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forked from 0ad/0ad
0ad/source/renderer/TerrainRenderer.h
Ykkrosh b1b96a89d6 Fix culling for shadows and reflections.
Previously we had a single culling frustum based on the main camera, and
any object outside the frustum would never get rendered, even if it
should actually contribute to shadows or reflections/refractions. This
caused ugly pop-in effects in the shadows and reflections while
scrolling.

Extend the renderer to support multiple cull groups, each with a
separate frustum and with separate lists of submitted objects, so that
shadows and reflections will render the correctly culled sets of
objects.

Update the shadow map generation to compute the (hopefully) correct
bounds and matrices for this new scheme.

Include terrain patches in the shadow bounds, so hills can cast shadows
correctly.

Remove the code that tried to render objects slightly outside the camera
frustum in order to reduce the pop-in effect, since that was a
workaround for the lack of a proper fix.

Remove the model/patch filtering code, which was used to cull objects
that were in the normal camera frustum but should be excluded from
reflections/refractions, since that's redundant now too.

Inline DistanceToPlane to save a few hundred usecs per frame inside
CCmpUnitRenderer::RenderSubmit.

Fixes #504, #579.

This was SVN commit r15445.
2014-06-25 01:11:10 +00:00

165 lines
4.6 KiB
C++

/* Copyright (C) 2012 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
/*
* Terrain rendering (everything related to patches and water) is
* encapsulated in TerrainRenderer
*/
#ifndef INCLUDED_TERRAINRENDERER
#define INCLUDED_TERRAINRENDERER
class CPatch;
class CSimulation2;
class ShadowMap;
class WaterManager;
struct TerrainRendererInternals;
/**
* Class TerrainRenderer: Render everything related to the terrain,
* especially patches and water.
*/
class TerrainRenderer
{
friend class CPatchRData;
friend class CDecalRData;
public:
TerrainRenderer();
~TerrainRenderer();
/**
* Set the simulation context for this frame.
* Call at start of frame, before any other Submits.
*/
void SetSimulation(CSimulation2* simulation);
/**
* Submit: Add a patch for rendering in this frame.
*
* preconditions : PrepareForRendering must not have been called
* for this frame yet.
* The patch must not have been submitted in this frame yet (i.e. you
* can only submit a frame once).
*
* @param patch the patch
*/
void Submit(int cullGroup, CPatch* patch);
/**
* Submit: Add a terrain decal for rendering in this frame.
*/
void Submit(int cullGroup, CModelDecal* decal);
/**
* PrepareForRendering: Prepare internal data structures like vertex
* buffers for rendering.
*
* All patches must have been submitted before the call to
* PrepareForRendering.
* PrepareForRendering must be called before any rendering calls.
*/
void PrepareForRendering();
/**
* EndFrame: Remove all patches from the list of submitted patches.
*/
void EndFrame();
/**
* RenderTerrain: Render textured terrain (including blends between
* different terrain types).
*
* preconditions : PrepareForRendering must have been called this
* frame before calling RenderTerrain.
*/
void RenderTerrain(int cullGroup);
/**
* Render textured terrain, as with RenderTerrain, but using shaders
* instead of multitexturing.
*
* @param shadow A prepared shadow map, in case rendering with shadows is enabled.
*/
void RenderTerrainShader(const CShaderDefines& context, int cullGroup, ShadowMap* shadow);
/**
* RenderPatches: Render all patches un-textured as polygons.
*
* preconditions : PrepareForRendering must have been called this
* frame before calling RenderPatches.
*
* @param filtered If true then only render objects that passed CullPatches.
*/
void RenderPatches(int cullGroup);
/**
* RenderOutlines: Render the outline of patches as lines.
*
* preconditions : PrepareForRendering must have been called this
* frame before calling RenderOutlines.
*
* @param filtered If true then only render objects that passed CullPatches.
*/
void RenderOutlines(int cullGroup);
/**
* RenderWater: Render water for all patches that have been submitted
* this frame.
*
* preconditions : PrepareForRendering must have been called this
* frame before calling RenderWater.
*/
void RenderWater(const CShaderDefines& context, int cullGroup, ShadowMap* shadow);
/**
* Calculate a scissor rectangle for the visible water patches.
*/
CBoundingBoxAligned ScissorWater(int cullGroup, const CMatrix3D& viewproj);
/**
* Render priority text for all submitted patches, for debugging.
*/
void RenderPriorities(int cullGroup);
/**
* Render texture unit 0 over the terrain mesh, with UV coords calculated
* by the given texture matrix.
* Intended for use by TerrainTextureOverlay.
*/
void RenderTerrainOverlayTexture(int cullGroup, CMatrix3D& textureMatrix);
private:
TerrainRendererInternals* m;
/**
* RenderFancyWater: internal rendering method for fancy water.
* Returns false if unable to render with fancy water.
*/
bool RenderFancyWater(const CShaderDefines& context, int cullGroup, ShadowMap* shadow);
/**
* RenderSimpleWater: internal rendering method for water
*/
void RenderSimpleWater(int cullGroup);
static void PrepareShader(const CShaderProgramPtr& shader, ShadowMap* shadow);
};
#endif // INCLUDED_TERRAINRENDERER