/* Copyright (C) 2020 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 . */ /* * Terrain rendering (everything related to patches and water) is * encapsulated in TerrainRenderer */ #include "precompiled.h" #include "graphics/Camera.h" #include "graphics/Decal.h" #include "graphics/LightEnv.h" #include "graphics/LOSTexture.h" #include "graphics/Patch.h" #include "graphics/GameView.h" #include "graphics/Model.h" #include "graphics/ShaderManager.h" #include "renderer/ShadowMap.h" #include "renderer/SkyManager.h" #include "graphics/TerritoryTexture.h" #include "graphics/TextRenderer.h" #include "maths/MathUtil.h" #include "ps/Filesystem.h" #include "ps/CLogger.h" #include "ps/Game.h" #include "ps/Profile.h" #include "ps/World.h" #include "renderer/DecalRData.h" #include "renderer/PatchRData.h" #include "renderer/Renderer.h" #include "renderer/RenderingOptions.h" #include "renderer/ShadowMap.h" #include "renderer/TerrainRenderer.h" #include "renderer/VertexArray.h" #include "renderer/WaterManager.h" #include "tools/atlas/GameInterface/GameLoop.h" extern GameLoopState* g_AtlasGameLoop; /////////////////////////////////////////////////////////////////////////////////////////////// // TerrainRenderer implementation namespace { CShaderProgramPtr GetDummyShader() { const char* shaderName; if (g_RenderingOptions.GetRenderPath() == RenderPath::SHADER) { if (g_RenderingOptions.GetPreferGLSL()) shaderName = "glsl/dummy"; else shaderName = "arb/dummy"; } else shaderName = "fixed:dummy"; return g_Renderer.GetShaderManager().LoadProgram(shaderName, CShaderDefines()); } } // anonymous namespace /** * 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; /// Patches that were submitted for this frame std::vector visiblePatches[CRenderer::CULL_MAX]; /// Decals that were submitted for this frame std::vector visibleDecals[CRenderer::CULL_MAX]; /// Fancy water shader CShaderProgramPtr fancyWaterShader; CSimulation2* simulation; }; /////////////////////////////////////////////////////////////////// // Construction/Destruction TerrainRenderer::TerrainRenderer() { m = new TerrainRendererInternals(); m->phase = Phase_Submit; } TerrainRenderer::~TerrainRenderer() { delete m; } void TerrainRenderer::SetSimulation(CSimulation2* simulation) { m->simulation = simulation; } /////////////////////////////////////////////////////////////////// // Submit a patch for rendering void TerrainRenderer::Submit(int cullGroup, CPatch* patch) { ENSURE(m->phase == Phase_Submit); CPatchRData* data = (CPatchRData*)patch->GetRenderData(); if (data == 0) { // no renderdata for patch, create it now data = new CPatchRData(patch, m->simulation); patch->SetRenderData(data); } data->Update(m->simulation); m->visiblePatches[cullGroup].push_back(data); } /////////////////////////////////////////////////////////////////// // Submit a decal for rendering void TerrainRenderer::Submit(int cullGroup, CModelDecal* decal) { ENSURE(m->phase == Phase_Submit); CDecalRData* data = (CDecalRData*)decal->GetRenderData(); if (data == 0) { // no renderdata for decal, create it now data = new CDecalRData(decal, m->simulation); decal->SetRenderData(data); } data->Update(m->simulation); m->visibleDecals[cullGroup].push_back(data); } /////////////////////////////////////////////////////////////////// // Prepare for rendering void TerrainRenderer::PrepareForRendering() { ENSURE(m->phase == Phase_Submit); m->phase = Phase_Render; } /////////////////////////////////////////////////////////////////// // Clear submissions lists void TerrainRenderer::EndFrame() { ENSURE(m->phase == Phase_Render || m->phase == Phase_Submit); for (int i = 0; i < CRenderer::CULL_MAX; ++i) { m->visiblePatches[i].clear(); m->visibleDecals[i].clear(); } m->phase = Phase_Submit; } /////////////////////////////////////////////////////////////////// // Full-featured terrain rendering with blending and everything void TerrainRenderer::RenderTerrainFixed(int cullGroup) { #if CONFIG2_GLES UNUSED2(cullGroup); #else ENSURE(m->phase == Phase_Render); std::vector& visiblePatches = m->visiblePatches[cullGroup]; std::vector& visibleDecals = m->visibleDecals[cullGroup]; if (visiblePatches.empty() && visibleDecals.empty()) return; CShaderProgramPtr dummyShader = GetDummyShader(); dummyShader->Bind(); dummyShader->Uniform(str_transform, g_Renderer.GetViewCamera().GetViewProjection()); dummyShader->Uniform(str_color, CColor(0.0f, 0.0f, 0.0f, 1.0f)); // render the solid black sides of the map first g_Renderer.BindTexture(0, 0); glEnableClientState(GL_VERTEX_ARRAY); glColor3f(0, 0, 0); PROFILE_START("render terrain sides"); for (size_t i = 0; i < visiblePatches.size(); ++i) visiblePatches[i]->RenderSides(dummyShader); PROFILE_END("render terrain sides"); // 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); PROFILE_START("render terrain base"); CPatchRData::RenderBases(visiblePatches, CShaderDefines(), NULL, true, dummyShader); PROFILE_END("render terrain base"); // render blends // switch on the composite alpha map texture ignore_result(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); // The decal color array contains lighting data, which we don't want in this non-shader mode glDisableClientState(GL_COLOR_ARRAY); // render blend passes for each patch PROFILE_START("render terrain blends"); CPatchRData::RenderBlends(visiblePatches, CShaderDefines(), NULL, true, dummyShader); PROFILE_END("render terrain blends"); // Disable second texcoord array pglClientActiveTextureARB(GL_TEXTURE1); glDisableClientState(GL_TEXTURE_COORD_ARRAY); // Render terrain decals g_Renderer.BindTexture(1, 0); 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_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_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA); PROFILE_START("render terrain decals"); CDecalRData::RenderDecals(visibleDecals, CShaderDefines(), NULL, true, dummyShader); PROFILE_END("render terrain decals"); // Now apply lighting const CLightEnv& lightEnv = g_Renderer.GetLightEnv(); pglClientActiveTextureARB(GL_TEXTURE0); glEnableClientState(GL_COLOR_ARRAY); // diffuse lighting colors // The vertex color is scaled by 0.5 to permit overbrightness without clamping. // We therefore need to draw Clamp((texture*lighting)*2.0), where 'texture' // is what previous passes drew onto the framebuffer, and 'lighting' is the // color computed by this pass. // We can do that with blending by getting it to draw dst*src + src*dst: glBlendFunc(GL_DST_COLOR, GL_SRC_COLOR); // Scale the ambient color by 0.5 to match the vertex diffuse colors float terrainAmbientColor[4] = { lightEnv.m_TerrainAmbientColor.X * 0.5f, lightEnv.m_TerrainAmbientColor.Y * 0.5f, lightEnv.m_TerrainAmbientColor.Z * 0.5f, 1.f }; CLOSTexture& losTexture = g_Renderer.GetScene().GetLOSTexture(); int streamflags = STREAM_POS; 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.) // No shadows: (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()._11); 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); PROFILE_START("render terrain streams"); CPatchRData::RenderStreams(visiblePatches, dummyShader, streamflags); PROFILE_END("render terrain streams"); glMatrixMode(GL_TEXTURE); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); // restore OpenGL state g_Renderer.BindTexture(1, 0); pglClientActiveTextureARB(GL_TEXTURE1); 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); dummyShader->Unbind(); #endif } void TerrainRenderer::RenderTerrainOverlayTexture(int cullGroup, CMatrix3D& textureMatrix, GLuint texture) { #if CONFIG2_GLES #warning TODO: implement TerrainRenderer::RenderTerrainOverlayTexture for GLES UNUSED2(cullGroup); UNUSED2(textureMatrix); UNUSED2(texture); #else ENSURE(m->phase == Phase_Render); std::vector& visiblePatches = m->visiblePatches[cullGroup]; glEnable(GL_TEXTURE_2D); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDepthMask(0); glDisable(GL_DEPTH_TEST); CShaderTechniquePtr debugOverlayTech = g_Renderer.GetShaderManager().LoadEffect(str_debug_overlay); debugOverlayTech->BeginPass(); CShaderProgramPtr debugOverlayShader = debugOverlayTech->GetShader(); debugOverlayShader->Bind(); debugOverlayShader->BindTexture(str_baseTex, texture); debugOverlayShader->Uniform(str_transform, g_Renderer.GetViewCamera().GetViewProjection()); debugOverlayShader->Uniform(str_textureTransform, textureMatrix); CPatchRData::RenderStreams(visiblePatches, debugOverlayShader, STREAM_POS | STREAM_POSTOUV0); glEnable(GL_DEPTH_TEST); // To make the overlay visible over water, render an additional map-sized // water-height patch. CBoundingBoxAligned waterBounds; for (CPatchRData* data : visiblePatches) waterBounds += data->GetWaterBounds(); if (!waterBounds.IsEmpty()) { // Add a delta to avoid z-fighting. const float height = g_Renderer.GetWaterManager()->m_WaterHeight + 0.05f; const float waterPos[] = { waterBounds[0].X, height, waterBounds[0].Z, waterBounds[1].X, height, waterBounds[0].Z, waterBounds[0].X, height, waterBounds[1].Z, waterBounds[1].X, height, waterBounds[1].Z }; const GLsizei stride = sizeof(float) * 3; debugOverlayShader->VertexPointer(3, GL_FLOAT, stride, waterPos); debugOverlayShader->TexCoordPointer(GL_TEXTURE0, 3, GL_FLOAT, stride, waterPos); debugOverlayShader->AssertPointersBound(); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } debugOverlayShader->Unbind(); debugOverlayTech->EndPass(); glDepthMask(1); glDisable(GL_BLEND); #endif } /////////////////////////////////////////////////////////////////// /** * Set up all the uniforms for a shader pass. */ void TerrainRenderer::PrepareShader(const CShaderProgramPtr& shader, ShadowMap* shadow) { shader->Uniform(str_transform, g_Renderer.GetViewCamera().GetViewProjection()); shader->Uniform(str_cameraPos, g_Renderer.GetViewCamera().GetOrientation().GetTranslation()); const CLightEnv& lightEnv = g_Renderer.GetLightEnv(); if (shadow) { shader->BindTexture(str_shadowTex, shadow->GetTexture()); shader->Uniform(str_shadowTransform, shadow->GetTextureMatrix()); int width = shadow->GetWidth(); int height = shadow->GetHeight(); shader->Uniform(str_shadowScale, width, height, 1.0f / width, 1.0f / height); } CLOSTexture& los = g_Renderer.GetScene().GetLOSTexture(); shader->BindTexture(str_losTex, los.GetTextureSmooth()); shader->Uniform(str_losTransform, los.GetTextureMatrix()[0], los.GetTextureMatrix()[12], 0.f, 0.f); shader->Uniform(str_ambient, lightEnv.m_TerrainAmbientColor); shader->Uniform(str_sunColor, lightEnv.m_SunColor); shader->Uniform(str_sunDir, lightEnv.GetSunDir()); shader->Uniform(str_fogColor, lightEnv.m_FogColor); shader->Uniform(str_fogParams, lightEnv.m_FogFactor, lightEnv.m_FogMax, 0.f, 0.f); } void TerrainRenderer::RenderTerrainShader(const CShaderDefines& context, int cullGroup, ShadowMap* shadow) { ENSURE(m->phase == Phase_Render); std::vector& visiblePatches = m->visiblePatches[cullGroup]; std::vector& visibleDecals = m->visibleDecals[cullGroup]; if (visiblePatches.empty() && visibleDecals.empty()) return; // render the solid black sides of the map first CShaderTechniquePtr techSolid = g_Renderer.GetShaderManager().LoadEffect(str_gui_solid); techSolid->BeginPass(); CShaderProgramPtr shaderSolid = techSolid->GetShader(); shaderSolid->Uniform(str_transform, g_Renderer.GetViewCamera().GetViewProjection()); shaderSolid->Uniform(str_color, 0.0f, 0.0f, 0.0f, 1.0f); PROFILE_START("render terrain sides"); for (size_t i = 0; i < visiblePatches.size(); ++i) visiblePatches[i]->RenderSides(shaderSolid); PROFILE_END("render terrain sides"); techSolid->EndPass(); PROFILE_START("render terrain base"); CPatchRData::RenderBases(visiblePatches, context, shadow); PROFILE_END("render terrain base"); // no need to write to the depth buffer a second time glDepthMask(0); // render blend passes for each patch PROFILE_START("render terrain blends"); CPatchRData::RenderBlends(visiblePatches, context, shadow, false); PROFILE_END("render terrain blends"); PROFILE_START("render terrain decals"); CDecalRData::RenderDecals(visibleDecals, context, shadow, false); PROFILE_END("render terrain decals"); // restore OpenGL state g_Renderer.BindTexture(1, 0); g_Renderer.BindTexture(2, 0); g_Renderer.BindTexture(3, 0); glDepthMask(1); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_BLEND); } /////////////////////////////////////////////////////////////////// // Render un-textured patches as polygons void TerrainRenderer::RenderPatches(int cullGroup, const CColor& color) { ENSURE(m->phase == Phase_Render); std::vector& visiblePatches = m->visiblePatches[cullGroup]; if (visiblePatches.empty()) return; #if CONFIG2_GLES #warning TODO: implement TerrainRenderer::RenderPatches for GLES #else CShaderProgramPtr dummyShader = GetDummyShader(); dummyShader->Bind(); dummyShader->Uniform(str_transform, g_Renderer.GetViewCamera().GetViewProjection()); dummyShader->Uniform(str_color, color); glEnableClientState(GL_VERTEX_ARRAY); CPatchRData::RenderStreams(visiblePatches, dummyShader, STREAM_POS); glDisableClientState(GL_VERTEX_ARRAY); dummyShader->Unbind(); #endif } /////////////////////////////////////////////////////////////////// // Render outlines of submitted patches as lines void TerrainRenderer::RenderOutlines(int cullGroup) { ENSURE(m->phase == Phase_Render); std::vector& visiblePatches = m->visiblePatches[cullGroup]; if (visiblePatches.empty()) return; #if CONFIG2_GLES #warning TODO: implement TerrainRenderer::RenderOutlines for GLES #else glEnableClientState(GL_VERTEX_ARRAY); for (size_t i = 0; i < visiblePatches.size(); ++i) visiblePatches[i]->RenderOutline(); glDisableClientState(GL_VERTEX_ARRAY); #endif } /////////////////////////////////////////////////////////////////// // Scissor rectangle of water patches CBoundingBoxAligned TerrainRenderer::ScissorWater(int cullGroup, const CMatrix3D &viewproj) { std::vector& visiblePatches = m->visiblePatches[cullGroup]; CBoundingBoxAligned scissor; for (size_t i = 0; i < visiblePatches.size(); ++i) { CPatchRData* data = visiblePatches[i]; const CBoundingBoxAligned& waterBounds = data->GetWaterBounds(); if (waterBounds.IsEmpty()) continue; CVector4D v1 = viewproj.Transform(CVector4D(waterBounds[0].X, waterBounds[1].Y, waterBounds[0].Z, 1.0f)); CVector4D v2 = viewproj.Transform(CVector4D(waterBounds[1].X, waterBounds[1].Y, waterBounds[0].Z, 1.0f)); CVector4D v3 = viewproj.Transform(CVector4D(waterBounds[0].X, waterBounds[1].Y, waterBounds[1].Z, 1.0f)); CVector4D v4 = viewproj.Transform(CVector4D(waterBounds[1].X, waterBounds[1].Y, waterBounds[1].Z, 1.0f)); CBoundingBoxAligned screenBounds; #define ADDBOUND(v1, v2, v3, v4) \ if (v1.Z >= -v1.W) \ screenBounds += CVector3D(v1.X, v1.Y, v1.Z) * (1.0f / v1.W); \ else \ { \ float t = v1.Z + v1.W; \ if (v2.Z > -v2.W) \ { \ CVector4D c2 = v1 + (v2 - v1) * (t / (t - (v2.Z + v2.W))); \ screenBounds += CVector3D(c2.X, c2.Y, c2.Z) * (1.0f / c2.W); \ } \ if (v3.Z > -v3.W) \ { \ CVector4D c3 = v1 + (v3 - v1) * (t / (t - (v3.Z + v3.W))); \ screenBounds += CVector3D(c3.X, c3.Y, c3.Z) * (1.0f / c3.W); \ } \ if (v4.Z > -v4.W) \ { \ CVector4D c4 = v1 + (v4 - v1) * (t / (t - (v4.Z + v4.W))); \ screenBounds += CVector3D(c4.X, c4.Y, c4.Z) * (1.0f / c4.W); \ } \ } ADDBOUND(v1, v2, v3, v4); ADDBOUND(v2, v1, v3, v4); ADDBOUND(v3, v1, v2, v4); ADDBOUND(v4, v1, v2, v3); #undef ADDBOUND if (screenBounds[0].X >= 1.0f || screenBounds[1].X <= -1.0f || screenBounds[0].Y >= 1.0f || screenBounds[1].Y <= -1.0f) continue; scissor += screenBounds; } return CBoundingBoxAligned(CVector3D(Clamp(scissor[0].X, -1.0f, 1.0f), Clamp(scissor[0].Y, -1.0f, 1.0f), -1.0f), CVector3D(Clamp(scissor[1].X, -1.0f, 1.0f), Clamp(scissor[1].Y, -1.0f, 1.0f), 1.0f)); } // Render fancy water bool TerrainRenderer::RenderFancyWater(const CShaderDefines& context, int cullGroup, ShadowMap* shadow) { PROFILE3_GPU("fancy water"); WaterManager* WaterMgr = g_Renderer.GetWaterManager(); CShaderDefines defines = context; // If we're using fancy water, make sure its shader is loaded if (!m->fancyWaterShader || WaterMgr->m_NeedsReloading) { if (WaterMgr->m_WaterRealDepth) defines.Add(str_USE_REAL_DEPTH, str_1); if (WaterMgr->m_WaterFancyEffects) defines.Add(str_USE_FANCY_EFFECTS, str_1); if (WaterMgr->m_WaterRefraction) defines.Add(str_USE_REFRACTION, str_1); if (WaterMgr->m_WaterReflection) defines.Add(str_USE_REFLECTION, str_1); if (shadow && WaterMgr->m_WaterShadows) defines.Add(str_USE_SHADOWS_ON_WATER, str_1); // haven't updated the ARB shader yet so I'll always load the GLSL /*if (!g_RenderingOptions.GetPreferGLSL() && !superFancy) m->fancyWaterShader = g_Renderer.GetShaderManager().LoadProgram("arb/water_high", defines); else*/ m->fancyWaterShader = g_Renderer.GetShaderManager().LoadProgram("glsl/water_high", defines); if (!m->fancyWaterShader) { LOGERROR("Failed to load water shader. Falling back to fixed pipeline water.\n"); WaterMgr->m_RenderWater = false; return false; } WaterMgr->m_NeedsReloading = false; } CLOSTexture& losTexture = g_Renderer.GetScene().GetLOSTexture(); // Calculating the advanced informations about Foam and all if the quality calls for it. /*if (WaterMgr->m_NeedInfoUpdate && (WaterMgr->m_WaterFoam || WaterMgr->m_WaterCoastalWaves)) { WaterMgr->m_NeedInfoUpdate = false; WaterMgr->CreateSuperfancyInfo(); }*/ double time = WaterMgr->m_WaterTexTimer; double period = 8; int curTex = (int)(time*60/period) % 60; int nexTex = (curTex + 1) % 60; float repeatPeriod = WaterMgr->m_RepeatPeriod; // Render normals and foam to a framebuffer if we're in fancy effects if (WaterMgr->m_WaterFancyEffects) { // Save the post-processing framebuffer. GLint fbo; glGetIntegerv(GL_FRAMEBUFFER_BINDING_EXT, &fbo); pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, WaterMgr->m_FancyEffectsFBO); glDisable(GL_BLEND); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); glDisable(GL_CULL_FACE); // Overwrite waves that would be behind the ground. CShaderProgramPtr dummyShader = g_Renderer.GetShaderManager().LoadProgram("glsl/gui_solid", CShaderDefines()); dummyShader->Bind(); dummyShader->Uniform(str_transform, g_Renderer.GetViewCamera().GetViewProjection()); dummyShader->Uniform(str_color, 0.0f, 0.0f, 0.0f, 0.0f); std::vector& visiblePatches = m->visiblePatches[cullGroup]; for (size_t i = 0; i < visiblePatches.size(); ++i) { CPatchRData* data = visiblePatches[i]; data->RenderWater(dummyShader, true, true); } dummyShader->Unbind(); glEnable(GL_CULL_FACE); pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo); } glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); m->fancyWaterShader->Bind(); const CCamera& camera = g_Renderer.GetViewCamera(); m->fancyWaterShader->BindTexture(str_normalMap, WaterMgr->m_NormalMap[curTex]); m->fancyWaterShader->BindTexture(str_normalMap2, WaterMgr->m_NormalMap[nexTex]); if (WaterMgr->m_WaterFancyEffects) { m->fancyWaterShader->BindTexture(str_waterEffectsTex, WaterMgr->m_FancyTexture); } if (WaterMgr->m_WaterRefraction && WaterMgr->m_WaterRealDepth) { m->fancyWaterShader->BindTexture(str_depthTex, WaterMgr->m_RefrFboDepthTexture); m->fancyWaterShader->Uniform(str_projInvTransform, WaterMgr->m_RefractionProjInvMatrix); m->fancyWaterShader->Uniform(str_viewInvTransform, WaterMgr->m_RefractionViewInvMatrix); } if (WaterMgr->m_WaterRefraction) m->fancyWaterShader->BindTexture(str_refractionMap, WaterMgr->m_RefractionTexture); if (WaterMgr->m_WaterReflection) m->fancyWaterShader->BindTexture(str_reflectionMap, WaterMgr->m_ReflectionTexture); m->fancyWaterShader->BindTexture(str_losTex, losTexture.GetTextureSmooth()); const CLightEnv& lightEnv = g_Renderer.GetLightEnv(); m->fancyWaterShader->Uniform(str_transform, g_Renderer.GetViewCamera().GetViewProjection()); //TODO: bind only what's needed if (WaterMgr->m_WaterRefraction || WaterMgr->m_WaterReflection) { m->fancyWaterShader->BindTexture(str_skyCube, g_Renderer.GetSkyManager()->GetSkyCube()); // TODO: check that this rotates in the right direction. CMatrix3D skyBoxRotation; skyBoxRotation.SetIdentity(); skyBoxRotation.RotateY(M_PI + lightEnv.GetRotation()); m->fancyWaterShader->Uniform(str_skyBoxRot, skyBoxRotation); if (WaterMgr->m_WaterRefraction) m->fancyWaterShader->Uniform(str_refractionMatrix, WaterMgr->m_RefractionMatrix); if (WaterMgr->m_WaterReflection) m->fancyWaterShader->Uniform(str_reflectionMatrix, WaterMgr->m_ReflectionMatrix); } m->fancyWaterShader->Uniform(str_ambient, lightEnv.m_TerrainAmbientColor); m->fancyWaterShader->Uniform(str_sunDir, lightEnv.GetSunDir()); m->fancyWaterShader->Uniform(str_sunColor, lightEnv.m_SunColor); m->fancyWaterShader->Uniform(str_color, WaterMgr->m_WaterColor); m->fancyWaterShader->Uniform(str_tint, WaterMgr->m_WaterTint); m->fancyWaterShader->Uniform(str_waviness, WaterMgr->m_Waviness); m->fancyWaterShader->Uniform(str_murkiness, WaterMgr->m_Murkiness); m->fancyWaterShader->Uniform(str_windAngle, WaterMgr->m_WindAngle); m->fancyWaterShader->Uniform(str_repeatScale, 1.0f / repeatPeriod); m->fancyWaterShader->Uniform(str_losMatrix, losTexture.GetTextureMatrix()); m->fancyWaterShader->Uniform(str_cameraPos, camera.GetOrientation().GetTranslation()); m->fancyWaterShader->Uniform(str_fogColor, lightEnv.m_FogColor); m->fancyWaterShader->Uniform(str_fogParams, lightEnv.m_FogFactor, lightEnv.m_FogMax, 0.f, 0.f); m->fancyWaterShader->Uniform(str_time, (float)time); m->fancyWaterShader->Uniform(str_screenSize, (float)g_Renderer.GetWidth(), (float)g_Renderer.GetHeight(), 0.0f, 0.0f); if (WaterMgr->m_WaterType == L"clap") { m->fancyWaterShader->Uniform(str_waveParams1, 30.0f,1.5f,20.0f,0.03f); m->fancyWaterShader->Uniform(str_waveParams2, 0.5f,0.0f,0.0f,0.0f); } else if (WaterMgr->m_WaterType == L"lake") { m->fancyWaterShader->Uniform(str_waveParams1, 8.5f,1.5f,15.0f,0.03f); m->fancyWaterShader->Uniform(str_waveParams2, 0.2f,0.0f,0.0f,0.07f); } else { m->fancyWaterShader->Uniform(str_waveParams1, 15.0f,0.8f,10.0f,0.1f); m->fancyWaterShader->Uniform(str_waveParams2, 0.3f,0.0f,0.1f,0.3f); } if (shadow && WaterMgr->m_WaterShadows) { m->fancyWaterShader->BindTexture(str_shadowTex, shadow->GetTexture()); m->fancyWaterShader->Uniform(str_shadowTransform, shadow->GetTextureMatrix()); int width = shadow->GetWidth(); int height = shadow->GetHeight(); m->fancyWaterShader->Uniform(str_shadowScale, width, height, 1.0f / width, 1.0f / height); } std::vector& visiblePatches = m->visiblePatches[cullGroup]; for (size_t i = 0; i < visiblePatches.size(); ++i) { CPatchRData* data = visiblePatches[i]; data->RenderWater(m->fancyWaterShader); } m->fancyWaterShader->Unbind(); glDepthFunc(GL_LEQUAL); glDisable(GL_BLEND); return true; } void TerrainRenderer::RenderSimpleWater(int cullGroup) { #if CONFIG2_GLES UNUSED2(cullGroup); #else PROFILE3_GPU("simple water"); WaterManager* WaterMgr = g_Renderer.GetWaterManager(); CLOSTexture& losTexture = g_Game->GetView()->GetLOSTexture(); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); double time = WaterMgr->m_WaterTexTimer; double period = 1.6f; int curTex = (int)(time*60/period) % 60; CShaderTechniquePtr waterSimpleTech = g_Renderer.GetShaderManager().LoadEffect(str_water_simple); waterSimpleTech->BeginPass(); CShaderProgramPtr waterSimpleShader = waterSimpleTech->GetShader(); waterSimpleShader->Bind(); waterSimpleShader->BindTexture(str_baseTex, WaterMgr->m_WaterTexture[curTex]); waterSimpleShader->BindTexture(str_losTex, losTexture.GetTextureSmooth()); waterSimpleShader->Uniform(str_transform, g_Renderer.GetViewCamera().GetViewProjection()); waterSimpleShader->Uniform(str_losMatrix, losTexture.GetTextureMatrix()); waterSimpleShader->Uniform(str_time, static_cast(time)); waterSimpleShader->Uniform(str_color, WaterMgr->m_WaterColor); glEnableClientState(GL_VERTEX_ARRAY); std::vector& visiblePatches = m->visiblePatches[cullGroup]; for (size_t i = 0; i < visiblePatches.size(); ++i) { CPatchRData* data = visiblePatches[i]; data->RenderWater(waterSimpleShader, false, true); } glDisableClientState(GL_VERTEX_ARRAY); waterSimpleShader->Unbind(); g_Renderer.BindTexture(1, 0); pglActiveTextureARB(GL_TEXTURE0_ARB); glDisable(GL_TEXTURE_2D); waterSimpleTech->EndPass(); #endif } /////////////////////////////////////////////////////////////////// // Render water that is part of the terrain void TerrainRenderer::RenderWater(const CShaderDefines& context, int cullGroup, ShadowMap* shadow) { WaterManager* WaterMgr = g_Renderer.GetWaterManager(); WaterMgr->UpdateQuality(); if (!WaterMgr->WillRenderFancyWater()) RenderSimpleWater(cullGroup); else RenderFancyWater(context, cullGroup, shadow); } void TerrainRenderer::RenderPriorities(int cullGroup) { PROFILE("priorities"); ENSURE(m->phase == Phase_Render); CShaderTechniquePtr tech = g_Renderer.GetShaderManager().LoadEffect(str_gui_text); tech->BeginPass(); CTextRenderer textRenderer(tech->GetShader()); textRenderer.Font(CStrIntern("mono-stroke-10")); textRenderer.Color(1.0f, 1.0f, 0.0f); std::vector& visiblePatches = m->visiblePatches[cullGroup]; for (size_t i = 0; i < visiblePatches.size(); ++i) visiblePatches[i]->RenderPriorities(textRenderer); textRenderer.Render(); tech->EndPass(); }