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forked from 0ad/0ad
0ad/source/renderer/PatchRData.cpp

577 lines
16 KiB
C++

#include "precompiled.h"
#include <set>
#include <algorithm>
#include "ps/Pyrogenesis.h"
#include "lib/res/graphics/ogl_tex.h"
#include "graphics/LightEnv.h"
#include "Renderer.h"
#include "renderer/PatchRData.h"
#include "AlphaMapCalculator.h"
#include "ps/CLogger.h"
#include "ps/Profile.h"
#include "maths/MathUtil.h"
#include "simulation/LOSManager.h"
const int BlendOffsets[8][2] = {
{ 0, -1 },
{ -1, -1 },
{ -1, 0 },
{ -1, 1 },
{ 0, 1 },
{ 1, 1 },
{ 1, 0 },
{ 1, -1 }
};
///////////////////////////////////////////////////////////////////
// CPatchRData constructor
CPatchRData::CPatchRData(CPatch* patch) : m_Patch(patch), m_VBBase(0), m_VBBlends(0), m_Vertices(0)
{
debug_assert(patch);
Build();
}
///////////////////////////////////////////////////////////////////
// CPatchRData destructor
CPatchRData::~CPatchRData()
{
// delete copy of vertex data
delete[] m_Vertices;
// release vertex buffer chunks
if (m_VBBase) g_VBMan.Release(m_VBBase);
if (m_VBBlends) g_VBMan.Release(m_VBBlends);
}
static Handle GetTerrainTileTexture(CTerrain* terrain,int gx,int gz)
{
CMiniPatch* mp=terrain->GetTile(gx,gz);
return mp ? mp->Tex1 : 0;
}
const float uvFactor = 0.125f / sqrt(2.f);
static void CalculateUV(float uv[2], int x, int z)
{
// The UV axes are offset 45 degrees from XZ
uv[0] = ( x-z)*uvFactor;
uv[1] = (-x-z)*uvFactor;
}
struct STmpSplat {
Handle m_Texture;
u16 m_Indices[4];
};
void CPatchRData::BuildBlends()
{
m_BlendIndices.clear();
m_BlendSplats.clear();
m_BlendVertices.clear();
m_BlendVertexIndices.clear();
CTerrain* terrain=m_Patch->m_Parent;
// temporary list of splats
std::vector<STmpSplat> splats;
// set of textures used for splats
std::set<Handle> splatTextures;
// for each tile in patch ..
for (int j=0;j<PATCH_SIZE;j++) {
for (int i=0;i<PATCH_SIZE;i++) {
u32 gx,gz;
CMiniPatch* mp=&m_Patch->m_MiniPatches[j][i];
mp->GetTileIndex(gx,gz);
// build list of textures of higher priority than current tile that are used by neighbouring tiles
std::vector<STex> neighbourTextures;
for (int m=-1;m<=1;m++) {
for (int k=-1;k<=1;k++) {
CMiniPatch* nmp=terrain->GetTile(gx+k,gz+m);
if (nmp && nmp->Tex1 != mp->Tex1) {
if (nmp->Tex1Priority>mp->Tex1Priority || (nmp->Tex1Priority==mp->Tex1Priority && nmp->Tex1>mp->Tex1)) {
STex tex;
tex.m_Handle=nmp->Tex1;
tex.m_Priority=nmp->Tex1Priority;
if (std::find(neighbourTextures.begin(),neighbourTextures.end(),tex)==neighbourTextures.end()) {
neighbourTextures.push_back(tex);
}
}
}
}
}
if (neighbourTextures.size()>0) {
// sort textures from lowest to highest priority
std::sort(neighbourTextures.begin(),neighbourTextures.end());
// for each of the neighbouring textures ..
uint count=(uint)neighbourTextures.size();
for (uint k=0;k<count;++k) {
// now build the grid of blends dependent on whether the tile adjacent to the current tile
// uses the current neighbour texture
BlendShape8 shape;
for (int m=0;m<8;m++) {
int ox=gx+BlendOffsets[m][1];
int oz=gz+BlendOffsets[m][0];
// get texture on adjacent tile
Handle atex=GetTerrainTileTexture(terrain,ox,oz);
// fill 0/1 into shape array
shape[m]=(atex==neighbourTextures[k].m_Handle) ? 0 : 1;
}
// calculate the required alphamap and the required rotation of the alphamap from blendshape
unsigned int alphamapflags;
int alphamap=CAlphaMapCalculator::Calculate(shape,alphamapflags);
// now actually render the blend tile (if we need one)
if (alphamap!=-1) {
float u0=g_Renderer.m_AlphaMapCoords[alphamap].u0;
float u1=g_Renderer.m_AlphaMapCoords[alphamap].u1;
float v0=g_Renderer.m_AlphaMapCoords[alphamap].v0;
float v1=g_Renderer.m_AlphaMapCoords[alphamap].v1;
if (alphamapflags & BLENDMAP_FLIPU) {
// flip u
float t=u0;
u0=u1;
u1=t;
}
if (alphamapflags & BLENDMAP_FLIPV) {
// flip v
float t=v0;
v0=v1;
v1=t;
}
int base=0;
if (alphamapflags & BLENDMAP_ROTATE90) {
// rotate 1
base=1;
} else if (alphamapflags & BLENDMAP_ROTATE180) {
// rotate 2
base=2;
} else if (alphamapflags & BLENDMAP_ROTATE270) {
// rotate 3
base=3;
}
SBlendVertex vtx[4];
vtx[(base+0)%4].m_AlphaUVs[0]=u0;
vtx[(base+0)%4].m_AlphaUVs[1]=v0;
vtx[(base+1)%4].m_AlphaUVs[0]=u1;
vtx[(base+1)%4].m_AlphaUVs[1]=v0;
vtx[(base+2)%4].m_AlphaUVs[0]=u1;
vtx[(base+2)%4].m_AlphaUVs[1]=v1;
vtx[(base+3)%4].m_AlphaUVs[0]=u0;
vtx[(base+3)%4].m_AlphaUVs[1]=v1;
int vsize=PATCH_SIZE+1;
SBlendVertex dst;
int vindex=(int)m_BlendVertices.size();
const SBaseVertex& vtx0=m_Vertices[(j*vsize)+i];
CalculateUV(dst.m_UVs, gx, gz);
dst.m_AlphaUVs[0]=vtx[0].m_AlphaUVs[0];
dst.m_AlphaUVs[1]=vtx[0].m_AlphaUVs[1];
dst.m_LOSColor=vtx0.m_LOSColor;
dst.m_Position=vtx0.m_Position;
m_BlendVertices.push_back(dst);
m_BlendVertexIndices.push_back((j*vsize)+i);
const SBaseVertex& vtx1=m_Vertices[(j*vsize)+i+1];
CalculateUV(dst.m_UVs, gx+1, gz);
dst.m_AlphaUVs[0]=vtx[1].m_AlphaUVs[0];
dst.m_AlphaUVs[1]=vtx[1].m_AlphaUVs[1];
dst.m_LOSColor=vtx1.m_LOSColor;
dst.m_Position=vtx1.m_Position;
m_BlendVertices.push_back(dst);
m_BlendVertexIndices.push_back((j*vsize)+i+1);
const SBaseVertex& vtx2=m_Vertices[((j+1)*vsize)+i+1];
CalculateUV(dst.m_UVs, gx+1, gz+1);
dst.m_AlphaUVs[0]=vtx[2].m_AlphaUVs[0];
dst.m_AlphaUVs[1]=vtx[2].m_AlphaUVs[1];
dst.m_LOSColor=vtx2.m_LOSColor;
dst.m_Position=vtx2.m_Position;
m_BlendVertices.push_back(dst);
m_BlendVertexIndices.push_back(((j+1)*vsize)+i+1);
const SBaseVertex& vtx3=m_Vertices[((j+1)*vsize)+i];
CalculateUV(dst.m_UVs, gx, gz+1);
dst.m_AlphaUVs[0]=vtx[3].m_AlphaUVs[0];
dst.m_AlphaUVs[1]=vtx[3].m_AlphaUVs[1];
dst.m_LOSColor=vtx3.m_LOSColor;
dst.m_Position=vtx3.m_Position;
m_BlendVertices.push_back(dst);
m_BlendVertexIndices.push_back(((j+1)*vsize)+i);
// build a splat for this quad
STmpSplat splat;
splat.m_Texture=neighbourTextures[k].m_Handle;
splat.m_Indices[0]=(u16)(vindex);
splat.m_Indices[1]=(u16)(vindex+1);
splat.m_Indices[2]=(u16)(vindex+2);
splat.m_Indices[3]=(u16)(vindex+3);
splats.push_back(splat);
// add this texture to set of unique splat textures
splatTextures.insert(splat.m_Texture);
}
}
}
}
}
// build vertex data
if (m_VBBlends) {
// release existing vertex buffer chunk
g_VBMan.Release(m_VBBlends);
m_VBBlends=0;
}
if (m_BlendVertices.size()) {
m_VBBlends=g_VBMan.Allocate(sizeof(SBlendVertex),m_BlendVertices.size(),true);
m_VBBlends->m_Owner->UpdateChunkVertices(m_VBBlends,&m_BlendVertices[0]);
// now build outgoing splats
m_BlendSplats.resize(splatTextures.size());
int splatCount=0;
debug_assert(m_VBBlends->m_Index < 65536);
unsigned short base = (unsigned short)m_VBBlends->m_Index;
std::set<Handle>::iterator iter=splatTextures.begin();
for (;iter!=splatTextures.end();++iter) {
Handle tex=*iter;
SSplat& splat=m_BlendSplats[splatCount];
splat.m_IndexStart=(u32)m_BlendIndices.size();
splat.m_Texture=tex;
for (uint k=0;k<(uint)splats.size();k++) {
if (splats[k].m_Texture==tex) {
m_BlendIndices.push_back(splats[k].m_Indices[0]+base);
m_BlendIndices.push_back(splats[k].m_Indices[1]+base);
m_BlendIndices.push_back(splats[k].m_Indices[2]+base);
m_BlendIndices.push_back(splats[k].m_Indices[3]+base);
splat.m_IndexCount+=4;
}
}
splatCount++;
}
}
}
void CPatchRData::BuildIndices()
{
// must have allocated some vertices before trying to build corresponding indices
debug_assert(m_VBBase);
// number of vertices in each direction in each patch
int vsize=PATCH_SIZE+1;
// release existing indices and bins
m_Indices.clear();
m_ShadowMapIndices.clear();
m_Splats.clear();
// build grid of textures on this patch and boundaries of adjacent patches
std::vector<Handle> textures;
Handle texgrid[PATCH_SIZE][PATCH_SIZE];
for (int j=0;j<PATCH_SIZE;j++) {
for (int i=0;i<PATCH_SIZE;i++) {
Handle h=m_Patch->m_MiniPatches[j][i].Tex1;
texgrid[j][i]=h;
if (std::find(textures.begin(),textures.end(),h)==textures.end()) {
textures.push_back(h);
}
}
}
// now build base splats from interior textures
m_Splats.resize(textures.size());
// build indices for base splats
u32 base=(u32)m_VBBase->m_Index;
for (uint i=0;i<(uint)m_Splats.size();i++) {
Handle h=textures[i];
SSplat& splat=m_Splats[i];
splat.m_Texture=h;
splat.m_IndexStart=(u32)m_Indices.size();
for (int j=0;j<PATCH_SIZE;j++) {
for (int i=0;i<PATCH_SIZE;i++) {
if (texgrid[j][i]==h){
m_Indices.push_back(((j+0)*vsize+(i+0))+base);
m_Indices.push_back(((j+0)*vsize+(i+1))+base);
m_Indices.push_back(((j+1)*vsize+(i+1))+base);
m_Indices.push_back(((j+1)*vsize+(i+0))+base);
}
}
}
splat.m_IndexCount=(u32)m_Indices.size()-splat.m_IndexStart;
}
// build indices for the shadow map pass
for (int j=0;j<PATCH_SIZE;j++) {
for (int i=0;i<PATCH_SIZE;i++) {
m_ShadowMapIndices.push_back(((j+0)*vsize+(i+0))+base);
m_ShadowMapIndices.push_back(((j+0)*vsize+(i+1))+base);
m_ShadowMapIndices.push_back(((j+1)*vsize+(i+1))+base);
m_ShadowMapIndices.push_back(((j+1)*vsize+(i+0))+base);
}
}
}
void CPatchRData::BuildVertices()
{
// create both vertices and lighting colors
CVector3D normal;
// number of vertices in each direction in each patch
int vsize=PATCH_SIZE+1;
if (!m_Vertices) {
m_Vertices=new SBaseVertex[vsize*vsize];
}
SBaseVertex* vertices=m_Vertices;
// get index of this patch
u32 px=m_Patch->m_X;
u32 pz=m_Patch->m_Z;
CTerrain* terrain=m_Patch->m_Parent;
const CLightEnv& lightEnv = g_Renderer.GetLightEnv();
// build vertices
for (int j=0;j<vsize;j++) {
for (int i=0;i<vsize;i++) {
int ix=px*PATCH_SIZE+i;
int iz=pz*PATCH_SIZE+j;
int v=(j*vsize)+i;
// calculate vertex data
terrain->CalcPosition(ix,iz,vertices[v].m_Position);
*(uint32_t*)&vertices[v].m_LOSColor = 0; // will be set to the proper value in Update()
CalculateUV(vertices[v].m_UVs, ix, iz);
// Calculate diffuse lighting for this vertex
// Ambient is added by the lighting pass (since ambient is the same
// for all vertices, it need not be stored in the vertex structure)
terrain->CalcNormal(ix,iz,normal);
RGBColor diffuse;
lightEnv.EvaluateDirect(normal, diffuse);
*(u32*)&vertices[v].m_DiffuseColor = ConvertRGBColorTo4ub(diffuse);
}
}
// upload to vertex buffer
if (!m_VBBase) {
m_VBBase=g_VBMan.Allocate(sizeof(SBaseVertex),vsize*vsize,true);
}
m_VBBase->m_Owner->UpdateChunkVertices(m_VBBase,m_Vertices);
}
void CPatchRData::Build()
{
BuildVertices();
BuildIndices();
BuildBlends();
}
void CPatchRData::Update()
{
if (m_UpdateFlags!=0) {
// TODO,RC 11/04/04 - need to only rebuild necessary bits of renderdata rather
// than everything; it's complicated slightly because the blends are dependent
// on both vertex and index data
BuildVertices();
BuildIndices();
BuildBlends();
m_UpdateFlags=0;
}
// Update vertex colors, which are affected by LOS
u32 px=m_Patch->m_X;
u32 pz=m_Patch->m_Z;
CTerrain* terrain=m_Patch->m_Parent;
int mapSize=terrain->GetVerticesPerSide();
CLOSManager* losMgr = g_Game->GetWorld()->GetLOSManager();
int vsize=PATCH_SIZE+1;
// this is very similar to BuildVertices(), but just for color
for (int j=0;j<vsize;j++) {
for (int i=0;i<vsize;i++) {
int ix=px*PATCH_SIZE+i;
int iz=pz*PATCH_SIZE+j;
int v=(j*vsize)+i;
const int DX[] = {1,1,0,0};
const int DZ[] = {0,1,1,0};
SColor4ub losMod(255, 255, 255, 255);
for(int k=0; k<4; k++)
{
int tx = ix - DX[k];
int 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.R > 178)
losMod = SColor4ub(178, 178, 178, 255);
else if(s==LOS_UNEXPLORED && losMod.R > 0)
losMod = SColor4ub(0, 0, 0, 255);
}
}
m_Vertices[v].m_LOSColor = losMod;
}
}
// upload base vertices into their vertex buffer
m_VBBase->m_Owner->UpdateChunkVertices(m_VBBase,m_Vertices);
// update blend colors by copying them from vertex colors
for(uint i=0; i<m_BlendVertices.size(); i++)
{
m_BlendVertices[i].m_LOSColor = m_Vertices[m_BlendVertexIndices[i]].m_LOSColor;
}
// upload blend vertices into their vertex buffer too
if(m_BlendVertices.size())
{
m_VBBlends->m_Owner->UpdateChunkVertices(m_VBBlends,&m_BlendVertices[0]);
}
}
void CPatchRData::RenderBase(bool losColor)
{
debug_assert(m_UpdateFlags==0);
SBaseVertex *base=(SBaseVertex *)m_VBBase->m_Owner->Bind();
// setup data pointers
u32 stride=sizeof(SBaseVertex);
glVertexPointer(3,GL_FLOAT,stride,&base->m_Position[0]);
glColorPointer(4,GL_UNSIGNED_BYTE,stride,losColor ? &base->m_LOSColor : &base->m_DiffuseColor);
glTexCoordPointer(2,GL_FLOAT,stride,&base->m_UVs[0]);
// render each splat
for (uint i=0;i<(uint)m_Splats.size();i++) {
SSplat& splat=m_Splats[i];
ogl_tex_bind(splat.m_Texture);
glDrawElements(GL_QUADS,splat.m_IndexCount,GL_UNSIGNED_SHORT,&m_Indices[splat.m_IndexStart]);
// bump stats
g_Renderer.m_Stats.m_DrawCalls++;
g_Renderer.m_Stats.m_TerrainTris+=splat.m_IndexCount/2;
}
}
void CPatchRData::RenderStreams(u32 streamflags, bool losColor)
{
debug_assert(m_UpdateFlags==0);
SBaseVertex* base=(SBaseVertex *)m_VBBase->m_Owner->Bind();
// setup data pointers
u32 stride=sizeof(SBaseVertex);
glVertexPointer(3, GL_FLOAT, stride, &base->m_Position);
if (streamflags & STREAM_UV0) {
glTexCoordPointer(2, GL_FLOAT, stride, &base->m_UVs);
} else if (streamflags & STREAM_POSTOUV0) {
glTexCoordPointer(3, GL_FLOAT, stride, &base->m_Position);
}
if (streamflags & STREAM_COLOR)
{
glColorPointer(4,GL_UNSIGNED_BYTE,stride,losColor ? &base->m_LOSColor : &base->m_DiffuseColor);
}
// render all base splats at once
glDrawElements(GL_QUADS,(GLsizei)m_Indices.size(),GL_UNSIGNED_SHORT,&m_Indices[0]);
// bump stats
g_Renderer.m_Stats.m_DrawCalls++;
g_Renderer.m_Stats.m_TerrainTris+=(u32)m_Indices.size()/2;
}
void CPatchRData::RenderBlends()
{
debug_assert(m_UpdateFlags==0);
if (m_BlendVertices.size()==0) return;
u8* base=m_VBBlends->m_Owner->Bind();
// setup data pointers
u32 stride=sizeof(SBlendVertex);
glVertexPointer(3,GL_FLOAT,stride,base+offsetof(SBlendVertex,m_Position));
glColorPointer(4,GL_UNSIGNED_BYTE,stride,base+offsetof(SBlendVertex,m_LOSColor));
pglClientActiveTextureARB(GL_TEXTURE0);
glTexCoordPointer(2,GL_FLOAT,stride,base+offsetof(SBlendVertex,m_UVs[0]));
pglClientActiveTextureARB(GL_TEXTURE1);
glTexCoordPointer(2,GL_FLOAT,stride,base+offsetof(SBlendVertex,m_AlphaUVs[0]));
for (uint i=0;i<(uint)m_BlendSplats.size();i++) {
SSplat& splat=m_BlendSplats[i];
ogl_tex_bind(splat.m_Texture);
glDrawElements(GL_QUADS,splat.m_IndexCount,GL_UNSIGNED_SHORT,&m_BlendIndices[splat.m_IndexStart]);
// bump stats
g_Renderer.m_Stats.m_DrawCalls++;
g_Renderer.m_Stats.m_BlendSplats++;
g_Renderer.m_Stats.m_TerrainTris+=splat.m_IndexCount/2;
}
}
void CPatchRData::RenderOutline()
{
int i;
uint vsize=PATCH_SIZE+1;
glBegin(GL_LINES);
for (i=0;i<PATCH_SIZE;i++) {
glVertex3fv(&m_Vertices[i].m_Position.X);
glVertex3fv(&m_Vertices[i+1].m_Position.X);
}
glEnd();
glBegin(GL_LINES);
for (i=0;i<PATCH_SIZE;i++) {
glVertex3fv(&m_Vertices[PATCH_SIZE+(i*(PATCH_SIZE+1))].m_Position.X);
glVertex3fv(&m_Vertices[PATCH_SIZE+((i+1)*(PATCH_SIZE+1))].m_Position.X);
}
glEnd();
glBegin(GL_LINES);
for (i=1;i<PATCH_SIZE;i++) {
glVertex3fv(&m_Vertices[(vsize*vsize)-i].m_Position.X);
glVertex3fv(&m_Vertices[(vsize*vsize)-(i+1)].m_Position.X);
}
glEnd();
glBegin(GL_LINES);
for (i=1;i<PATCH_SIZE;i++) {
glVertex3fv(&m_Vertices[(vsize*(vsize-1))-(i*vsize)].m_Position.X);
glVertex3fv(&m_Vertices[(vsize*(vsize-1))-((i+1)*vsize)].m_Position.X);
}
glEnd();
}