1
1
forked from 0ad/0ad
0ad/source/renderer/PlayerRenderer.cpp

403 lines
12 KiB
C++
Raw Normal View History

/**
* =========================================================================
* File : PlayerRenderer.cpp
* Project : Pyrogenesis
* Description : Implementation of player colour RenderModifiers.
* =========================================================================
*/
#include "precompiled.h"
#include "renderer/Renderer.h"
#include "renderer/PlayerRenderer.h"
#include "renderer/ShadowMap.h"
#include "graphics/LightEnv.h"
#include "graphics/Model.h"
#include "ps/CLogger.h"
#define LOG_CATEGORY "graphics"
///////////////////////////////////////////////////////////////////////////////////////////////////
// FastPlayerColorRender
FastPlayerColorRender::FastPlayerColorRender()
{
debug_assert(ogl_max_tex_units >= 3);
}
FastPlayerColorRender::~FastPlayerColorRender()
{
}
bool FastPlayerColorRender::IsAvailable()
{
return (ogl_max_tex_units >= 3);
}
int FastPlayerColorRender::BeginPass(int pass)
{
debug_assert(pass == 0);
// Fast player color uses a single pass with three texture environments
// Note: This uses ARB_texture_env_crossbar (which is checked in GameSetup)
//
// We calculate: Result = Color*Texture*(PlayerColor*(1-Texture.a) + 1.0*Texture.a)
// Algebra gives us:
// Result = (1 - ((1 - PlayerColor) * (1 - Texture.a)))*Texture*Color
// TexEnv #0
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_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_ONE_MINUS_SRC_ALPHA);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_CONSTANT);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_ONE_MINUS_SRC_COLOR);
// Don't care about alpha; set it to something harmless
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
// TexEnv #1
pglActiveTextureARB(GL_TEXTURE0+1);
glEnable(GL_TEXTURE_2D);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_ONE_MINUS_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PRIMARY_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
// Don't care about alpha; set it to something harmless
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
// TexEnv #2
pglActiveTextureARB(GL_TEXTURE0+2);
glEnable(GL_TEXTURE_2D);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE0);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
// Don't care about alpha; set it to something harmless
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
pglActiveTextureARB(GL_TEXTURE0);
return STREAM_POS|STREAM_COLOR|STREAM_UV0;
}
bool FastPlayerColorRender::EndPass(int UNUSED(pass))
{
// Restore state
pglActiveTextureARB(GL_TEXTURE1);
glDisable(GL_TEXTURE_2D);
pglActiveTextureARB(GL_TEXTURE2);
glDisable(GL_TEXTURE_2D);
pglActiveTextureARB(GL_TEXTURE0);
return true;
}
void FastPlayerColorRender::PrepareTexture(int UNUSED(pass), CTexture* texture)
{
g_Renderer.SetTexture(2, texture);
g_Renderer.SetTexture(1, texture);
g_Renderer.SetTexture(0, texture);
}
void FastPlayerColorRender::PrepareModel(int UNUSED(pass), CModel* model)
{
// Get the player color
SMaterialColor colour = model->GetMaterial().GetPlayerColor();
float* color = &colour.r; // because it's stored RGBA
// Set the texture environment color the player color
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);
}
///////////////////////////////////////////////////////////////////////////////////////////////////
// SlowPlayerColorRender
SlowPlayerColorRender::SlowPlayerColorRender()
{
}
SlowPlayerColorRender::~SlowPlayerColorRender()
{
}
int SlowPlayerColorRender::BeginPass(int pass)
{
// We calculate: Result = (Color*Texture)*Texture.a + (Color*Texture*PlayerColor)*(1-Texture.a)
// Modulation is done via texture environments, the final interpolation is done via blending
if (pass == 0)
{
// TexEnv #0
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_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PRIMARY_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
// Don't care about alpha; set it to something harmless
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
// Render it!
return STREAM_POS|STREAM_COLOR|STREAM_UV0;
}
else
{
// TexEnv #0
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_CONSTANT);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
// Alpha = Opacity of non-player colored layer
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
// TexEnv #1
pglActiveTextureARB(GL_TEXTURE1);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PRIMARY_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
// Pass alpha unchanged
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
pglActiveTextureARB(GL_TEXTURE0);
// Setup blending
glEnable(GL_BLEND);
glBlendFunc(GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA);
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_LESS, 1.0);
glDepthMask(0);
// Render it!
return STREAM_POS|STREAM_COLOR|STREAM_UV0;
}
}
bool SlowPlayerColorRender::EndPass(int pass)
{
if (pass == 0)
return false; // need two passes
// Restore state
pglActiveTextureARB(GL_TEXTURE1);
glDisable(GL_TEXTURE_2D);
pglActiveTextureARB(GL_TEXTURE0);
glDisable(GL_BLEND);
glDisable(GL_ALPHA_TEST);
glDepthMask(1);
return true;
}
void SlowPlayerColorRender::PrepareTexture(int pass, CTexture* texture)
{
if (pass == 1)
g_Renderer.SetTexture(1, texture);
g_Renderer.SetTexture(0, texture);
}
void SlowPlayerColorRender::PrepareModel(int pass, CModel* model)
{
if (pass == 1)
{
// Get the player color
SMaterialColor colour = model->GetMaterial().GetPlayerColor();
float* color = &colour.r; // because it's stored RGBA
// Set the texture environment color the player color
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);
}
}
///////////////////////////////////////////////////////////////////////////////////////////////////
// LitPlayerColorRender
LitPlayerColorRender::LitPlayerColorRender()
{
}
LitPlayerColorRender::~LitPlayerColorRender()
{
}
int LitPlayerColorRender::BeginPass(int pass)
{
debug_assert(GetShadowMap() && GetShadowMap()->GetUseDepthTexture());
if (pass == 0)
{
// First pass: Lay down the material color
// We calculate:
// Material = Texture*(PlayerColor*(1.0-Texture.a) + 1.0*Texture.a))
// = (1 - ((1 - PlayerColor) * (1 - Texture.a)))*Texture
// Incoming Color holds the player color
// Texture 0 holds the model's texture
// TexEnv #0
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_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_ONE_MINUS_SRC_ALPHA);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_ONE_MINUS_SRC_COLOR);
// Don't care about alpha; set it to something harmless
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
// TexEnv #1
pglActiveTextureARB(GL_TEXTURE0+1);
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_ONE_MINUS_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE0);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
// Don't care about alpha; set it to something harmless
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
pglActiveTextureARB(GL_TEXTURE0);
return STREAM_POS|STREAM_UV0;
}
else
{
// Second pass: Multiply with lighting
//
// We calculate:
// Lighting = Ambient + Diffuse * Shadow
// and modulate with frame buffer contents
//
// Incoming color is diffuse
// Texture 1 is the shadow map
// TexEnv #0
pglActiveTextureARB(GL_TEXTURE0);
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_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);
// TexEnv #1
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);
pglActiveTextureARB(GL_TEXTURE0);
// Blending, Z settings
glEnable(GL_BLEND);
glBlendFunc(GL_DST_COLOR, GL_ZERO);
glDepthMask(0);
return STREAM_POS|STREAM_COLOR|STREAM_TEXGENTOUV1;
}
}
bool LitPlayerColorRender::EndPass(int pass)
{
if (pass == 0)
{
return false;
}
else
{
// Restore state
pglActiveTextureARB(GL_TEXTURE1);
glDisable(GL_TEXTURE_2D);
pglActiveTextureARB(GL_TEXTURE0);
glDisable(GL_BLEND);
glDepthMask(1);
return true;
}
}
const CMatrix3D* LitPlayerColorRender::GetTexGenMatrix(int UNUSED(pass))
{
return &GetShadowMap()->GetTextureMatrix();
}
void LitPlayerColorRender::PrepareTexture(int pass, CTexture* texture)
{
if (pass == 0)
g_Renderer.SetTexture(0, texture);
}
void LitPlayerColorRender::PrepareModel(int pass, CModel* model)
{
if (pass == 0)
{
// Get the player color
SMaterialColor colour = model->GetMaterial().GetPlayerColor();
// Send the player color
glColor3f(colour.r, colour.g, colour.b);
}
}