB(GL_TEXTURE0);
glEnableClientState(GL_COLOR_ARRAY); // diffuse lighting colors
// The vertex color is scaled by 0.5 to permit overbrightness without clamping.
// We therefore need to draw Clamp((texture*lighting)*2.0), where 'texture'
// is what previous passes drew onto the framebuffer, and 'lighting' is the
// color computed by this pass.
// We can do that with blending by getting it to draw dst*src + src*dst:
glBlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
// Scale the ambient color by 0.5 to match the vertex diffuse colors
float terrainAmbientColor[4] = {
lightEnv.m_TerrainAmbientColor.X * 0.5f,
lightEnv.m_TerrainAmbientColor.Y * 0.5f,
lightEnv.m_TerrainAmbientColor.Z * 0.5f,
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()._11);
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(visiblePatches, dummyShader, 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);
dummyShader->Unbind();
#endif
}
void TerrainRenderer::RenderTerrainOverlayTexture(int cullGroup, CMatrix3D& textureMatrix)
{
#if CONFIG2_GLES
#warning TODO: implement TerrainRenderer::RenderTerrainOverlayTexture for GLES
UNUSED2(cullGroup);
UNUSED2(textureMatrix);
#else
ENSURE(m->phase == Phase_Render);
std::vector<CPatchRData*>& visiblePatches = m->visiblePatches[cullGroup];
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
pglActiveTextureARB(GL_TEXTURE0);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthMask(0);
glDisable(GL_DEPTH_TEST);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glMatrixMode(GL_TEXTURE);
glLoadMatrixf(&textureMatrix._11);
glMatrixMode(GL_MODELVIEW);
CShaderProgramPtr dummyShader = g_Renderer.GetShaderManager().LoadProgram("fixed:dummy", CShaderDefines());
dummyShader->Bind();
CPatchRData::RenderStreams(visiblePatches, dummyShader, STREAM_POS|STREAM_POSTOUV0);
dummyShader->Unbind();
// To make the overlay visible over water, render an additional map-sized
// water-height patch
CBoundingBoxAligned waterBounds;
for (size_t i = 0; i < visiblePatches.size(); ++i)
{
CPatchRData* data = visiblePatches[i];
waterBounds += data->GetWaterBounds();
}
if (!waterBounds.IsEmpty())
{
float h = g_Renderer.GetWaterManager()->m_WaterHeight + 0.05f; // add a delta to avoid z-fighting
float waterPos[] = {
waterBounds[0].X, h, waterBounds[0].Z,
waterBounds[1].X, h, waterBounds[0].Z,
waterBounds[0].X, h, waterBounds[1].Z,
waterBounds[1].X, h, waterBounds[1].Z
};
glVertexPointer(3, GL_FLOAT, 3*sizeof(float), waterPos);
glTexCoordPointer(3, GL_FLOAT, 3*sizeof(float), waterPos);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glDepthMask(1);
glEnable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
#endif
}
///////////////////////////////////////////////////////////////////
/**
* Set up all the uniforms for a shader pass.
*/
void TerrainRenderer::PrepareShader(const CShaderProgramPtr& shader, ShadowMap* shadow)
{
shader->Uniform(str_transform, g_Renderer.GetViewCamera().GetViewProjection());
shader->Uniform(str_cameraPos, g_Renderer.GetViewCamera().GetOrientation().GetTranslation());
const CLightEnv& lightEnv = g_Renderer.GetLightEnv();
if (shadow)
{
shader->BindTexture(str_shadowTex, shadow->GetTexture());
shader->Uniform(str_shadowTransform, shadow->GetTextureMatrix());
int width = shadow->GetWidth();
int height = shadow->GetHeight();
shader->Uniform(str_shadowScale, width, height, 1.0f / width, 1.0f / height);
}
CLOSTexture& los = g_Renderer.GetScene().GetLOSTexture();
shader->BindTexture(str_losTex, los.GetTextureSmooth());
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_RenderingOptions.GetPreferGLSL() && !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();
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_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_WaterRefraction || WaterMgr->m_WaterReflection)
{
m->fancyWaterShader->BindTexture(str_skyCube, g_Renderer.GetSkyManager()->GetSkyCube());
// TODO: check that this rotates in the right direction.
CMatrix3D skyBoxRotation;
skyBoxRotation.SetIdentity();
skyBoxRotation.RotateY(M_PI + lightEnv.GetRotation());
m->fancyWaterShader->Uniform(str_skyBoxRot, skyBoxRotation);
if (WaterMgr->m_WaterRefraction)
m->fancyWaterShader->Uniform(str_refractionMatrix, WaterMgr->m_RefractionMatrix);
if (WaterMgr->m_WaterReflection)
m->fancyWaterShader->Uniform(str_reflectionMatrix, WaterMgr->m_ReflectionMatrix);
}
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_losMatrix, losTexture.GetTextureMatrix());
m->fancyWaterShader->Uniform(str_cameraPos, camera.GetOrientation().GetTranslation());
if (WaterMgr->m_WaterRealDepth)
{
m->fancyWaterShader->Uniform(str_zNear, camera.GetNearPlane());
m->fancyWaterShader->Uniform(str_zFar, camera.GetFarPlane());
}
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();
}