/* Copyright (C) 2012 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 . */ #include "precompiled.h" #include "TerrainOverlay.h" #include "graphics/Terrain.h" #include "lib/bits.h" #include "lib/ogl.h" #include "maths/MathUtil.h" #include "ps/Game.h" #include "ps/Overlay.h" #include "ps/Profile.h" #include "ps/World.h" #include "renderer/Renderer.h" #include "renderer/TerrainRenderer.h" #include "simulation2/system/SimContext.h" #include // Handy things for STL: /// Functor for sorting pairs, using the <-ordering of their second values. struct compare2nd { template bool operator()(const std::pair& a, const std::pair& b) const { return a.second < b.second; } }; /// Functor for comparing the firsts of pairs to a specified value. template struct equal1st { const S& val; equal1st(const S& val) : val(val) {} template bool operator()(const std::pair& a) const { return a.first == val; } private: const equal1st& operator=(const equal1st& rhs); }; ////////////////////////////////////////////////////////////////////////// // Global overlay list management: static std::vector > g_TerrainOverlayList; ITerrainOverlay::ITerrainOverlay(int priority) { // Add to global list of overlays g_TerrainOverlayList.push_back(std::make_pair(this, priority)); // Sort by overlays by priority. Do stable sort so that adding/removing // overlays doesn't randomly disturb all the existing ones (which would // be noticeable if they have the same priority and overlap). std::stable_sort(g_TerrainOverlayList.begin(), g_TerrainOverlayList.end(), compare2nd()); } ITerrainOverlay::~ITerrainOverlay() { std::vector >::iterator newEnd = std::remove_if(g_TerrainOverlayList.begin(), g_TerrainOverlayList.end(), equal1st(this)); g_TerrainOverlayList.erase(newEnd, g_TerrainOverlayList.end()); } void ITerrainOverlay::RenderOverlaysBeforeWater() { if (g_TerrainOverlayList.empty()) return; PROFILE3_GPU("terrain overlays (before)"); for (size_t i = 0; i < g_TerrainOverlayList.size(); ++i) g_TerrainOverlayList[i].first->RenderBeforeWater(); } void ITerrainOverlay::RenderOverlaysAfterWater() { if (g_TerrainOverlayList.empty()) return; PROFILE3_GPU("terrain overlays (after)"); for (size_t i = 0; i < g_TerrainOverlayList.size(); ++i) g_TerrainOverlayList[i].first->RenderAfterWater(); } ////////////////////////////////////////////////////////////////////////// TerrainOverlay::TerrainOverlay(const CSimContext& simContext, int priority /* = 100 */) : ITerrainOverlay(priority), m_Terrain(&simContext.GetTerrain()) { } void TerrainOverlay::StartRender() { } void TerrainOverlay::EndRender() { } void TerrainOverlay::GetTileExtents( ssize_t& min_i_inclusive, ssize_t& min_j_inclusive, ssize_t& max_i_inclusive, ssize_t& max_j_inclusive) { // Default to whole map min_i_inclusive = min_j_inclusive = 0; max_i_inclusive = max_j_inclusive = m_Terrain->GetTilesPerSide()-1; } void TerrainOverlay::RenderBeforeWater() { if (!m_Terrain) return; // should never happen, but let's play it safe #if CONFIG2_GLES #warning TODO: implement TerrainOverlay::RenderOverlays for GLES #else glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDepthMask(GL_FALSE); // To ensure that outlines are drawn on top of the terrain correctly (and // don't Z-fight and flicker nastily), draw them as QUADS with the LINE // PolygonMode, and use PolygonOffset to pull them towards the camera. // (See e.g. http://www.opengl.org/resources/faq/technical/polygonoffset.htm) glPolygonOffset(-1.f, -1.f); glEnable(GL_POLYGON_OFFSET_LINE); glEnable(GL_POLYGON_OFFSET_FILL); pglActiveTextureARB(GL_TEXTURE0); glDisable(GL_TEXTURE_2D); StartRender(); ssize_t min_i, min_j, max_i, max_j; GetTileExtents(min_i, min_j, max_i, max_j); // Clamp the min to 0, but the max to -1 - so tile -1 can never be rendered, // but if unclamped_max<0 then no tiles at all will be rendered. And the same // for the upper limit. min_i = clamp(min_i, ssize_t(0), m_Terrain->GetTilesPerSide()); min_j = clamp(min_j, ssize_t(0), m_Terrain->GetTilesPerSide()); max_i = clamp(max_i, ssize_t(-1), m_Terrain->GetTilesPerSide()-1); max_j = clamp(max_j, ssize_t(-1), m_Terrain->GetTilesPerSide()-1); for (m_j = min_j; m_j <= max_j; ++m_j) for (m_i = min_i; m_i <= max_i; ++m_i) ProcessTile(m_i, m_j); EndRender(); // Clean up state changes glEnable(GL_CULL_FACE); glEnable(GL_DEPTH_TEST); glDisable(GL_POLYGON_OFFSET_LINE); glDisable(GL_POLYGON_OFFSET_FILL); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); glDepthMask(GL_TRUE); glDisable(GL_BLEND); #endif } void TerrainOverlay::RenderTile(const CColor& colour, bool draw_hidden) { RenderTile(colour, draw_hidden, m_i, m_j); } void TerrainOverlay::RenderTile(const CColor& colour, bool draw_hidden, ssize_t i, ssize_t j) { // TODO: if this is unpleasantly slow, make it much more efficient // (e.g. buffering data and making a single draw call? or at least // far fewer calls than it makes now) if (draw_hidden) { glDisable(GL_DEPTH_TEST); glDisable(GL_CULL_FACE); } else { glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); } #if CONFIG2_GLES #warning TODO: implement TerrainOverlay::RenderTile for GLES #else glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); CVector3D pos; glBegin(GL_TRIANGLES); glColor4fv(colour.FloatArray()); if (m_Terrain->GetTriangulationDir(i, j)) { m_Terrain->CalcPosition(i, j, pos); glVertex3fv(pos.GetFloatArray()); m_Terrain->CalcPosition(i+1, j, pos); glVertex3fv(pos.GetFloatArray()); m_Terrain->CalcPosition(i, j+1, pos); glVertex3fv(pos.GetFloatArray()); m_Terrain->CalcPosition(i+1, j, pos); glVertex3fv(pos.GetFloatArray()); m_Terrain->CalcPosition(i+1, j+1, pos); glVertex3fv(pos.GetFloatArray()); m_Terrain->CalcPosition(i, j+1, pos); glVertex3fv(pos.GetFloatArray()); } else { m_Terrain->CalcPosition(i, j, pos); glVertex3fv(pos.GetFloatArray()); m_Terrain->CalcPosition(i+1, j, pos); glVertex3fv(pos.GetFloatArray()); m_Terrain->CalcPosition(i+1, j+1, pos); glVertex3fv(pos.GetFloatArray()); m_Terrain->CalcPosition(i+1, j+1, pos); glVertex3fv(pos.GetFloatArray()); m_Terrain->CalcPosition(i, j+1, pos); glVertex3fv(pos.GetFloatArray()); m_Terrain->CalcPosition(i, j, pos); glVertex3fv(pos.GetFloatArray()); } glEnd(); #endif } void TerrainOverlay::RenderTileOutline(const CColor& colour, int line_width, bool draw_hidden) { RenderTileOutline(colour, line_width, draw_hidden, m_i, m_j); } void TerrainOverlay::RenderTileOutline(const CColor& colour, int line_width, bool draw_hidden, ssize_t i, ssize_t j) { if (draw_hidden) { glDisable(GL_DEPTH_TEST); glDisable(GL_CULL_FACE); } else { glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); } #if CONFIG2_GLES #warning TODO: implement TerrainOverlay::RenderTileOutline for GLES #else glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); if (line_width != 1) glLineWidth((float)line_width); CVector3D pos; glBegin(GL_QUADS); glColor4fv(colour.FloatArray()); m_Terrain->CalcPosition(i, j, pos); glVertex3fv(pos.GetFloatArray()); m_Terrain->CalcPosition(i+1, j, pos); glVertex3fv(pos.GetFloatArray()); m_Terrain->CalcPosition(i+1, j+1, pos); glVertex3fv(pos.GetFloatArray()); m_Terrain->CalcPosition(i, j+1, pos); glVertex3fv(pos.GetFloatArray()); glEnd(); if (line_width != 1) glLineWidth(1.0f); #endif } ////////////////////////////////////////////////////////////////////////// TerrainTextureOverlay::TerrainTextureOverlay(float texelsPerTile, int priority) : ITerrainOverlay(priority), m_TexelsPerTile(texelsPerTile), m_Texture(0), m_TextureW(0), m_TextureH(0) { glGenTextures(1, &m_Texture); } TerrainTextureOverlay::~TerrainTextureOverlay() { glDeleteTextures(1, &m_Texture); } void TerrainTextureOverlay::RenderAfterWater() { CTerrain* terrain = g_Game->GetWorld()->GetTerrain(); ssize_t w = (ssize_t)(terrain->GetTilesPerSide() * m_TexelsPerTile); ssize_t h = (ssize_t)(terrain->GetTilesPerSide() * m_TexelsPerTile); pglActiveTextureARB(GL_TEXTURE0); // Recreate the texture with new size if necessary if (round_up_to_pow2(w) != m_TextureW || round_up_to_pow2(h) != m_TextureH) { m_TextureW = round_up_to_pow2(w); m_TextureH = round_up_to_pow2(h); glBindTexture(GL_TEXTURE_2D, m_Texture); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_TextureW, m_TextureH, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); } u8* data = (u8*)calloc(w * h, 4); BuildTextureRGBA(data, w, h); glBindTexture(GL_TEXTURE_2D, m_Texture); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, data); free(data); CMatrix3D matrix; matrix.SetZero(); matrix._11 = m_TexelsPerTile / (m_TextureW * TERRAIN_TILE_SIZE); matrix._23 = m_TexelsPerTile / (m_TextureH * TERRAIN_TILE_SIZE); matrix._44 = 1; g_Renderer.GetTerrainRenderer().RenderTerrainOverlayTexture(matrix); }