Ykkrosh
67a94572ec
Replace almost all texture uses with calls to the new system. Add some anistropic filtering to terrain textures. Let Atlas load terrain texture previews partly-asynchronously by polling. Fix inefficient texture colour determination for minimap. Remove unused global g_TerrainModified. Change GUI texcoord computation to be less efficient but to cope with dynamic texture changes. Fix GUI renderer effects leaving bogus colour state. This was SVN commit r8099.
677 lines
23 KiB
C++
677 lines
23 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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* Terrain rendering (everything related to patches and water) is
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* encapsulated in TerrainRenderer
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*/
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#include "precompiled.h"
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#include "graphics/Camera.h"
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#include "graphics/LightEnv.h"
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#include "graphics/Patch.h"
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#include "graphics/Terrain.h"
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#include "graphics/GameView.h"
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#include "maths/MathUtil.h"
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#include "ps/Filesystem.h"
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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/Pyrogenesis.h" // MICROLOG
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#include "ps/World.h"
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#include "simulation2/Simulation2.h"
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#include "renderer/PatchRData.h"
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#include "renderer/Renderer.h"
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#include "renderer/ShadowMap.h"
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#include "renderer/TerrainRenderer.h"
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#include "renderer/WaterManager.h"
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#include "lib/res/graphics/ogl_shader.h"
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#define LOG_CATEGORY L"graphics"
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///////////////////////////////////////////////////////////////////////////////////////////////
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// TerrainRenderer implementation
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/**
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* TerrainRenderer keeps track of which phase it is in, to detect
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* when Submit, PrepareForRendering etc. are called in the wrong order.
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*/
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enum Phase {
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Phase_Submit,
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Phase_Render
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};
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/**
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* Struct TerrainRendererInternals: Internal variables used by the TerrainRenderer class.
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*/
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struct TerrainRendererInternals
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{
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/// Which phase (submitting or rendering patches) are we in right now?
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Phase phase;
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/**
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* VisiblePatches: Patches that were submitted for this frame
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*
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* @todo Merge this list with CPatchRData list
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*/
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std::vector<CPatch*> visiblePatches;
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/// Fancy water shader
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Handle fancyWaterShader;
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};
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///////////////////////////////////////////////////////////////////
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// Construction/Destruction
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TerrainRenderer::TerrainRenderer()
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{
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m = new TerrainRendererInternals();
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m->phase = Phase_Submit;
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m->fancyWaterShader = 0;
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}
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TerrainRenderer::~TerrainRenderer()
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{
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if( m->fancyWaterShader )
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{
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ogl_program_free( m->fancyWaterShader );
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}
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delete m;
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}
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///////////////////////////////////////////////////////////////////
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// Submit a patch for rendering
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void TerrainRenderer::Submit(CPatch* patch)
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{
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debug_assert(m->phase == Phase_Submit);
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CPatchRData* data=(CPatchRData*) patch->GetRenderData();
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if (data == 0)
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{
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// no renderdata for patch, create it now
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data = new CPatchRData(patch);
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patch->SetRenderData(data);
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}
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data->Update();
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m->visiblePatches.push_back(patch);
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}
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///////////////////////////////////////////////////////////////////
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// Prepare for rendering
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void TerrainRenderer::PrepareForRendering()
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{
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debug_assert(m->phase == Phase_Submit);
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m->phase = Phase_Render;
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}
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///////////////////////////////////////////////////////////////////
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// Clear submissions lists
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void TerrainRenderer::EndFrame()
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{
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debug_assert(m->phase == Phase_Render);
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m->visiblePatches.clear();
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m->phase = Phase_Submit;
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}
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///////////////////////////////////////////////////////////////////
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// Query if patches have been submitted this frame
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bool TerrainRenderer::HaveSubmissions()
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{
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return !m->visiblePatches.empty();
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}
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///////////////////////////////////////////////////////////////////
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// Full-featured terrain rendering with blending and everything
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void TerrainRenderer::RenderTerrain(ShadowMap* shadow)
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{
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debug_assert(m->phase == Phase_Render);
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// switch on required client states
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_COLOR_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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// render everything fullbright
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// set up texture environment for base pass
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MICROLOG(L"base splat textures");
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pglActiveTextureARB(GL_TEXTURE0);
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pglClientActiveTextureARB(GL_TEXTURE0);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PRIMARY_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
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// Set alpha to 1.0
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_CONSTANT);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
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static const float one[4] = { 1.f, 1.f, 1.f, 1.f };
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glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, one);
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for(size_t i = 0; i < m->visiblePatches.size(); ++i)
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{
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CPatchRData* patchdata = (CPatchRData*)m->visiblePatches[i]->GetRenderData();
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patchdata->RenderBase(true); // with LOS color
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}
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// render blends
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// switch on the composite alpha map texture
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(void)ogl_tex_bind(g_Renderer.m_hCompositeAlphaMap, 1);
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// switch on second uv set
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pglClientActiveTextureARB(GL_TEXTURE1);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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// setup additional texenv required by blend pass
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pglActiveTextureARB(GL_TEXTURE1);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_ONE_MINUS_SRC_ALPHA);
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// switch on blending
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
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// no need to write to the depth buffer a second time
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glDepthMask(0);
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// render blend passes for each patch
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for(size_t i = 0; i < m->visiblePatches.size(); ++i)
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{
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CPatchRData* patchdata = (CPatchRData*)m->visiblePatches[i]->GetRenderData();
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patchdata->RenderBlends();
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}
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// Disable second texcoord array
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pglClientActiveTextureARB(GL_TEXTURE1);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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// Now apply lighting
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const CLightEnv& lightEnv = g_Renderer.GetLightEnv();
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glBlendFunc(GL_DST_COLOR, GL_ZERO);
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// GL_TEXTURE_ENV_COLOR requires four floats, so we shouldn't use the RGBColor directly
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float terrainAmbientColor[4] = {
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lightEnv.m_TerrainAmbientColor.X,
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lightEnv.m_TerrainAmbientColor.Y,
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lightEnv.m_TerrainAmbientColor.Z,
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1.f
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};
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if (!shadow)
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{
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pglActiveTextureARB(GL_TEXTURE0);
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// We're not going to use a texture here, but we have to have a valid texture
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// bound else the texture unit will be disabled.
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// We should still have a bound splat texture from some earlier rendering,
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// so assume that's still valid to use.
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// (TODO: That's a bit of an ugly hack.)
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// Shadow rendering disabled: Ambient + Diffuse
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_ADD);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_CONSTANT);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
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glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, terrainAmbientColor);
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}
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else
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{
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const CMatrix3D& texturematrix = shadow->GetTextureMatrix();
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pglActiveTextureARB(GL_TEXTURE0);
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glMatrixMode(GL_TEXTURE);
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glLoadMatrixf(&texturematrix._11);
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glMatrixMode(GL_MODELVIEW);
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glBindTexture(GL_TEXTURE_2D, shadow->GetTexture());
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if (shadow->GetUseDepthTexture())
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{
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// Ambient + ShTranslucency * Diffuse * (1 - Shadow) + Diffuse * Shadow
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PRIMARY_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_CONSTANT);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
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float shadowTransp = g_Renderer.GetLightEnv().GetTerrainShadowTransparency();
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float color[4] = { shadowTransp, shadowTransp, shadowTransp, 1.0 };
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glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);
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pglActiveTextureARB(GL_TEXTURE1);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_INTERPOLATE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PRIMARY_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE0);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
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pglActiveTextureARB(GL_TEXTURE2);
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, shadow->GetTexture()); // Need a valid texture or the unit will be disabled
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_ADD);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_CONSTANT);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
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glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, terrainAmbientColor);
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}
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else
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{
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// Ambient + Diffuse * Shadow
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
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pglActiveTextureARB(GL_TEXTURE1); // + Ambient
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_ADD);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_CONSTANT);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
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glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, terrainAmbientColor);
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}
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}
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pglActiveTextureARB(GL_TEXTURE0);
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pglClientActiveTextureARB(GL_TEXTURE0);
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for (size_t i = 0; i < m->visiblePatches.size(); ++i)
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{
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CPatchRData* patchdata = (CPatchRData*)m->visiblePatches[i]->GetRenderData();
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patchdata->RenderStreams(STREAM_POS|STREAM_COLOR|STREAM_POSTOUV0, false);
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}
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity();
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glMatrixMode(GL_MODELVIEW);
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// restore OpenGL state
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if (shadow)
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{
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if (shadow->GetUseDepthTexture())
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g_Renderer.BindTexture(2,0);
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}
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g_Renderer.BindTexture(1,0);
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pglClientActiveTextureARB(GL_TEXTURE0);
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pglActiveTextureARB(GL_TEXTURE0);
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glDepthMask(1);
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glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
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glDisable(GL_BLEND);
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glDisableClientState(GL_COLOR_ARRAY);
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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}
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///////////////////////////////////////////////////////////////////
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// Render un-textured patches as polygons
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void TerrainRenderer::RenderPatches()
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{
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debug_assert(m->phase == Phase_Render);
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glEnableClientState(GL_VERTEX_ARRAY);
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for(size_t i = 0; i < m->visiblePatches.size(); ++i)
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{
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CPatchRData* patchdata = (CPatchRData*)m->visiblePatches[i]->GetRenderData();
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patchdata->RenderStreams(STREAM_POS, true);
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}
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glDisableClientState(GL_VERTEX_ARRAY);
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}
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///////////////////////////////////////////////////////////////////
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// Render outlines of submitted patches as lines
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void TerrainRenderer::RenderOutlines()
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{
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glEnableClientState(GL_VERTEX_ARRAY);
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for(size_t i = 0; i < m->visiblePatches.size(); ++i)
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{
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CPatchRData* patchdata = (CPatchRData*)m->visiblePatches[i]->GetRenderData();
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patchdata->RenderOutline();
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}
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glDisableClientState(GL_VERTEX_ARRAY);
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}
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///////////////////////////////////////////////////////////////////
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// Render water that is part of the terrain
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void TerrainRenderer::RenderWater()
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{
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PROFILE( "render water" );
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WaterManager* WaterMgr = g_Renderer.GetWaterManager();
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bool fancy = WaterMgr->WillRenderFancyWater();
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// If we're using fancy water, make sure its shader is loaded
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if(fancy && !m->fancyWaterShader)
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{
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Handle h = ogl_program_load(g_VFS, L"shaders/water_high.xml");
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if (h < 0)
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{
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LOG(CLogger::Error, LOG_CATEGORY, L"Failed to load water shader. Falling back to non-fancy water.\n");
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g_Renderer.m_Options.m_FancyWater = false;
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fancy = false;
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}
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else
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{
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m->fancyWaterShader = h;
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}
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}
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CTerrain* terrain = g_Game->GetWorld()->GetTerrain();
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// int mapSize = terrain->GetVerticesPerSide();
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// CLOSManager* losMgr = g_Game->GetWorld()->GetLOSManager();
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LEQUAL);
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|
|
|
double time = WaterMgr->m_WaterTexTimer;
|
|
|
|
double period = 1.6;
|
|
int curTex = (int)(time*60/period) % 60;
|
|
|
|
if(fancy)
|
|
{
|
|
WaterMgr->m_NormalMap[curTex]->Bind();
|
|
}
|
|
else
|
|
{
|
|
WaterMgr->m_WaterTexture[curTex]->Bind();
|
|
}
|
|
|
|
// Shift the texture coordinates by these amounts to make the water "flow"
|
|
float tx = -fmod(time, 81.0)/81.0;
|
|
float ty = -fmod(time, 34.0)/34.0;
|
|
|
|
if(!fancy)
|
|
{
|
|
// Perform the shifting by modifying the texture matrix
|
|
glMatrixMode(GL_TEXTURE);
|
|
glLoadIdentity();
|
|
glTranslatef(tx, ty, 0);
|
|
|
|
// Set up texture environment to multiply vertex RGB by texture RGB and use vertex alpha
|
|
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_ARB);
|
|
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_PRIMARY_COLOR_ARB);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
|
|
}
|
|
|
|
// Set the proper LOD bias
|
|
glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, g_Renderer.m_Options.m_LodBias);
|
|
|
|
const CCamera& camera = g_Renderer.GetViewCamera();
|
|
CVector3D camPos = camera.m_Orientation.GetTranslation();
|
|
|
|
GLint vertexDepth = 0; // water depth attribute, if using fancy water
|
|
GLint losMultiplier = 0; // LOS multiplier, if using fancy water
|
|
|
|
if(fancy)
|
|
{
|
|
// Bind reflection and refraction textures on texture units 1 and 2
|
|
pglActiveTextureARB( GL_TEXTURE1_ARB );
|
|
glEnable( GL_TEXTURE_2D );
|
|
glBindTexture( GL_TEXTURE_2D, WaterMgr->m_ReflectionTexture );
|
|
pglActiveTextureARB( GL_TEXTURE2_ARB );
|
|
glEnable( GL_TEXTURE_2D );
|
|
glBindTexture( GL_TEXTURE_2D, WaterMgr->m_RefractionTexture );
|
|
|
|
// Bind water shader and set arguments
|
|
ogl_program_use( m->fancyWaterShader );
|
|
|
|
GLint ambient = ogl_program_get_uniform_location( m->fancyWaterShader, "ambient" );
|
|
GLint sunDir = ogl_program_get_uniform_location( m->fancyWaterShader, "sunDir" );
|
|
GLint sunColor = ogl_program_get_uniform_location( m->fancyWaterShader, "sunColor" );
|
|
GLint cameraPos = ogl_program_get_uniform_location( m->fancyWaterShader, "cameraPos" );
|
|
GLint shininess = ogl_program_get_uniform_location( m->fancyWaterShader, "shininess" );
|
|
GLint specularStrength = ogl_program_get_uniform_location( m->fancyWaterShader, "specularStrength" );
|
|
GLint waviness = ogl_program_get_uniform_location( m->fancyWaterShader, "waviness" );
|
|
GLint murkiness = ogl_program_get_uniform_location( m->fancyWaterShader, "murkiness" );
|
|
GLint fullDepth = ogl_program_get_uniform_location( m->fancyWaterShader, "fullDepth" );
|
|
GLint tint = ogl_program_get_uniform_location( m->fancyWaterShader, "tint" );
|
|
GLint reflectionTint = ogl_program_get_uniform_location( m->fancyWaterShader, "reflectionTint" );
|
|
GLint reflectionTintStrength = ogl_program_get_uniform_location( m->fancyWaterShader, "reflectionTintStrength" );
|
|
GLint translation = ogl_program_get_uniform_location( m->fancyWaterShader, "translation" );
|
|
GLint reflectionMatrix = ogl_program_get_uniform_location( m->fancyWaterShader, "reflectionMatrix" );
|
|
GLint refractionMatrix = ogl_program_get_uniform_location( m->fancyWaterShader, "refractionMatrix" );
|
|
GLint normalMap = ogl_program_get_uniform_location( m->fancyWaterShader, "normalMap" );
|
|
GLint reflectionMap = ogl_program_get_uniform_location( m->fancyWaterShader, "reflectionMap" );
|
|
GLint refractionMap = ogl_program_get_uniform_location( m->fancyWaterShader, "refractionMap" );
|
|
|
|
const CLightEnv& lightEnv = g_Renderer.GetLightEnv();
|
|
pglUniform3fvARB( ambient, 1, &lightEnv.m_TerrainAmbientColor.X );
|
|
pglUniform3fvARB( sunDir, 1, &lightEnv.GetSunDir().X );
|
|
pglUniform3fvARB( sunColor, 1, &lightEnv.m_SunColor.X );
|
|
pglUniform1fARB( shininess, WaterMgr->m_Shininess );
|
|
pglUniform1fARB( specularStrength, WaterMgr->m_SpecularStrength );
|
|
pglUniform1fARB( waviness, WaterMgr->m_Waviness );
|
|
pglUniform1fARB( murkiness, WaterMgr->m_Murkiness );
|
|
pglUniform1fARB( fullDepth, WaterMgr->m_WaterFullDepth );
|
|
pglUniform3fvARB( tint, 1, WaterMgr->m_WaterTint.FloatArray() );
|
|
pglUniform1fARB( reflectionTintStrength, WaterMgr->m_ReflectionTintStrength );
|
|
pglUniform3fvARB( reflectionTint, 1, WaterMgr->m_ReflectionTint.FloatArray() );
|
|
pglUniform4fARB( translation, tx, ty, 0, 0 );
|
|
pglUniformMatrix4fvARB( reflectionMatrix, 1, false, &WaterMgr->m_ReflectionMatrix._11 );
|
|
pglUniformMatrix4fvARB( refractionMatrix, 1, false, &WaterMgr->m_RefractionMatrix._11 );
|
|
pglUniform1iARB( normalMap, 0 ); // texture unit 0
|
|
pglUniform1iARB( reflectionMap, 1 ); // texture unit 1
|
|
pglUniform1iARB( refractionMap, 2 ); // texture unit 2
|
|
pglUniform3fvARB( cameraPos, 1, &camPos.X );
|
|
|
|
vertexDepth = ogl_program_get_attrib_location( m->fancyWaterShader, "vertexDepth" );
|
|
losMultiplier = ogl_program_get_attrib_location( m->fancyWaterShader, "losMultiplier" );
|
|
}
|
|
|
|
float repeatPeriod = (fancy ? WaterMgr->m_RepeatPeriod : 16.0f);
|
|
|
|
glBegin(GL_QUADS);
|
|
|
|
for(size_t i=0; i<m->visiblePatches.size(); i++)
|
|
{
|
|
CPatch* patch = m->visiblePatches[i];
|
|
|
|
for(ssize_t dx=0; dx<PATCH_SIZE; dx++)
|
|
{
|
|
for(ssize_t dz=0; dz<PATCH_SIZE; dz++)
|
|
{
|
|
ssize_t x = (patch->m_X*PATCH_SIZE + dx);
|
|
ssize_t z = (patch->m_Z*PATCH_SIZE + dz);
|
|
|
|
// Some offsets used to go around counterclockwise while keeping code concise
|
|
const int DX[] = {1,1,0,0};
|
|
const int DZ[] = {0,1,1,0};
|
|
|
|
// is any corner of the tile below the water height? if not, no point rendering it
|
|
bool shouldRender = false;
|
|
for(int j=0; j<4; j++)
|
|
{
|
|
float terrainHeight = terrain->GetVertexGroundLevel(x + DX[j], z + DZ[j]);
|
|
if( terrainHeight < WaterMgr->m_WaterHeight )
|
|
{
|
|
shouldRender = true;
|
|
break;
|
|
}
|
|
}
|
|
if(!shouldRender)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
for (int j=0; j<4; j++)
|
|
{
|
|
int ix = x + DX[j];
|
|
int iz = z + DZ[j];
|
|
|
|
float vertX = ix * CELL_SIZE;
|
|
float vertZ = iz * CELL_SIZE;
|
|
|
|
float terrainHeight = terrain->GetVertexGroundLevel(ix, iz);
|
|
float losMod = 1.0f;
|
|
|
|
/*
|
|
if (false) // XXX: need to implement this for new sim system
|
|
{
|
|
for(size_t k=0; k<4; k++)
|
|
{
|
|
ssize_t tx = ix - DX[k];
|
|
ssize_t tz = iz - DZ[k];
|
|
|
|
if(tx >= 0 && tz >= 0 && tx <= mapSize-2 && tz <= mapSize-2)
|
|
{
|
|
ELOSStatus s = losMgr->GetStatus(tx, tz, g_Game->GetLocalPlayer());
|
|
if(s == LOS_EXPLORED && losMod > 0.7f)
|
|
losMod = 0.7f;
|
|
else if(s==LOS_UNEXPLORED && losMod > 0.0f)
|
|
losMod = 0.0f;
|
|
}
|
|
}
|
|
}
|
|
*/
|
|
|
|
if (fancy)
|
|
{
|
|
pglVertexAttrib1fARB(vertexDepth, WaterMgr->m_WaterHeight - terrainHeight);
|
|
pglVertexAttrib1fARB(losMultiplier, losMod);
|
|
pglMultiTexCoord2fARB(GL_TEXTURE0, vertX/repeatPeriod, vertZ/repeatPeriod);
|
|
glVertex3f(vertX, WaterMgr->m_WaterHeight, vertZ);
|
|
}
|
|
else
|
|
{
|
|
float alpha = clamp( (WaterMgr->m_WaterHeight - terrainHeight) / WaterMgr->m_WaterFullDepth + WaterMgr->m_WaterAlphaOffset,
|
|
WaterMgr->m_WaterAlphaOffset, WaterMgr->m_WaterMaxAlpha);
|
|
|
|
// (Crappy) fresnel effect
|
|
CVector3D CamFaceVertex=CVector3D(vertX,WaterMgr->m_WaterHeight,vertZ)-camPos;
|
|
CamFaceVertex.Normalize();
|
|
float FresnelScalar = CamFaceVertex.Dot(CVector3D(0.0f, -1.0f, 0.0f));
|
|
// Invert and set boundaries
|
|
FresnelScalar = 1.f - (FresnelScalar * 0.6);
|
|
|
|
glColor4f(WaterMgr->m_WaterColor.r*losMod,
|
|
WaterMgr->m_WaterColor.g*losMod,
|
|
WaterMgr->m_WaterColor.b*losMod,
|
|
alpha * FresnelScalar);
|
|
pglMultiTexCoord2fARB(GL_TEXTURE0, vertX/repeatPeriod, vertZ/repeatPeriod);
|
|
glVertex3f(vertX, WaterMgr->m_WaterHeight, vertZ);
|
|
}
|
|
|
|
}
|
|
} //end of x loop
|
|
} //end of z loop
|
|
}
|
|
glEnd();
|
|
|
|
if(fancy)
|
|
{
|
|
// Unbind the refraction/reflection textures and the shader
|
|
|
|
pglActiveTextureARB( GL_TEXTURE1_ARB );
|
|
glBindTexture( GL_TEXTURE_2D, 0 );
|
|
glDisable( GL_TEXTURE_2D );
|
|
|
|
pglActiveTextureARB( GL_TEXTURE2_ARB );
|
|
glBindTexture( GL_TEXTURE_2D, 0 );
|
|
glDisable( GL_TEXTURE_2D );
|
|
|
|
pglActiveTextureARB( GL_TEXTURE0_ARB );
|
|
|
|
ogl_program_use( 0 );
|
|
}
|
|
|
|
if(!fancy)
|
|
{
|
|
// Clean up the texture matrix and blend mode
|
|
glLoadIdentity();
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
|
}
|
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glDisable(GL_BLEND);
|
|
glDisable(GL_TEXTURE_2D);
|
|
}
|
|
|
|
|