0ad/source/renderer/PlayerRenderer.cpp
2005-10-12 01:07:01 +00:00

291 lines
9.7 KiB
C++

/***************************************************************************************
AUTHOR: John M. Mena
EMAIL: JohnMMena@hotmail.com
FILE: PlayerRenderer.cpp
CREATED: 1/23/05
COMPLETED: NULL
DESCRIPTION: Handles rendering all of the player objects.
The structure and overall design was inherited from Rich Cross' Transparency Renderer.
****************************************************************************************/
#include "precompiled.h"
#include <algorithm>
#include "Renderer.h"
#include "PlayerRenderer.h"
#include "Model.h"
#include "Game.h"
#include "Profile.h"
#include "ps/CLogger.h"
#define LOG_CATEGORY "graphics"
CPlayerRenderer g_PlayerRenderer;
///////////////////////////////////////////////////////////////////////////////////////////////////
// RenderFast: Use single-pass, three-TMU rendering technique
void CPlayerRenderer::RenderFast()
{
// Nice player color uses a single pass with three texture environments
// Note: This uses ARB_texture_env_crossbar (which is checked in GameSetup)
//
// We calculate: Result = Color*Texture*(PlayerColor*(1-Texture.a) + 1.0*Texture.a)
// Algebra gives us:
// Result = (1 - ((1 - PlayerColor) * (1 - Texture.a)))*Texture*Color
// TexEnv #0
glActiveTextureARB(GL_TEXTURE0);
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_TEXTURE0);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_ONE_MINUS_SRC_ALPHA);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_CONSTANT);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_ONE_MINUS_SRC_COLOR);
// Don't care about alpha; set it to something harmless
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE0);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
// TexEnv #1
glActiveTextureARB(GL_TEXTURE0+1);
glEnable(GL_TEXTURE_2D);
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_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_ONE_MINUS_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PRIMARY_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
// Don't care about alpha; set it to something harmless
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
// TexEnv #2
glActiveTextureARB(GL_TEXTURE0+2);
glEnable(GL_TEXTURE_2D);
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_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE0);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
// Don't care about alpha; set it to something harmless
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
glActiveTextureARB(GL_TEXTURE0);
// Render it!
RenderObjectsStreams(STREAM_POS|STREAM_COLOR|STREAM_UV0, true);
// Restore state
glActiveTextureARB(GL_TEXTURE1);
glDisable(GL_TEXTURE_2D);
glActiveTextureARB(GL_TEXTURE2);
glDisable(GL_TEXTURE_2D);
glActiveTextureARB(GL_TEXTURE0);
}
///////////////////////////////////////////////////////////////////////////////////////////////////
// RenderSlow: Use multi-pass rendering technique, using two TMUs
void CPlayerRenderer::RenderSlow()
{
// We calculate: Result = (Color*Texture)*Texture.a + (Color*Texture*PlayerColor)*(1-Texture.a)
// Modulation is done via texture environments, the final interpolation is done via blending
// FIRST PASS
// TexEnv #0
glActiveTextureARB(GL_TEXTURE0);
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);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
// Don't care about alpha; set it to something harmless
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
// Render it!
RenderObjectsStreams(STREAM_POS|STREAM_COLOR|STREAM_UV0, false);
// SECOND PASS
// TexEnv #0
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_CONSTANT);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
// Alpha = Opacity of non-player colored layer
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
// TexEnv #1
glActiveTextureARB(GL_TEXTURE1);
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_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PRIMARY_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
// Pass alpha unchanged
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
glActiveTextureARB(GL_TEXTURE0);
// Setup blending
glEnable(GL_BLEND);
glBlendFunc(GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA);
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_LESS, 1.0);
glDepthMask(0);
// Render it!
RenderObjectsStreams(STREAM_POS|STREAM_COLOR|STREAM_UV0, true);
// Restore state
glActiveTextureARB(GL_TEXTURE1);
glDisable(GL_TEXTURE_2D);
glActiveTextureARB(GL_TEXTURE0);
glDisable(GL_BLEND);
glDisable(GL_ALPHA_TEST);
glDepthMask(1);
}
///////////////////////////////////////////////////////////////////////////////////////////////////
// Render: render all deferred passes; call Sort before using to ensure passes
// are drawn in correct order
void CPlayerRenderer::Render()
{
PROFILE( "render player models" );
if (m_Objects.size()==0) return;
if (g_Renderer.m_FastPlayerColor && ogl_max_tex_units < 3)
{
g_Renderer.m_FastPlayerColor = false;
LOG(WARNING, LOG_CATEGORY, "Using fallback player color rendering (not enough TMUs).");
}
// switch on wireframe if we need it
if (g_Renderer.m_ModelRenderMode==WIREFRAME) {
glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
}
CModelRData::SetupRender(STREAM_POS|STREAM_COLOR|STREAM_UV0);
if (g_Renderer.m_FastPlayerColor)
{
RenderFast();
}
else
{
RenderSlow();
}
CModelRData::FinishRender(STREAM_POS|STREAM_COLOR|STREAM_UV0);
if (g_Renderer.m_ModelRenderMode==WIREFRAME) {
// switch wireframe off again
glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
} else if (g_Renderer.m_ModelRenderMode==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);
g_Renderer.SetTexture(0,0);
glColor4f(1,1,1,0.75f);
glLineWidth(1.0f);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
// render each model
CModelRData::SetupRender(STREAM_POS);
RenderObjectsStreams(STREAM_POS);
CModelRData::FinishRender(STREAM_POS);
// .. and restore the renderstates
glDisable(GL_BLEND);
glDepthMask(1);
// restore fill mode, and we're done
glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
}
}
void CPlayerRenderer::Clear()
{
// all transparent objects rendered; release them
m_Objects.clear();
}
void CPlayerRenderer::Add(CModel* model)
{
m_Objects.push_back(model);
}
//TODO: Correctly implement shadows for the players
void CPlayerRenderer::RenderShadows()
{
if (m_Objects.size()==0) return;
RenderObjectsStreams(STREAM_POS|STREAM_UV0, false, MODELFLAG_CASTSHADOWS);
}
///////////////////////////////////////////////////////////////////////////////////////////////
// RenderObjectsStreams: render given streams on all objects
void CPlayerRenderer::RenderObjectsStreams(u32 streamflags, bool iscolorpass, u32 mflags)
{
int tmus = 1;
if (iscolorpass)
{
if (g_Renderer.m_FastPlayerColor)
tmus = 3;
else
tmus = 2;
}
for (uint i=0;i<m_Objects.size();++i) {
if (!mflags || (m_Objects[i]->GetFlags() & mflags)) {
CModelRData* modeldata=(CModelRData*) m_Objects[i]->GetRenderData();
// Pass the player color as a TexEnv constant when applicable
if (iscolorpass)
{
// Get the player color
SMaterialColor colour = m_Objects[i]->GetMaterial().GetPlayerColor();
float* color = &colour.r; // because it's stored RGBA
// Set the texture environment color the player color
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);
}
// Render the model
modeldata->RenderStreams(streamflags, tmus);
}
}
}