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forked from 0ad/0ad
0ad/source/renderer/TransparencyRenderer.cpp
Ykkrosh 44be62092c # Fixed rendering of transparent objects.
Made transparency ordering give consistent results if two transparent
models are in the same position.
Removed transparency material from tree trunks, so they won't suffer
from transparency-ordering issues.

This was SVN commit r4889.
2007-02-10 18:26:57 +00:00

902 lines
24 KiB
C++

/**
* =========================================================================
* File : TransparencyRenderer.h
* Project : Pyrogenesis
* Description : ModelRenderer implementation that sorts models and/or
* : polygons based on distance from viewer, for transparency
* : rendering.
*
* @author Rich Cross <rich@wildfiregames.com>
* @author Nicolai Haehnle <nicolai@wildfiregames.com>
* =========================================================================
*/
#include "precompiled.h"
#include <algorithm>
#include <vector>
#include "lib/ogl.h"
#include "maths/MathUtil.h"
#include "maths/Vector3D.h"
#include "maths/Vector4D.h"
#include "graphics/LightEnv.h"
#include "graphics/Model.h"
#include "graphics/ModelDef.h"
#include "ps/Profile.h"
#include "renderer/Renderer.h"
#include "renderer/ShadowMap.h"
#include "renderer/TransparencyRenderer.h"
#include "renderer/VertexArray.h"
///////////////////////////////////////////////////////////////////////////////////////////////////
// PolygonSortModelRenderer implementation
/**
* Struct PSModelDef: Per-CModelDef data for the polygon sort vertex renderer
*/
struct PSModelDef : public CModelDefRPrivate
{
PSModelDef(CModelDefPtr mdef);
/// Static vertex array
VertexArray m_Array;
/// UV is static
VertexArray::Attribute m_UV;
};
PSModelDef::PSModelDef(CModelDefPtr mdef)
: m_Array(false)
{
m_UV.type = GL_FLOAT;
m_UV.elems = 2;
m_Array.AddAttribute(&m_UV);
m_Array.SetNumVertices(mdef->GetNumVertices());
m_Array.Layout();
VertexArrayIterator<float[2]> UVit = m_UV.GetIterator<float[2]>();
ModelRenderer::BuildUV(mdef, UVit);
m_Array.Upload();
m_Array.FreeBackingStore();
}
/**
* Struct PSModel: Per-CModel data for the polygon sorting renderer
*/
struct PSModel
{
PSModel(CModel* model);
~PSModel();
/**
* BackToFrontIndexSort: Sort polygons by distance to camera for
* transparency rendering and fill the indices array appropriately.
*
* @param worldToCam World to camera coordinate space transform
*
* @return Square of the estimated distance to the nearest triangle.
*/
float BackToFrontIndexSort(const CMatrix3D& objToCam);
/// Back-link to the model
CModel* m_Model;
/// Dynamic per-CModel vertex array
VertexArray m_Array;
/// Position and lighting are recalculated on CPU every frame
VertexArray::Attribute m_Position;
VertexArray::Attribute m_Color;
/// Indices array (sorted on CPU based on distance to camera)
u16* m_Indices;
};
PSModel::PSModel(CModel* model)
: m_Model(model), m_Array(true)
{
CModelDefPtr mdef = m_Model->GetModelDef();
m_Position.type = GL_FLOAT;
m_Position.elems = 3;
m_Array.AddAttribute(&m_Position);
m_Color.type = GL_UNSIGNED_BYTE;
m_Color.elems = 4;
m_Array.AddAttribute(&m_Color);
m_Array.SetNumVertices(mdef->GetNumVertices());
m_Array.Layout();
m_Indices = new u16[mdef->GetNumFaces()*3];
}
PSModel::~PSModel()
{
delete[] m_Indices;
}
typedef std::pair<int,float> IntFloatPair;
struct SortFacesByDist {
bool operator()(const IntFloatPair& lhs,const IntFloatPair& rhs) {
return lhs.second>rhs.second ? true : false;
}
};
float PSModel::BackToFrontIndexSort(const CMatrix3D& worldToCam)
{
static std::vector<IntFloatPair> IndexSorter;
CModelDefPtr mdef = m_Model->GetModelDef();
size_t numFaces = mdef->GetNumFaces();
const SModelFace* faces = mdef->GetFaces();
if (IndexSorter.size() < numFaces)
IndexSorter.resize(numFaces);
VertexArrayIterator<CVector3D> Position = m_Position.GetIterator<CVector3D>();
CVector3D tmpvtx;
for(size_t i = 0; i < numFaces; ++i)
{
tmpvtx = Position[faces[i].m_Verts[0]];
tmpvtx += Position[faces[i].m_Verts[1]];
tmpvtx += Position[faces[i].m_Verts[2]];
tmpvtx *= 1.0f/3.0f;
tmpvtx = worldToCam.Transform(tmpvtx);
float distsqrd = SQR(tmpvtx.X)+SQR(tmpvtx.Y)+SQR(tmpvtx.Z);
IndexSorter[i].first = (int)i;
IndexSorter[i].second = distsqrd;
}
std::sort(IndexSorter.begin(),IndexSorter.begin()+numFaces,SortFacesByDist());
// now build index list
u32 idxidx = 0;
for (size_t i = 0; i < numFaces; ++i) {
const SModelFace& face = faces[IndexSorter[i].first];
m_Indices[idxidx++] = (u16)(face.m_Verts[0]);
m_Indices[idxidx++] = (u16)(face.m_Verts[1]);
m_Indices[idxidx++] = (u16)(face.m_Verts[2]);
}
return IndexSorter[0].second;
}
/**
* Struct PolygonSortModelRendererInternals: Internal data structure of
* PolygonSortModelRenderer
*/
struct PolygonSortModelRendererInternals
{
/// Scratch space for normal vector calculation
std::vector<CVector3D> normals;
};
// Construction / Destruction
PolygonSortModelRenderer::PolygonSortModelRenderer()
{
m = new PolygonSortModelRendererInternals;
}
PolygonSortModelRenderer::~PolygonSortModelRenderer()
{
delete m;
}
// Create per-CModel data for the model (and per-CModelDef data if necessary)
void* PolygonSortModelRenderer::CreateModelData(CModel* model)
{
CModelDefPtr mdef = model->GetModelDef();
PSModelDef* psmdef = (PSModelDef*)mdef->GetRenderData(m);
if (!psmdef)
{
psmdef = new PSModelDef(mdef);
mdef->SetRenderData(m, psmdef);
}
return new PSModel(model);
}
// Updated transforms
void PolygonSortModelRenderer::UpdateModelData(CModel* model, void* data, u32 updateflags)
{
PSModel* psmdl = (PSModel*)data;
if (updateflags & (RENDERDATA_UPDATE_VERTICES|RENDERDATA_UPDATE_COLOR))
{
CModelDefPtr mdef = model->GetModelDef();
size_t numVertices = mdef->GetNumVertices();
// build vertices
if (m->normals.size() < numVertices)
m->normals.resize(numVertices);
VertexArrayIterator<CVector3D> Position = psmdl->m_Position.GetIterator<CVector3D>();
VertexArrayIterator<CVector3D> Normal = VertexArrayIterator<CVector3D>((char*)&m->normals[0], sizeof(CVector3D));
ModelRenderer::BuildPositionAndNormals(model, Position, Normal);
VertexArrayIterator<SColor4ub> Color = psmdl->m_Color.GetIterator<SColor4ub>();
ModelRenderer::BuildColor4ub(model, Normal, Color, false);
// upload everything to vertex buffer
psmdl->m_Array.Upload();
}
// resort model indices from back to front, according to the view camera position - and store
// the returned sqrd distance to the centre of the nearest triangle
// Use the view camera instead of the cull camera because:
// a) polygon sorting implicitly uses the view camera (and changing that would be costly)
// b) using the cull camera is likely not interesting from a debugging POV
PROFILE_START( "sorting transparent" );
CMatrix3D worldToCam;
g_Renderer.GetViewCamera().m_Orientation.GetInverse(worldToCam);
psmdl->BackToFrontIndexSort(worldToCam);
PROFILE_END( "sorting transparent" );
}
// Cleanup per-CModel data
void PolygonSortModelRenderer::DestroyModelData(CModel* UNUSED(model), void* data)
{
PSModel* psmdl = (PSModel*)data;
delete psmdl;
}
// Prepare for one rendering pass
void PolygonSortModelRenderer::BeginPass(uint streamflags, const CMatrix3D* texturematrix)
{
debug_assert(streamflags == (streamflags & (STREAM_POS|STREAM_COLOR|STREAM_UV0|STREAM_TEXGENTOUV1)));
glEnableClientState(GL_VERTEX_ARRAY);
if (streamflags & STREAM_UV0) glEnableClientState(GL_TEXTURE_COORD_ARRAY);
if (streamflags & STREAM_COLOR) glEnableClientState(GL_COLOR_ARRAY);
if (streamflags & STREAM_TEXGENTOUV1)
{
pglActiveTextureARB(GL_TEXTURE1);
pglClientActiveTextureARB(GL_TEXTURE1);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glMatrixMode(GL_TEXTURE);
glLoadMatrixf(&texturematrix->_11);
glMatrixMode(GL_MODELVIEW);
pglActiveTextureARB(GL_TEXTURE0);
pglClientActiveTextureARB(GL_TEXTURE0);
}
}
// Cleanup rendering
void PolygonSortModelRenderer::EndPass(uint streamflags)
{
if (streamflags & STREAM_UV0) glDisableClientState(GL_TEXTURE_COORD_ARRAY);
if (streamflags & STREAM_COLOR) glDisableClientState(GL_COLOR_ARRAY);
if (streamflags & STREAM_TEXGENTOUV1)
{
pglActiveTextureARB(GL_TEXTURE1);
pglClientActiveTextureARB(GL_TEXTURE1);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
pglActiveTextureARB(GL_TEXTURE0);
pglClientActiveTextureARB(GL_TEXTURE0);
}
glDisableClientState(GL_VERTEX_ARRAY);
}
// Prepare for rendering models using this CModelDef
void PolygonSortModelRenderer::PrepareModelDef(uint streamflags, CModelDefPtr def)
{
if (streamflags & STREAM_UV0)
{
PSModelDef* psmdef = (PSModelDef*)def->GetRenderData(m);
debug_assert(psmdef);
u8* base = psmdef->m_Array.Bind();
GLsizei stride = (GLsizei)psmdef->m_Array.GetStride();
glTexCoordPointer(2, GL_FLOAT, stride, base + psmdef->m_UV.offset);
}
}
// Render one model
void PolygonSortModelRenderer::RenderModel(uint streamflags, CModel* model, void* data)
{
CModelDefPtr mdef = model->GetModelDef();
PSModel* psmdl = (PSModel*)data;
// Setup per-CModel arrays
u8* base = psmdl->m_Array.Bind();
GLsizei stride = (GLsizei)psmdl->m_Array.GetStride();
glVertexPointer(3, GL_FLOAT, stride, base + psmdl->m_Position.offset);
if (streamflags & STREAM_COLOR)
glColorPointer(3, psmdl->m_Color.type, stride, base + psmdl->m_Color.offset);
if (streamflags & STREAM_TEXGENTOUV1)
{
pglClientActiveTextureARB(GL_TEXTURE1);
pglActiveTextureARB(GL_TEXTURE1);
glTexCoordPointer(3, GL_FLOAT, stride, base + psmdl->m_Position.offset);
pglClientActiveTextureARB(GL_TEXTURE0);
pglActiveTextureARB(GL_TEXTURE0);
}
// render the lot
size_t numFaces = mdef->GetNumFaces();
if (!g_Renderer.m_SkipSubmit) {
pglDrawRangeElementsEXT(GL_TRIANGLES, 0, (GLuint)mdef->GetNumVertices(),
(GLsizei)numFaces*3, GL_UNSIGNED_SHORT, psmdl->m_Indices);
}
// bump stats
g_Renderer.m_Stats.m_DrawCalls++;
g_Renderer.m_Stats.m_ModelTris += numFaces;
}
///////////////////////////////////////////////////////////////////////////////////////////////////
// SortModelRenderer implementation
/**
* Struct SModel: Per-CModel data for the model-sorting renderer
*/
struct SModel : public CModelRData
{
SModel(SortModelRendererInternals* tri, CModel* model);
~SModel();
// Back-link to the Model renderer
SortModelRendererInternals* m_SMRI;
// Private data of the ModelVertexRenderer
void* m_Data;
// Distance to camera (for sorting)
float m_Distance;
};
/**
* Struct SortModelRendererInternals: Internal data structure of SortModelRenderer
*/
struct SortModelRendererInternals
{
/// Vertex renderer used for transform and lighting
ModelVertexRendererPtr vertexRenderer;
/// List of submitted models.
std::vector<SModel*> models;
};
SModel::SModel(SortModelRendererInternals* smri, CModel* model)
: CModelRData(smri, model), m_SMRI(smri)
{
m_Data = m_SMRI->vertexRenderer->CreateModelData(model);
m_Distance = 0;
}
SModel::~SModel()
{
m_SMRI->vertexRenderer->DestroyModelData(GetModel(), m_Data);
}
// Construction / Destruction
SortModelRenderer::SortModelRenderer(ModelVertexRendererPtr vertexRenderer)
{
m = new SortModelRendererInternals;
m->vertexRenderer = vertexRenderer;
}
SortModelRenderer::~SortModelRenderer()
{
delete m;
}
// Submit a model: Create, but don't fill in, our own Model and ModelDef structures
void SortModelRenderer::Submit(CModel* model)
{
CModelRData* rdata = (CModelRData*)model->GetRenderData();
SModel* smdl;
if (rdata && rdata->GetKey() == m)
{
smdl = (SModel*)rdata;
}
else
{
smdl = new SModel(m, model);
rdata = smdl;
model->SetRenderData(rdata);
model->SetDirty(~0u);
g_Renderer.LoadTexture(model->GetTexture(), GL_CLAMP_TO_EDGE);
}
m->models.push_back(smdl);
}
// Transform and sort all models
struct SortModelsByDist {
bool operator()(SModel* lhs, SModel* rhs) {
// Sort by distance, and break ties by comparing pointers
return lhs->m_Distance > rhs->m_Distance ? true
: lhs->m_Distance < rhs->m_Distance ? false
: (lhs > rhs);
}
};
void SortModelRenderer::PrepareModels()
{
CMatrix3D worldToCam;
if (m->models.size() == 0)
return;
g_Renderer.GetViewCamera().m_Orientation.GetInverse(worldToCam);
for(std::vector<SModel*>::iterator it = m->models.begin(); it != m->models.end(); ++it)
{
SModel* smdl = *it;
CModel* model = smdl->GetModel();
debug_assert(model->GetRenderData() == smdl);
m->vertexRenderer->UpdateModelData(model, smdl->m_Data, smdl->m_UpdateFlags);
smdl->m_UpdateFlags = 0;
CVector3D modelpos = model->GetTransform().GetTranslation();
modelpos = worldToCam.Transform(modelpos);
smdl->m_Distance = modelpos.Z;
}
PROFILE_START( "sorting transparent" );
std::sort(m->models.begin(), m->models.end(), SortModelsByDist());
PROFILE_END( "sorting transparent" );
}
// Cleanup per-frame model list
void SortModelRenderer::EndFrame()
{
m->models.clear();
}
// Return whether models have been submitted this frame
bool SortModelRenderer::HaveSubmissions()
{
return m->models.size() != 0;
}
// Render submitted models (filtered by flags) using the given modifier
void SortModelRenderer::Render(RenderModifierPtr modifier, u32 flags)
{
uint pass = 0;
if (m->models.size() == 0)
return;
do
{
u32 streamflags = modifier->BeginPass(pass);
const CMatrix3D* texturematrix = 0;
CModelDefPtr lastmdef;
CTexture* lasttex = 0;
if (streamflags & STREAM_TEXGENTOUV1)
texturematrix = modifier->GetTexGenMatrix(pass);
m->vertexRenderer->BeginPass(streamflags, texturematrix);
for(std::vector<SModel*>::iterator it = m->models.begin(); it != m->models.end(); ++it)
{
SModel* smdl = *it;
CModel* mdl = smdl->GetModel();
if (flags & !(mdl->GetFlags() & flags))
continue;
debug_assert(smdl->GetKey() == m);
CModelDefPtr mdef = mdl->GetModelDef();
CTexture* tex = mdl->GetTexture();
// Prepare per-CModelDef data if changed
if (mdef != lastmdef)
{
m->vertexRenderer->PrepareModelDef(streamflags, mdef);
lastmdef = mdef;
}
// Prepare necessary RenderModifier stuff
if (tex != lasttex)
{
modifier->PrepareTexture(pass, tex);
lasttex = tex;
}
modifier->PrepareModel(pass, mdl);
// Render the model
m->vertexRenderer->RenderModel(streamflags, mdl, smdl->m_Data);
}
m->vertexRenderer->EndPass(streamflags);
} while(!modifier->EndPass(pass++));
}
///////////////////////////////////////////////////////////////////////////////////////////////////
// TransparentRenderModifier implementation
TransparentRenderModifier::TransparentRenderModifier()
{
}
TransparentRenderModifier::~TransparentRenderModifier()
{
}
u32 TransparentRenderModifier::BeginPass(uint pass)
{
if (pass == 0)
{
// First pass: Put down Z for opaque parts of the model,
// don't touch the color buffer.
glDepthMask(1);
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_CONSTANT);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
// just pass through texture's alpha
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);
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER,0.975f);
// render everything with color writes off to setup depth buffer correctly
glColorMask(0,0,0,0);
return STREAM_POS|STREAM_UV0;
}
else
{
// Second pass: Put down color, disable Z write
glColorMask(1,1,1,1);
glDepthMask(0);
// setup texture environment to modulate diffuse color with texture color
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);
glAlphaFunc(GL_GREATER,0);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
// Set the proper LOD bias
glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, g_Renderer.m_Options.m_LodBias);
return STREAM_POS|STREAM_COLOR|STREAM_UV0;
}
}
bool TransparentRenderModifier::EndPass(uint pass)
{
if (pass == 0)
return false; // multi-pass
glDisable(GL_BLEND);
glDisable(GL_ALPHA_TEST);
glDepthMask(1);
return true;
}
void TransparentRenderModifier::PrepareTexture(uint UNUSED(pass), CTexture* texture)
{
g_Renderer.SetTexture(0, texture);
}
void TransparentRenderModifier::PrepareModel(uint UNUSED(pass), CModel* UNUSED(model))
{
// No per-model setup necessary
}
///////////////////////////////////////////////////////////////////////////////////////////////////
// LitTransparentRenderModifier implementation
LitTransparentRenderModifier::LitTransparentRenderModifier()
{
}
LitTransparentRenderModifier::~LitTransparentRenderModifier()
{
}
u32 LitTransparentRenderModifier::BeginPass(uint pass)
{
debug_assert(GetShadowMap() && GetShadowMap()->GetUseDepthTexture());
if (pass == 0)
{
// First pass: Put down Z for opaque parts of the model,
// don't touch the color buffer.
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_CONSTANT);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
// just pass through texture's alpha
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);
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER,0.975f);
// render everything with color writes off to setup depth buffer correctly
glColorMask(0,0,0,0);
return STREAM_POS|STREAM_UV0;
}
else
{
// Second pass: Put down color, disable Z write
glColorMask(1,1,1,1);
glDepthMask(0);
// Ambient + Diffuse * Shadow
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_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);
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);
// Incoming color is ambient + diffuse light
pglActiveTextureARB(GL_TEXTURE2);
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_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE0);
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_TEXTURE0);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
pglActiveTextureARB(GL_TEXTURE0);
glAlphaFunc(GL_GREATER,0);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
// Set the proper LOD bias
glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, g_Renderer.m_Options.m_LodBias);
return STREAM_POS|STREAM_COLOR|STREAM_UV0|STREAM_TEXGENTOUV1;
}
}
bool LitTransparentRenderModifier::EndPass(uint pass)
{
if (pass == 0)
return false; // multi-pass
pglActiveTextureARB(GL_TEXTURE1);
glDisable(GL_TEXTURE_2D);
pglActiveTextureARB(GL_TEXTURE2);
glDisable(GL_TEXTURE_2D);
pglActiveTextureARB(GL_TEXTURE0);
glDisable(GL_BLEND);
glDisable(GL_ALPHA_TEST);
glDepthMask(1);
return true;
}
const CMatrix3D* LitTransparentRenderModifier::GetTexGenMatrix(uint UNUSED(pass))
{
return &GetShadowMap()->GetTextureMatrix();
}
void LitTransparentRenderModifier::PrepareTexture(uint UNUSED(pass), CTexture* texture)
{
g_Renderer.SetTexture(0, texture);
}
void LitTransparentRenderModifier::PrepareModel(uint UNUSED(pass), CModel* UNUSED(model))
{
// No per-model setup necessary
}
///////////////////////////////////////////////////////////////////////////////////////////////////
// TransparentShadowRenderModifier implementation
TransparentShadowRenderModifier::TransparentShadowRenderModifier()
{
}
TransparentShadowRenderModifier::~TransparentShadowRenderModifier()
{
}
u32 TransparentShadowRenderModifier::BeginPass(uint pass)
{
debug_assert(pass == 0);
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);
return STREAM_POS|STREAM_UV0;
}
bool TransparentShadowRenderModifier::EndPass(uint UNUSED(pass))
{
glDepthMask(1);
glDisable(GL_BLEND);
return true;
}
void TransparentShadowRenderModifier::PrepareTexture(uint UNUSED(pass), CTexture* texture)
{
g_Renderer.SetTexture(0, texture);
}
void TransparentShadowRenderModifier::PrepareModel(uint UNUSED(pass), CModel* UNUSED(model))
{
// No per-model setup necessary
}
///////////////////////////////////////////////////////////////////////////////////////////////////
// TransparentDepthShadowModifier implementation
TransparentDepthShadowModifier::TransparentDepthShadowModifier()
{
}
TransparentDepthShadowModifier::~TransparentDepthShadowModifier()
{
}
u32 TransparentDepthShadowModifier::BeginPass(uint pass)
{
debug_assert(pass == 0);
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, 0.4f);
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);
return STREAM_POS|STREAM_UV0;
}
bool TransparentDepthShadowModifier::EndPass(uint UNUSED(pass))
{
glDisable(GL_ALPHA_TEST);
return true;
}
void TransparentDepthShadowModifier::PrepareTexture(uint UNUSED(pass), CTexture* texture)
{
g_Renderer.SetTexture(0, texture);
}
void TransparentDepthShadowModifier::PrepareModel(uint UNUSED(pass), CModel* UNUSED(model))
{
// No per-model setup necessary
}