1780 lines
52 KiB
C++
1780 lines
52 KiB
C++
/* Copyright (C) 2009 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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/*
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* higher level interface on top of OpenGL to render basic objects:
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* terrain, models, sprites, particles etc.
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*/
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#include "precompiled.h"
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#include <map>
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#include <set>
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#include <algorithm>
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#include "lib/bits.h" // is_pow2
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#include "lib/res/graphics/ogl_tex.h"
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#include "Renderer.h"
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#include "maths/Matrix3D.h"
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#include "maths/MathUtil.h"
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#include "ps/Pyrogenesis.h" // MICROLOG
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#include "ps/CLogger.h"
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#include "ps/Game.h"
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#include "ps/Profile.h"
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#include "ps/Filesystem.h"
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#include "ps/World.h"
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#include "ps/Loader.h"
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#include "ps/ProfileViewer.h"
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#include "graphics/Camera.h"
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#include "graphics/Texture.h"
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#include "graphics/LightEnv.h"
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#include "graphics/Terrain.h"
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#include "graphics/Model.h"
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#include "graphics/ModelDef.h"
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#include "graphics/GameView.h"
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#include "graphics/ParticleEngine.h"
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#include "graphics/DefaultEmitter.h"
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#include "renderer/FixedFunctionModelRenderer.h"
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#include "renderer/HWLightingModelRenderer.h"
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#include "renderer/InstancingModelRenderer.h"
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#include "renderer/ModelRenderer.h"
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#include "renderer/OverlayRenderer.h"
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#include "renderer/PlayerRenderer.h"
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#include "renderer/RenderModifiers.h"
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#include "renderer/RenderPathVertexShader.h"
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#include "renderer/ShadowMap.h"
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#include "renderer/SkyManager.h"
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#include "renderer/TerrainOverlay.h"
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#include "renderer/TerrainRenderer.h"
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#include "renderer/TransparencyRenderer.h"
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#include "renderer/WaterManager.h"
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#define LOG_CATEGORY L"graphics"
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///////////////////////////////////////////////////////////////////////////////////
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// CRendererStatsTable - Profile display of rendering stats
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/**
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* Class CRendererStatsTable: Implementation of AbstractProfileTable to
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* display the renderer stats in-game.
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*
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* Accesses CRenderer::m_Stats by keeping the reference passed to the
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* constructor.
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*/
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class CRendererStatsTable : public AbstractProfileTable
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{
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NONCOPYABLE(CRendererStatsTable);
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public:
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CRendererStatsTable(const CRenderer::Stats& st);
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// Implementation of AbstractProfileTable interface
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CStr GetName();
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CStr GetTitle();
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size_t GetNumberRows();
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const std::vector<ProfileColumn>& GetColumns();
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CStr GetCellText(size_t row, size_t col);
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AbstractProfileTable* GetChild(size_t row);
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private:
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/// Reference to the renderer singleton's stats
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const CRenderer::Stats& Stats;
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/// Column descriptions
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std::vector<ProfileColumn> columnDescriptions;
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enum {
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Row_Counter = 0,
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Row_DrawCalls,
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Row_TerrainTris,
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Row_ModelTris,
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Row_BlendSplats,
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// Must be last to count number of rows
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NumberRows
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};
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};
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// Construction
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CRendererStatsTable::CRendererStatsTable(const CRenderer::Stats& st)
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: Stats(st)
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{
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columnDescriptions.push_back(ProfileColumn("Name", 230));
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columnDescriptions.push_back(ProfileColumn("Value", 100));
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}
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// Implementation of AbstractProfileTable interface
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CStr CRendererStatsTable::GetName()
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{
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return "renderer";
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}
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CStr CRendererStatsTable::GetTitle()
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{
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return "Renderer statistics";
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}
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size_t CRendererStatsTable::GetNumberRows()
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{
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return NumberRows;
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}
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const std::vector<ProfileColumn>& CRendererStatsTable::GetColumns()
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{
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return columnDescriptions;
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}
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CStr CRendererStatsTable::GetCellText(size_t row, size_t col)
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{
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char buf[256];
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switch(row)
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{
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case Row_Counter:
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if (col == 0)
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return "counter";
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sprintf_s(buf, sizeof(buf), "%lu", (unsigned long)Stats.m_Counter);
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return buf;
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case Row_DrawCalls:
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if (col == 0)
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return "# draw calls";
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sprintf_s(buf, sizeof(buf), "%lu", (unsigned long)Stats.m_DrawCalls);
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return buf;
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case Row_TerrainTris:
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if (col == 0)
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return "# terrain tris";
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sprintf_s(buf, sizeof(buf), "%lu", (unsigned long)Stats.m_TerrainTris);
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return buf;
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case Row_ModelTris:
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if (col == 0)
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return "# model tris";
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sprintf_s(buf, sizeof(buf), "%lu", (unsigned long)Stats.m_ModelTris);
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return buf;
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case Row_BlendSplats:
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if (col == 0)
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return "# blend splats";
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sprintf_s(buf, sizeof(buf), "%lu", (unsigned long)Stats.m_BlendSplats);
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return buf;
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default:
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return "???";
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}
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}
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AbstractProfileTable* CRendererStatsTable::GetChild(size_t UNUSED(row))
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{
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return 0;
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}
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///////////////////////////////////////////////////////////////////////////////////
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// CRenderer implementation
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enum {
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AmbientDiffuse = 0,
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OnlyDiffuse,
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NumVertexTypes
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};
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/**
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* Struct CRendererInternals: Truly hide data that is supposed to be hidden
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* in this structure so it won't even appear in header files.
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*/
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struct CRendererInternals
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{
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NONCOPYABLE(CRendererInternals);
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public:
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/// true if CRenderer::Open has been called
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bool IsOpen;
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/// Table to display renderer stats in-game via profile system
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CRendererStatsTable profileTable;
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/// Water manager
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WaterManager waterManager;
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/// Sky manager
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SkyManager skyManager;
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/// Terrain renderer
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TerrainRenderer* terrainRenderer;
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/// Overlay renderer
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OverlayRenderer overlayRenderer;
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/// Shadow map
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ShadowMap* shadow;
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/// Various model renderers
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struct Models {
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// The following model renderers are aliases for the appropriate real_*
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// model renderers (depending on hardware availability and current settings)
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// and must be used for actual model submission and rendering
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ModelRenderer* Normal;
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ModelRenderer* NormalInstancing;
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ModelRenderer* Player;
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ModelRenderer* PlayerInstancing;
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ModelRenderer* Transp;
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// "Palette" of available ModelRenderers. Do not use these directly for
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// rendering and submission; use the aliases above instead.
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ModelRenderer* pal_NormalFF[NumVertexTypes];
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ModelRenderer* pal_PlayerFF[NumVertexTypes];
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ModelRenderer* pal_NormalHWLit[NumVertexTypes];
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ModelRenderer* pal_PlayerHWLit[NumVertexTypes];
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ModelRenderer* pal_NormalInstancing[NumVertexTypes];
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ModelRenderer* pal_PlayerInstancing[NumVertexTypes];
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ModelRenderer* pal_TranspFF[NumVertexTypes];
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ModelRenderer* pal_TranspHWLit[NumVertexTypes];
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ModelRenderer* pal_TranspSortAll;
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ModelVertexRendererPtr VertexFF[NumVertexTypes];
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ModelVertexRendererPtr VertexHWLit[NumVertexTypes];
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ModelVertexRendererPtr VertexInstancing[NumVertexTypes];
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ModelVertexRendererPtr VertexPolygonSort;
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// generic RenderModifiers that are supposed to be used directly
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RenderModifierPtr ModWireframe;
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RenderModifierPtr ModSolidColor;
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RenderModifierPtr ModTransparentShadow;
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RenderModifierPtr ModTransparentDepthShadow;
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// RenderModifiers that are selected from the palette below
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RenderModifierPtr ModNormal;
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RenderModifierPtr ModPlayer;
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RenderModifierPtr ModTransparent;
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// Palette of available RenderModifiers
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RenderModifierPtr ModPlain;
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LitRenderModifierPtr ModPlainLit;
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RenderModifierPtr ModPlayerUnlit;
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LitRenderModifierPtr ModPlayerLit;
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RenderModifierPtr ModTransparentUnlit;
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LitRenderModifierPtr ModTransparentLit;
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} Model;
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CRendererInternals()
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: IsOpen(false), profileTable(g_Renderer.m_Stats)
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{
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terrainRenderer = new TerrainRenderer();
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shadow = new ShadowMap();
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for(int vertexType = 0; vertexType < NumVertexTypes; ++vertexType)
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{
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Model.pal_NormalFF[vertexType] = 0;
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Model.pal_PlayerFF[vertexType] = 0;
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Model.pal_TranspFF[vertexType] = 0;
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Model.pal_NormalHWLit[vertexType] = 0;
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Model.pal_PlayerHWLit[vertexType] = 0;
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Model.pal_TranspHWLit[vertexType] = 0;
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Model.pal_NormalInstancing[vertexType] = 0;
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Model.pal_PlayerInstancing[vertexType] = 0;
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}
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Model.pal_TranspSortAll = 0;
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Model.Normal = 0;
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Model.NormalInstancing = 0;
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Model.Player = 0;
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Model.PlayerInstancing = 0;
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Model.Transp = 0;
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}
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~CRendererInternals()
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{
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delete shadow;
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delete terrainRenderer;
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}
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bool CanUseRenderPathVertexShader()
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{
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for(int vertexType = 0; vertexType < NumVertexTypes; ++vertexType)
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{
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if (!Model.pal_NormalHWLit[vertexType] ||
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!Model.pal_PlayerHWLit[vertexType])
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return false;
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}
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return true;
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}
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/**
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* Load the OpenGL projection and modelview matrices and the viewport according
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* to the given camera.
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*/
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void SetOpenGLCamera(const CCamera& camera)
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{
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CMatrix3D view;
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camera.m_Orientation.GetInverse(view);
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const CMatrix3D& proj = camera.GetProjection();
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glMatrixMode(GL_PROJECTION);
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glLoadMatrixf(&proj._11);
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glMatrixMode(GL_MODELVIEW);
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glLoadMatrixf(&view._11);
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const SViewPort &vp = camera.GetViewPort();
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glViewport((GLint)vp.m_X,(GLint)vp.m_Y,(GLsizei)vp.m_Width,(GLsizei)vp.m_Height);
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}
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};
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///////////////////////////////////////////////////////////////////////////////////
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// CRenderer constructor
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CRenderer::CRenderer()
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{
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m = new CRendererInternals;
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m_WaterManager = &m->waterManager;
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m_SkyManager = &m->skyManager;
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g_ProfileViewer.AddRootTable(&m->profileTable);
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m_Width=0;
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m_Height=0;
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m_FrameCounter=0;
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m_TerrainRenderMode=SOLID;
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m_ModelRenderMode=SOLID;
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m_ClearColor[0]=m_ClearColor[1]=m_ClearColor[2]=m_ClearColor[3]=0;
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m_SortAllTransparent = false;
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m_DisplayFrustum = false;
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m_DisableCopyShadow = false;
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m_FastPlayerColor = true;
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m_SkipSubmit = false;
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m_RenderTerritories = true;
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m_VertexShader = 0;
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m_Options.m_NoVBO = false;
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m_Options.m_NoFramebufferObject = false;
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m_Options.m_RenderPath = RP_DEFAULT;
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m_Options.m_FancyWater = false;
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m_Options.m_Shadows = false;
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m_ShadowZBias = 0.02f;
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m_ShadowMapSize = 0;
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for (size_t i=0;i<MaxTextureUnits;i++) {
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m_ActiveTextures[i]=0;
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}
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m_hCompositeAlphaMap = 0;
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AddLocalProperty(L"shadows", &m_Options.m_Shadows, false);
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AddLocalProperty(L"fancyWater", &m_Options.m_FancyWater, false);
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AddLocalProperty(L"horizonHeight", &m->skyManager.m_HorizonHeight, false);
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AddLocalProperty(L"waterMurkiness", &m->waterManager.m_Murkiness, false);
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AddLocalProperty(L"waterReflTintStrength", &m->waterManager.m_ReflectionTintStrength, false);
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AddLocalProperty(L"waterRepeatPeriod", &m->waterManager.m_RepeatPeriod, false);
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AddLocalProperty(L"waterShininess", &m->waterManager.m_Shininess, false);
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AddLocalProperty(L"waterSpecularStrength", &m->waterManager.m_SpecularStrength, false);
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AddLocalProperty(L"waterWaviness", &m->waterManager.m_Waviness, false);
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}
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///////////////////////////////////////////////////////////////////////////////////
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// CRenderer destructor
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CRenderer::~CRenderer()
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{
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// model rendering
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for(int vertexType = 0; vertexType < NumVertexTypes; ++vertexType)
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{
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delete m->Model.pal_NormalFF[vertexType];
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delete m->Model.pal_PlayerFF[vertexType];
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delete m->Model.pal_TranspFF[vertexType];
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delete m->Model.pal_NormalHWLit[vertexType];
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delete m->Model.pal_PlayerHWLit[vertexType];
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delete m->Model.pal_TranspHWLit[vertexType];
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delete m->Model.pal_NormalInstancing[vertexType];
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delete m->Model.pal_PlayerInstancing[vertexType];
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}
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delete m->Model.pal_TranspSortAll;
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// general
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delete m_VertexShader;
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m_VertexShader = 0;
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CParticleEngine::GetInstance()->Cleanup();
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// we no longer UnloadAlphaMaps / UnloadWaterTextures here -
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// that is the responsibility of the module that asked for
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// them to be loaded (i.e. CGameView).
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delete m;
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}
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///////////////////////////////////////////////////////////////////////////////////
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// EnumCaps: build card cap bits
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void CRenderer::EnumCaps()
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{
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// assume support for nothing
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m_Caps.m_VBO=false;
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m_Caps.m_TextureBorderClamp=false;
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m_Caps.m_GenerateMipmaps=false;
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m_Caps.m_VertexShader=false;
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m_Caps.m_FragmentShader=false;
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m_Caps.m_DepthTextureShadows = false;
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m_Caps.m_FramebufferObject = false;
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// now start querying extensions
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if (!m_Options.m_NoVBO) {
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if (ogl_HaveExtension("GL_ARB_vertex_buffer_object")) {
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m_Caps.m_VBO=true;
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}
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}
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if (ogl_HaveExtension("GL_ARB_texture_border_clamp")) {
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m_Caps.m_TextureBorderClamp=true;
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}
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if (ogl_HaveExtension("GL_SGIS_generate_mipmap")) {
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m_Caps.m_GenerateMipmaps=true;
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}
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if (0 == ogl_HaveExtensions(0, "GL_ARB_shader_objects", "GL_ARB_shading_language_100", NULL))
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{
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if (ogl_HaveExtension("GL_ARB_vertex_shader"))
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m_Caps.m_VertexShader=true;
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if (ogl_HaveExtension("GL_ARB_fragment_shader"))
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m_Caps.m_FragmentShader=true;
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}
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if (0 == ogl_HaveExtensions(0, "GL_ARB_shadow", "GL_ARB_depth_texture", NULL)) {
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// According to Delphi3d.net, all relevant graphics chips that support depth textures
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// (i.e. Geforce3+, Radeon9500+, even i915) also have >= 4 TMUs, so this restriction
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// isn't actually a restriction, and it helps with integrating depth texture
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// shadows into rendering paths.
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if (ogl_max_tex_units >= 4)
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m_Caps.m_DepthTextureShadows = true;
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}
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if (!m_Options.m_NoFramebufferObject)
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{
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if (ogl_HaveExtension("GL_EXT_framebuffer_object"))
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m_Caps.m_FramebufferObject = true;
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}
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}
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bool CRenderer::Open(int width, int height)
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{
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m->IsOpen = true;
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// Must query card capabilities before creating renderers that depend
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// on card capabilities.
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EnumCaps();
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m->shadow->SetUseDepthTexture(true);
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m_VertexShader = new RenderPathVertexShader;
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if (!m_VertexShader->Init())
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{
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delete m_VertexShader;
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m_VertexShader = 0;
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}
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// model rendering
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m->Model.VertexFF[AmbientDiffuse] = ModelVertexRendererPtr(new FixedFunctionModelRenderer(false));
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m->Model.VertexFF[OnlyDiffuse] = ModelVertexRendererPtr(new FixedFunctionModelRenderer(true));
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if (HWLightingModelRenderer::IsAvailable())
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{
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m->Model.VertexHWLit[AmbientDiffuse] = ModelVertexRendererPtr(new HWLightingModelRenderer(false));
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m->Model.VertexHWLit[OnlyDiffuse] = ModelVertexRendererPtr(new HWLightingModelRenderer(true));
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}
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if (InstancingModelRenderer::IsAvailable())
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{
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m->Model.VertexInstancing[AmbientDiffuse] = ModelVertexRendererPtr(new InstancingModelRenderer(false));
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m->Model.VertexInstancing[OnlyDiffuse] = ModelVertexRendererPtr(new InstancingModelRenderer(true));
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}
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m->Model.VertexPolygonSort = ModelVertexRendererPtr(new PolygonSortModelRenderer);
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for(int vertexType = 0; vertexType < NumVertexTypes; ++vertexType)
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{
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m->Model.pal_NormalFF[vertexType] = new BatchModelRenderer(m->Model.VertexFF[vertexType]);
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m->Model.pal_PlayerFF[vertexType] = new BatchModelRenderer(m->Model.VertexFF[vertexType]);
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m->Model.pal_TranspFF[vertexType] = new SortModelRenderer(m->Model.VertexFF[vertexType]);
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if (m->Model.VertexHWLit[vertexType])
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{
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m->Model.pal_NormalHWLit[vertexType] = new BatchModelRenderer(m->Model.VertexHWLit[vertexType]);
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m->Model.pal_PlayerHWLit[vertexType] = new BatchModelRenderer(m->Model.VertexHWLit[vertexType]);
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m->Model.pal_TranspHWLit[vertexType] = new SortModelRenderer(m->Model.VertexHWLit[vertexType]);
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}
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if (m->Model.VertexInstancing[vertexType])
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{
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m->Model.pal_NormalInstancing[vertexType] = new BatchModelRenderer(m->Model.VertexInstancing[vertexType]);
|
|
m->Model.pal_PlayerInstancing[vertexType] = new BatchModelRenderer(m->Model.VertexInstancing[vertexType]);
|
|
}
|
|
}
|
|
|
|
m->Model.pal_TranspSortAll = new SortModelRenderer(m->Model.VertexPolygonSort);
|
|
|
|
m->Model.ModWireframe = RenderModifierPtr(new WireframeRenderModifier);
|
|
m->Model.ModPlain = RenderModifierPtr(new PlainRenderModifier);
|
|
m->Model.ModPlainLit = LitRenderModifierPtr(new PlainLitRenderModifier);
|
|
SetFastPlayerColor(true);
|
|
m->Model.ModPlayerLit = LitRenderModifierPtr(new LitPlayerColorRender);
|
|
m->Model.ModSolidColor = RenderModifierPtr(new SolidColorRenderModifier);
|
|
m->Model.ModTransparentUnlit = RenderModifierPtr(new TransparentRenderModifier);
|
|
m->Model.ModTransparentLit = LitRenderModifierPtr(new LitTransparentRenderModifier);
|
|
m->Model.ModTransparentShadow = RenderModifierPtr(new TransparentShadowRenderModifier);
|
|
m->Model.ModTransparentDepthShadow = RenderModifierPtr(new TransparentDepthShadowModifier);
|
|
|
|
// Particle engine
|
|
CParticleEngine::GetInstance()->InitParticleSystem();
|
|
// CEmitter *pEmitter = new CDefaultEmitter(1000, -1);
|
|
// CParticleEngine::GetInstance()->AddEmitter(pEmitter);
|
|
|
|
// Dimensions
|
|
m_Width = width;
|
|
m_Height = height;
|
|
|
|
// set packing parameters
|
|
glPixelStorei(GL_PACK_ALIGNMENT,1);
|
|
glPixelStorei(GL_UNPACK_ALIGNMENT,1);
|
|
|
|
// setup default state
|
|
glDepthFunc(GL_LEQUAL);
|
|
glEnable(GL_DEPTH_TEST);
|
|
glCullFace(GL_BACK);
|
|
glFrontFace(GL_CCW);
|
|
glEnable(GL_CULL_FACE);
|
|
|
|
GLint bits;
|
|
glGetIntegerv(GL_DEPTH_BITS,&bits);
|
|
LOG(CLogger::Normal, LOG_CATEGORY, L"CRenderer::Open: depth bits %d",bits);
|
|
glGetIntegerv(GL_STENCIL_BITS,&bits);
|
|
LOG(CLogger::Normal, LOG_CATEGORY, L"CRenderer::Open: stencil bits %d",bits);
|
|
glGetIntegerv(GL_ALPHA_BITS,&bits);
|
|
LOG(CLogger::Normal, LOG_CATEGORY, L"CRenderer::Open: alpha bits %d",bits);
|
|
|
|
// Validate the currently selected render path
|
|
SetRenderPath(m_Options.m_RenderPath);
|
|
|
|
return true;
|
|
}
|
|
|
|
// resize renderer view
|
|
void CRenderer::Resize(int width,int height)
|
|
{
|
|
// need to recreate the shadow map object to resize the shadow texture
|
|
m->shadow->RecreateTexture();
|
|
|
|
m_Width = width;
|
|
m_Height = height;
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////////////////////
|
|
// SetOptionBool: set boolean renderer option
|
|
void CRenderer::SetOptionBool(enum Option opt,bool value)
|
|
{
|
|
switch (opt) {
|
|
case OPT_NOVBO:
|
|
m_Options.m_NoVBO=value;
|
|
break;
|
|
case OPT_NOFRAMEBUFFEROBJECT:
|
|
m_Options.m_NoFramebufferObject=value;
|
|
break;
|
|
case OPT_SHADOWS:
|
|
m_Options.m_Shadows=value;
|
|
break;
|
|
case OPT_FANCYWATER:
|
|
m_Options.m_FancyWater=value;
|
|
break;
|
|
default:
|
|
debug_warn(L"CRenderer::SetOptionBool: unknown option");
|
|
break;
|
|
}
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////////////////////
|
|
// GetOptionBool: get boolean renderer option
|
|
bool CRenderer::GetOptionBool(enum Option opt) const
|
|
{
|
|
switch (opt) {
|
|
case OPT_NOVBO:
|
|
return m_Options.m_NoVBO;
|
|
case OPT_NOFRAMEBUFFEROBJECT:
|
|
return m_Options.m_NoFramebufferObject;
|
|
case OPT_SHADOWS:
|
|
return m_Options.m_Shadows;
|
|
case OPT_FANCYWATER:
|
|
return m_Options.m_FancyWater;
|
|
default:
|
|
debug_warn(L"CRenderer::GetOptionBool: unknown option");
|
|
break;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////////////////////
|
|
// SetOptionColor: set color renderer option
|
|
// void CRenderer::SetOptionColor(Option UNUSED(opt),const RGBAColor& UNUSED(value))
|
|
// {
|
|
// // switch (opt) {
|
|
// // default:
|
|
// debug_warn(L"CRenderer::SetOptionColor: unknown option");
|
|
// // break;
|
|
// // }
|
|
// }
|
|
|
|
void CRenderer::SetOptionFloat(enum Option opt, float val)
|
|
{
|
|
switch(opt)
|
|
{
|
|
case OPT_LODBIAS:
|
|
m_Options.m_LodBias = val;
|
|
break;
|
|
default:
|
|
debug_warn(L"CRenderer::SetOptionFloat: unknown option");
|
|
break;
|
|
}
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////////////////////
|
|
// GetOptionColor: get color renderer option
|
|
// const RGBAColor& CRenderer::GetOptionColor(Option UNUSED(opt)) const
|
|
// {
|
|
// static const RGBAColor defaultColor(1.0f,1.0f,1.0f,1.0f);
|
|
//
|
|
// // switch (opt) {
|
|
// // default:
|
|
// debug_warn(L"CRenderer::GetOptionColor: unknown option");
|
|
// // break;
|
|
// // }
|
|
//
|
|
// return defaultColor;
|
|
// }
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////////////////////
|
|
// SetRenderPath: Select the preferred render path.
|
|
// This may only be called before Open(), because the layout of vertex arrays and other
|
|
// data may depend on the chosen render path.
|
|
void CRenderer::SetRenderPath(RenderPath rp)
|
|
{
|
|
if (!m->IsOpen)
|
|
{
|
|
// Delay until Open() is called.
|
|
m_Options.m_RenderPath = rp;
|
|
return;
|
|
}
|
|
|
|
// Renderer has been opened, so validate the selected renderpath
|
|
if (rp == RP_DEFAULT)
|
|
{
|
|
if (m->CanUseRenderPathVertexShader())
|
|
rp = RP_VERTEXSHADER;
|
|
else
|
|
rp = RP_FIXED;
|
|
}
|
|
|
|
if (rp == RP_VERTEXSHADER)
|
|
{
|
|
if (!m->CanUseRenderPathVertexShader())
|
|
{
|
|
LOG(CLogger::Warning, LOG_CATEGORY, L"Falling back to fixed function\n");
|
|
rp = RP_FIXED;
|
|
}
|
|
}
|
|
|
|
m_Options.m_RenderPath = rp;
|
|
}
|
|
|
|
|
|
CStr CRenderer::GetRenderPathName(RenderPath rp)
|
|
{
|
|
switch(rp) {
|
|
case RP_DEFAULT: return "default";
|
|
case RP_FIXED: return "fixed";
|
|
case RP_VERTEXSHADER: return "vertexshader";
|
|
default: return "(invalid)";
|
|
}
|
|
}
|
|
|
|
CRenderer::RenderPath CRenderer::GetRenderPathByName(const CStr& name)
|
|
{
|
|
if (name == "fixed")
|
|
return RP_FIXED;
|
|
if (name == "vertexshader")
|
|
return RP_VERTEXSHADER;
|
|
if (name == "default")
|
|
return RP_DEFAULT;
|
|
|
|
LOG(CLogger::Warning, LOG_CATEGORY, L"Unknown render path name '%hs', assuming 'default'", name.c_str());
|
|
return RP_DEFAULT;
|
|
}
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////////////////////
|
|
// SetFastPlayerColor
|
|
void CRenderer::SetFastPlayerColor(bool fast)
|
|
{
|
|
m_FastPlayerColor = fast;
|
|
|
|
if (m_FastPlayerColor)
|
|
{
|
|
if (!FastPlayerColorRender::IsAvailable())
|
|
{
|
|
LOG(CLogger::Warning, LOG_CATEGORY, L"Falling back to slower player color rendering.");
|
|
m_FastPlayerColor = false;
|
|
}
|
|
}
|
|
|
|
if (m_FastPlayerColor)
|
|
m->Model.ModPlayerUnlit = RenderModifierPtr(new FastPlayerColorRender);
|
|
else
|
|
m->Model.ModPlayerUnlit = RenderModifierPtr(new SlowPlayerColorRender);
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////////////////////
|
|
// BeginFrame: signal frame start
|
|
void CRenderer::BeginFrame()
|
|
{
|
|
// bump frame counter
|
|
m_FrameCounter++;
|
|
|
|
if (m_VertexShader)
|
|
m_VertexShader->BeginFrame();
|
|
|
|
// zero out all the per-frame stats
|
|
m_Stats.Reset();
|
|
|
|
// choose model renderers for this frame
|
|
int vertexType;
|
|
|
|
if (m_Options.m_Shadows && m->shadow->GetUseDepthTexture())
|
|
{
|
|
vertexType = OnlyDiffuse;
|
|
m->Model.ModNormal = m->Model.ModPlainLit;
|
|
m->Model.ModPlainLit->SetShadowMap(m->shadow);
|
|
m->Model.ModPlainLit->SetLightEnv(m_LightEnv);
|
|
|
|
m->Model.ModPlayer = m->Model.ModPlayerLit;
|
|
m->Model.ModPlayerLit->SetShadowMap(m->shadow);
|
|
m->Model.ModPlayerLit->SetLightEnv(m_LightEnv);
|
|
|
|
m->Model.ModTransparent = m->Model.ModTransparentLit;
|
|
m->Model.ModTransparentLit->SetShadowMap(m->shadow);
|
|
m->Model.ModTransparentLit->SetLightEnv(m_LightEnv);
|
|
}
|
|
else
|
|
{
|
|
vertexType = AmbientDiffuse;
|
|
m->Model.ModNormal = m->Model.ModPlain;
|
|
m->Model.ModPlayer = m->Model.ModPlayerUnlit;
|
|
m->Model.ModTransparent = m->Model.ModTransparentUnlit;
|
|
}
|
|
|
|
if (m_Options.m_RenderPath == RP_VERTEXSHADER)
|
|
{
|
|
debug_assert(m->Model.pal_NormalHWLit[vertexType] != 0);
|
|
|
|
if (m->Model.pal_NormalInstancing)
|
|
m->Model.NormalInstancing = m->Model.pal_NormalInstancing[vertexType];
|
|
else
|
|
m->Model.NormalInstancing = m->Model.pal_NormalHWLit[vertexType];
|
|
m->Model.Normal = m->Model.pal_NormalHWLit[vertexType];
|
|
|
|
if (m->Model.pal_PlayerInstancing)
|
|
m->Model.PlayerInstancing = m->Model.pal_PlayerInstancing[vertexType];
|
|
else
|
|
m->Model.PlayerInstancing = m->Model.pal_PlayerHWLit[vertexType];
|
|
m->Model.Player = m->Model.pal_PlayerHWLit[vertexType];
|
|
}
|
|
else
|
|
{
|
|
m->Model.NormalInstancing = m->Model.pal_NormalFF[vertexType];
|
|
m->Model.Normal = m->Model.pal_NormalFF[vertexType];
|
|
|
|
m->Model.PlayerInstancing = m->Model.pal_PlayerFF[vertexType];
|
|
m->Model.Player = m->Model.pal_PlayerFF[vertexType];
|
|
}
|
|
|
|
if (m_SortAllTransparent)
|
|
m->Model.Transp = m->Model.pal_TranspSortAll;
|
|
else if (m_Options.m_RenderPath == RP_VERTEXSHADER)
|
|
m->Model.Transp = m->Model.pal_TranspHWLit[vertexType];
|
|
else
|
|
m->Model.Transp = m->Model.pal_TranspFF[vertexType];
|
|
}
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////////////////////
|
|
// SetClearColor: set color used to clear screen in BeginFrame()
|
|
void CRenderer::SetClearColor(SColor4ub color)
|
|
{
|
|
m_ClearColor[0] = float(color.R) / 255.0f;
|
|
m_ClearColor[1] = float(color.G) / 255.0f;
|
|
m_ClearColor[2] = float(color.B) / 255.0f;
|
|
m_ClearColor[3] = float(color.A) / 255.0f;
|
|
}
|
|
|
|
void CRenderer::RenderShadowMap()
|
|
{
|
|
PROFILE( "render shadow map" );
|
|
|
|
m->shadow->BeginRender();
|
|
|
|
float shadowTransp = m_LightEnv->GetTerrainShadowTransparency();
|
|
glColor3f(shadowTransp, shadowTransp, shadowTransp);
|
|
|
|
// Figure out transparent rendering strategy
|
|
RenderModifierPtr transparentShadows = m->Model.ModTransparentShadow;
|
|
|
|
if (m->shadow->GetUseDepthTexture())
|
|
transparentShadows = m->Model.ModTransparentDepthShadow;
|
|
|
|
// Render all closed models (i.e. models where rendering back faces will produce
|
|
// the correct result)
|
|
glCullFace(GL_FRONT);
|
|
|
|
if (m->shadow->GetUseDepthTexture())
|
|
m->terrainRenderer->RenderPatches();
|
|
|
|
glCullFace(GL_BACK);
|
|
|
|
// Render models that aren't closed
|
|
glDisable(GL_CULL_FACE);
|
|
|
|
m->Model.Normal->Render(m->Model.ModSolidColor, MODELFLAG_CASTSHADOWS);
|
|
if (m->Model.Normal != m->Model.NormalInstancing)
|
|
m->Model.NormalInstancing->Render(m->Model.ModSolidColor, MODELFLAG_CASTSHADOWS);
|
|
m->Model.Player->Render(m->Model.ModSolidColor, MODELFLAG_CASTSHADOWS);
|
|
if (m->Model.Player != m->Model.PlayerInstancing)
|
|
m->Model.PlayerInstancing->Render(m->Model.ModSolidColor, MODELFLAG_CASTSHADOWS);
|
|
|
|
m->Model.Transp->Render(transparentShadows, MODELFLAG_CASTSHADOWS);
|
|
|
|
glEnable(GL_CULL_FACE);
|
|
|
|
glColor3f(1.0, 1.0, 1.0);
|
|
|
|
m->shadow->EndRender();
|
|
}
|
|
|
|
void CRenderer::RenderPatches()
|
|
{
|
|
PROFILE( "render patches" );
|
|
|
|
// switch on wireframe if we need it
|
|
if (m_TerrainRenderMode==WIREFRAME) {
|
|
MICROLOG(L"wireframe on");
|
|
glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
|
|
}
|
|
|
|
// render all the patches, including blend pass
|
|
MICROLOG(L"render patch submissions");
|
|
m->terrainRenderer->RenderTerrain(m_Options.m_Shadows ? m->shadow : 0);
|
|
|
|
if (m_TerrainRenderMode==WIREFRAME) {
|
|
// switch wireframe off again
|
|
MICROLOG(L"wireframe off");
|
|
glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
|
|
} else if (m_TerrainRenderMode==EDGED_FACES) {
|
|
// edged faces: need to make a second pass over the data:
|
|
// first switch on wireframe
|
|
glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
|
|
|
|
// setup some renderstate ..
|
|
glDepthMask(0);
|
|
SetTexture(0,0);
|
|
glColor4f(1,1,1,0.35f);
|
|
glLineWidth(2.0f);
|
|
|
|
glEnable(GL_BLEND);
|
|
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
// render tiles edges
|
|
m->terrainRenderer->RenderPatches();
|
|
|
|
// set color for outline
|
|
glColor3f(0,0,1);
|
|
glLineWidth(4.0f);
|
|
|
|
// render outline of each patch
|
|
m->terrainRenderer->RenderOutlines();
|
|
|
|
// .. and restore the renderstates
|
|
glDisable(GL_BLEND);
|
|
glDepthMask(1);
|
|
|
|
// restore fill mode, and we're done
|
|
glLineWidth(1.0f);
|
|
glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
|
|
}
|
|
}
|
|
|
|
void CRenderer::RenderModels()
|
|
{
|
|
PROFILE( "render models ");
|
|
|
|
// switch on wireframe if we need it
|
|
if (m_ModelRenderMode==WIREFRAME) {
|
|
glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
|
|
}
|
|
|
|
m->Model.Normal->Render(m->Model.ModNormal, 0);
|
|
m->Model.Player->Render(m->Model.ModPlayer, 0);
|
|
if (m->Model.Normal != m->Model.NormalInstancing)
|
|
m->Model.NormalInstancing->Render(m->Model.ModNormal, 0);
|
|
if (m->Model.Player != m->Model.PlayerInstancing)
|
|
m->Model.PlayerInstancing->Render(m->Model.ModPlayer, 0);
|
|
|
|
if (m_ModelRenderMode==WIREFRAME) {
|
|
// switch wireframe off again
|
|
glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
|
|
} else if (m_ModelRenderMode==EDGED_FACES) {
|
|
m->Model.Normal->Render(m->Model.ModWireframe, 0);
|
|
m->Model.Player->Render(m->Model.ModWireframe, 0);
|
|
if (m->Model.Normal != m->Model.NormalInstancing)
|
|
m->Model.NormalInstancing->Render(m->Model.ModWireframe, 0);
|
|
if (m->Model.Player != m->Model.PlayerInstancing)
|
|
m->Model.PlayerInstancing->Render(m->Model.ModWireframe, 0);
|
|
}
|
|
}
|
|
|
|
void CRenderer::RenderTransparentModels()
|
|
{
|
|
PROFILE( "render transparent models ");
|
|
|
|
// switch on wireframe if we need it
|
|
if (m_ModelRenderMode==WIREFRAME) {
|
|
glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
|
|
}
|
|
|
|
m->Model.Transp->Render(m->Model.ModTransparent, 0);
|
|
|
|
if (m_ModelRenderMode==WIREFRAME) {
|
|
// switch wireframe off again
|
|
glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
|
|
} else if (m_ModelRenderMode==EDGED_FACES) {
|
|
m->Model.Transp->Render(m->Model.ModWireframe, 0);
|
|
}
|
|
}
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// GetModelViewProjectionMatrix: save the current OpenGL model-view-projection matrix
|
|
CMatrix3D CRenderer::GetModelViewProjectionMatrix()
|
|
{
|
|
CMatrix3D proj;
|
|
CMatrix3D view;
|
|
|
|
glGetFloatv( GL_PROJECTION_MATRIX, &proj._11 );
|
|
glGetFloatv( GL_MODELVIEW_MATRIX, &view._11 );
|
|
|
|
return( proj * view );
|
|
}
|
|
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// SetObliqueFrustumClipping: change the near plane to the given clip plane (in world space)
|
|
// Based on code from Game Programming Gems 5, from http://www.terathon.com/code/oblique.html
|
|
// - cp is a clip plane in camera space (cp.Dot(v) = 0 for any vector v on the plane)
|
|
// - sign is 1 or -1, to specify the side to clip on
|
|
void CRenderer::SetObliqueFrustumClipping(const CVector4D& cp, int sign)
|
|
{
|
|
float matrix[16];
|
|
CVector4D q;
|
|
|
|
// First, we'll convert the given clip plane to camera space, then we'll
|
|
// Get the view matrix and normal matrix (top 3x3 part of view matrix)
|
|
CMatrix3D viewMatrix;
|
|
m_ViewCamera.m_Orientation.GetInverse(viewMatrix);
|
|
CMatrix3D normalMatrix = viewMatrix;
|
|
normalMatrix._14 = 0;
|
|
normalMatrix._24 = 0;
|
|
normalMatrix._34 = 0;
|
|
normalMatrix._44 = 1;
|
|
normalMatrix._41 = 0;
|
|
normalMatrix._42 = 0;
|
|
normalMatrix._43 = 0;
|
|
|
|
// Convert the normal to camera space
|
|
CVector4D planeNormal(cp.m_X, cp.m_Y, cp.m_Z, 0);
|
|
planeNormal = normalMatrix.Transform(planeNormal);
|
|
planeNormal.Normalize();
|
|
|
|
// Find a point on the plane: we'll take the normal times -D
|
|
float oldD = cp.m_W;
|
|
CVector4D pointOnPlane(-oldD * cp.m_X, -oldD * cp.m_Y, -oldD * cp.m_Z, 1);
|
|
pointOnPlane = viewMatrix.Transform(pointOnPlane);
|
|
float newD = -pointOnPlane.Dot(planeNormal);
|
|
|
|
// Now create a clip plane from the new normal and new D
|
|
CVector4D camPlane = planeNormal;
|
|
camPlane.m_W = newD;
|
|
|
|
// Grab the current projection matrix from OpenGL
|
|
glGetFloatv(GL_PROJECTION_MATRIX, matrix);
|
|
|
|
// Calculate the clip-space corner point opposite the clipping plane
|
|
// as (sgn(camPlane.x), sgn(camPlane.y), 1, 1) and
|
|
// transform it into camera space by multiplying it
|
|
// by the inverse of the projection matrix
|
|
|
|
q.m_X = (sgn(camPlane.m_X) + matrix[8]) / matrix[0];
|
|
q.m_Y = (sgn(camPlane.m_Y) + matrix[9]) / matrix[5];
|
|
q.m_Z = -1.0f;
|
|
q.m_W = (1.0f + matrix[10]) / matrix[14];
|
|
|
|
// Calculate the scaled plane vector
|
|
CVector4D c = camPlane * (sign * 2.0f / camPlane.Dot(q));
|
|
|
|
// Replace the third row of the projection matrix
|
|
matrix[2] = c.m_X;
|
|
matrix[6] = c.m_Y;
|
|
matrix[10] = c.m_Z + 1.0f;
|
|
matrix[14] = c.m_W;
|
|
|
|
// Load it back into OpenGL
|
|
glMatrixMode(GL_PROJECTION);
|
|
glLoadMatrixf(matrix);
|
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
}
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// RenderReflections: render the water reflections to the reflection texture
|
|
void CRenderer::RenderReflections()
|
|
{
|
|
PROFILE("render reflections");
|
|
|
|
WaterManager& wm = m->waterManager;
|
|
|
|
// Remember old camera
|
|
CCamera normalCamera = m_ViewCamera;
|
|
|
|
// Temporarily change the camera to one that is reflected.
|
|
// Also, for texturing purposes, make it render to a view port the size of the
|
|
// water texture, stretch the image according to our aspect ratio so it covers
|
|
// the whole screen despite being rendered into a square, and cover slightly more
|
|
// of the view so we can see wavy reflections of slightly off-screen objects.
|
|
m_ViewCamera.m_Orientation.Translate(0, -wm.m_WaterHeight, 0);
|
|
m_ViewCamera.m_Orientation.Scale(1, -1, 1);
|
|
m_ViewCamera.m_Orientation.Translate(0, wm.m_WaterHeight, 0);
|
|
SViewPort vp;
|
|
vp.m_Height = wm.m_ReflectionTextureSize;
|
|
vp.m_Width = wm.m_ReflectionTextureSize;
|
|
vp.m_X = 0;
|
|
vp.m_Y = 0;
|
|
m_ViewCamera.SetViewPort(vp);
|
|
m_ViewCamera.SetProjection(CGameView::defaultNear, CGameView::defaultFar, CGameView::defaultFOV*1.05f); // Slightly higher than view FOV
|
|
CMatrix3D scaleMat;
|
|
scaleMat.SetScaling(m_Height/float(std::max(1, m_Width)), 1.0f, 1.0f);
|
|
m_ViewCamera.m_ProjMat = scaleMat * m_ViewCamera.m_ProjMat;
|
|
|
|
m->SetOpenGLCamera(m_ViewCamera);
|
|
|
|
CVector4D camPlane(0, 1, 0, -wm.m_WaterHeight);
|
|
SetObliqueFrustumClipping(camPlane, -1);
|
|
|
|
// Save the model-view-projection matrix so the shaders can use it for projective texturing
|
|
wm.m_ReflectionMatrix = GetModelViewProjectionMatrix();
|
|
|
|
// Disable backface culling so trees render properly (it might also be possible to flip
|
|
// the culling direction here, but this seems to lead to problems)
|
|
glDisable(GL_CULL_FACE);
|
|
|
|
// Make the depth buffer work backwards; there seems to be some oddness with
|
|
// oblique frustum clipping and the "sign" parameter here
|
|
glClearDepth(0);
|
|
glClear(GL_DEPTH_BUFFER_BIT);
|
|
glDepthFunc(GL_GEQUAL);
|
|
|
|
// Render sky, terrain and models
|
|
m->skyManager.RenderSky();
|
|
ogl_WarnIfError();
|
|
RenderPatches();
|
|
ogl_WarnIfError();
|
|
RenderModels();
|
|
ogl_WarnIfError();
|
|
RenderTransparentModels();
|
|
ogl_WarnIfError();
|
|
|
|
// Copy the image to a texture
|
|
pglActiveTextureARB(GL_TEXTURE0_ARB);
|
|
glEnable(GL_TEXTURE_2D);
|
|
glBindTexture(GL_TEXTURE_2D, wm.m_ReflectionTexture);
|
|
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0,
|
|
(GLsizei)wm.m_ReflectionTextureSize, (GLsizei)wm.m_ReflectionTextureSize);
|
|
|
|
//Reset old camera and re-enable backface culling
|
|
m_ViewCamera = normalCamera;
|
|
m->SetOpenGLCamera(m_ViewCamera);
|
|
|
|
glEnable(GL_CULL_FACE);
|
|
//glClearDepth(1);
|
|
//glClear(GL_DEPTH_BUFFER_BIT);
|
|
//glDepthFunc(GL_LEQUAL);
|
|
}
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// RenderRefractions: render the water refractions to the refraction texture
|
|
void CRenderer::RenderRefractions()
|
|
{
|
|
PROFILE("render refractions");
|
|
|
|
WaterManager& wm = m->waterManager;
|
|
|
|
// Remember old camera
|
|
CCamera normalCamera = m_ViewCamera;
|
|
|
|
// Temporarily change the camera to make it render to a view port the size of the
|
|
// water texture, stretch the image according to our aspect ratio so it covers
|
|
// the whole screen despite being rendered into a square, and cover slightly more
|
|
// of the view so we can see wavy refractions of slightly off-screen objects.
|
|
SViewPort vp;
|
|
vp.m_Height = wm.m_RefractionTextureSize;
|
|
vp.m_Width = wm.m_RefractionTextureSize;
|
|
vp.m_X = 0;
|
|
vp.m_Y = 0;
|
|
m_ViewCamera.SetViewPort(vp);
|
|
m_ViewCamera.SetProjection(CGameView::defaultNear, CGameView::defaultFar, CGameView::defaultFOV*1.05f); // Slightly higher than view FOV
|
|
CMatrix3D scaleMat;
|
|
scaleMat.SetScaling(m_Height/float(std::max(1, m_Width)), 1.0f, 1.0f);
|
|
m_ViewCamera.m_ProjMat = scaleMat * m_ViewCamera.m_ProjMat;
|
|
m->SetOpenGLCamera(m_ViewCamera);
|
|
|
|
CVector4D camPlane(0, 1, 0, -wm.m_WaterHeight);
|
|
SetObliqueFrustumClipping(camPlane, -1);
|
|
|
|
// Save the model-view-projection matrix so the shaders can use it for projective texturing
|
|
wm.m_RefractionMatrix = GetModelViewProjectionMatrix();
|
|
|
|
// Make the depth buffer work backwards; there seems to be some oddness with
|
|
// oblique frustum clipping and the "sign" parameter here
|
|
glClearDepth(0);
|
|
glClearColor(0.5f, 0.5f, 0.5f, 1.0f); // a neutral gray to blend in with shores
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
glDepthFunc(GL_GEQUAL);
|
|
|
|
// Render terrain and models
|
|
RenderPatches();
|
|
ogl_WarnIfError();
|
|
RenderModels();
|
|
ogl_WarnIfError();
|
|
RenderTransparentModels();
|
|
ogl_WarnIfError();
|
|
|
|
// Copy the image to a texture
|
|
pglActiveTextureARB(GL_TEXTURE0_ARB);
|
|
glEnable(GL_TEXTURE_2D);
|
|
glBindTexture(GL_TEXTURE_2D, wm.m_RefractionTexture);
|
|
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0,
|
|
(GLsizei)wm.m_RefractionTextureSize, (GLsizei)wm.m_RefractionTextureSize);
|
|
|
|
//Reset old camera and re-enable backface culling
|
|
m_ViewCamera = normalCamera;
|
|
m->SetOpenGLCamera(m_ViewCamera);
|
|
|
|
glEnable(GL_CULL_FACE);
|
|
glClearDepth(1);
|
|
glDepthFunc(GL_LEQUAL);
|
|
}
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// RenderSubmissions: force rendering of any batched objects
|
|
void CRenderer::RenderSubmissions()
|
|
{
|
|
ogl_WarnIfError();
|
|
|
|
// Set the camera
|
|
m->SetOpenGLCamera(m_ViewCamera);
|
|
|
|
// Prepare model renderers
|
|
PROFILE_START("prepare models");
|
|
m->Model.Normal->PrepareModels();
|
|
m->Model.Player->PrepareModels();
|
|
if (m->Model.Normal != m->Model.NormalInstancing)
|
|
m->Model.NormalInstancing->PrepareModels();
|
|
if (m->Model.Player != m->Model.PlayerInstancing)
|
|
m->Model.PlayerInstancing->PrepareModels();
|
|
m->Model.Transp->PrepareModels();
|
|
PROFILE_END("prepare models");
|
|
|
|
PROFILE_START("prepare terrain");
|
|
m->terrainRenderer->PrepareForRendering();
|
|
PROFILE_END("prepare terrain");
|
|
|
|
PROFILE_START("prepare overlays");
|
|
m->overlayRenderer.PrepareForRendering();
|
|
PROFILE_END("prepare overlays");
|
|
|
|
if (m_Options.m_Shadows)
|
|
{
|
|
MICROLOG(L"render shadows");
|
|
RenderShadowMap();
|
|
}
|
|
|
|
// clear buffers
|
|
glClearColor(m_ClearColor[0],m_ClearColor[1],m_ClearColor[2],m_ClearColor[3]);
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
|
|
|
ogl_WarnIfError();
|
|
|
|
if (m_WaterManager->m_RenderWater && m_WaterManager->WillRenderFancyWater())
|
|
{
|
|
// render reflected and refracted scenes, then re-clear the screen
|
|
RenderReflections();
|
|
RenderRefractions();
|
|
glClearColor(m_ClearColor[0],m_ClearColor[1],m_ClearColor[2],m_ClearColor[3]);
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
}
|
|
|
|
// render sky; this is done before everything so that
|
|
// (a) we can use a box around the camera instead of placing it "infinitely far away"
|
|
// (we just disable depth write so that this doesn't affect future rendering)
|
|
// (b) transparent objects properly overlap the sky
|
|
if (m_SkyManager->m_RenderSky)
|
|
{
|
|
MICROLOG(L"render sky");
|
|
m->skyManager.RenderSky();
|
|
ogl_WarnIfError();
|
|
}
|
|
|
|
// render submitted patches and models
|
|
MICROLOG(L"render patches");
|
|
RenderPatches();
|
|
ogl_WarnIfError();
|
|
|
|
if (g_Game && m_RenderTerritories)
|
|
{
|
|
// g_Game->GetWorld()->GetTerritoryManager()->RenderTerritories(); // TODO: implement in new sim system
|
|
ogl_WarnIfError();
|
|
}
|
|
|
|
// render debug-related terrain overlays
|
|
TerrainOverlay::RenderOverlays();
|
|
ogl_WarnIfError();
|
|
|
|
// render other debug-related overlays before water (so they can be displayed when underwater)
|
|
PROFILE_START("render overlays");
|
|
m->overlayRenderer.RenderOverlays();
|
|
PROFILE_END("render overlays");
|
|
ogl_WarnIfError();
|
|
|
|
MICROLOG(L"render models");
|
|
RenderModels();
|
|
ogl_WarnIfError();
|
|
|
|
// render transparent stuff, so it can overlap models/terrain
|
|
MICROLOG(L"render transparent");
|
|
RenderTransparentModels();
|
|
ogl_WarnIfError();
|
|
|
|
// render water
|
|
if (m_WaterManager->m_RenderWater && g_Game)
|
|
{
|
|
MICROLOG(L"render water");
|
|
m->terrainRenderer->RenderWater();
|
|
ogl_WarnIfError();
|
|
|
|
// render transparent stuff again, so it can overlap the water
|
|
MICROLOG(L"render transparent 2");
|
|
RenderTransparentModels();
|
|
ogl_WarnIfError();
|
|
|
|
// TODO: Maybe think of a better way to deal with transparent objects;
|
|
// they can appear both under and above water (seaweed vs. trees), but doing
|
|
// 2 renders causes (a) inefficiency and (b) darker over-water objects (e.g.
|
|
// trees) than usual because the transparent bits get overwritten twice.
|
|
// This doesn't look particularly bad, but it is noticeable if you try
|
|
// turning the water off. On the other hand every user will have water
|
|
// on all the time, so it might not be worth worrying about.
|
|
}
|
|
|
|
// Clean up texture blend mode so particles and other things render OK
|
|
// (really this should be cleaned up by whoever set it)
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
|
|
|
// Particle Engine Rendering.
|
|
MICROLOG(L"render particles");
|
|
CParticleEngine::GetInstance()->RenderParticles();
|
|
ogl_WarnIfError();
|
|
|
|
// render debug lines
|
|
if (m_DisplayFrustum)
|
|
{
|
|
MICROLOG(L"display frustum");
|
|
DisplayFrustum();
|
|
m->shadow->RenderDebugDisplay();
|
|
ogl_WarnIfError();
|
|
}
|
|
|
|
// empty lists
|
|
MICROLOG(L"empty lists");
|
|
m->terrainRenderer->EndFrame();
|
|
m->overlayRenderer.EndFrame();
|
|
|
|
// Finish model renderers
|
|
m->Model.Normal->EndFrame();
|
|
m->Model.Player->EndFrame();
|
|
if (m->Model.Normal != m->Model.NormalInstancing)
|
|
m->Model.NormalInstancing->EndFrame();
|
|
if (m->Model.Player != m->Model.PlayerInstancing)
|
|
m->Model.PlayerInstancing->EndFrame();
|
|
m->Model.Transp->EndFrame();
|
|
}
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// EndFrame: signal frame end
|
|
void CRenderer::EndFrame()
|
|
{
|
|
g_Renderer.SetTexture(0,0);
|
|
|
|
static bool once=false;
|
|
if (!once && glGetError()) {
|
|
LOG(CLogger::Error, LOG_CATEGORY, L"CRenderer::EndFrame: GL errors occurred");
|
|
once=true;
|
|
}
|
|
}
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// DisplayFrustum: debug displays
|
|
// - white: cull camera frustum
|
|
// - red: bounds of shadow casting objects
|
|
void CRenderer::DisplayFrustum()
|
|
{
|
|
glDepthMask(0);
|
|
glDisable(GL_CULL_FACE);
|
|
|
|
glEnable(GL_BLEND);
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
glColor4ub(255,255,255,64);
|
|
m_CullCamera.Render(2);
|
|
glDisable(GL_BLEND);
|
|
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
|
glColor3ub(255,255,255);
|
|
m_CullCamera.Render(2);
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
|
|
|
glEnable(GL_CULL_FACE);
|
|
glDepthMask(1);
|
|
}
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// SetSceneCamera: setup projection and transform of camera and adjust viewport to current view
|
|
// The camera always represents the actual camera used to render a scene, not any virtual camera
|
|
// used for shadow rendering or reflections.
|
|
void CRenderer::SetSceneCamera(const CCamera& viewCamera, const CCamera& cullCamera)
|
|
{
|
|
m_ViewCamera = viewCamera;
|
|
m_CullCamera = cullCamera;
|
|
|
|
m->shadow->SetupFrame(m_CullCamera, m_LightEnv->GetSunDir());
|
|
}
|
|
|
|
|
|
void CRenderer::SetViewport(const SViewPort &vp)
|
|
{
|
|
glViewport((GLint)vp.m_X,(GLint)vp.m_Y,(GLsizei)vp.m_Width,(GLsizei)vp.m_Height);
|
|
}
|
|
|
|
void CRenderer::Submit(CPatch* patch)
|
|
{
|
|
m->terrainRenderer->Submit(patch);
|
|
}
|
|
|
|
void CRenderer::Submit(SOverlayLine* overlay)
|
|
{
|
|
m->overlayRenderer.Submit(overlay);
|
|
}
|
|
|
|
void CRenderer::SubmitNonRecursive(CModel* model)
|
|
{
|
|
if (model->GetFlags() & MODELFLAG_CASTSHADOWS) {
|
|
PROFILE( "updating shadow bounds" );
|
|
m->shadow->AddShadowedBound(model->GetBounds());
|
|
}
|
|
|
|
// Tricky: The call to GetBounds() above can invalidate the position
|
|
model->ValidatePosition();
|
|
|
|
bool canUseInstancing = false;
|
|
|
|
if (model->GetModelDef()->GetNumBones() == 0)
|
|
canUseInstancing = true;
|
|
|
|
if (model->GetMaterial().IsPlayer())
|
|
{
|
|
if (canUseInstancing)
|
|
m->Model.PlayerInstancing->Submit(model);
|
|
else
|
|
m->Model.Player->Submit(model);
|
|
}
|
|
else if (model->GetMaterial().UsesAlpha())
|
|
{
|
|
m->Model.Transp->Submit(model);
|
|
}
|
|
else
|
|
{
|
|
if (canUseInstancing)
|
|
m->Model.NormalInstancing->Submit(model);
|
|
else
|
|
m->Model.Normal->Submit(model);
|
|
}
|
|
}
|
|
|
|
|
|
///////////////////////////////////////////////////////////
|
|
// Render the given scene
|
|
void CRenderer::RenderScene(Scene *scene)
|
|
{
|
|
CFrustum frustum = m_CullCamera.GetFrustum();
|
|
|
|
MICROLOG(L"collect objects");
|
|
scene->EnumerateObjects(frustum, this);
|
|
|
|
ogl_WarnIfError();
|
|
|
|
MICROLOG(L"flush objects");
|
|
RenderSubmissions();
|
|
}
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// LoadTexture: try and load the given texture; set clamp/repeat flags on texture object if necessary
|
|
bool CRenderer::LoadTexture(CTexture* texture,int wrapflags)
|
|
{
|
|
const Handle errorhandle = -1;
|
|
|
|
Handle h = texture->GetHandle();
|
|
// already tried to load this texture
|
|
if (h)
|
|
{
|
|
// nothing to do here - just return success according to
|
|
// whether this is a valid handle or not
|
|
return h==errorhandle ? true : false;
|
|
}
|
|
|
|
h = ogl_tex_load(g_VFS, texture->GetName());
|
|
if (h <= 0)
|
|
{
|
|
LOG(CLogger::Error, LOG_CATEGORY, L"LoadTexture failed on \"%ls\"", texture->GetName().string().c_str());
|
|
texture->SetHandle(errorhandle);
|
|
return false;
|
|
}
|
|
|
|
if(!wrapflags)
|
|
wrapflags = GL_CLAMP_TO_EDGE;
|
|
(void)ogl_tex_set_wrap(h, wrapflags);
|
|
(void)ogl_tex_set_filter(h, GL_LINEAR_MIPMAP_LINEAR);
|
|
|
|
// (this also verifies that the texture is a power-of-two)
|
|
if(ogl_tex_upload(h) < 0)
|
|
{
|
|
LOG(CLogger::Error, LOG_CATEGORY, L"LoadTexture failed on \"%ls\" : upload failed", texture->GetName().string().c_str());
|
|
ogl_tex_free(h);
|
|
texture->SetHandle(errorhandle);
|
|
return false;
|
|
}
|
|
|
|
texture->SetHandle(h);
|
|
return true;
|
|
}
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// BindTexture: bind a GL texture object to current active unit
|
|
void CRenderer::BindTexture(int unit,GLuint tex)
|
|
{
|
|
pglActiveTextureARB(GL_TEXTURE0+unit);
|
|
|
|
glBindTexture(GL_TEXTURE_2D,tex);
|
|
if (tex) {
|
|
glEnable(GL_TEXTURE_2D);
|
|
} else {
|
|
glDisable(GL_TEXTURE_2D);
|
|
}
|
|
m_ActiveTextures[unit]=tex;
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// SetTexture: set the given unit to reference the given texture; pass a null texture to disable texturing on any unit
|
|
void CRenderer::SetTexture(int unit,CTexture* texture)
|
|
{
|
|
Handle h = texture? texture->GetHandle() : 0;
|
|
|
|
// Errored textures will give a handle of -1
|
|
if (h == -1)
|
|
h = 0;
|
|
|
|
ogl_tex_bind(h, unit);
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// IsTextureTransparent: return true if given texture is transparent, else false - note texture must be loaded
|
|
// beforehand
|
|
bool CRenderer::IsTextureTransparent(CTexture* texture)
|
|
{
|
|
if (!texture) return false;
|
|
Handle h=texture->GetHandle();
|
|
|
|
size_t flags = 0; // assume no alpha on failure
|
|
(void)ogl_tex_get_format(h, &flags, 0);
|
|
return (flags & TEX_ALPHA) != 0;
|
|
}
|
|
|
|
static inline void CopyTriple(unsigned char* dst,const unsigned char* src)
|
|
{
|
|
dst[0]=src[0];
|
|
dst[1]=src[1];
|
|
dst[2]=src[2];
|
|
}
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// LoadAlphaMaps: load the 14 default alpha maps, pack them into one composite texture and
|
|
// calculate the coordinate of each alphamap within this packed texture
|
|
int CRenderer::LoadAlphaMaps()
|
|
{
|
|
const wchar_t* const key = L"(alpha map composite)";
|
|
Handle ht = ogl_tex_find(key);
|
|
// alpha map texture had already been created and is still in memory:
|
|
// reuse it, do not load again.
|
|
if(ht > 0)
|
|
{
|
|
m_hCompositeAlphaMap = ht;
|
|
return 0;
|
|
}
|
|
|
|
//
|
|
// load all textures and store Handle in array
|
|
//
|
|
Handle textures[NumAlphaMaps] = {0};
|
|
VfsPath path(L"art/textures/terrain/alphamaps/special");
|
|
const wchar_t* fnames[NumAlphaMaps] = {
|
|
L"blendcircle.dds",
|
|
L"blendlshape.dds",
|
|
L"blendedge.dds",
|
|
L"blendedgecorner.dds",
|
|
L"blendedgetwocorners.dds",
|
|
L"blendfourcorners.dds",
|
|
L"blendtwooppositecorners.dds",
|
|
L"blendlshapecorner.dds",
|
|
L"blendtwocorners.dds",
|
|
L"blendcorner.dds",
|
|
L"blendtwoedges.dds",
|
|
L"blendthreecorners.dds",
|
|
L"blendushape.dds",
|
|
L"blendbad.dds"
|
|
};
|
|
size_t base = 0; // texture width/height (see below)
|
|
// for convenience, we require all alpha maps to be of the same BPP
|
|
// (avoids another ogl_tex_get_size call, and doesn't hurt)
|
|
size_t bpp = 0;
|
|
for(size_t i=0;i<NumAlphaMaps;i++)
|
|
{
|
|
// note: these individual textures can be discarded afterwards;
|
|
// we cache the composite.
|
|
textures[i] = ogl_tex_load(g_VFS, path/fnames[i]);
|
|
RETURN_ERR(textures[i]);
|
|
|
|
// quick hack: we require plain RGB(A) format, so convert to that.
|
|
// ideally the texture would be in uncompressed form; then this wouldn't
|
|
// be necessary.
|
|
size_t flags;
|
|
ogl_tex_get_format(textures[i], &flags, 0);
|
|
ogl_tex_transform_to(textures[i], flags & ~TEX_DXT);
|
|
|
|
// get its size and make sure they are all equal.
|
|
// (the packing algo assumes this)
|
|
size_t this_width = 0, this_bpp = 0; // fail-safe
|
|
(void)ogl_tex_get_size(textures[i], &this_width, 0, &this_bpp);
|
|
// .. first iteration: establish size
|
|
if(i == 0)
|
|
{
|
|
base = this_width;
|
|
bpp = this_bpp;
|
|
}
|
|
// .. not first: make sure texture size matches
|
|
else if(base != this_width || bpp != this_bpp)
|
|
DEBUG_DISPLAY_ERROR(L"Alpha maps are not identically sized (including pixel depth)");
|
|
}
|
|
|
|
//
|
|
// copy each alpha map (tile) into one buffer, arrayed horizontally.
|
|
//
|
|
size_t tile_w = 2+base+2; // 2 pixel border (avoids bilinear filtering artifacts)
|
|
size_t total_w = round_up_to_pow2(tile_w * NumAlphaMaps);
|
|
size_t total_h = base; debug_assert(is_pow2(total_h));
|
|
shared_ptr<u8> data = io_Allocate(total_w*total_h*3);
|
|
// for each tile on row
|
|
for(size_t i=0;i<NumAlphaMaps;i++)
|
|
{
|
|
// get src of copy
|
|
u8* src = 0;
|
|
(void)ogl_tex_get_data(textures[i], &src);
|
|
|
|
size_t srcstep=bpp/8;
|
|
|
|
// get destination of copy
|
|
u8* dst=data.get()+3*(i*tile_w);
|
|
|
|
// for each row of image
|
|
for (size_t j=0;j<base;j++) {
|
|
// duplicate first pixel
|
|
CopyTriple(dst,src);
|
|
dst+=3;
|
|
CopyTriple(dst,src);
|
|
dst+=3;
|
|
|
|
// copy a row
|
|
for (size_t k=0;k<base;k++) {
|
|
CopyTriple(dst,src);
|
|
dst+=3;
|
|
src+=srcstep;
|
|
}
|
|
// duplicate last pixel
|
|
CopyTriple(dst,(src-srcstep));
|
|
dst+=3;
|
|
CopyTriple(dst,(src-srcstep));
|
|
dst+=3;
|
|
|
|
// advance write pointer for next row
|
|
dst+=3*(total_w-tile_w);
|
|
}
|
|
|
|
m_AlphaMapCoords[i].u0=float(i*tile_w+2)/float(total_w);
|
|
m_AlphaMapCoords[i].u1=float((i+1)*tile_w-2)/float(total_w);
|
|
m_AlphaMapCoords[i].v0=0.0f;
|
|
m_AlphaMapCoords[i].v1=1.0f;
|
|
}
|
|
|
|
for (size_t i=0;i<NumAlphaMaps;i++)
|
|
(void)ogl_tex_free(textures[i]);
|
|
|
|
// upload the composite texture
|
|
Tex t;
|
|
(void)tex_wrap(total_w, total_h, 24, 0, data, 0, &t);
|
|
m_hCompositeAlphaMap = ogl_tex_wrap(&t, g_VFS, key);
|
|
(void)ogl_tex_set_filter(m_hCompositeAlphaMap, GL_LINEAR);
|
|
(void)ogl_tex_set_wrap (m_hCompositeAlphaMap, GL_CLAMP_TO_EDGE);
|
|
int ret = ogl_tex_upload(m_hCompositeAlphaMap, 0, 0, GL_INTENSITY);
|
|
|
|
return ret;
|
|
}
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// UnloadAlphaMaps: frees the resources allocates by LoadAlphaMaps
|
|
void CRenderer::UnloadAlphaMaps()
|
|
{
|
|
ogl_tex_free(m_hCompositeAlphaMap);
|
|
m_hCompositeAlphaMap = 0;
|
|
}
|
|
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// Scripting Interface
|
|
|
|
jsval CRenderer::JSI_GetFastPlayerColor(JSContext*)
|
|
{
|
|
return ToJSVal(m_FastPlayerColor);
|
|
}
|
|
|
|
void CRenderer::JSI_SetFastPlayerColor(JSContext* ctx, jsval newval)
|
|
{
|
|
bool fast;
|
|
|
|
if (!ToPrimitive(ctx, newval, fast))
|
|
return;
|
|
|
|
SetFastPlayerColor(fast);
|
|
}
|
|
|
|
jsval CRenderer::JSI_GetRenderPath(JSContext*)
|
|
{
|
|
return ToJSVal(GetRenderPathName(m_Options.m_RenderPath));
|
|
}
|
|
|
|
void CRenderer::JSI_SetRenderPath(JSContext* ctx, jsval newval)
|
|
{
|
|
CStr name;
|
|
|
|
if (!ToPrimitive(ctx, newval, name))
|
|
return;
|
|
|
|
SetRenderPath(GetRenderPathByName(name));
|
|
}
|
|
|
|
jsval CRenderer::JSI_GetUseDepthTexture(JSContext*)
|
|
{
|
|
return ToJSVal(m->shadow->GetUseDepthTexture());
|
|
}
|
|
|
|
void CRenderer::JSI_SetUseDepthTexture(JSContext* ctx, jsval newval)
|
|
{
|
|
bool depthTexture;
|
|
|
|
if (!ToPrimitive(ctx, newval, depthTexture))
|
|
return;
|
|
|
|
m->shadow->SetUseDepthTexture(depthTexture);
|
|
}
|
|
|
|
jsval CRenderer::JSI_GetDepthTextureBits(JSContext*)
|
|
{
|
|
return ToJSVal(m->shadow->GetDepthTextureBits());
|
|
}
|
|
|
|
void CRenderer::JSI_SetDepthTextureBits(JSContext* ctx, jsval newval)
|
|
{
|
|
int depthTextureBits;
|
|
|
|
if (!ToPrimitive(ctx, newval, depthTextureBits))
|
|
return;
|
|
|
|
m->shadow->SetDepthTextureBits(depthTextureBits);
|
|
}
|
|
|
|
jsval CRenderer::JSI_GetSky(JSContext*)
|
|
{
|
|
return ToJSVal(m->skyManager.GetSkySet());
|
|
}
|
|
|
|
void CRenderer::JSI_SetSky(JSContext* ctx, jsval newval)
|
|
{
|
|
CStrW skySet;
|
|
if (!ToPrimitive<CStrW>(ctx, newval, skySet)) return;
|
|
m->skyManager.SetSkySet(skySet);
|
|
}
|
|
|
|
void CRenderer::ScriptingInit()
|
|
{
|
|
AddProperty(L"fastPlayerColor", &CRenderer::JSI_GetFastPlayerColor, &CRenderer::JSI_SetFastPlayerColor);
|
|
AddProperty(L"renderpath", &CRenderer::JSI_GetRenderPath, &CRenderer::JSI_SetRenderPath);
|
|
AddProperty(L"useDepthTexture", &CRenderer::JSI_GetUseDepthTexture, &CRenderer::JSI_SetUseDepthTexture);
|
|
AddProperty(L"sortAllTransparent", &CRenderer::m_SortAllTransparent);
|
|
AddProperty(L"displayFrustum", &CRenderer::m_DisplayFrustum);
|
|
AddProperty(L"shadowZBias", &CRenderer::m_ShadowZBias);
|
|
AddProperty(L"shadowMapSize", &CRenderer::m_ShadowMapSize);
|
|
AddProperty(L"disableCopyShadow", &CRenderer::m_DisableCopyShadow);
|
|
AddProperty(L"depthTextureBits", &CRenderer::JSI_GetDepthTextureBits, &CRenderer::JSI_SetDepthTextureBits);
|
|
AddProperty(L"skipSubmit", &CRenderer::m_SkipSubmit);
|
|
AddProperty(L"skySet", &CRenderer::JSI_GetSky, &CRenderer::JSI_SetSky);
|
|
|
|
CJSObject<CRenderer>::ScriptingInit("Renderer");
|
|
}
|
|
|
|
|
|
|