#include "precompiled.h" #include #include #include "Pyrogenesis.h" #include "lib/res/graphics/ogl_tex.h" #include "graphics/LightEnv.h" #include "Renderer.h" #include "renderer/PatchRData.h" #include "AlphaMapCalculator.h" #include "ps/CLogger.h" #include "ps/Profile.h" #include "MathUtil.h" #include "LOSManager.h" const int BlendOffsets[8][2] = { { 0, -1 }, { -1, -1 }, { -1, 0 }, { -1, 1 }, { 0, 1 }, { 1, 1 }, { 1, 0 }, { 1, -1 } }; /////////////////////////////////////////////////////////////////// // CPatchRData constructor CPatchRData::CPatchRData(CPatch* patch) : m_Patch(patch), m_VBBase(0), m_VBBlends(0), m_Vertices(0) { debug_assert(patch); Build(); } /////////////////////////////////////////////////////////////////// // CPatchRData destructor CPatchRData::~CPatchRData() { // delete copy of vertex data delete[] m_Vertices; // release vertex buffer chunks if (m_VBBase) g_VBMan.Release(m_VBBase); if (m_VBBlends) g_VBMan.Release(m_VBBlends); } static Handle GetTerrainTileTexture(CTerrain* terrain,int gx,int gz) { CMiniPatch* mp=terrain->GetTile(gx,gz); return mp ? mp->Tex1 : 0; } const float uvFactor = 0.125f / sqrt(2.f); static void CalculateUV(float uv[2], int x, int z) { // The UV axes are offset 45 degrees from XZ uv[0] = ( x-z)*uvFactor; uv[1] = (-x-z)*uvFactor; } struct STmpSplat { Handle m_Texture; u16 m_Indices[4]; }; void CPatchRData::BuildBlends() { m_BlendIndices.clear(); m_BlendSplats.clear(); m_BlendVertices.clear(); m_BlendVertexIndices.clear(); CTerrain* terrain=m_Patch->m_Parent; // temporary list of splats std::vector splats; // set of textures used for splats std::set splatTextures; // for each tile in patch .. for (int j=0;jm_MiniPatches[j][i]; mp->GetTileIndex(gx,gz); // build list of textures of higher priority than current tile that are used by neighbouring tiles std::vector neighbourTextures; for (int m=-1;m<=1;m++) { for (int k=-1;k<=1;k++) { CMiniPatch* nmp=terrain->GetTile(gx+k,gz+m); if (nmp && nmp->Tex1 != mp->Tex1) { if (nmp->Tex1Priority>mp->Tex1Priority || (nmp->Tex1Priority==mp->Tex1Priority && nmp->Tex1>mp->Tex1)) { STex tex; tex.m_Handle=nmp->Tex1; tex.m_Priority=nmp->Tex1Priority; if (std::find(neighbourTextures.begin(),neighbourTextures.end(),tex)==neighbourTextures.end()) { neighbourTextures.push_back(tex); } } } } } if (neighbourTextures.size()>0) { // sort textures from lowest to highest priority std::sort(neighbourTextures.begin(),neighbourTextures.end()); // for each of the neighbouring textures .. uint count=(uint)neighbourTextures.size(); for (uint k=0;km_Owner->UpdateChunkVertices(m_VBBlends,&m_BlendVertices[0]); // now build outgoing splats m_BlendSplats.resize(splatTextures.size()); int splatCount=0; debug_assert(m_VBBlends->m_Index < 65536); unsigned short base = (unsigned short)m_VBBlends->m_Index; std::set::iterator iter=splatTextures.begin(); for (;iter!=splatTextures.end();++iter) { Handle tex=*iter; SSplat& splat=m_BlendSplats[splatCount]; splat.m_IndexStart=(u32)m_BlendIndices.size(); splat.m_Texture=tex; for (uint k=0;k<(uint)splats.size();k++) { if (splats[k].m_Texture==tex) { m_BlendIndices.push_back(splats[k].m_Indices[0]+base); m_BlendIndices.push_back(splats[k].m_Indices[1]+base); m_BlendIndices.push_back(splats[k].m_Indices[2]+base); m_BlendIndices.push_back(splats[k].m_Indices[3]+base); splat.m_IndexCount+=4; } } splatCount++; } } } void CPatchRData::BuildIndices() { // must have allocated some vertices before trying to build corresponding indices debug_assert(m_VBBase); // number of vertices in each direction in each patch int vsize=PATCH_SIZE+1; // release existing indices and bins m_Indices.clear(); m_ShadowMapIndices.clear(); m_Splats.clear(); // build grid of textures on this patch and boundaries of adjacent patches std::vector textures; Handle texgrid[PATCH_SIZE][PATCH_SIZE]; for (int j=0;jm_MiniPatches[j][i].Tex1; texgrid[j][i]=h; if (std::find(textures.begin(),textures.end(),h)==textures.end()) { textures.push_back(h); } } } // now build base splats from interior textures m_Splats.resize(textures.size()); // build indices for base splats u32 base=(u32)m_VBBase->m_Index; for (uint i=0;i<(uint)m_Splats.size();i++) { Handle h=textures[i]; SSplat& splat=m_Splats[i]; splat.m_Texture=h; splat.m_IndexStart=(u32)m_Indices.size(); for (int j=0;jm_X; u32 pz=m_Patch->m_Z; CTerrain* terrain=m_Patch->m_Parent; const CLightEnv& lightEnv = g_Renderer.GetLightEnv(); // build vertices for (int j=0;jCalcPosition(ix,iz,vertices[v].m_Position); *(uint32_t*)&vertices[v].m_LOSColor = 0; // will be set to the proper value in Update() CalculateUV(vertices[v].m_UVs, ix, iz); // Calculate diffuse lighting for this vertex // Ambient is added by the lighting pass (since ambient is the same // for all vertices, it need not be stored in the vertex structure) terrain->CalcNormal(ix,iz,normal); RGBColor diffuse; lightEnv.EvaluateDirect(normal, diffuse); *(u32*)&vertices[v].m_DiffuseColor = ConvertRGBColorTo4ub(diffuse); } } // upload to vertex buffer if (!m_VBBase) { m_VBBase=g_VBMan.Allocate(sizeof(SBaseVertex),vsize*vsize,true); } m_VBBase->m_Owner->UpdateChunkVertices(m_VBBase,m_Vertices); } void CPatchRData::Build() { BuildVertices(); BuildIndices(); BuildBlends(); } void CPatchRData::Update() { if (m_UpdateFlags!=0) { // TODO,RC 11/04/04 - need to only rebuild necessary bits of renderdata rather // than everything; it's complicated slightly because the blends are dependent // on both vertex and index data BuildVertices(); BuildIndices(); BuildBlends(); m_UpdateFlags=0; } // Update vertex colors, which are affected by LOS u32 px=m_Patch->m_X; u32 pz=m_Patch->m_Z; CTerrain* terrain=m_Patch->m_Parent; int mapSize=terrain->GetVerticesPerSide(); CLOSManager* losMgr = g_Game->GetWorld()->GetLOSManager(); int vsize=PATCH_SIZE+1; // this is very similar to BuildVertices(), but just for color for (int j=0;j= 0 && tz >= 0 && tx <= mapSize-2 && tz <= mapSize-2) { ELOSStatus s = losMgr->GetStatus(tx, tz, g_Game->GetLocalPlayer()); if(s==LOS_EXPLORED && losMod.R > 178) losMod = SColor4ub(178, 178, 178, 255); else if(s==LOS_UNEXPLORED && losMod.R > 0) losMod = SColor4ub(0, 0, 0, 255); } } m_Vertices[v].m_LOSColor = losMod; } } // upload base vertices into their vertex buffer m_VBBase->m_Owner->UpdateChunkVertices(m_VBBase,m_Vertices); // update blend colors by copying them from vertex colors for(uint i=0; im_Owner->UpdateChunkVertices(m_VBBlends,&m_BlendVertices[0]); } } void CPatchRData::RenderBase(bool losColor) { debug_assert(m_UpdateFlags==0); SBaseVertex *base=(SBaseVertex *)m_VBBase->m_Owner->Bind(); // setup data pointers u32 stride=sizeof(SBaseVertex); glVertexPointer(3,GL_FLOAT,stride,&base->m_Position[0]); glColorPointer(4,GL_UNSIGNED_BYTE,stride,losColor ? &base->m_LOSColor : &base->m_DiffuseColor); glTexCoordPointer(2,GL_FLOAT,stride,&base->m_UVs[0]); // render each splat for (uint i=0;i<(uint)m_Splats.size();i++) { SSplat& splat=m_Splats[i]; ogl_tex_bind(splat.m_Texture); glDrawElements(GL_QUADS,splat.m_IndexCount,GL_UNSIGNED_SHORT,&m_Indices[splat.m_IndexStart]); // bump stats g_Renderer.m_Stats.m_DrawCalls++; g_Renderer.m_Stats.m_TerrainTris+=splat.m_IndexCount/2; } } void CPatchRData::RenderStreams(u32 streamflags, bool losColor) { debug_assert(m_UpdateFlags==0); SBaseVertex* base=(SBaseVertex *)m_VBBase->m_Owner->Bind(); // setup data pointers u32 stride=sizeof(SBaseVertex); glVertexPointer(3, GL_FLOAT, stride, &base->m_Position); if (streamflags & STREAM_UV0) { glTexCoordPointer(2, GL_FLOAT, stride, &base->m_UVs); } else if (streamflags & STREAM_POSTOUV0) { glTexCoordPointer(3, GL_FLOAT, stride, &base->m_Position); } if (streamflags & STREAM_COLOR) { glColorPointer(4,GL_UNSIGNED_BYTE,stride,losColor ? &base->m_LOSColor : &base->m_DiffuseColor); } // render all base splats at once glDrawElements(GL_QUADS,(GLsizei)m_Indices.size(),GL_UNSIGNED_SHORT,&m_Indices[0]); // bump stats g_Renderer.m_Stats.m_DrawCalls++; g_Renderer.m_Stats.m_TerrainTris+=(u32)m_Indices.size()/2; } void CPatchRData::RenderBlends() { debug_assert(m_UpdateFlags==0); if (m_BlendVertices.size()==0) return; u8* base=m_VBBlends->m_Owner->Bind(); // setup data pointers u32 stride=sizeof(SBlendVertex); glVertexPointer(3,GL_FLOAT,stride,base+offsetof(SBlendVertex,m_Position)); glColorPointer(4,GL_UNSIGNED_BYTE,stride,base+offsetof(SBlendVertex,m_LOSColor)); pglClientActiveTextureARB(GL_TEXTURE0); glTexCoordPointer(2,GL_FLOAT,stride,base+offsetof(SBlendVertex,m_UVs[0])); pglClientActiveTextureARB(GL_TEXTURE1); glTexCoordPointer(2,GL_FLOAT,stride,base+offsetof(SBlendVertex,m_AlphaUVs[0])); for (uint i=0;i<(uint)m_BlendSplats.size();i++) { SSplat& splat=m_BlendSplats[i]; ogl_tex_bind(splat.m_Texture); glDrawElements(GL_QUADS,splat.m_IndexCount,GL_UNSIGNED_SHORT,&m_BlendIndices[splat.m_IndexStart]); // bump stats g_Renderer.m_Stats.m_DrawCalls++; g_Renderer.m_Stats.m_BlendSplats++; g_Renderer.m_Stats.m_TerrainTris+=splat.m_IndexCount/2; } } void CPatchRData::RenderOutline() { int i; uint vsize=PATCH_SIZE+1; glBegin(GL_LINES); for (i=0;i