0ad/source/renderer/RenderModifiers.cpp
Ykkrosh 2f53eea71a Actor Viewer: Added controls for wireframe, background colour, move-when-walking. Reduced CPU usage when 'playing' things with no animation.
Color: Moved SColor* structs into SColor.h, so they can be used without
indirectly including CVector[34]D.
Terrain: Added 'base colour', for the Actor Viewer to be able to
modulate the colour of normally-white terrain.
Removed some "using namespace std" (because it doesn't make the code
easier to read, and it defeats the point of namespaces, and the rest of
the code doesn't do it).

This was SVN commit r4392.
2006-09-26 01:44:20 +00:00

294 lines
7.9 KiB
C++

/**
* =========================================================================
* File : RenderModifiers.cpp
* Project : Pyrogenesis
* Description : Implementation of common RenderModifiers
*
* @author Nicolai Haehnle <nicolai@wildfiregames.com>
* =========================================================================
*/
#include "precompiled.h"
#include "lib/ogl.h"
#include "maths/Vector3D.h"
#include "maths/Vector4D.h"
#include "maths/Matrix3D.h"
#include "ps/CLogger.h"
#include "graphics/LightEnv.h"
#include "graphics/Model.h"
#include "renderer/RenderModifiers.h"
#include "renderer/Renderer.h"
#include "renderer/ShadowMap.h"
#define LOG_CATEGORY "graphics"
///////////////////////////////////////////////////////////////////////////////////////////////
// RenderModifier implementation
const CMatrix3D* RenderModifier::GetTexGenMatrix(uint UNUSED(pass))
{
debug_warn("GetTexGenMatrix not implemented by a derived RenderModifier");
return 0;
}
void RenderModifier::PrepareModel(uint UNUSED(pass), CModel* UNUSED(model))
{
}
///////////////////////////////////////////////////////////////////////////////////////////////
// LitRenderModifier implementation
LitRenderModifier::LitRenderModifier()
: m_Shadow(0), m_LightEnv(0)
{
}
LitRenderModifier::~LitRenderModifier()
{
}
// Set the shadow map for subsequent rendering
void LitRenderModifier::SetShadowMap(const ShadowMap* shadow)
{
m_Shadow = shadow;
}
// Set the light environment for subsequent rendering
void LitRenderModifier::SetLightEnv(const CLightEnv* lightenv)
{
m_LightEnv = lightenv;
}
///////////////////////////////////////////////////////////////////////////////////////////////
// PlainRenderModifier implementation
PlainRenderModifier::PlainRenderModifier()
{
}
PlainRenderModifier::~PlainRenderModifier()
{
}
u32 PlainRenderModifier::BeginPass(uint pass)
{
debug_assert(pass == 0);
// set up texture environment for base pass - modulate texture and primary color
pglActiveTextureARB(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 the proper LOD bias
glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, g_Renderer.m_Options.m_LodBias);
// pass one through as alpha; transparent textures handled specially by TransparencyRenderer
// (gl_constant means the colour comes from the gl_texture_env_color)
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 color[] = { 1.0, 1.0, 1.0, 1.0 };
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);
return STREAM_POS|STREAM_COLOR|STREAM_UV0;
}
bool PlainRenderModifier::EndPass(uint UNUSED(pass))
{
// We didn't modify blend state or higher texenvs, so we don't have
// to reset OpenGL state here.
return true;
}
void PlainRenderModifier::PrepareTexture(uint UNUSED(pass), CTexture* texture)
{
g_Renderer.SetTexture(0, texture);
}
///////////////////////////////////////////////////////////////////////////////////////////////
// PlainLitRenderModifier implementation
PlainLitRenderModifier::PlainLitRenderModifier()
{
}
PlainLitRenderModifier::~PlainLitRenderModifier()
{
}
u32 PlainLitRenderModifier::BeginPass(uint pass)
{
debug_assert(pass == 0);
debug_assert(GetShadowMap() && GetShadowMap()->GetUseDepthTexture());
// Ambient + Diffuse * Shadow
pglActiveTextureARB(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_PRIMARY_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE1);
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);
pglActiveTextureARB(GL_TEXTURE1);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, GetShadowMap()->GetTexture());
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, &GetLightEnv()->m_UnitsAmbientColor.X);
// Incoming color is ambient + diffuse light
pglActiveTextureARB(GL_TEXTURE2);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, GetShadowMap()->GetTexture());
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_TEXTURE0);
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);
pglActiveTextureARB(GL_TEXTURE0);
return STREAM_POS|STREAM_COLOR|STREAM_UV0|STREAM_TEXGENTOUV1;
}
const CMatrix3D* PlainLitRenderModifier::GetTexGenMatrix(uint UNUSED(pass))
{
return &GetShadowMap()->GetTextureMatrix();
}
bool PlainLitRenderModifier::EndPass(uint UNUSED(pass))
{
g_Renderer.BindTexture(1, 0);
g_Renderer.BindTexture(2, 0);
pglActiveTextureARB(GL_TEXTURE0);
pglClientActiveTextureARB(GL_TEXTURE0);
return true;
}
void PlainLitRenderModifier::PrepareTexture(uint UNUSED(pass), CTexture* texture)
{
g_Renderer.SetTexture(0, texture);
}
///////////////////////////////////////////////////////////////////////////////////////////////
// WireframeRenderModifier implementation
WireframeRenderModifier::WireframeRenderModifier()
{
}
WireframeRenderModifier::~WireframeRenderModifier()
{
}
u32 WireframeRenderModifier::BeginPass(uint pass)
{
debug_assert(pass == 0);
// first switch on wireframe
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
// setup some renderstate ..
glDepthMask(0);
g_Renderer.SetTexture(0,0);
glColor4f(1,1,1,0.75f);
glLineWidth(1.0f);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
return STREAM_POS;
}
bool WireframeRenderModifier::EndPass(uint UNUSED(pass))
{
// .. restore the renderstates
glDisable(GL_BLEND);
glDepthMask(1);
// restore fill mode, and we're done
glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
return true;
}
void WireframeRenderModifier::PrepareTexture(uint UNUSED(pass), CTexture* UNUSED(texture))
{
}
void WireframeRenderModifier::PrepareModel(uint UNUSED(pass), CModel* UNUSED(model))
{
}
///////////////////////////////////////////////////////////////////////////////////////////////
// SolidColorRenderModifier implementation
SolidColorRenderModifier::SolidColorRenderModifier()
{
}
SolidColorRenderModifier::~SolidColorRenderModifier()
{
}
u32 SolidColorRenderModifier::BeginPass(uint UNUSED(pass))
{
g_Renderer.SetTexture(0,0);
return STREAM_POS;
}
bool SolidColorRenderModifier::EndPass(uint UNUSED(pass))
{
return true;
}
void SolidColorRenderModifier::PrepareTexture(uint UNUSED(pass), CTexture* UNUSED(texture))
{
}
void SolidColorRenderModifier::PrepareModel(uint UNUSED(pass), CModel* UNUSED(model))
{
}