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forked from 0ad/0ad
0ad/source/renderer/TerrainOverlay.h
Ykkrosh b1b96a89d6 Fix culling for shadows and reflections.
Previously we had a single culling frustum based on the main camera, and
any object outside the frustum would never get rendered, even if it
should actually contribute to shadows or reflections/refractions. This
caused ugly pop-in effects in the shadows and reflections while
scrolling.

Extend the renderer to support multiple cull groups, each with a
separate frustum and with separate lists of submitted objects, so that
shadows and reflections will render the correctly culled sets of
objects.

Update the shadow map generation to compute the (hopefully) correct
bounds and matrices for this new scheme.

Include terrain patches in the shadow bounds, so hills can cast shadows
correctly.

Remove the code that tried to render objects slightly outside the camera
frustum in order to reduce the pop-in effect, since that was a
workaround for the lack of a proper fix.

Remove the model/patch filtering code, which was used to cull objects
that were in the normal camera frustum but should be excluded from
reflections/refractions, since that's redundant now too.

Inline DistanceToPlane to save a few hundred usecs per frame inside
CCmpUnitRenderer::RenderSubmit.

Fixes #504, #579.

This was SVN commit r15445.
2014-06-25 01:11:10 +00:00

198 lines
6.0 KiB
C++

/* Copyright (C) 2012 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/>.
*/
/*
* System for representing tile-based information on top of the
* terrain.
*/
#ifndef INCLUDED_TERRAINOVERLAY
#define INCLUDED_TERRAINOVERLAY
#include "lib/ogl.h"
struct CColor;
class CTerrain;
class CSimContext;
/**
* Common interface for terrain-tile-based and texture-based debug overlays.
*
* An overlay object will be rendered for as long as it is allocated
* (it is automatically registered/deregistered by constructor/destructor).
*/
class ITerrainOverlay
{
NONCOPYABLE(ITerrainOverlay);
public:
virtual ~ITerrainOverlay();
virtual void RenderBeforeWater() { }
virtual void RenderAfterWater() { }
/**
* Draw all ITerrainOverlay objects that exist
* and that should be drawn before water.
*/
static void RenderOverlaysBeforeWater();
/**
* Draw all ITerrainOverlay objects that exist
* and that should be drawn after water.
*/
static void RenderOverlaysAfterWater();
protected:
ITerrainOverlay(int priority);
};
/**
* Base class for (relatively) simple drawing of
* data onto terrain tiles, intended for debugging purposes and for the Atlas
* editor (hence not trying to be very efficient).
*
* To start drawing a terrain overlay, first create a subclass of TerrainOverlay.
* Override the method GetTileExtents if you want to change the range over which
* it is drawn.
* Override ProcessTile to do your processing for each tile, which should call
* RenderTile and RenderTileOutline as appropriate.
*/
class TerrainOverlay : public ITerrainOverlay
{
protected:
/**
* Construct the object and register it with the global
* list of terrain overlays.
* <p>
* The priority parameter controls the order in which overlays are drawn,
* if several exist - they are processed in order of increasing priority,
* so later ones draw on top of earlier ones.
* Most should use the default of 100. Numbers from 200 are used
* by Atlas.
*
* @param priority controls the order of drawing
*/
TerrainOverlay(const CSimContext& simContext, int priority = 100);
/**
* Override to perform processing at the start of the overlay rendering,
* before the ProcessTile calls
*/
virtual void StartRender();
/**
* Override to perform processing at the end of the overlay rendering,
* after the ProcessTile calls
*/
virtual void EndRender();
/**
* Override to limit the range over which ProcessTile will
* be called. Defaults to the size of the map.
*
* @param min_i_inclusive [output] smallest <i>i</i> coordinate, in tile-space units
* (1 unit per tile, <i>+i</i> is world-space <i>+x</i> and game-space East)
* @param min_j_inclusive [output] smallest <i>j</i> coordinate
* (<i>+j</i> is world-space <i>+z</i> and game-space North)
* @param max_i_inclusive [output] largest <i>i</i> coordinate
* @param max_j_inclusive [output] largest <i>j</i> coordinate
*/
virtual void GetTileExtents(ssize_t& min_i_inclusive, ssize_t& min_j_inclusive,
ssize_t& max_i_inclusive, ssize_t& max_j_inclusive);
/**
* Override to perform processing of each tile. Typically calls
* RenderTile and/or RenderTileOutline.
*
* @param i <i>i</i> coordinate of tile being processed
* @param j <i>j</i> coordinate of tile being processed
*/
virtual void ProcessTile(ssize_t i, ssize_t j) = 0;
/**
* Draw a filled quad on top of the current tile.
*
* @param colour colour to draw. May be transparent (alpha &lt; 1)
* @param draw_hidden true if hidden tiles (i.e. those behind other tiles)
* should be drawn
*/
void RenderTile(const CColor& colour, bool draw_hidden);
/**
* Draw a filled quad on top of the given tile.
*/
void RenderTile(const CColor& colour, bool draw_hidden, ssize_t i, ssize_t j);
/**
* Draw an outlined quad on top of the current tile.
*
* @param colour colour to draw. May be transparent (alpha &lt; 1)
* @param line_width width of lines in pixels. 1 is a sensible value
* @param draw_hidden true if hidden tiles (i.e. those behind other tiles)
* should be drawn
*/
void RenderTileOutline(const CColor& colour, int line_width, bool draw_hidden);
/**
* Draw an outlined quad on top of the given tile.
*/
void RenderTileOutline(const CColor& colour, int line_width, bool draw_hidden, ssize_t i, ssize_t j);
private:
// Process all tiles
virtual void RenderBeforeWater();
// Temporary storage of tile coordinates, so ProcessTile doesn't need to
// pass it to RenderTile/etc (and doesn't have a chance to get it wrong)
ssize_t m_i, m_j;
CTerrain* m_Terrain;
};
/**
* Base class for texture-based terrain overlays, with an arbitrary number of
* texels per terrain tile, intended for debugging purposes.
* Subclasses must implement BuildTextureRGBA which will be called each frame.
*/
class TerrainTextureOverlay : public ITerrainOverlay
{
public:
TerrainTextureOverlay(float texelsPerTile, int priority = 100);
virtual ~TerrainTextureOverlay();
protected:
/**
* Called each frame to generate the texture to render on the terrain.
* @p data is w*h*4 bytes, where w and h are the terrain size multiplied
* by texelsPerTile. @p data defaults to fully transparent, and should
* be filled with data in RGBA order.
*/
virtual void BuildTextureRGBA(u8* data, size_t w, size_t h) = 0;
private:
void RenderAfterWater(int cullGroup);
float m_TexelsPerTile;
GLuint m_Texture;
GLsizei m_TextureW, m_TextureH;
};
#endif // INCLUDED_TERRAINOVERLAY