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forked from 0ad/0ad
0ad/source/renderer/TransparencyRenderer.cpp

193 lines
5.9 KiB
C++
Executable File

///////////////////////////////////////////////////////////////////////////////
//
// Name: TransparencyRenderer.cpp
// Author: Rich Cross
// Contact: rich@wildfiregames.com
//
///////////////////////////////////////////////////////////////////////////////
#include "precompiled.h"
#include <algorithm>
#include "Renderer.h"
#include "TransparencyRenderer.h"
#include "Model.h"
CTransparencyRenderer g_TransparencyRenderer;
///////////////////////////////////////////////////////////////////////////////////////////////////
// SortObjectsByDist: sorting class used for back-to-front sort of transparent passes
struct SortObjectsByDist {
typedef CTransparencyRenderer::SObject SortObj;
bool operator()(const SortObj& lhs,const SortObj& rhs) {
return lhs.m_Dist>rhs.m_Dist? true : false;
}
};
///////////////////////////////////////////////////////////////////////////////////////////////////
// Sort: coarsely sort submitted objects in back to front manner
void CTransparencyRenderer::Sort()
{
std::sort(m_Objects.begin(),m_Objects.end(),SortObjectsByDist());
}
///////////////////////////////////////////////////////////////////////////////////////////////////
// Render: render all deferred passes; call Sort before using to ensure passes
// are drawn in correct order
void CTransparencyRenderer::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);
}
// switch on client states
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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_ONE);
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);
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);
RenderObjectsStreams(STREAM_POS|STREAM_UV0);
glColorMask(1,1,1,1);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
glDepthMask(0);
glAlphaFunc(GL_GREATER,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);
RenderObjectsStreams(STREAM_POS|STREAM_COLOR|STREAM_UV0);
glDisable(GL_BLEND);
glDisable(GL_ALPHA_TEST);
glDepthMask(1);
// switch off client states
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_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 CTransparencyRenderer::Clear()
{
// all transparent objects rendered; release them
m_Objects.clear();
}
void CTransparencyRenderer::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);
}
void CTransparencyRenderer::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);
RenderObjectsStreams(STREAM_POS|STREAM_UV0);
glDepthMask(1);
glDisable(GL_BLEND);
// switch off client states
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
///////////////////////////////////////////////////////////////////////////////////////////////
// RenderObjectsStreams: render given streams on all objects
void CTransparencyRenderer::RenderObjectsStreams(u32 streamflags)
{
for (uint i=0;i<m_Objects.size();++i) {
CModelRData* modeldata=(CModelRData*) m_Objects[i].m_Model->GetRenderData();
modeldata->RenderStreams(streamflags);
}
}