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0ad/source/renderer/TerrainRenderer.cpp

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/* Copyright (C) 2011 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
/*
* Terrain rendering (everything related to patches and water) is
* encapsulated in TerrainRenderer
*/
#include "precompiled.h"
#include "graphics/Camera.h"
#include "graphics/LightEnv.h"
#include "graphics/LOSTexture.h"
#include "graphics/Patch.h"
#include "graphics/Terrain.h"
#include "graphics/GameView.h"
#include "maths/MathUtil.h"
#include "ps/Filesystem.h"
#include "ps/CLogger.h"
#include "ps/Font.h"
#include "ps/Game.h"
#include "ps/Profile.h"
#include "ps/World.h"
#include "renderer/PatchRData.h"
#include "renderer/Renderer.h"
#include "renderer/ShadowMap.h"
#include "renderer/TerrainRenderer.h"
#include "renderer/WaterManager.h"
#include "lib/res/graphics/ogl_shader.h"
///////////////////////////////////////////////////////////////////////////////////////////////
// TerrainRenderer implementation
/**
* TerrainRenderer keeps track of which phase it is in, to detect
* when Submit, PrepareForRendering etc. are called in the wrong order.
*/
enum Phase {
Phase_Submit,
Phase_Render
};
/**
* Struct TerrainRendererInternals: Internal variables used by the TerrainRenderer class.
*/
struct TerrainRendererInternals
{
/// Which phase (submitting or rendering patches) are we in right now?
Phase phase;
/**
* VisiblePatches: Patches that were submitted for this frame
*
* @todo Merge this list with CPatchRData list
*/
std::vector<CPatch*> visiblePatches;
/// Fancy water shader
Handle fancyWaterShader;
};
///////////////////////////////////////////////////////////////////
// Construction/Destruction
TerrainRenderer::TerrainRenderer()
{
m = new TerrainRendererInternals();
m->phase = Phase_Submit;
m->fancyWaterShader = 0;
}
TerrainRenderer::~TerrainRenderer()
{
if( m->fancyWaterShader )
{
ogl_program_free( m->fancyWaterShader );
}
delete m;
}
///////////////////////////////////////////////////////////////////
// Submit a patch for rendering
void TerrainRenderer::Submit(CPatch* patch)
{
debug_assert(m->phase == Phase_Submit);
CPatchRData* data=(CPatchRData*) patch->GetRenderData();
if (data == 0)
{
// no renderdata for patch, create it now
data = new CPatchRData(patch);
patch->SetRenderData(data);
}
data->Update();
m->visiblePatches.push_back(patch);
}
///////////////////////////////////////////////////////////////////
// Prepare for rendering
void TerrainRenderer::PrepareForRendering()
{
debug_assert(m->phase == Phase_Submit);
m->phase = Phase_Render;
}
///////////////////////////////////////////////////////////////////
// Clear submissions lists
void TerrainRenderer::EndFrame()
{
debug_assert(m->phase == Phase_Render || m->phase == Phase_Submit);
m->visiblePatches.clear();
m->phase = Phase_Submit;
}
///////////////////////////////////////////////////////////////////
// Query if patches have been submitted this frame
bool TerrainRenderer::HaveSubmissions()
{
# Added tool for viewing models and animations outside the game. Atlas: Added ActorViewer. Moved GL canvas into separate class for shared use. Disabled message-handling callback while blocked on the game, and stopped creating dialog boxes inside the game thread in order to avoid deadlocks (hopefully). Support multiple Views (for independent sets of camera/update/render code). Recalculate territory boundaries when necessary. Changed default list of animations to match those currently used by actors. # Tidied up more code. Moved some more #includes out of .h files, to minimise unnecessary compilation. MathUtil: Deleted unused/unuseful macros (M_PI (use PI instead), M_PI_2 (use PI/2), MAX3, ABS (use abs)). ObjectManager: Removed some ScEd-specific things. Unit: Moved creation out of UnitManager, so units can be created without adding to the manager. Changed CStr8 to the more conventional CStr. app_hooks: Removed warning for setting multiple times. win: Restored SEH catcher. GameSetup, GameView: Removed RenderNoCull, because it doesn't seem to do what it says it does ("force renderer to load everything") since we're loading-on-demand most stuff and it doesn't seem especially useful since we'd prefer to minimise loading times (but feel free to correct me if I'm wrong). (And because it crashes when things need to be initialised in a different order, so it's easier to remove than to understand and fix it.) PatchRData, Renderer: Work sensibly when there's no game (hence no LOS manager, water, etc). LOSManager: Use entity position instead of actor position when possible. TerritoryManager: Allow delayed recalculations (so Atlas can issue lots of move+recalculate commands per frame). Cinematic: Non-pointer wxTimer, so it doesn't leak and doesn't have to be deleted manually. This was SVN commit r4261.
2006-08-28 19:36:42 +02:00
return !m->visiblePatches.empty();
}
///////////////////////////////////////////////////////////////////
// Full-featured terrain rendering with blending and everything
void TerrainRenderer::RenderTerrain(ShadowMap* shadow)
{
debug_assert(m->phase == Phase_Render);
// render the solid black sides of the map first
g_Renderer.BindTexture(0, 0);
glEnableClientState(GL_VERTEX_ARRAY);
glColor3f(0, 0, 0);
for(size_t i = 0; i < m->visiblePatches.size(); ++i)
{
CPatchRData* patchdata = (CPatchRData*)m->visiblePatches[i]->GetRenderData();
patchdata->RenderSides();
}
// switch on required client states
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
// render everything fullbright
// set up texture environment for base pass
pglActiveTextureARB(GL_TEXTURE0);
pglClientActiveTextureARB(GL_TEXTURE0);
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_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
// Set alpha to 1.0
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_CONSTANT);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
static const float one[4] = { 1.f, 1.f, 1.f, 1.f };
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, one);
for(size_t i = 0; i < m->visiblePatches.size(); ++i)
{
CPatchRData* patchdata = (CPatchRData*)m->visiblePatches[i]->GetRenderData();
patchdata->RenderBase();
}
// render blends
// switch on the composite alpha map texture
(void)ogl_tex_bind(g_Renderer.m_hCompositeAlphaMap, 1);
// switch on second uv set
pglClientActiveTextureARB(GL_TEXTURE1);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
// setup additional texenv required by blend pass
pglActiveTextureARB(GL_TEXTURE1);
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_ONE_MINUS_SRC_ALPHA);
// switch on blending
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
// no need to write to the depth buffer a second time
glDepthMask(0);
// render blend passes for each patch
for(size_t i = 0; i < m->visiblePatches.size(); ++i)
{
CPatchRData* patchdata = (CPatchRData*)m->visiblePatches[i]->GetRenderData();
patchdata->RenderBlends();
}
// Disable second texcoord array
pglClientActiveTextureARB(GL_TEXTURE1);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
// Now apply lighting
const CLightEnv& lightEnv = g_Renderer.GetLightEnv();
pglClientActiveTextureARB(GL_TEXTURE0);
glEnableClientState(GL_COLOR_ARRAY); // diffuse lighting colours
glBlendFunc(GL_DST_COLOR, GL_ZERO);
// GL_TEXTURE_ENV_COLOR requires four floats, so we shouldn't use the RGBColor directly
float terrainAmbientColor[4] = {
lightEnv.m_TerrainAmbientColor.X,
lightEnv.m_TerrainAmbientColor.Y,
lightEnv.m_TerrainAmbientColor.Z,
1.f
};
CLOSTexture& losTexture = g_Game->GetView()->GetLOSTexture();
int streamflags = STREAM_POS|STREAM_COLOR|STREAM_POSTOUV0;
if (!shadow)
{
pglActiveTextureARB(GL_TEXTURE0);
// We're not going to use a texture here, but we have to have a valid texture
// bound else the texture unit will be disabled.
// We should still have a bound splat texture from some earlier rendering,
// so assume that's still valid to use.
// (TODO: That's a bit of an ugly hack.)
// Shadow rendering disabled: (Ambient + Diffuse) * LOS
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, terrainAmbientColor);
losTexture.BindTexture(1);
pglClientActiveTextureARB(GL_TEXTURE1);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
streamflags |= STREAM_POSTOUV1;
glMatrixMode(GL_TEXTURE);
glLoadMatrixf(losTexture.GetTextureMatrix());
glMatrixMode(GL_MODELVIEW);
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_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_ALPHA);
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);
}
else
{
const CMatrix3D& texturematrix = shadow->GetTextureMatrix();
pglActiveTextureARB(GL_TEXTURE0);
glMatrixMode(GL_TEXTURE);
glLoadMatrixf(&texturematrix._11);
glMatrixMode(GL_MODELVIEW);
glBindTexture(GL_TEXTURE_2D, shadow->GetTexture());
if (shadow->GetUseDepthTexture())
{
// (Ambient + ShTranslucency * Diffuse * (1 - Shadow) + Diffuse * Shadow) * LOS
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_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);
float shadowTransp = g_Renderer.GetLightEnv().GetTerrainShadowTransparency();
float color[4] = { shadowTransp, shadowTransp, shadowTransp, 1.0 };
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);
pglActiveTextureARB(GL_TEXTURE1);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_INTERPOLATE);
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_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE0);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_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_TEXTURE2);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, shadow->GetTexture()); // Need a valid texture or the unit will be disabled
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, terrainAmbientColor);
losTexture.BindTexture(3);
pglClientActiveTextureARB(GL_TEXTURE3);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
streamflags |= STREAM_POSTOUV3;
glMatrixMode(GL_TEXTURE);
glLoadMatrixf(losTexture.GetTextureMatrix());
glMatrixMode(GL_MODELVIEW);
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_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_ALPHA);
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);
}
else
{
// (Ambient + Diffuse * Shadow) * LOS
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_TEXTURE);
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); // + Ambient
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, terrainAmbientColor);
losTexture.BindTexture(2);
pglClientActiveTextureARB(GL_TEXTURE2);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
streamflags |= STREAM_POSTOUV2;
glMatrixMode(GL_TEXTURE);
glLoadMatrixf(losTexture.GetTextureMatrix());
glMatrixMode(GL_MODELVIEW);
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_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_ALPHA);
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_TEXTURE0);
pglClientActiveTextureARB(GL_TEXTURE0);
for (size_t i = 0; i < m->visiblePatches.size(); ++i)
{
CPatchRData* patchdata = (CPatchRData*)m->visiblePatches[i]->GetRenderData();
patchdata->RenderStreams(streamflags);
}
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
// restore OpenGL state
g_Renderer.BindTexture(1, 0);
if (!shadow)
{
pglClientActiveTextureARB(GL_TEXTURE1);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
}
else
{
# Added tool for viewing models and animations outside the game. Atlas: Added ActorViewer. Moved GL canvas into separate class for shared use. Disabled message-handling callback while blocked on the game, and stopped creating dialog boxes inside the game thread in order to avoid deadlocks (hopefully). Support multiple Views (for independent sets of camera/update/render code). Recalculate territory boundaries when necessary. Changed default list of animations to match those currently used by actors. # Tidied up more code. Moved some more #includes out of .h files, to minimise unnecessary compilation. MathUtil: Deleted unused/unuseful macros (M_PI (use PI instead), M_PI_2 (use PI/2), MAX3, ABS (use abs)). ObjectManager: Removed some ScEd-specific things. Unit: Moved creation out of UnitManager, so units can be created without adding to the manager. Changed CStr8 to the more conventional CStr. app_hooks: Removed warning for setting multiple times. win: Restored SEH catcher. GameSetup, GameView: Removed RenderNoCull, because it doesn't seem to do what it says it does ("force renderer to load everything") since we're loading-on-demand most stuff and it doesn't seem especially useful since we'd prefer to minimise loading times (but feel free to correct me if I'm wrong). (And because it crashes when things need to be initialised in a different order, so it's easier to remove than to understand and fix it.) PatchRData, Renderer: Work sensibly when there's no game (hence no LOS manager, water, etc). LOSManager: Use entity position instead of actor position when possible. TerritoryManager: Allow delayed recalculations (so Atlas can issue lots of move+recalculate commands per frame). Cinematic: Non-pointer wxTimer, so it doesn't leak and doesn't have to be deleted manually. This was SVN commit r4261.
2006-08-28 19:36:42 +02:00
if (shadow->GetUseDepthTexture())
{
g_Renderer.BindTexture(2, 0);
g_Renderer.BindTexture(3, 0);
pglClientActiveTextureARB(GL_TEXTURE3);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
}
else
{
g_Renderer.BindTexture(2, 0);
pglClientActiveTextureARB(GL_TEXTURE2);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
}
}
pglClientActiveTextureARB(GL_TEXTURE0);
pglActiveTextureARB(GL_TEXTURE0);
glDepthMask(1);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_BLEND);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
///////////////////////////////////////////////////////////////////
// Render un-textured patches as polygons
void TerrainRenderer::RenderPatches()
{
debug_assert(m->phase == Phase_Render);
glEnableClientState(GL_VERTEX_ARRAY);
for(size_t i = 0; i < m->visiblePatches.size(); ++i)
{
CPatchRData* patchdata = (CPatchRData*)m->visiblePatches[i]->GetRenderData();
patchdata->RenderStreams(STREAM_POS);
}
glDisableClientState(GL_VERTEX_ARRAY);
}
///////////////////////////////////////////////////////////////////
// Render outlines of submitted patches as lines
void TerrainRenderer::RenderOutlines()
{
debug_assert(m->phase == Phase_Render);
glEnableClientState(GL_VERTEX_ARRAY);
for(size_t i = 0; i < m->visiblePatches.size(); ++i)
{
CPatchRData* patchdata = (CPatchRData*)m->visiblePatches[i]->GetRenderData();
patchdata->RenderOutline();
}
glDisableClientState(GL_VERTEX_ARRAY);
}
///////////////////////////////////////////////////////////////////
// Render water that is part of the terrain
void TerrainRenderer::RenderWater()
{
PROFILE( "render water" );
WaterManager* WaterMgr = g_Renderer.GetWaterManager();
bool fancy = WaterMgr->WillRenderFancyWater();
// If we're using fancy water, make sure its shader is loaded
if(fancy && !m->fancyWaterShader)
{
Handle h = ogl_program_load(g_VFS, L"shaders/water_high.xml");
if (h < 0)
{
LOGERROR(L"Failed to load water shader. Falling back to non-fancy water.\n");
g_Renderer.m_Options.m_FancyWater = false;
fancy = false;
}
else
{
m->fancyWaterShader = h;
}
}
CTerrain* terrain = g_Game->GetWorld()->GetTerrain();
CLOSTexture& losTexture = g_Game->GetView()->GetLOSTexture();
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
double time = WaterMgr->m_WaterTexTimer;
double period = 1.6;
int curTex = (int)(time*60/period) % 60;
if(fancy)
{
WaterMgr->m_NormalMap[curTex]->Bind();
}
else
{
WaterMgr->m_WaterTexture[curTex]->Bind();
}
// Shift the texture coordinates by these amounts to make the water "flow"
float tx = -fmod(time, 81.0)/81.0;
float ty = -fmod(time, 34.0)/34.0;
if(!fancy)
{
// Perform the shifting by modifying the texture matrix
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glTranslatef(tx, ty, 0);
// Set up texture environment to multiply vertex RGB by texture RGB and use vertex alpha
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_ARB);
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_PRIMARY_COLOR_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
// Multiply by LOS texture
losTexture.BindTexture(1);
pglClientActiveTextureARB(GL_TEXTURE1);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glLoadMatrixf(losTexture.GetTextureMatrix());
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_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_ALPHA);
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);
}
// Set the proper LOD bias
glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, g_Renderer.m_Options.m_LodBias);
const CCamera& camera = g_Renderer.GetViewCamera();
CVector3D camPos = camera.m_Orientation.GetTranslation();
GLint vertexDepth = 0; // water depth attribute, if using fancy water
if(fancy)
{
// Bind reflection and refraction textures on texture units 1 and 2
pglActiveTextureARB( GL_TEXTURE1_ARB );
glEnable( GL_TEXTURE_2D );
glBindTexture( GL_TEXTURE_2D, WaterMgr->m_ReflectionTexture );
pglActiveTextureARB( GL_TEXTURE2_ARB );
glEnable( GL_TEXTURE_2D );
glBindTexture( GL_TEXTURE_2D, WaterMgr->m_RefractionTexture );
losTexture.BindTexture(3);
// Bind water shader and set arguments
ogl_program_use( m->fancyWaterShader );
GLint ambient = ogl_program_get_uniform_location( m->fancyWaterShader, "ambient" );
GLint sunDir = ogl_program_get_uniform_location( m->fancyWaterShader, "sunDir" );
GLint sunColor = ogl_program_get_uniform_location( m->fancyWaterShader, "sunColor" );
GLint cameraPos = ogl_program_get_uniform_location( m->fancyWaterShader, "cameraPos" );
GLint shininess = ogl_program_get_uniform_location( m->fancyWaterShader, "shininess" );
GLint specularStrength = ogl_program_get_uniform_location( m->fancyWaterShader, "specularStrength" );
GLint waviness = ogl_program_get_uniform_location( m->fancyWaterShader, "waviness" );
GLint murkiness = ogl_program_get_uniform_location( m->fancyWaterShader, "murkiness" );
GLint fullDepth = ogl_program_get_uniform_location( m->fancyWaterShader, "fullDepth" );
GLint tint = ogl_program_get_uniform_location( m->fancyWaterShader, "tint" );
GLint reflectionTint = ogl_program_get_uniform_location( m->fancyWaterShader, "reflectionTint" );
GLint reflectionTintStrength = ogl_program_get_uniform_location( m->fancyWaterShader, "reflectionTintStrength" );
GLint translation = ogl_program_get_uniform_location( m->fancyWaterShader, "translation" );
GLint reflectionMatrix = ogl_program_get_uniform_location( m->fancyWaterShader, "reflectionMatrix" );
GLint refractionMatrix = ogl_program_get_uniform_location( m->fancyWaterShader, "refractionMatrix" );
GLint losMatrix = ogl_program_get_uniform_location( m->fancyWaterShader, "losMatrix" );
GLint normalMap = ogl_program_get_uniform_location( m->fancyWaterShader, "normalMap" );
GLint reflectionMap = ogl_program_get_uniform_location( m->fancyWaterShader, "reflectionMap" );
GLint refractionMap = ogl_program_get_uniform_location( m->fancyWaterShader, "refractionMap" );
GLint losMap = ogl_program_get_uniform_location( m->fancyWaterShader, "losMap" );
const CLightEnv& lightEnv = g_Renderer.GetLightEnv();
pglUniform3fvARB( ambient, 1, &lightEnv.m_TerrainAmbientColor.X );
pglUniform3fvARB( sunDir, 1, &lightEnv.GetSunDir().X );
pglUniform3fvARB( sunColor, 1, &lightEnv.m_SunColor.X );
pglUniform1fARB( shininess, WaterMgr->m_Shininess );
pglUniform1fARB( specularStrength, WaterMgr->m_SpecularStrength );
pglUniform1fARB( waviness, WaterMgr->m_Waviness );
pglUniform1fARB( murkiness, WaterMgr->m_Murkiness );
pglUniform1fARB( fullDepth, WaterMgr->m_WaterFullDepth );
pglUniform3fvARB( tint, 1, WaterMgr->m_WaterTint.FloatArray() );
pglUniform1fARB( reflectionTintStrength, WaterMgr->m_ReflectionTintStrength );
pglUniform3fvARB( reflectionTint, 1, WaterMgr->m_ReflectionTint.FloatArray() );
pglUniform4fARB( translation, tx, ty, 0, 0 );
pglUniformMatrix4fvARB( reflectionMatrix, 1, false, &WaterMgr->m_ReflectionMatrix._11 );
pglUniformMatrix4fvARB( refractionMatrix, 1, false, &WaterMgr->m_RefractionMatrix._11 );
pglUniformMatrix4fvARB( losMatrix, 1, false, losTexture.GetTextureMatrix() );
pglUniform1iARB( normalMap, 0 ); // texture unit 0
pglUniform1iARB( reflectionMap, 1 ); // texture unit 1
pglUniform1iARB( refractionMap, 2 ); // texture unit 2
pglUniform1iARB( losMap, 3 ); // texture unit 3
pglUniform3fvARB( cameraPos, 1, &camPos.X );
vertexDepth = ogl_program_get_attrib_location( m->fancyWaterShader, "vertexDepth" );
}
float repeatPeriod = (fancy ? WaterMgr->m_RepeatPeriod : 16.0f);
glBegin(GL_QUADS);
for(size_t i=0; i<m->visiblePatches.size(); i++)
{
CPatch* patch = m->visiblePatches[i];
for(ssize_t dx=0; dx<PATCH_SIZE; dx++)
{
for(ssize_t dz=0; dz<PATCH_SIZE; dz++)
{
ssize_t x = (patch->m_X*PATCH_SIZE + dx);
ssize_t z = (patch->m_Z*PATCH_SIZE + dz);
// Some offsets used to go around counterclockwise while keeping code concise
const int DX[] = {1,1,0,0};
const int DZ[] = {0,1,1,0};
// is any corner of the tile below the water height? if not, no point rendering it
bool shouldRender = false;
for (int j = 0; j < 4; j++)
{
float terrainHeight = terrain->GetVertexGroundLevel(x + DX[j], z + DZ[j]);
if (terrainHeight < WaterMgr->m_WaterHeight)
{
shouldRender = true;
break;
}
}
if (!shouldRender)
continue;
for (int j=0; j<4; j++)
{
ssize_t ix = x + DX[j];
ssize_t iz = z + DZ[j];
float vertX = ix * CELL_SIZE;
float vertZ = iz * CELL_SIZE;
float terrainHeight = terrain->GetVertexGroundLevel(ix, iz);
if (fancy)
{
pglVertexAttrib1fARB(vertexDepth, WaterMgr->m_WaterHeight - terrainHeight);
pglMultiTexCoord2fARB(GL_TEXTURE0, vertX/repeatPeriod, vertZ/repeatPeriod);
glVertex3f(vertX, WaterMgr->m_WaterHeight, vertZ);
}
else
{
float alpha = clamp( (WaterMgr->m_WaterHeight - terrainHeight) / WaterMgr->m_WaterFullDepth + WaterMgr->m_WaterAlphaOffset,
WaterMgr->m_WaterAlphaOffset, WaterMgr->m_WaterMaxAlpha);
// (Crappy) fresnel effect
CVector3D CamFaceVertex=CVector3D(vertX,WaterMgr->m_WaterHeight,vertZ)-camPos;
CamFaceVertex.Normalize();
float FresnelScalar = CamFaceVertex.Dot(CVector3D(0.0f, -1.0f, 0.0f));
// Invert and set boundaries
FresnelScalar = 1.f - (FresnelScalar * 0.6);
glColor4f(WaterMgr->m_WaterColor.r,
WaterMgr->m_WaterColor.g,
WaterMgr->m_WaterColor.b,
alpha * FresnelScalar);
pglMultiTexCoord2fARB(GL_TEXTURE0, vertX/repeatPeriod, vertZ/repeatPeriod);
pglMultiTexCoord3fARB(GL_TEXTURE1, vertX, WaterMgr->m_WaterHeight, vertZ);
glVertex3f(vertX, WaterMgr->m_WaterHeight, vertZ);
}
}
} //end of x loop
} //end of z loop
}
glEnd();
if (fancy)
{
// Unbind the LOS/refraction/reflection textures and the shader
g_Renderer.BindTexture(3, 0);
g_Renderer.BindTexture(2, 0);
g_Renderer.BindTexture(1, 0);
pglActiveTextureARB(GL_TEXTURE0_ARB);
ogl_program_use(0);
}
if (!fancy)
{
g_Renderer.BindTexture(1, 0);
pglClientActiveTextureARB(GL_TEXTURE1_ARB);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glLoadIdentity();
pglActiveTextureARB(GL_TEXTURE0_ARB);
pglClientActiveTextureARB(GL_TEXTURE0_ARB);
// Clean up the texture matrix and blend mode
glLoadIdentity();
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
glMatrixMode(GL_MODELVIEW);
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
}
void TerrainRenderer::RenderPriorities()
{
PROFILE("render priorities");
debug_assert(m->phase == Phase_Render);
CFont font(L"mono-stroke-10");
font.Bind();
glColor3f(1, 1, 0);
for (size_t i = 0; i < m->visiblePatches.size(); ++i)
{
CPatchRData* patchdata = (CPatchRData*)m->visiblePatches[i]->GetRenderData();
patchdata->RenderPriorities();
}
}