Ykkrosh
7dca91f26b
Rewrite font builder tool to be much simpler and to support more text effects. Change GUI to use new set of fonts. Switch font textures from TGA to PNG so they're easier for the font builder to create. Support RGBA font textures (for e.g. stroked text). Greatly improve text rendering performance by using vertex arrays. Fix rendering code leaving vertex buffers bound. Add 'clip' property to GUI text objects, to disable clipping when rendering. Delete part of unused console function registration system. This was SVN commit r7595.
636 lines
18 KiB
C++
636 lines
18 KiB
C++
/* Copyright (C) 2010 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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#include "precompiled.h"
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#include <set>
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#include <algorithm>
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#include "ps/Pyrogenesis.h"
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#include "lib/res/graphics/ogl_tex.h"
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#include "graphics/LightEnv.h"
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#include "Renderer.h"
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#include "renderer/PatchRData.h"
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#include "AlphaMapCalculator.h"
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#include "ps/CLogger.h"
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#include "ps/Profile.h"
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#include "ps/Game.h"
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#include "ps/World.h"
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#include "maths/MathUtil.h"
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#include "graphics/Patch.h"
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#include "graphics/Terrain.h"
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#include "simulation2/Simulation2.h"
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const ssize_t BlendOffsets[8][2] = {
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{ 0, -1 },
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{ -1, -1 },
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{ -1, 0 },
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{ -1, 1 },
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{ 0, 1 },
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{ 1, 1 },
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{ 1, 0 },
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{ 1, -1 }
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};
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///////////////////////////////////////////////////////////////////
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// CPatchRData constructor
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CPatchRData::CPatchRData(CPatch* patch) : m_Patch(patch), m_VBBase(0), m_VBBlends(0), m_Vertices(0)
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{
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debug_assert(patch);
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Build();
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}
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///////////////////////////////////////////////////////////////////
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// CPatchRData destructor
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CPatchRData::~CPatchRData()
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{
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// delete copy of vertex data
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delete[] m_Vertices;
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// release vertex buffer chunks
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if (m_VBBase) g_VBMan.Release(m_VBBase);
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if (m_VBBlends) g_VBMan.Release(m_VBBlends);
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}
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static Handle GetTerrainTileTexture(CTerrain* terrain,ssize_t gx,ssize_t gz)
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{
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CMiniPatch* mp=terrain->GetTile(gx,gz);
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if (!mp)
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return 0;
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return mp->GetHandle();
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}
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const float uvFactor = 0.125f / sqrt(2.f);
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static void CalculateUV(float uv[2], ssize_t x, ssize_t z)
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{
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// The UV axes are offset 45 degrees from XZ
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uv[0] = ( x-z)*uvFactor;
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uv[1] = (-x-z)*uvFactor;
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}
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struct STmpSplat {
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Handle m_Texture;
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u16 m_Indices[4];
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};
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void CPatchRData::BuildBlends()
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{
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m_BlendIndices.clear();
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m_BlendSplats.clear();
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m_BlendVertices.clear();
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m_BlendVertexIndices.clear();
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CTerrain* terrain=m_Patch->m_Parent;
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// temporary list of splats
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std::vector<STmpSplat> splats;
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// set of textures used for splats
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std::set<Handle> splatTextures;
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// for each tile in patch ..
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for (ssize_t j=0;j<PATCH_SIZE;j++) {
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for (ssize_t i=0;i<PATCH_SIZE;i++) {
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CMiniPatch* mp=&m_Patch->m_MiniPatches[j][i];
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ssize_t gx = m_Patch->m_X * PATCH_SIZE + i;
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ssize_t gz = m_Patch->m_Z * PATCH_SIZE + j;
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// build list of textures of higher priority than current tile that are used by neighbouring tiles
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std::vector<STex> neighbourTextures;
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for (int m=-1;m<=1;m++) {
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for (int k=-1;k<=1;k++) {
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CMiniPatch* nmp=terrain->GetTile(gx+k,gz+m);
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if (nmp && nmp->GetTextureEntry() != mp->GetTextureEntry()) {
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if (nmp->GetPriority() > mp->GetPriority() || (nmp->GetPriority() == mp->GetPriority() && nmp->GetTextureEntry() > mp->GetTextureEntry())) {
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STex tex;
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tex.m_Handle=nmp->GetHandle();
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tex.m_Priority=nmp->GetPriority();
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if (std::find(neighbourTextures.begin(),neighbourTextures.end(),tex)==neighbourTextures.end()) {
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neighbourTextures.push_back(tex);
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}
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}
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}
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}
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}
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if (neighbourTextures.size()>0) {
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// sort textures from lowest to highest priority
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std::sort(neighbourTextures.begin(),neighbourTextures.end());
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// for each of the neighbouring textures ..
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size_t count=neighbourTextures.size();
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for (size_t k=0;k<count;++k) {
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// now build the grid of blends dependent on whether the tile adjacent to the current tile
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// uses the current neighbour texture
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BlendShape8 shape;
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for (size_t m=0;m<8;m++) {
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ssize_t ox=gx+BlendOffsets[m][1];
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ssize_t oz=gz+BlendOffsets[m][0];
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// get texture on adjacent tile
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Handle atex=GetTerrainTileTexture(terrain,ox,oz);
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// fill 0/1 into shape array
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shape[m]=(atex==neighbourTextures[k].m_Handle) ? 0 : 1;
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}
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// calculate the required alphamap and the required rotation of the alphamap from blendshape
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unsigned int alphamapflags;
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int alphamap=CAlphaMapCalculator::Calculate(shape,alphamapflags);
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// now actually render the blend tile (if we need one)
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if (alphamap!=-1) {
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float u0=g_Renderer.m_AlphaMapCoords[alphamap].u0;
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float u1=g_Renderer.m_AlphaMapCoords[alphamap].u1;
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float v0=g_Renderer.m_AlphaMapCoords[alphamap].v0;
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float v1=g_Renderer.m_AlphaMapCoords[alphamap].v1;
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if (alphamapflags & BLENDMAP_FLIPU) {
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// flip u
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float t=u0;
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u0=u1;
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u1=t;
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}
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if (alphamapflags & BLENDMAP_FLIPV) {
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// flip v
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float t=v0;
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v0=v1;
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v1=t;
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}
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int base=0;
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if (alphamapflags & BLENDMAP_ROTATE90) {
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// rotate 1
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base=1;
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} else if (alphamapflags & BLENDMAP_ROTATE180) {
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// rotate 2
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base=2;
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} else if (alphamapflags & BLENDMAP_ROTATE270) {
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// rotate 3
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base=3;
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}
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SBlendVertex vtx[4];
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vtx[(base+0)%4].m_AlphaUVs[0]=u0;
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vtx[(base+0)%4].m_AlphaUVs[1]=v0;
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vtx[(base+1)%4].m_AlphaUVs[0]=u1;
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vtx[(base+1)%4].m_AlphaUVs[1]=v0;
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vtx[(base+2)%4].m_AlphaUVs[0]=u1;
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vtx[(base+2)%4].m_AlphaUVs[1]=v1;
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vtx[(base+3)%4].m_AlphaUVs[0]=u0;
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vtx[(base+3)%4].m_AlphaUVs[1]=v1;
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ssize_t vsize=PATCH_SIZE+1;
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SBlendVertex dst;
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const size_t vindex=m_BlendVertices.size();
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const SBaseVertex& vtx0=m_Vertices[(j*vsize)+i];
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CalculateUV(dst.m_UVs, gx, gz);
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dst.m_AlphaUVs[0]=vtx[0].m_AlphaUVs[0];
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dst.m_AlphaUVs[1]=vtx[0].m_AlphaUVs[1];
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dst.m_LOSColor=vtx0.m_LOSColor;
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dst.m_Position=vtx0.m_Position;
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m_BlendVertices.push_back(dst);
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m_BlendVertexIndices.push_back((j*vsize)+i);
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const SBaseVertex& vtx1=m_Vertices[(j*vsize)+i+1];
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CalculateUV(dst.m_UVs, gx+1, gz);
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dst.m_AlphaUVs[0]=vtx[1].m_AlphaUVs[0];
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dst.m_AlphaUVs[1]=vtx[1].m_AlphaUVs[1];
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dst.m_LOSColor=vtx1.m_LOSColor;
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dst.m_Position=vtx1.m_Position;
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m_BlendVertices.push_back(dst);
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m_BlendVertexIndices.push_back((j*vsize)+i+1);
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const SBaseVertex& vtx2=m_Vertices[((j+1)*vsize)+i+1];
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CalculateUV(dst.m_UVs, gx+1, gz+1);
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dst.m_AlphaUVs[0]=vtx[2].m_AlphaUVs[0];
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dst.m_AlphaUVs[1]=vtx[2].m_AlphaUVs[1];
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dst.m_LOSColor=vtx2.m_LOSColor;
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dst.m_Position=vtx2.m_Position;
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m_BlendVertices.push_back(dst);
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m_BlendVertexIndices.push_back(((j+1)*vsize)+i+1);
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const SBaseVertex& vtx3=m_Vertices[((j+1)*vsize)+i];
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CalculateUV(dst.m_UVs, gx, gz+1);
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dst.m_AlphaUVs[0]=vtx[3].m_AlphaUVs[0];
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dst.m_AlphaUVs[1]=vtx[3].m_AlphaUVs[1];
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dst.m_LOSColor=vtx3.m_LOSColor;
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dst.m_Position=vtx3.m_Position;
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m_BlendVertices.push_back(dst);
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m_BlendVertexIndices.push_back(((j+1)*vsize)+i);
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// build a splat for this quad
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STmpSplat splat;
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splat.m_Texture=neighbourTextures[k].m_Handle;
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splat.m_Indices[0]=(u16)(vindex);
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splat.m_Indices[1]=(u16)(vindex+1);
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splat.m_Indices[2]=(u16)(vindex+2);
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splat.m_Indices[3]=(u16)(vindex+3);
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splats.push_back(splat);
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// add this texture to set of unique splat textures
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splatTextures.insert(splat.m_Texture);
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}
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}
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}
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}
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}
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// build vertex data
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if (m_VBBlends) {
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// release existing vertex buffer chunk
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g_VBMan.Release(m_VBBlends);
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m_VBBlends=0;
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}
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if (m_BlendVertices.size()) {
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m_VBBlends=g_VBMan.Allocate(sizeof(SBlendVertex),m_BlendVertices.size(),true);
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m_VBBlends->m_Owner->UpdateChunkVertices(m_VBBlends,&m_BlendVertices[0]);
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// now build outgoing splats
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m_BlendSplats.resize(splatTextures.size());
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size_t splatCount=0;
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debug_assert(m_VBBlends->m_Index < 65536);
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unsigned short base = (unsigned short)m_VBBlends->m_Index;
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std::set<Handle>::iterator iter=splatTextures.begin();
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for (;iter!=splatTextures.end();++iter) {
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Handle tex=*iter;
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SSplat& splat=m_BlendSplats[splatCount];
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splat.m_IndexStart=m_BlendIndices.size();
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splat.m_Texture=tex;
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for (size_t k=0;k<splats.size();k++) {
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if (splats[k].m_Texture==tex) {
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m_BlendIndices.push_back(splats[k].m_Indices[0]+base);
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m_BlendIndices.push_back(splats[k].m_Indices[1]+base);
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m_BlendIndices.push_back(splats[k].m_Indices[2]+base);
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m_BlendIndices.push_back(splats[k].m_Indices[3]+base);
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splat.m_IndexCount+=4;
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}
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}
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splatCount++;
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}
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}
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}
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void CPatchRData::BuildIndices()
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{
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// must have allocated some vertices before trying to build corresponding indices
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debug_assert(m_VBBase);
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// number of vertices in each direction in each patch
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ssize_t vsize=PATCH_SIZE+1;
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// release existing indices and bins
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m_Indices.clear();
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m_ShadowMapIndices.clear();
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m_Splats.clear();
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// build grid of textures on this patch and boundaries of adjacent patches
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std::vector<Handle> textures;
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Handle texgrid[PATCH_SIZE][PATCH_SIZE];
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for (ssize_t j=0;j<PATCH_SIZE;j++) {
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for (ssize_t i=0;i<PATCH_SIZE;i++) {
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Handle h=m_Patch->m_MiniPatches[j][i].GetHandle();
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texgrid[j][i]=h;
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if (std::find(textures.begin(),textures.end(),h)==textures.end()) {
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textures.push_back(h);
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}
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}
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}
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// now build base splats from interior textures
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m_Splats.resize(textures.size());
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// build indices for base splats
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size_t base=m_VBBase->m_Index;
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for (size_t i=0;i<m_Splats.size();i++) {
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Handle h=textures[i];
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SSplat& splat=m_Splats[i];
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splat.m_Texture=h;
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splat.m_IndexStart=m_Indices.size();
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for (ssize_t j=0;j<PATCH_SIZE;j++) {
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for (ssize_t i=0;i<PATCH_SIZE;i++) {
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if (texgrid[j][i]==h){
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m_Indices.push_back(u16(((j+0)*vsize+(i+0))+base));
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m_Indices.push_back(u16(((j+0)*vsize+(i+1))+base));
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m_Indices.push_back(u16(((j+1)*vsize+(i+1))+base));
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m_Indices.push_back(u16(((j+1)*vsize+(i+0))+base));
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}
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}
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}
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splat.m_IndexCount=m_Indices.size()-splat.m_IndexStart;
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}
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// build indices for the shadow map pass
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for (ssize_t j=0;j<PATCH_SIZE;j++) {
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for (ssize_t i=0;i<PATCH_SIZE;i++) {
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m_ShadowMapIndices.push_back(u16(((j+0)*vsize+(i+0))+base));
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m_ShadowMapIndices.push_back(u16(((j+0)*vsize+(i+1))+base));
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m_ShadowMapIndices.push_back(u16(((j+1)*vsize+(i+1))+base));
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m_ShadowMapIndices.push_back(u16(((j+1)*vsize+(i+0))+base));
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}
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}
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}
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void CPatchRData::BuildVertices()
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{
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// create both vertices and lighting colors
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CVector3D normal;
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// number of vertices in each direction in each patch
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ssize_t vsize=PATCH_SIZE+1;
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if (!m_Vertices) {
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m_Vertices=new SBaseVertex[vsize*vsize];
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}
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SBaseVertex* vertices=m_Vertices;
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// get index of this patch
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ssize_t px=m_Patch->m_X;
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ssize_t pz=m_Patch->m_Z;
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CTerrain* terrain=m_Patch->m_Parent;
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const CLightEnv& lightEnv = g_Renderer.GetLightEnv();
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// build vertices
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for (ssize_t j=0;j<vsize;j++) {
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for (ssize_t i=0;i<vsize;i++) {
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ssize_t ix=px*PATCH_SIZE+i;
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ssize_t iz=pz*PATCH_SIZE+j;
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ssize_t v=(j*vsize)+i;
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// calculate vertex data
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terrain->CalcPosition(ix,iz,vertices[v].m_Position);
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vertices[v].m_LOSColor = SColor4ub(0, 0, 0, 0); // will be set to the proper value in Update()
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CalculateUV(vertices[v].m_UVs, ix, iz);
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// Calculate diffuse lighting for this vertex
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// Ambient is added by the lighting pass (since ambient is the same
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// for all vertices, it need not be stored in the vertex structure)
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terrain->CalcNormal(ix,iz,normal);
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RGBColor diffuse;
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lightEnv.EvaluateDirect(normal, diffuse);
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vertices[v].m_DiffuseColor = ConvertRGBColorTo4ub(diffuse);
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}
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}
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// upload to vertex buffer
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if (!m_VBBase) {
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m_VBBase=g_VBMan.Allocate(sizeof(SBaseVertex),vsize*vsize,true);
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}
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m_VBBase->m_Owner->UpdateChunkVertices(m_VBBase,m_Vertices);
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}
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void CPatchRData::Build()
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{
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BuildVertices();
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BuildIndices();
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BuildBlends();
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}
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void CPatchRData::Update()
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{
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if (m_UpdateFlags!=0) {
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// TODO,RC 11/04/04 - need to only rebuild necessary bits of renderdata rather
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// than everything; it's complicated slightly because the blends are dependent
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// on both vertex and index data
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BuildVertices();
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BuildIndices();
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BuildBlends();
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m_UpdateFlags=0;
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}
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// Update vertex colors, which are affected by LOS
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ssize_t px=m_Patch->m_X;
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ssize_t pz=m_Patch->m_Z;
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CTerrain* terrain=m_Patch->m_Parent;
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ssize_t mapSize=terrain->GetVerticesPerSide();
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ssize_t vsize=PATCH_SIZE+1;
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SColor4ub baseColour = terrain->GetBaseColour();
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/*
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if (g_Game) // XXX: need to implement this for new sim system
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{
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CLOSManager* losMgr = g_Game->GetWorld()->GetLOSManager();
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// this is very similar to BuildVertices(), but just for color
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for (ssize_t j=0;j<vsize;j++) {
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for (ssize_t i=0;i<vsize;i++) {
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ssize_t ix=px*PATCH_SIZE+i;
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ssize_t iz=pz*PATCH_SIZE+j;
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ssize_t v=(j*vsize)+i;
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const ssize_t DX[] = {1,1,0,0};
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const ssize_t DZ[] = {0,1,1,0};
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|
SColor4ub losMod = baseColour;
|
|
|
|
for(size_t k=0; k<4; k++)
|
|
{
|
|
ssize_t tx = ix - DX[k];
|
|
ssize_t 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;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
*/
|
|
{
|
|
for (ssize_t j = 0; j < vsize; ++j)
|
|
{
|
|
for (ssize_t i = 0; i < vsize; ++i)
|
|
{
|
|
ssize_t v = (j*vsize)+i;
|
|
m_Vertices[v].m_LOSColor = baseColour;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
// 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(size_t 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
|
|
GLsizei 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 (size_t i=0;i<m_Splats.size();i++) {
|
|
SSplat& splat=m_Splats[i];
|
|
ogl_tex_bind(splat.m_Texture);
|
|
|
|
if (!g_Renderer.m_SkipSubmit) {
|
|
glDrawElements(GL_QUADS, (GLsizei)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;
|
|
}
|
|
|
|
CVertexBuffer::Unbind();
|
|
}
|
|
|
|
void CPatchRData::RenderStreams(int streamflags, bool losColor)
|
|
{
|
|
debug_assert(m_UpdateFlags==0);
|
|
|
|
SBaseVertex* base=(SBaseVertex *)m_VBBase->m_Owner->Bind();
|
|
|
|
// setup data pointers
|
|
GLsizei 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
|
|
if (!g_Renderer.m_SkipSubmit) {
|
|
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+=m_Indices.size()/2;
|
|
|
|
CVertexBuffer::Unbind();
|
|
}
|
|
|
|
|
|
void CPatchRData::RenderBlends()
|
|
{
|
|
debug_assert(m_UpdateFlags==0);
|
|
|
|
if (m_BlendVertices.size()==0) return;
|
|
|
|
u8* base=m_VBBlends->m_Owner->Bind();
|
|
|
|
// setup data pointers
|
|
GLsizei stride=sizeof(SBlendVertex);
|
|
// ((GCC warns about offsetof: SBlendVertex contains a CVector3D which has
|
|
// a constructor, and so is not a POD type, and so offsetof is theoretically
|
|
// invalid - see http://gcc.gnu.org/ml/gcc/2003-11/msg00281.html - but it
|
|
// doesn't seem to be worth changing this code since it works anyway.))
|
|
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 (size_t i=0;i<m_BlendSplats.size();i++) {
|
|
SSplat& splat=m_BlendSplats[i];
|
|
ogl_tex_bind(splat.m_Texture);
|
|
|
|
if (!g_Renderer.m_SkipSubmit) {
|
|
glDrawElements(GL_QUADS, (GLsizei)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;
|
|
}
|
|
|
|
CVertexBuffer::Unbind();
|
|
}
|
|
|
|
void CPatchRData::RenderOutline()
|
|
{
|
|
size_t vsize=PATCH_SIZE+1;
|
|
|
|
glBegin(GL_LINES);
|
|
for (ssize_t 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 (ssize_t 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 (ssize_t 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 (ssize_t 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();
|
|
}
|