0ad/source/renderer/DecalRData.cpp

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/* Copyright (C) 2011 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/>.
*/
#include "precompiled.h"
#include "DecalRData.h"
#include "graphics/Decal.h"
#include "graphics/Model.h"
#include "graphics/Terrain.h"
#include "graphics/TextureManager.h"
#include "ps/Game.h"
#include "ps/Profile.h"
#include "renderer/Renderer.h"
#include "simulation2/Simulation2.h"
#include "simulation2/components/ICmpWaterManager.h"
// TODO: Currently each decal is a separate CDecalRData. We might want to use
// lots of decals for special effects like shadows, footprints, etc, in which
// case we should probably redesign this to batch them all together for more
// efficient rendering.
CDecalRData::CDecalRData(CModelDecal* decal)
: m_Decal(decal), m_IndexArray(GL_STATIC_DRAW), m_Array(GL_STATIC_DRAW)
{
m_Position.type = GL_FLOAT;
m_Position.elems = 3;
m_Array.AddAttribute(&m_Position);
m_UV.type = GL_FLOAT;
m_UV.elems = 2;
m_Array.AddAttribute(&m_UV);
BuildArrays();
}
CDecalRData::~CDecalRData()
{
}
void CDecalRData::Update()
{
if (m_UpdateFlags != 0)
{
BuildArrays();
m_UpdateFlags = 0;
}
}
void CDecalRData::Render()
{
m_Decal->m_Decal.m_Texture->Bind(0);
// TODO: Need to handle floating decals correctly. In particular, we need
// to render non-floating before water and floating after water (to get
// the blending right), and we also need to apply the correct lighting in
// each case, which doesn't really seem possible with the current
// TerrainRenderer.
// Also, need to mark the decals as dirty when water height changes.
// glDisable(GL_TEXTURE_2D);
// m_Decal->GetBounds().Render();
// glEnable(GL_TEXTURE_2D);
u8* base = m_Array.Bind();
GLsizei stride = (GLsizei)m_Array.GetStride();
u8* indexBase = m_IndexArray.Bind();
glColor3fv(m_Decal->GetShadingColor().FloatArray());
glVertexPointer(3, GL_FLOAT, stride, base + m_Position.offset);
glTexCoordPointer(2, GL_FLOAT, stride, base + m_UV.offset);
if (!g_Renderer.m_SkipSubmit)
{
glDrawElements(GL_TRIANGLES, (GLsizei)m_IndexArray.GetNumVertices(), GL_UNSIGNED_SHORT, indexBase);
}
// bump stats
g_Renderer.m_Stats.m_DrawCalls++;
g_Renderer.m_Stats.m_TerrainTris += m_IndexArray.GetNumVertices() / 3;
CVertexBuffer::Unbind();
}
void CDecalRData::BuildArrays()
{
PROFILE("decal build");
const SDecal& decal = m_Decal->m_Decal;
// TODO: Currently this constructs an axis-aligned bounding rectangle around
// the decal. It would be more efficient for rendering if we excluded tiles
// that are outside the (non-axis-aligned) decal rectangle.
ssize_t i0, j0, i1, j1;
m_Decal->CalcVertexExtents(i0, j0, i1, j1);
// Construct vertex data arrays
CmpPtr<ICmpWaterManager> cmpWaterManager(*g_Game->GetSimulation2(), SYSTEM_ENTITY);
m_Array.SetNumVertices((i1-i0+1)*(j1-j0+1));
m_Array.Layout();
VertexArrayIterator<CVector3D> Position = m_Position.GetIterator<CVector3D>();
VertexArrayIterator<float[2]> UV = m_UV.GetIterator<float[2]>();
for (ssize_t j = j0; j <= j1; ++j)
{
for (ssize_t i = i0; i <= i1; ++i)
{
CVector3D pos;
m_Decal->m_Terrain->CalcPosition(i, j, pos);
if (decal.m_Floating && !cmpWaterManager.null())
pos.Y = std::max(pos.Y, cmpWaterManager->GetExactWaterLevel(pos.X, pos.Z));
*Position = pos;
++Position;
// Map from world space back into decal texture space
CVector3D inv = m_Decal->GetInvTransform().Transform(pos);
(*UV)[0] = 0.5f + (inv.X - decal.m_OffsetX) / decal.m_SizeX;
(*UV)[1] = 0.5f - (inv.Z - decal.m_OffsetZ) / decal.m_SizeZ; // flip V to match our texture convention
++UV;
}
}
m_Array.Upload();
m_Array.FreeBackingStore();
// Construct index arrays for each terrain tile
m_IndexArray.SetNumVertices((i1-i0)*(j1-j0)*6);
m_IndexArray.Layout();
VertexArrayIterator<u16> Index = m_IndexArray.GetIterator();
u16 base = 0;
ssize_t w = i1-i0+1;
for (ssize_t dj = 0; dj < j1-j0; ++dj)
{
for (ssize_t di = 0; di < i1-i0; ++di)
{
bool dir = m_Decal->m_Terrain->GetTriangulationDir(i0+di, j0+dj);
if (dir)
{
*Index++ = u16(((dj+0)*w+(di+0))+base);
*Index++ = u16(((dj+0)*w+(di+1))+base);
*Index++ = u16(((dj+1)*w+(di+0))+base);
*Index++ = u16(((dj+0)*w+(di+1))+base);
*Index++ = u16(((dj+1)*w+(di+1))+base);
*Index++ = u16(((dj+1)*w+(di+0))+base);
}
else
{
*Index++ = u16(((dj+0)*w+(di+0))+base);
*Index++ = u16(((dj+0)*w+(di+1))+base);
*Index++ = u16(((dj+1)*w+(di+1))+base);
*Index++ = u16(((dj+1)*w+(di+1))+base);
*Index++ = u16(((dj+1)*w+(di+0))+base);
*Index++ = u16(((dj+0)*w+(di+0))+base);
}
}
}
m_IndexArray.Upload();
m_IndexArray.FreeBackingStore();
}