916 lines
24 KiB
C++
916 lines
24 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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* =========================================================================
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* File : TransparencyRenderer.h
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* Project : Pyrogenesis
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* Description : ModelRenderer implementation that sorts models and/or
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* : polygons based on distance from viewer, for transparency
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* : rendering.
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* =========================================================================
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*/
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#include "precompiled.h"
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#include <algorithm>
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#include <vector>
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#include "lib/ogl.h"
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#include "maths/MathUtil.h"
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#include "maths/Vector3D.h"
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#include "maths/Vector4D.h"
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#include "graphics/LightEnv.h"
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#include "graphics/Model.h"
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#include "graphics/ModelDef.h"
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#include "ps/Profile.h"
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#include "renderer/Renderer.h"
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#include "renderer/ShadowMap.h"
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#include "renderer/TransparencyRenderer.h"
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#include "renderer/VertexArray.h"
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// PolygonSortModelRenderer implementation
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/**
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* Struct PSModelDef: Per-CModelDef data for the polygon sort vertex renderer
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*/
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struct PSModelDef : public CModelDefRPrivate
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{
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PSModelDef(const CModelDefPtr& mdef);
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/// Static vertex array
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VertexArray m_Array;
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/// UV is static
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VertexArray::Attribute m_UV;
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};
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PSModelDef::PSModelDef(const CModelDefPtr& mdef)
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: m_Array(false)
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{
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m_UV.type = GL_FLOAT;
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m_UV.elems = 2;
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m_Array.AddAttribute(&m_UV);
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m_Array.SetNumVertices(mdef->GetNumVertices());
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m_Array.Layout();
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VertexArrayIterator<float[2]> UVit = m_UV.GetIterator<float[2]>();
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ModelRenderer::BuildUV(mdef, UVit);
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m_Array.Upload();
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m_Array.FreeBackingStore();
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}
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/**
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* Struct PSModel: Per-CModel data for the polygon sorting renderer
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*/
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struct PSModel
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{
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PSModel(CModel* model);
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~PSModel();
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/**
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* BackToFrontIndexSort: Sort polygons by distance to camera for
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* transparency rendering and fill the indices array appropriately.
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*
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* @param worldToCam World to camera coordinate space transform
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*
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* @return Square of the estimated distance to the nearest triangle.
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*/
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float BackToFrontIndexSort(const CMatrix3D& objToCam);
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/// Back-link to the model
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CModel* m_Model;
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/// Dynamic per-CModel vertex array
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VertexArray m_Array;
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/// Position and lighting are recalculated on CPU every frame
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VertexArray::Attribute m_Position;
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VertexArray::Attribute m_Color;
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/// Indices array (sorted on CPU based on distance to camera)
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u16* m_Indices;
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};
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PSModel::PSModel(CModel* model)
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: m_Model(model), m_Array(true)
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{
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CModelDefPtr mdef = m_Model->GetModelDef();
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m_Position.type = GL_FLOAT;
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m_Position.elems = 3;
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m_Array.AddAttribute(&m_Position);
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m_Color.type = GL_UNSIGNED_BYTE;
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m_Color.elems = 4;
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m_Array.AddAttribute(&m_Color);
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m_Array.SetNumVertices(mdef->GetNumVertices());
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m_Array.Layout();
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m_Indices = new u16[mdef->GetNumFaces()*3];
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}
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PSModel::~PSModel()
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{
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delete[] m_Indices;
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}
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typedef std::pair<int,float> IntFloatPair;
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struct SortFacesByDist {
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bool operator()(const IntFloatPair& lhs,const IntFloatPair& rhs) {
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return lhs.second>rhs.second ? true : false;
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}
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};
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float PSModel::BackToFrontIndexSort(const CMatrix3D& worldToCam)
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{
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static std::vector<IntFloatPair> IndexSorter;
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CModelDefPtr mdef = m_Model->GetModelDef();
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size_t numFaces = mdef->GetNumFaces();
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const SModelFace* faces = mdef->GetFaces();
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if (IndexSorter.size() < numFaces)
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IndexSorter.resize(numFaces);
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VertexArrayIterator<CVector3D> Position = m_Position.GetIterator<CVector3D>();
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CVector3D tmpvtx;
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for(size_t i = 0; i < numFaces; ++i)
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{
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tmpvtx = Position[faces[i].m_Verts[0]];
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tmpvtx += Position[faces[i].m_Verts[1]];
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tmpvtx += Position[faces[i].m_Verts[2]];
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tmpvtx *= 1.0f/3.0f;
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tmpvtx = worldToCam.Transform(tmpvtx);
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float distsqrd = SQR(tmpvtx.X)+SQR(tmpvtx.Y)+SQR(tmpvtx.Z);
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IndexSorter[i].first = (int)i;
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IndexSorter[i].second = distsqrd;
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}
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std::sort(IndexSorter.begin(),IndexSorter.begin()+numFaces,SortFacesByDist());
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// now build index list
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size_t idxidx = 0;
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for (size_t i = 0; i < numFaces; ++i) {
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const SModelFace& face = faces[IndexSorter[i].first];
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m_Indices[idxidx++] = (u16)(face.m_Verts[0]);
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m_Indices[idxidx++] = (u16)(face.m_Verts[1]);
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m_Indices[idxidx++] = (u16)(face.m_Verts[2]);
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}
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return IndexSorter[0].second;
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}
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/**
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* Struct PolygonSortModelRendererInternals: Internal data structure of
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* PolygonSortModelRenderer
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*/
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struct PolygonSortModelRendererInternals
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{
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/// Scratch space for normal vector calculation
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std::vector<CVector3D> normals;
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};
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// Construction / Destruction
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PolygonSortModelRenderer::PolygonSortModelRenderer()
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{
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m = new PolygonSortModelRendererInternals;
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}
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PolygonSortModelRenderer::~PolygonSortModelRenderer()
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{
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delete m;
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}
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// Create per-CModel data for the model (and per-CModelDef data if necessary)
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void* PolygonSortModelRenderer::CreateModelData(CModel* model)
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{
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CModelDefPtr mdef = model->GetModelDef();
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PSModelDef* psmdef = (PSModelDef*)mdef->GetRenderData(m);
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if (!psmdef)
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{
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psmdef = new PSModelDef(mdef);
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mdef->SetRenderData(m, psmdef);
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}
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return new PSModel(model);
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}
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// Updated transforms
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void PolygonSortModelRenderer::UpdateModelData(CModel* model, void* data, int updateflags)
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{
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PSModel* psmdl = (PSModel*)data;
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if (updateflags & (RENDERDATA_UPDATE_VERTICES|RENDERDATA_UPDATE_COLOR))
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{
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CModelDefPtr mdef = model->GetModelDef();
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size_t numVertices = mdef->GetNumVertices();
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// build vertices
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if (m->normals.size() < numVertices)
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m->normals.resize(numVertices);
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VertexArrayIterator<CVector3D> Position = psmdl->m_Position.GetIterator<CVector3D>();
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VertexArrayIterator<CVector3D> Normal = VertexArrayIterator<CVector3D>((char*)&m->normals[0], sizeof(CVector3D));
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ModelRenderer::BuildPositionAndNormals(model, Position, Normal);
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VertexArrayIterator<SColor4ub> Color = psmdl->m_Color.GetIterator<SColor4ub>();
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ModelRenderer::BuildColor4ub(model, Normal, Color, false);
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// upload everything to vertex buffer
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psmdl->m_Array.Upload();
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}
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// resort model indices from back to front, according to the view camera position - and store
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// the returned sqrd distance to the centre of the nearest triangle
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// Use the view camera instead of the cull camera because:
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// a) polygon sorting implicitly uses the view camera (and changing that would be costly)
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// b) using the cull camera is likely not interesting from a debugging POV
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PROFILE_START( "sorting transparent" );
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CMatrix3D worldToCam;
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g_Renderer.GetViewCamera().m_Orientation.GetInverse(worldToCam);
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psmdl->BackToFrontIndexSort(worldToCam);
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PROFILE_END( "sorting transparent" );
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}
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// Cleanup per-CModel data
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void PolygonSortModelRenderer::DestroyModelData(CModel* UNUSED(model), void* data)
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{
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PSModel* psmdl = (PSModel*)data;
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delete psmdl;
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}
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// Prepare for one rendering pass
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void PolygonSortModelRenderer::BeginPass(int streamflags, const CMatrix3D* texturematrix)
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{
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debug_assert(streamflags == (streamflags & (STREAM_POS|STREAM_COLOR|STREAM_UV0|STREAM_TEXGENTOUV1)));
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glEnableClientState(GL_VERTEX_ARRAY);
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if (streamflags & STREAM_UV0) glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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if (streamflags & STREAM_COLOR) glEnableClientState(GL_COLOR_ARRAY);
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if (streamflags & STREAM_TEXGENTOUV1)
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{
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pglActiveTextureARB(GL_TEXTURE1);
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pglClientActiveTextureARB(GL_TEXTURE1);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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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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pglActiveTextureARB(GL_TEXTURE0);
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pglClientActiveTextureARB(GL_TEXTURE0);
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}
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}
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// Cleanup rendering
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void PolygonSortModelRenderer::EndPass(int streamflags)
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{
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if (streamflags & STREAM_UV0) glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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if (streamflags & STREAM_COLOR) glDisableClientState(GL_COLOR_ARRAY);
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if (streamflags & STREAM_TEXGENTOUV1)
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{
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pglActiveTextureARB(GL_TEXTURE1);
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pglClientActiveTextureARB(GL_TEXTURE1);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity();
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glMatrixMode(GL_MODELVIEW);
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pglActiveTextureARB(GL_TEXTURE0);
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pglClientActiveTextureARB(GL_TEXTURE0);
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}
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glDisableClientState(GL_VERTEX_ARRAY);
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}
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// Prepare for rendering models using this CModelDef
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void PolygonSortModelRenderer::PrepareModelDef(int streamflags, const CModelDefPtr& def)
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{
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if (streamflags & STREAM_UV0)
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{
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PSModelDef* psmdef = (PSModelDef*)def->GetRenderData(m);
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debug_assert(psmdef);
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u8* base = psmdef->m_Array.Bind();
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GLsizei stride = (GLsizei)psmdef->m_Array.GetStride();
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glTexCoordPointer(2, GL_FLOAT, stride, base + psmdef->m_UV.offset);
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}
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}
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// Render one model
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void PolygonSortModelRenderer::RenderModel(int streamflags, CModel* model, void* data)
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{
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CModelDefPtr mdef = model->GetModelDef();
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PSModel* psmdl = (PSModel*)data;
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// Setup per-CModel arrays
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u8* base = psmdl->m_Array.Bind();
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GLsizei stride = (GLsizei)psmdl->m_Array.GetStride();
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glVertexPointer(3, GL_FLOAT, stride, base + psmdl->m_Position.offset);
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if (streamflags & STREAM_COLOR)
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glColorPointer(3, psmdl->m_Color.type, stride, base + psmdl->m_Color.offset);
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if (streamflags & STREAM_TEXGENTOUV1)
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{
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pglClientActiveTextureARB(GL_TEXTURE1);
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pglActiveTextureARB(GL_TEXTURE1);
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glTexCoordPointer(3, GL_FLOAT, stride, base + psmdl->m_Position.offset);
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pglClientActiveTextureARB(GL_TEXTURE0);
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pglActiveTextureARB(GL_TEXTURE0);
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}
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// render the lot
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size_t numFaces = mdef->GetNumFaces();
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if (!g_Renderer.m_SkipSubmit) {
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pglDrawRangeElementsEXT(GL_TRIANGLES, 0, (GLuint)mdef->GetNumVertices(),
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(GLsizei)numFaces*3, GL_UNSIGNED_SHORT, psmdl->m_Indices);
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}
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// bump stats
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g_Renderer.m_Stats.m_DrawCalls++;
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g_Renderer.m_Stats.m_ModelTris += numFaces;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// SortModelRenderer implementation
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/**
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* Struct SModel: Per-CModel data for the model-sorting renderer
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*/
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struct SModel : public CModelRData
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{
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SModel(SortModelRendererInternals* tri, CModel* model);
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~SModel();
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// Back-link to the Model renderer
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SortModelRendererInternals* m_SMRI;
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// Private data of the ModelVertexRenderer
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void* m_Data;
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// Distance to camera (for sorting)
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float m_Distance;
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};
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/**
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* Struct SortModelRendererInternals: Internal data structure of SortModelRenderer
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*/
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struct SortModelRendererInternals
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{
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/// Vertex renderer used for transform and lighting
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ModelVertexRendererPtr vertexRenderer;
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/// List of submitted models.
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std::vector<SModel*> models;
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};
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SModel::SModel(SortModelRendererInternals* smri, CModel* model)
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: CModelRData(smri, model), m_SMRI(smri)
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{
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m_Data = m_SMRI->vertexRenderer->CreateModelData(model);
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m_Distance = 0;
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}
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SModel::~SModel()
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{
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m_SMRI->vertexRenderer->DestroyModelData(GetModel(), m_Data);
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}
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// Construction / Destruction
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SortModelRenderer::SortModelRenderer(ModelVertexRendererPtr vertexRenderer)
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{
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m = new SortModelRendererInternals;
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m->vertexRenderer = vertexRenderer;
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}
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SortModelRenderer::~SortModelRenderer()
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{
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delete m;
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}
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// Submit a model: Create, but don't fill in, our own Model and ModelDef structures
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void SortModelRenderer::Submit(CModel* model)
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{
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CModelRData* rdata = (CModelRData*)model->GetRenderData();
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SModel* smdl;
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if (rdata && rdata->GetKey() == m)
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{
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smdl = (SModel*)rdata;
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}
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else
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{
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smdl = new SModel(m, model);
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rdata = smdl;
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model->SetRenderData(rdata);
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model->SetDirty(~0u);
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g_Renderer.LoadTexture(model->GetTexture(), GL_CLAMP_TO_EDGE);
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}
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m->models.push_back(smdl);
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}
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// Transform and sort all models
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struct SortModelsByDist {
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bool operator()(SModel* lhs, SModel* rhs) {
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// Sort by distance, and break ties by comparing pointers
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return lhs->m_Distance > rhs->m_Distance ? true
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: lhs->m_Distance < rhs->m_Distance ? false
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: (lhs > rhs);
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}
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};
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void SortModelRenderer::PrepareModels()
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{
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CMatrix3D worldToCam;
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if (m->models.size() == 0)
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return;
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g_Renderer.GetViewCamera().m_Orientation.GetInverse(worldToCam);
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for(std::vector<SModel*>::iterator it = m->models.begin(); it != m->models.end(); ++it)
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{
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SModel* smdl = *it;
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CModel* model = smdl->GetModel();
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debug_assert(model->GetRenderData() == smdl);
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m->vertexRenderer->UpdateModelData(model, smdl->m_Data, smdl->m_UpdateFlags);
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smdl->m_UpdateFlags = 0;
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CVector3D modelpos = model->GetTransform().GetTranslation();
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modelpos = worldToCam.Transform(modelpos);
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smdl->m_Distance = modelpos.Z;
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}
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PROFILE_START( "sorting transparent" );
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std::sort(m->models.begin(), m->models.end(), SortModelsByDist());
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PROFILE_END( "sorting transparent" );
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}
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// Cleanup per-frame model list
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void SortModelRenderer::EndFrame()
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{
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m->models.clear();
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}
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// Return whether models have been submitted this frame
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bool SortModelRenderer::HaveSubmissions()
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{
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return m->models.size() != 0;
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}
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// Render submitted models (filtered by flags) using the given modifier
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void SortModelRenderer::Render(const RenderModifierPtr& modifier, int flags)
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{
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int pass = 0;
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if (m->models.size() == 0)
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return;
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do
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{
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int streamflags = modifier->BeginPass(pass);
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const CMatrix3D* texturematrix = 0;
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CModelDefPtr lastmdef;
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CTexture* lasttex = 0;
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if (streamflags & STREAM_TEXGENTOUV1)
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texturematrix = modifier->GetTexGenMatrix(pass);
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m->vertexRenderer->BeginPass(streamflags, texturematrix);
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for(std::vector<SModel*>::iterator it = m->models.begin(); it != m->models.end(); ++it)
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{
|
|
SModel* smdl = *it;
|
|
CModel* mdl = smdl->GetModel();
|
|
|
|
if (flags & !(mdl->GetFlags() & flags))
|
|
continue;
|
|
|
|
debug_assert(smdl->GetKey() == m);
|
|
|
|
CModelDefPtr mdef = mdl->GetModelDef();
|
|
CTexture* tex = mdl->GetTexture();
|
|
|
|
// Prepare per-CModelDef data if changed
|
|
if (mdef != lastmdef)
|
|
{
|
|
m->vertexRenderer->PrepareModelDef(streamflags, mdef);
|
|
lastmdef = mdef;
|
|
}
|
|
|
|
// Prepare necessary RenderModifier stuff
|
|
if (tex != lasttex)
|
|
{
|
|
modifier->PrepareTexture(pass, tex);
|
|
lasttex = tex;
|
|
}
|
|
|
|
modifier->PrepareModel(pass, mdl);
|
|
|
|
// Render the model
|
|
m->vertexRenderer->RenderModel(streamflags, mdl, smdl->m_Data);
|
|
}
|
|
|
|
m->vertexRenderer->EndPass(streamflags);
|
|
} while(!modifier->EndPass(pass++));
|
|
}
|
|
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// TransparentRenderModifier implementation
|
|
|
|
TransparentRenderModifier::TransparentRenderModifier()
|
|
{
|
|
}
|
|
|
|
TransparentRenderModifier::~TransparentRenderModifier()
|
|
{
|
|
}
|
|
|
|
int TransparentRenderModifier::BeginPass(int pass)
|
|
{
|
|
if (pass == 0)
|
|
{
|
|
// First pass: Put down Z for opaque parts of the model,
|
|
// don't touch the color buffer.
|
|
|
|
glDepthMask(1);
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_CONSTANT);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
|
|
|
|
// just pass through texture's alpha
|
|
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);
|
|
|
|
// Set the proper LOD bias
|
|
glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, g_Renderer.m_Options.m_LodBias);
|
|
|
|
glEnable(GL_ALPHA_TEST);
|
|
glAlphaFunc(GL_GREATER,0.975f);
|
|
|
|
// render everything with color writes off to setup depth buffer correctly
|
|
glColorMask(0,0,0,0);
|
|
|
|
return STREAM_POS|STREAM_UV0;
|
|
}
|
|
else
|
|
{
|
|
// Second pass: Put down color, disable Z write
|
|
glColorMask(1,1,1,1);
|
|
|
|
glDepthMask(0);
|
|
|
|
// setup texture environment to modulate diffuse color with texture color
|
|
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);
|
|
|
|
glAlphaFunc(GL_GREATER,0);
|
|
|
|
glEnable(GL_BLEND);
|
|
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
// Set the proper LOD bias
|
|
glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, g_Renderer.m_Options.m_LodBias);
|
|
|
|
return STREAM_POS|STREAM_COLOR|STREAM_UV0;
|
|
}
|
|
}
|
|
|
|
bool TransparentRenderModifier::EndPass(int pass)
|
|
{
|
|
if (pass == 0)
|
|
return false; // multi-pass
|
|
|
|
glDisable(GL_BLEND);
|
|
glDisable(GL_ALPHA_TEST);
|
|
glDepthMask(1);
|
|
|
|
return true;
|
|
}
|
|
|
|
void TransparentRenderModifier::PrepareTexture(int UNUSED(pass), CTexture* texture)
|
|
{
|
|
g_Renderer.SetTexture(0, texture);
|
|
}
|
|
|
|
void TransparentRenderModifier::PrepareModel(int UNUSED(pass), CModel* UNUSED(model))
|
|
{
|
|
// No per-model setup necessary
|
|
}
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// LitTransparentRenderModifier implementation
|
|
|
|
LitTransparentRenderModifier::LitTransparentRenderModifier()
|
|
{
|
|
}
|
|
|
|
LitTransparentRenderModifier::~LitTransparentRenderModifier()
|
|
{
|
|
}
|
|
|
|
int LitTransparentRenderModifier::BeginPass(int pass)
|
|
{
|
|
debug_assert(GetShadowMap() && GetShadowMap()->GetUseDepthTexture());
|
|
|
|
if (pass == 0)
|
|
{
|
|
// First pass: Put down Z for opaque parts of the model,
|
|
// don't touch the color buffer.
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_CONSTANT);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
|
|
|
|
// just pass through texture's alpha
|
|
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);
|
|
|
|
// Set the proper LOD bias
|
|
glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, g_Renderer.m_Options.m_LodBias);
|
|
|
|
glEnable(GL_ALPHA_TEST);
|
|
glAlphaFunc(GL_GREATER,0.975f);
|
|
|
|
// render everything with color writes off to setup depth buffer correctly
|
|
glColorMask(0,0,0,0);
|
|
|
|
return STREAM_POS|STREAM_UV0;
|
|
}
|
|
else
|
|
{
|
|
// Second pass: Put down color, disable Z write
|
|
glColorMask(1,1,1,1);
|
|
|
|
glDepthMask(0);
|
|
|
|
// Ambient + Diffuse * Shadow
|
|
pglActiveTextureARB(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_PRIMARY_COLOR);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE1);
|
|
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_PREVIOUS);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
|
|
|
|
pglActiveTextureARB(GL_TEXTURE1);
|
|
glEnable(GL_TEXTURE_2D);
|
|
glBindTexture(GL_TEXTURE_2D, GetShadowMap()->GetTexture());
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_ADD);
|
|
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_CONSTANT);
|
|
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_PREVIOUS);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
|
|
|
|
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &GetLightEnv()->m_UnitsAmbientColor.X);
|
|
|
|
// Incoming color is ambient + diffuse light
|
|
pglActiveTextureARB(GL_TEXTURE2);
|
|
glEnable(GL_TEXTURE_2D);
|
|
glBindTexture(GL_TEXTURE_2D, GetShadowMap()->GetTexture());
|
|
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);
|
|
|
|
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);
|
|
|
|
pglActiveTextureARB(GL_TEXTURE0);
|
|
|
|
glAlphaFunc(GL_GREATER,0);
|
|
|
|
glEnable(GL_BLEND);
|
|
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
// Set the proper LOD bias
|
|
glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, g_Renderer.m_Options.m_LodBias);
|
|
|
|
return STREAM_POS|STREAM_COLOR|STREAM_UV0|STREAM_TEXGENTOUV1;
|
|
}
|
|
}
|
|
|
|
bool LitTransparentRenderModifier::EndPass(int pass)
|
|
{
|
|
if (pass == 0)
|
|
return false; // multi-pass
|
|
|
|
pglActiveTextureARB(GL_TEXTURE1);
|
|
glDisable(GL_TEXTURE_2D);
|
|
pglActiveTextureARB(GL_TEXTURE2);
|
|
glDisable(GL_TEXTURE_2D);
|
|
pglActiveTextureARB(GL_TEXTURE0);
|
|
|
|
glDisable(GL_BLEND);
|
|
glDisable(GL_ALPHA_TEST);
|
|
glDepthMask(1);
|
|
|
|
return true;
|
|
}
|
|
|
|
const CMatrix3D* LitTransparentRenderModifier::GetTexGenMatrix(int UNUSED(pass))
|
|
{
|
|
return &GetShadowMap()->GetTextureMatrix();
|
|
}
|
|
|
|
void LitTransparentRenderModifier::PrepareTexture(int UNUSED(pass), CTexture* texture)
|
|
{
|
|
g_Renderer.SetTexture(0, texture);
|
|
}
|
|
|
|
void LitTransparentRenderModifier::PrepareModel(int UNUSED(pass), CModel* UNUSED(model))
|
|
{
|
|
// No per-model setup necessary
|
|
}
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// TransparentShadowRenderModifier implementation
|
|
|
|
TransparentShadowRenderModifier::TransparentShadowRenderModifier()
|
|
{
|
|
}
|
|
|
|
TransparentShadowRenderModifier::~TransparentShadowRenderModifier()
|
|
{
|
|
}
|
|
|
|
int TransparentShadowRenderModifier::BeginPass(int pass)
|
|
{
|
|
debug_assert(pass == 0);
|
|
|
|
glDepthMask(0);
|
|
|
|
glEnable(GL_BLEND);
|
|
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE);
|
|
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_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);
|
|
|
|
// Set the proper LOD bias
|
|
glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, g_Renderer.m_Options.m_LodBias);
|
|
|
|
return STREAM_POS|STREAM_UV0;
|
|
}
|
|
|
|
bool TransparentShadowRenderModifier::EndPass(int UNUSED(pass))
|
|
{
|
|
glDepthMask(1);
|
|
glDisable(GL_BLEND);
|
|
|
|
return true;
|
|
}
|
|
|
|
void TransparentShadowRenderModifier::PrepareTexture(int UNUSED(pass), CTexture* texture)
|
|
{
|
|
g_Renderer.SetTexture(0, texture);
|
|
}
|
|
|
|
void TransparentShadowRenderModifier::PrepareModel(int UNUSED(pass), CModel* UNUSED(model))
|
|
{
|
|
// No per-model setup necessary
|
|
}
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// TransparentDepthShadowModifier implementation
|
|
|
|
TransparentDepthShadowModifier::TransparentDepthShadowModifier()
|
|
{
|
|
}
|
|
|
|
TransparentDepthShadowModifier::~TransparentDepthShadowModifier()
|
|
{
|
|
}
|
|
|
|
int TransparentDepthShadowModifier::BeginPass(int pass)
|
|
{
|
|
debug_assert(pass == 0);
|
|
|
|
glEnable(GL_ALPHA_TEST);
|
|
glAlphaFunc(GL_GREATER, 0.4f);
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE);
|
|
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_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);
|
|
|
|
// Set the proper LOD bias
|
|
glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, g_Renderer.m_Options.m_LodBias);
|
|
|
|
return STREAM_POS|STREAM_UV0;
|
|
}
|
|
|
|
bool TransparentDepthShadowModifier::EndPass(int UNUSED(pass))
|
|
{
|
|
glDisable(GL_ALPHA_TEST);
|
|
|
|
return true;
|
|
}
|
|
|
|
void TransparentDepthShadowModifier::PrepareTexture(int UNUSED(pass), CTexture* texture)
|
|
{
|
|
g_Renderer.SetTexture(0, texture);
|
|
}
|
|
|
|
void TransparentDepthShadowModifier::PrepareModel(int UNUSED(pass), CModel* UNUSED(model))
|
|
{
|
|
// No per-model setup necessary
|
|
}
|