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forked from 0ad/0ad

This was SVN commit r1803.

This commit is contained in:
NoMonkey 2005-01-24 06:14:13 +00:00
parent 0e39146eb4
commit 761dfde0c5
7 changed files with 332 additions and 107 deletions

View File

@ -5,6 +5,7 @@
#include "res/ogl_tex.h"
#include "Renderer.h"
#include "TransparencyRenderer.h"
#include "PlayerRenderer.h"
#include "ModelRData.h"
#include "Model.h"
#include "ModelDef.h"
@ -49,7 +50,9 @@ void CModelRData::Build()
/*if (g_Renderer.IsTextureTransparent(m_Model->GetTexture())) {
m_Flags|=MODELRDATA_FLAG_TRANSPARENT;
}*/
if(m_Model->GetMaterial().UsesAlpha())
if(m_Model->GetPlayerID() + 1)
m_Flags |= MODELRDATA_FLAG_PLAYERCOLOR;
else if(m_Model->GetMaterial().UsesAlpha())
m_Flags |= MODELRDATA_FLAG_TRANSPARENT;
}
@ -176,13 +179,17 @@ void CModelRData::BuildVertices()
}
void CModelRData::RenderStreams(u32 streamflags)
void CModelRData::RenderStreams(u32 streamflags, bool isplayer)
{
CModelDefPtr mdldef=m_Model->GetModelDef();
if (streamflags & STREAM_UV0)
{
m_Model->GetMaterial().Bind();
if(!isplayer)
m_Model->GetMaterial().Bind();
else
g_Renderer.SetTexture(1,m_Model->GetTexture());
g_Renderer.SetTexture(0,m_Model->GetTexture());
}
@ -199,8 +206,8 @@ void CModelRData::RenderStreams(u32 streamflags)
// glDrawRangeElements(GL_TRIANGLES,0,mdldef->GetNumVertices(),numFaces*3,GL_UNSIGNED_SHORT,m_Indices);
glDrawElements(GL_TRIANGLES,numFaces*3,GL_UNSIGNED_SHORT,m_Indices);
if(streamflags & STREAM_UV0)
m_Model->GetMaterial().Unbind();
if(streamflags & STREAM_UV0 & !isplayer)
m_Model->GetMaterial().Unbind();
// bump stats
g_Renderer.m_Stats.m_DrawCalls++;
@ -330,7 +337,7 @@ void CModelRData::RenderModels(u32 streamflags,u32 flags)
// TODO: If not doing player-colours, only bind this to
// the first texture unit
g_Renderer.BindTexture(0,tex_id(batch->m_Texture));
g_Renderer.BindTexture(1,tex_id(batch->m_Texture));
//g_Renderer.BindTexture(1,tex_id(batch->m_Texture));
}
for (uint j=0;j<batch->m_IndexData.size();j++) {
glDrawElements(GL_TRIANGLES,(GLsizei)batch->m_IndexData[j].first,GL_UNSIGNED_SHORT,batch->m_IndexData[j].second);
@ -370,6 +377,9 @@ void CModelRData::Submit(CModel* model)
// add this mode to the transparency renderer for later processing - calculate
// transform matrix
g_TransparencyRenderer.Add(model);
} else if (data->GetFlags() & MODELRDATA_FLAG_PLAYERCOLOR) {
// add this model to the player renderer
g_PlayerRenderer.Add(model);
} else {
// add to regular model list
m_Models.push_back(model);

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@ -7,6 +7,7 @@
#include "RenderableObject.h"
#define MODELRDATA_FLAG_TRANSPARENT (1<<0)
#define MODELRDATA_FLAG_PLAYERCOLOR (1<<1)
class CModel;
@ -17,7 +18,7 @@ public:
~CModelRData();
void Update();
void RenderStreams(u32 streamflags);
void RenderStreams(u32 streamflags, bool isplayer = false);
// return render flags for this model
u32 GetFlags() const { return m_Flags; }

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@ -0,0 +1,241 @@
/***************************************************************************************
AUTHOR: John M. Mena
EMAIL: JohnMMena@hotmail.com
FILE: CConsole.h
CREATED: 1/23/05
COMPLETED: NULL
DESCRIPTION: Handles rendering all of the player objects.
The structure was inherited from Rich Cross' Transparency Renderer.
****************************************************************************************/
#include "precompiled.h"
#include <algorithm>
#include "Renderer.h"
#include "PlayerRenderer.h"
#include "Model.h"
#include "Game.h"
CPlayerRenderer g_PlayerRenderer;
///////////////////////////////////////////////////////////////////////////////////////////////////
// SortObjectsByDist: sorting class used for back-to-front sort of transparent passes
struct SortObjectsByDist {
typedef CPlayerRenderer::SObject SortObj;
bool operator()(const SortObj& lhs,const SortObj& rhs) {
return lhs.m_Dist>rhs.m_Dist? true : false;
}
};
///////////////////////////////////////////////////////////////////////////////////////////////////
// Render: render all deferred passes; call Sort before using to ensure passes
// are drawn in correct order
void CPlayerRenderer::Render()
{
if (m_Objects.size()==0) return;
// switch on wireframe if we need it
if (g_Renderer.m_ModelRenderMode==WIREFRAME) {
glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
}
// set up texture environment for base pass - modulate texture and primary color
glActiveTexture(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);
// Set the proper LOD bias
glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, g_Renderer.m_Options.m_LodBias);
// Render two passes: first, render the unit as normal. Second,
// render it again but modulated with the player-colour, using
// the alpha channel as a mask.
//
// Assume the alpha channel is 1-bit, so there's no need for blending.
//
// This probably ought to be done in a single pass on hardware that
// supports register combiners / fragment programs / etc.
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
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);
glDisable(GL_ALPHA_TEST);
// Render first pass
RenderObjectsStreams(STREAM_POS|STREAM_COLOR|STREAM_UV0);
// Set up second pass: first texture unit carries on doing texture*lighting,
// but passes alpha through inverted; the second texture unit modulates
// with the player colour.
glActiveTexture(GL_TEXTURE0);
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);
glActiveTexture(GL_TEXTURE1);
glEnable(GL_TEXTURE_2D);
// t1 = t0 * playercolor
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_CONSTANT);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
// Continue passing through alpha from texture
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);
// Only render high-alpha parts
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER,0.5f);
// Render second pass
RenderObjectsStreams(STREAM_POS|STREAM_COLOR|STREAM_UV0);
// Restore states
glActiveTexture(GL_TEXTURE1);
glDisable(GL_TEXTURE_2D);
glDisable(GL_ALPHA_TEST);
glActiveTexture(GL_TEXTURE0);
// switch off client states
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
if (g_Renderer.m_ModelRenderMode==WIREFRAME) {
// switch wireframe off again
glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
} else if (g_Renderer.m_ModelRenderMode==EDGED_FACES) {
// edged faces: need to make a second pass over the data:
// first switch on wireframe
glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
// setup some renderstate ..
glDepthMask(0);
g_Renderer.SetTexture(0,0);
glColor4f(1,1,1,0.75f);
glLineWidth(1.0f);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
// .. and some client states
glEnableClientState(GL_VERTEX_ARRAY);
// render each model
RenderObjectsStreams(STREAM_POS);
// .. and switch off the client states
glDisableClientState(GL_VERTEX_ARRAY);
// .. and restore the renderstates
glDisable(GL_BLEND);
glDepthMask(1);
// restore fill mode, and we're done
glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
}
}
void CPlayerRenderer::Clear()
{
// all transparent objects rendered; release them
m_Objects.clear();
}
void CPlayerRenderer::Add(CModel* model)
{
// resize array, get last object in list
m_Objects.resize(m_Objects.size()+1);
SObject& obj=m_Objects.back();
obj.m_Model=model;
// build transform from object to camera space
CMatrix3D objToCam,invcam;
g_Renderer.m_Camera.m_Orientation.GetInverse(objToCam);
objToCam*=model->GetTransform();
// resort model indices from back to front, according to camera position - and store
// the returned sqrd distance to the centre of the nearest triangle
CModelRData* modeldata=(CModelRData*) model->GetRenderData();
obj.m_Dist=modeldata->BackToFrontIndexSort(objToCam);
}
//TODO: Correctly implement shadows for the players
//void CPlayerRenderer::RenderShadows()
//{
// if (m_Objects.size()==0) return;
//
// // switch on client states
// glEnableClientState(GL_TEXTURE_COORD_ARRAY);
//
// 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);
//
// RenderObjectsStreams(STREAM_POS|STREAM_UV0,MODELFLAG_CASTSHADOWS);
//
// glDepthMask(1);
// glDisable(GL_BLEND);
//
// // switch off client states
// glDisableClientState(GL_TEXTURE_COORD_ARRAY);
//}
///////////////////////////////////////////////////////////////////////////////////////////////
// RenderObjectsStreams: render given streams on all objects
void CPlayerRenderer::RenderObjectsStreams(u32 streamflags,u32 mflags)
{
for (uint i=0;i<m_Objects.size();++i) {
if (!mflags || (m_Objects[i].m_Model->GetFlags() & mflags)) {
CModelRData* modeldata=(CModelRData*) m_Objects[i].m_Model->GetRenderData();
// Get the models player ID
const PS_uint playerid = m_Objects[i].m_Model->GetPlayerID();
// Get the player color
const SPlayerColour& colour = g_Game->GetPlayer( playerid )->GetColour();
float color[] = { colour.r, colour.g, colour.b, colour.a };
// Set the texture environment color the player color
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);
// Render the model
modeldata->RenderStreams(streamflags, true);
}
}
}

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@ -0,0 +1,48 @@
/***************************************************************************************
AUTHOR: John M. Mena
EMAIL: JohnMMena@hotmail.com
FILE: CConsole.h
CREATED: 1/23/05
COMPLETED: NULL
DESCRIPTION: Handles rendering all of the player objects.
The structure was inherited from Rich Cross' Transparency Renderer.
****************************************************************************************/
#ifndef __PLAYERRENDERER_H
#define __PLAYERRENDERER_H
#include <vector>
class CModel;
class CPlayerRenderer
{
public:
struct SObject {
// the transparent model
CModel* m_Model;
// sqrd distance from camera to centre of nearest triangle
float m_Dist;
};
public:
// add object to render in deferred transparency pass
void Add(CModel* model);
// render all deferred objects
void Render();
// render shadows from all deferred objects
void RenderShadows();
// empty object list
void Clear();
private:
// render given streams on all objects
void RenderObjectsStreams(u32 streamflags,u32 mflags=0);
// list of transparent objects to render
std::vector<SObject> m_Objects;
};
extern CPlayerRenderer g_PlayerRenderer;
#endif

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@ -19,6 +19,7 @@
#include <algorithm>
#include "Renderer.h"
#include "TransparencyRenderer.h"
#include "PlayerRenderer.h"
#include "Terrain.h"
#include "Matrix3D.h"
#include "Camera.h"
@ -798,109 +799,27 @@ void CRenderer::RenderModelSubmissions()
// Set the proper LOD bias
glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, m_Options.m_LodBias);
// TODO: do this properly
const bool playercolor=true;
// pass one through as alpha; transparent textures handled specially by CTransparencyRenderer
// (gl_constant means the colour comes from the gl_texture_env_color)
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);
if (! playercolor)
{
float color[] = { 1.0, 1.0, 1.0, 1.0 };
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);
// pass one through as alpha; transparent textures handled specially by CTransparencyRenderer
// (gl_constant means the colour comes from the gl_texture_env_color)
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);
// setup client states
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
float color[] = { 1.0, 1.0, 1.0, 1.0 };
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);
// render models
CModelRData::RenderModels(STREAM_POS|STREAM_COLOR|STREAM_UV0);
// setup client states
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
// render models
CModelRData::RenderModels(STREAM_POS|STREAM_COLOR|STREAM_UV0);
// switch off client states
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
}
else
{
// Render two passes: first, render the unit as normal. Second,
// render it again but modulated with the player-colour, using
// the alpha channel as a mask.
//
// Assume the alpha channel is 1-bit, so there's no need for blending.
//
// This probably ought to be done in a single pass on hardware that
// supports register combiners / fragment programs / etc.
float color[] = { 1.0, 0.0, 0.0, 1.0 };
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);
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);
glDisable(GL_ALPHA_TEST);
// Render first pass
CModelRData::RenderModels(STREAM_POS|STREAM_COLOR|STREAM_UV0);
// Set up second pass: first texture unit carries on doing texture*lighting,
// but passes alpha through inverted; the second texture unit modulates
// with the player colour.
glActiveTexture(GL_TEXTURE0);
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);
glActiveTexture(GL_TEXTURE1);
glEnable(GL_TEXTURE_2D);
// t1 = t0 * playercolor
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_CONSTANT);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);
// Continue passing through alpha from texture
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);
// Only render high-alpha parts
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER,0.5f);
// Render second pass
CModelRData::RenderModels(STREAM_POS|STREAM_COLOR|STREAM_UV0);
// Restore states
glActiveTexture(GL_TEXTURE1);
glDisable(GL_TEXTURE_2D);
glDisable(GL_ALPHA_TEST);
glActiveTexture(GL_TEXTURE0);
// switch off client states
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
}
// switch off client states
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
}
void CRenderer::RenderModels()
@ -990,6 +909,10 @@ void CRenderer::FlushFrame()
RenderPatches();
oglCheck();
MICROLOG(L"render player models");
g_PlayerRenderer.Render();
oglCheck();
MICROLOG(L"render models");
RenderModels();
oglCheck();
@ -1009,6 +932,7 @@ void CRenderer::FlushFrame()
// empty lists
MICROLOG(L"empty lists");
g_TransparencyRenderer.Clear();
g_PlayerRenderer.Clear();
CPatchRData::ClearSubmissions();
CModelRData::ClearSubmissions();
}

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@ -221,6 +221,7 @@ protected:
friend class CPatchRData;
friend class CModelRData;
friend class CTransparencyRenderer;
friend class CPlayerRenderer;
// update renderdata of everything submitted
void UpdateSubmittedObjectData();

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@ -154,7 +154,7 @@ public:
void SetPlayer(CPlayer *pPlayer);
// Retrieve the player associated with this entity
inline CPlayer* GetPlayer() { return m_player; }
CPlayer* GetPlayer() { return m_player; }
// Process damage
void Damage( CDamageType& damage, CEntity* inflictor = NULL );