Ykkrosh
cfb79c3062
Add some profiler region attributes. Render events in profile visualiser. Change profiler from GPL to MIT. This was SVN commit r10492.
864 lines
29 KiB
C++
864 lines
29 KiB
C++
/* Copyright (C) 2011 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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/*
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* Terrain rendering (everything related to patches and water) is
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* encapsulated in TerrainRenderer
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*/
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#include "precompiled.h"
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#include "graphics/Camera.h"
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#include "graphics/Decal.h"
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#include "graphics/LightEnv.h"
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#include "graphics/LOSTexture.h"
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#include "graphics/Patch.h"
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#include "graphics/Terrain.h"
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#include "graphics/GameView.h"
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#include "graphics/Model.h"
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#include "graphics/ShaderManager.h"
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#include "graphics/TerritoryTexture.h"
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#include "maths/MathUtil.h"
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#include "ps/Filesystem.h"
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#include "ps/CLogger.h"
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#include "ps/Font.h"
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#include "ps/Game.h"
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#include "ps/Profile.h"
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#include "ps/World.h"
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#include "renderer/DecalRData.h"
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#include "renderer/PatchRData.h"
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#include "renderer/Renderer.h"
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#include "renderer/ShadowMap.h"
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#include "renderer/TerrainRenderer.h"
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#include "renderer/VertexArray.h"
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#include "renderer/WaterManager.h"
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#include "lib/res/graphics/ogl_shader.h"
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///////////////////////////////////////////////////////////////////////////////////////////////
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// TerrainRenderer implementation
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/**
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* TerrainRenderer keeps track of which phase it is in, to detect
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* when Submit, PrepareForRendering etc. are called in the wrong order.
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*/
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enum Phase {
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Phase_Submit,
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Phase_Render
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};
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/**
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* Struct TerrainRendererInternals: Internal variables used by the TerrainRenderer class.
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*/
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struct TerrainRendererInternals
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{
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/// Which phase (submitting or rendering patches) are we in right now?
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Phase phase;
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/// Patches that were submitted for this frame
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std::vector<CPatchRData*> visiblePatches;
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std::vector<CPatchRData*> filteredPatches;
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/// Decals that were submitted for this frame
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std::vector<CDecalRData*> visibleDecals;
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std::vector<CDecalRData*> filteredDecals;
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/// Fancy water shader
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Handle fancyWaterShader;
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};
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///////////////////////////////////////////////////////////////////
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// Construction/Destruction
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TerrainRenderer::TerrainRenderer()
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{
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m = new TerrainRendererInternals();
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m->phase = Phase_Submit;
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m->fancyWaterShader = 0;
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}
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TerrainRenderer::~TerrainRenderer()
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{
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if( m->fancyWaterShader )
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{
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ogl_program_free( m->fancyWaterShader );
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}
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delete m;
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}
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///////////////////////////////////////////////////////////////////
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// Submit a patch for rendering
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void TerrainRenderer::Submit(CPatch* patch)
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{
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ENSURE(m->phase == Phase_Submit);
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CPatchRData* data = (CPatchRData*)patch->GetRenderData();
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if (data == 0)
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{
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// no renderdata for patch, create it now
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data = new CPatchRData(patch);
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patch->SetRenderData(data);
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}
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data->Update();
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m->visiblePatches.push_back(data);
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}
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///////////////////////////////////////////////////////////////////
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// Submit a decal for rendering
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void TerrainRenderer::Submit(CModelDecal* decal)
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{
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ENSURE(m->phase == Phase_Submit);
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CDecalRData* data = (CDecalRData*)decal->GetRenderData();
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if (data == 0)
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{
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// no renderdata for decal, create it now
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data = new CDecalRData(decal);
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decal->SetRenderData(data);
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}
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data->Update();
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m->visibleDecals.push_back(data);
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}
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///////////////////////////////////////////////////////////////////
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// Prepare for rendering
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void TerrainRenderer::PrepareForRendering()
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{
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ENSURE(m->phase == Phase_Submit);
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m->phase = Phase_Render;
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}
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///////////////////////////////////////////////////////////////////
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// Clear submissions lists
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void TerrainRenderer::EndFrame()
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{
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ENSURE(m->phase == Phase_Render || m->phase == Phase_Submit);
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m->visiblePatches.clear();
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m->visibleDecals.clear();
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m->phase = Phase_Submit;
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}
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///////////////////////////////////////////////////////////////////
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// Culls patches and decals against a frustum.
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bool TerrainRenderer::CullPatches(const CFrustum* frustum)
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{
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m->filteredPatches.clear();
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for (std::vector<CPatchRData*>::iterator it = m->visiblePatches.begin(); it != m->visiblePatches.end(); it++)
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{
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if (frustum->IsBoxVisible(CVector3D(0, 0, 0), (*it)->GetPatch()->GetBounds()))
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m->filteredPatches.push_back(*it);
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}
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m->filteredDecals.clear();
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for (std::vector<CDecalRData*>::iterator it = m->visibleDecals.begin(); it != m->visibleDecals.end(); it++)
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{
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if (frustum->IsBoxVisible(CVector3D(0, 0, 0), (*it)->GetDecal()->GetBounds()))
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m->filteredDecals.push_back(*it);
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}
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return !m->filteredPatches.empty() || !m->filteredDecals.empty();
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}
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///////////////////////////////////////////////////////////////////
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// Full-featured terrain rendering with blending and everything
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void TerrainRenderer::RenderTerrain(bool filtered)
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{
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ENSURE(m->phase == Phase_Render);
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std::vector<CPatchRData*>& visiblePatches = filtered ? m->filteredPatches : m->visiblePatches;
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std::vector<CDecalRData*>& visibleDecals = filtered ? m->filteredDecals : m->visibleDecals;
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if (visiblePatches.empty() && visibleDecals.empty())
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return;
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// render the solid black sides of the map first
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g_Renderer.BindTexture(0, 0);
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glEnableClientState(GL_VERTEX_ARRAY);
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glColor3f(0, 0, 0);
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PROFILE_START("render terrain sides");
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for (size_t i = 0; i < visiblePatches.size(); ++i)
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visiblePatches[i]->RenderSides();
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PROFILE_END("render terrain sides");
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// switch on required client states
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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// render everything fullbright
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// set up texture environment for base pass
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pglActiveTextureARB(GL_TEXTURE0);
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pglClientActiveTextureARB(GL_TEXTURE0);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
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// Set alpha to 1.0
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_CONSTANT);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
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static const float one[4] = { 1.f, 1.f, 1.f, 1.f };
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glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, one);
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PROFILE_START("render terrain base");
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CPatchRData::RenderBases(visiblePatches);
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PROFILE_END("render terrain base");
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// render blends
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// switch on the composite alpha map texture
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(void)ogl_tex_bind(g_Renderer.m_hCompositeAlphaMap, 1);
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// switch on second uv set
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pglClientActiveTextureARB(GL_TEXTURE1);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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// setup additional texenv required by blend pass
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pglActiveTextureARB(GL_TEXTURE1);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_ONE_MINUS_SRC_ALPHA);
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// switch on blending
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
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// no need to write to the depth buffer a second time
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glDepthMask(0);
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// The decal color array contains lighting data, which we don't want in this non-shader mode
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glDisableClientState(GL_COLOR_ARRAY);
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// render blend passes for each patch
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PROFILE_START("render terrain blends");
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CPatchRData::RenderBlends(visiblePatches);
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PROFILE_END("render terrain blends");
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// Disable second texcoord array
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pglClientActiveTextureARB(GL_TEXTURE1);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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// Render terrain decals
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g_Renderer.BindTexture(1, 0);
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pglActiveTextureARB(GL_TEXTURE0);
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pglClientActiveTextureARB(GL_TEXTURE0);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
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PROFILE_START("render terrain decals");
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for (size_t i = 0; i < visibleDecals.size(); ++i)
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visibleDecals[i]->Render(CShaderProgramPtr());
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PROFILE_END("render terrain decals");
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// Now apply lighting
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const CLightEnv& lightEnv = g_Renderer.GetLightEnv();
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pglClientActiveTextureARB(GL_TEXTURE0);
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glEnableClientState(GL_COLOR_ARRAY); // diffuse lighting colours
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glBlendFunc(GL_DST_COLOR, GL_ZERO);
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// GL_TEXTURE_ENV_COLOR requires four floats, so we shouldn't use the RGBColor directly
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float terrainAmbientColor[4] = {
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lightEnv.m_TerrainAmbientColor.X,
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lightEnv.m_TerrainAmbientColor.Y,
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lightEnv.m_TerrainAmbientColor.Z,
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1.f
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};
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CLOSTexture& losTexture = g_Renderer.GetScene().GetLOSTexture();
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int streamflags = STREAM_POS|STREAM_COLOR;
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pglActiveTextureARB(GL_TEXTURE0);
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// We're not going to use a texture here, but we have to have a valid texture
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// bound else the texture unit will be disabled.
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// We should still have a bound splat texture from some earlier rendering,
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// so assume that's still valid to use.
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// (TODO: That's a bit of an ugly hack.)
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// No shadows: (Ambient + Diffuse) * LOS
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_ADD);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_CONSTANT);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
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glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, terrainAmbientColor);
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losTexture.BindTexture(1);
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pglClientActiveTextureARB(GL_TEXTURE1);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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streamflags |= STREAM_POSTOUV1;
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glMatrixMode(GL_TEXTURE);
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glLoadMatrixf(losTexture.GetTextureMatrix());
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glMatrixMode(GL_MODELVIEW);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_ALPHA);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
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pglActiveTextureARB(GL_TEXTURE0);
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pglClientActiveTextureARB(GL_TEXTURE0);
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PROFILE_START("render terrain streams");
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CPatchRData::RenderStreams(visiblePatches, streamflags);
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PROFILE_END("render terrain streams");
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity();
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glMatrixMode(GL_MODELVIEW);
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// restore OpenGL state
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g_Renderer.BindTexture(1, 0);
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pglClientActiveTextureARB(GL_TEXTURE1);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity();
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glMatrixMode(GL_MODELVIEW);
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pglClientActiveTextureARB(GL_TEXTURE0);
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pglActiveTextureARB(GL_TEXTURE0);
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glDepthMask(1);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDisable(GL_BLEND);
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glDisableClientState(GL_COLOR_ARRAY);
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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}
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///////////////////////////////////////////////////////////////////
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/**
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* Set up all the uniforms for a shader pass.
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*/
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void TerrainRenderer::PrepareShader(const CShaderProgramPtr& shader, ShadowMap* shadow)
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{
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const CLightEnv& lightEnv = g_Renderer.GetLightEnv();
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if (shadow)
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{
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shader->BindTexture("shadowTex", shadow->GetTexture());
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shader->Uniform("shadowTransform", shadow->GetTextureMatrix());
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const float* offsets = shadow->GetFilterOffsets();
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shader->Uniform("shadowOffsets1", offsets[0], offsets[1], offsets[2], offsets[3]);
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shader->Uniform("shadowOffsets2", offsets[4], offsets[5], offsets[6], offsets[7]);
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}
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CLOSTexture& los = g_Renderer.GetScene().GetLOSTexture();
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shader->BindTexture("losTex", los.GetTexture());
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shader->Uniform("losTransform", los.GetTextureMatrix()[0], los.GetTextureMatrix()[12], 0.f, 0.f);
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CTerritoryTexture& territory = g_Renderer.GetScene().GetTerritoryTexture();
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shader->BindTexture("territoryTex", territory.GetTexture());
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shader->Uniform("territoryTransform", territory.GetTextureMatrix()[0], territory.GetTextureMatrix()[12], 0.f, 0.f);
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shader->Uniform("ambient", lightEnv.m_TerrainAmbientColor);
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shader->Uniform("sunColor", lightEnv.m_SunColor);
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}
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void TerrainRenderer::RenderTerrainShader(ShadowMap* shadow, bool filtered)
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{
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ENSURE(m->phase == Phase_Render);
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std::vector<CPatchRData*>& visiblePatches = filtered ? m->filteredPatches : m->visiblePatches;
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std::vector<CDecalRData*>& visibleDecals = filtered ? m->filteredDecals : m->visibleDecals;
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if (visiblePatches.empty() && visibleDecals.empty())
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return;
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CShaderManager& shaderManager = g_Renderer.GetShaderManager();
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typedef std::map<CStr, CStr> Defines;
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Defines defBasic;
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if (shadow)
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{
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defBasic["USE_SHADOW"] = "1";
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if (g_Renderer.m_Caps.m_ARBProgramShadow && g_Renderer.m_Options.m_ARBProgramShadow)
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defBasic["USE_FP_SHADOW"] = "1";
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if (g_Renderer.m_Options.m_ShadowPCF)
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defBasic["USE_SHADOW_PCF"] = "1";
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}
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defBasic["LIGHTING_MODEL_" + g_Renderer.GetLightEnv().GetLightingModel()] = "1";
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CShaderProgramPtr shaderBase(shaderManager.LoadProgram("terrain_base", defBasic));
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CShaderProgramPtr shaderBlend(shaderManager.LoadProgram("terrain_blend", defBasic));
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CShaderProgramPtr shaderDecal(shaderManager.LoadProgram("terrain_decal", defBasic));
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// render the solid black sides of the map first
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g_Renderer.BindTexture(0, 0);
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glEnableClientState(GL_VERTEX_ARRAY);
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glColor3f(0, 0, 0);
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PROFILE_START("render terrain sides");
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for (size_t i = 0; i < visiblePatches.size(); ++i)
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visiblePatches[i]->RenderSides();
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PROFILE_END("render terrain sides");
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// switch on required client states
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glEnableClientState(GL_COLOR_ARRAY); // diffuse lighting colours
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shaderBase->Bind();
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PrepareShader(shaderBase, shadow);
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PROFILE_START("render terrain base");
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CPatchRData::RenderBases(visiblePatches);
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PROFILE_END("render terrain base");
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shaderBase->Unbind();
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// render blends
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shaderBlend->Bind();
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PrepareShader(shaderBlend, shadow);
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// switch on the composite alpha map texture
|
|
(void)ogl_tex_bind(g_Renderer.m_hCompositeAlphaMap, 1);
|
|
|
|
// switch on second uv set
|
|
pglClientActiveTextureARB(GL_TEXTURE1);
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
|
|
// 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);
|
|
|
|
// render blend passes for each patch
|
|
PROFILE_START("render terrain blends");
|
|
CPatchRData::RenderBlends(visiblePatches);
|
|
PROFILE_END("render terrain blends");
|
|
|
|
// Disable second texcoord array
|
|
pglClientActiveTextureARB(GL_TEXTURE1);
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
|
|
shaderBlend->Unbind();
|
|
|
|
// Render terrain decals
|
|
|
|
shaderDecal->Bind();
|
|
PrepareShader(shaderDecal, shadow);
|
|
|
|
g_Renderer.BindTexture(1, 0);
|
|
pglActiveTextureARB(GL_TEXTURE0);
|
|
pglClientActiveTextureARB(GL_TEXTURE0);
|
|
|
|
PROFILE_START("render terrain decals");
|
|
for (size_t i = 0; i < visibleDecals.size(); ++i)
|
|
visibleDecals[i]->Render(shaderDecal);
|
|
PROFILE_END("render terrain decals");
|
|
|
|
shaderDecal->Unbind();
|
|
|
|
// restore OpenGL state
|
|
g_Renderer.BindTexture(1, 0);
|
|
g_Renderer.BindTexture(2, 0);
|
|
g_Renderer.BindTexture(3, 0);
|
|
|
|
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);
|
|
}
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////
|
|
// Render un-textured patches as polygons
|
|
void TerrainRenderer::RenderPatches(bool filtered)
|
|
{
|
|
ENSURE(m->phase == Phase_Render);
|
|
|
|
std::vector<CPatchRData*>& visiblePatches = filtered ? m->filteredPatches : m->visiblePatches;
|
|
if (visiblePatches.empty())
|
|
return;
|
|
|
|
glEnableClientState(GL_VERTEX_ARRAY);
|
|
CPatchRData::RenderStreams(visiblePatches, STREAM_POS);
|
|
glDisableClientState(GL_VERTEX_ARRAY);
|
|
}
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////
|
|
// Render outlines of submitted patches as lines
|
|
void TerrainRenderer::RenderOutlines(bool filtered)
|
|
{
|
|
ENSURE(m->phase == Phase_Render);
|
|
|
|
std::vector<CPatchRData*>& visiblePatches = filtered ? m->filteredPatches : m->visiblePatches;
|
|
if (visiblePatches.empty())
|
|
return;
|
|
|
|
glEnableClientState(GL_VERTEX_ARRAY);
|
|
for (size_t i = 0; i < visiblePatches.size(); ++i)
|
|
visiblePatches[i]->RenderOutline();
|
|
glDisableClientState(GL_VERTEX_ARRAY);
|
|
}
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////
|
|
// Scissor rectangle of water patches
|
|
CBound TerrainRenderer::ScissorWater(const CMatrix3D &viewproj)
|
|
{
|
|
CBound scissor;
|
|
for (size_t i = 0; i < m->visiblePatches.size(); ++i)
|
|
{
|
|
CPatchRData* data = m->visiblePatches[i];
|
|
const CBound& 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));
|
|
CBound screenBounds;
|
|
#define ADDBOUND(v1, v2, v3, v4) \
|
|
if (v1[2] >= -v1[3]) \
|
|
screenBounds += CVector3D(v1[0], v1[1], v1[2]) * (1.0f / v1[3]); \
|
|
else \
|
|
{ \
|
|
float t = v1[2] + v1[3]; \
|
|
if (v2[2] > -v2[3]) \
|
|
{ \
|
|
CVector4D c2 = v1 + (v2 - v1) * (t / (t - (v2[2] + v2[3]))); \
|
|
screenBounds += CVector3D(c2[0], c2[1], c2[2]) * (1.0f / c2[3]); \
|
|
} \
|
|
if (v3[2] > -v3[3]) \
|
|
{ \
|
|
CVector4D c3 = v1 + (v3 - v1) * (t / (t - (v3[2] + v3[3]))); \
|
|
screenBounds += CVector3D(c3[0], c3[1], c3[2]) * (1.0f / c3[3]); \
|
|
} \
|
|
if (v4[2] > -v4[3]) \
|
|
{ \
|
|
CVector4D c4 = v1 + (v4 - v1) * (t / (t - (v4[2] + v4[3]))); \
|
|
screenBounds += CVector3D(c4[0], c4[1], c4[2]) * (1.0f / c4[3]); \
|
|
} \
|
|
}
|
|
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 CBound(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()
|
|
{
|
|
PROFILE3_GPU("fancy water");
|
|
|
|
// If we're using fancy water, make sure its shader is loaded
|
|
if (!m->fancyWaterShader)
|
|
{
|
|
Handle h = ogl_program_load(g_VFS, L"shaders/water_high.xml");
|
|
if (h < 0)
|
|
{
|
|
LOGERROR(L"Failed to load water shader. Falling back to non-fancy water.\n");
|
|
g_Renderer.m_Options.m_FancyWater = false;
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
m->fancyWaterShader = h;
|
|
}
|
|
}
|
|
|
|
WaterManager* WaterMgr = g_Renderer.GetWaterManager();
|
|
CLOSTexture& losTexture = g_Renderer.GetScene().GetLOSTexture();
|
|
|
|
glEnable(GL_BLEND);
|
|
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
|
|
glEnable(GL_DEPTH_TEST);
|
|
glDepthFunc(GL_LEQUAL);
|
|
|
|
double time = WaterMgr->m_WaterTexTimer;
|
|
double period = 1.6;
|
|
int curTex = (int)(time*60/period) % 60;
|
|
|
|
WaterMgr->m_NormalMap[curTex]->Bind();
|
|
|
|
// Shift the texture coordinates by these amounts to make the water "flow"
|
|
float tx = -fmod(time, 81.0)/81.0;
|
|
float ty = -fmod(time, 34.0)/34.0;
|
|
float repeatPeriod = WaterMgr->m_RepeatPeriod;
|
|
|
|
// Set the proper LOD bias
|
|
glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, g_Renderer.m_Options.m_LodBias);
|
|
|
|
const CCamera& camera = g_Renderer.GetViewCamera();
|
|
CVector3D camPos = camera.m_Orientation.GetTranslation();
|
|
|
|
// Bind reflection and refraction textures on texture units 1 and 2
|
|
pglActiveTextureARB(GL_TEXTURE1_ARB);
|
|
glEnable(GL_TEXTURE_2D);
|
|
glBindTexture(GL_TEXTURE_2D, WaterMgr->m_ReflectionTexture);
|
|
pglActiveTextureARB(GL_TEXTURE2_ARB);
|
|
glEnable(GL_TEXTURE_2D);
|
|
glBindTexture(GL_TEXTURE_2D, WaterMgr->m_RefractionTexture);
|
|
|
|
losTexture.BindTexture(3);
|
|
|
|
// Bind water shader and set arguments
|
|
ogl_program_use(m->fancyWaterShader);
|
|
|
|
GLint ambient = ogl_program_get_uniform_location(m->fancyWaterShader, "ambient");
|
|
GLint sunDir = ogl_program_get_uniform_location(m->fancyWaterShader, "sunDir");
|
|
GLint sunColor = ogl_program_get_uniform_location(m->fancyWaterShader, "sunColor");
|
|
GLint cameraPos = ogl_program_get_uniform_location(m->fancyWaterShader, "cameraPos");
|
|
GLint shininess = ogl_program_get_uniform_location(m->fancyWaterShader, "shininess");
|
|
GLint specularStrength = ogl_program_get_uniform_location(m->fancyWaterShader, "specularStrength");
|
|
GLint waviness = ogl_program_get_uniform_location(m->fancyWaterShader, "waviness");
|
|
GLint murkiness = ogl_program_get_uniform_location(m->fancyWaterShader, "murkiness");
|
|
GLint fullDepth = ogl_program_get_uniform_location(m->fancyWaterShader, "fullDepth");
|
|
GLint tint = ogl_program_get_uniform_location(m->fancyWaterShader, "tint");
|
|
GLint reflectionTint = ogl_program_get_uniform_location(m->fancyWaterShader, "reflectionTint");
|
|
GLint reflectionTintStrength = ogl_program_get_uniform_location(m->fancyWaterShader, "reflectionTintStrength");
|
|
GLint translation = ogl_program_get_uniform_location(m->fancyWaterShader, "translation");
|
|
GLint repeatScale = ogl_program_get_uniform_location(m->fancyWaterShader, "repeatScale");
|
|
GLint reflectionMatrix = ogl_program_get_uniform_location(m->fancyWaterShader, "reflectionMatrix");
|
|
GLint refractionMatrix = ogl_program_get_uniform_location(m->fancyWaterShader, "refractionMatrix");
|
|
GLint losMatrix = ogl_program_get_uniform_location(m->fancyWaterShader, "losMatrix");
|
|
GLint normalMap = ogl_program_get_uniform_location(m->fancyWaterShader, "normalMap");
|
|
GLint reflectionMap = ogl_program_get_uniform_location(m->fancyWaterShader, "reflectionMap");
|
|
GLint refractionMap = ogl_program_get_uniform_location(m->fancyWaterShader, "refractionMap");
|
|
GLint losMap = ogl_program_get_uniform_location(m->fancyWaterShader, "losMap");
|
|
|
|
const CLightEnv& lightEnv = g_Renderer.GetLightEnv();
|
|
pglUniform3fvARB(ambient, 1, &lightEnv.m_TerrainAmbientColor.X);
|
|
pglUniform3fvARB(sunDir, 1, &lightEnv.GetSunDir().X);
|
|
pglUniform3fvARB(sunColor, 1, &lightEnv.m_SunColor.X);
|
|
pglUniform1fARB(shininess, WaterMgr->m_Shininess);
|
|
pglUniform1fARB(specularStrength, WaterMgr->m_SpecularStrength);
|
|
pglUniform1fARB(waviness, WaterMgr->m_Waviness);
|
|
pglUniform1fARB(murkiness, WaterMgr->m_Murkiness);
|
|
pglUniform1fARB(fullDepth, WaterMgr->m_WaterFullDepth);
|
|
pglUniform3fvARB(tint, 1, WaterMgr->m_WaterTint.FloatArray());
|
|
pglUniform1fARB(reflectionTintStrength, WaterMgr->m_ReflectionTintStrength);
|
|
pglUniform3fvARB(reflectionTint, 1, WaterMgr->m_ReflectionTint.FloatArray());
|
|
pglUniform2fARB(translation, tx, ty);
|
|
pglUniform1fARB(repeatScale, 1.0f / repeatPeriod);
|
|
pglUniformMatrix4fvARB(reflectionMatrix, 1, false, &WaterMgr->m_ReflectionMatrix._11);
|
|
pglUniformMatrix4fvARB(refractionMatrix, 1, false, &WaterMgr->m_RefractionMatrix._11);
|
|
pglUniformMatrix4fvARB(losMatrix, 1, false, losTexture.GetTextureMatrix());
|
|
pglUniform1iARB(normalMap, 0); // texture unit 0
|
|
pglUniform1iARB(reflectionMap, 1); // texture unit 1
|
|
pglUniform1iARB(refractionMap, 2); // texture unit 2
|
|
pglUniform1iARB(losMap, 3); // texture unit 3
|
|
pglUniform3fvARB(cameraPos, 1, &camPos.X);
|
|
|
|
glEnableClientState(GL_VERTEX_ARRAY);
|
|
glEnableClientState(GL_COLOR_ARRAY);
|
|
|
|
for (size_t i = 0; i < m->visiblePatches.size(); ++i)
|
|
{
|
|
CPatchRData* data = m->visiblePatches[i];
|
|
data->RenderWater();
|
|
}
|
|
|
|
glDisableClientState(GL_COLOR_ARRAY);
|
|
glDisableClientState(GL_VERTEX_ARRAY);
|
|
|
|
// Unbind the LOS/refraction/reflection textures and the shader
|
|
g_Renderer.BindTexture(3, 0);
|
|
g_Renderer.BindTexture(2, 0);
|
|
g_Renderer.BindTexture(1, 0);
|
|
|
|
pglActiveTextureARB(GL_TEXTURE0_ARB);
|
|
|
|
ogl_program_use(0);
|
|
|
|
glDisable(GL_BLEND);
|
|
|
|
return true;
|
|
}
|
|
|
|
void TerrainRenderer::RenderSimpleWater()
|
|
{
|
|
PROFILE3_GPU("simple water");
|
|
|
|
WaterManager* WaterMgr = g_Renderer.GetWaterManager();
|
|
CLOSTexture& losTexture = g_Game->GetView()->GetLOSTexture();
|
|
|
|
glEnable(GL_BLEND);
|
|
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
|
|
glEnable(GL_DEPTH_TEST);
|
|
glDepthFunc(GL_LEQUAL);
|
|
|
|
double time = WaterMgr->m_WaterTexTimer;
|
|
double period = 1.6f;
|
|
int curTex = (int)(time*60/period) % 60;
|
|
|
|
WaterMgr->m_WaterTexture[curTex]->Bind();
|
|
|
|
// Shift the texture coordinates by these amounts to make the water "flow"
|
|
float tx = -fmod(time, 81.0)/81.0;
|
|
float ty = -fmod(time, 34.0)/34.0;
|
|
float repeatPeriod = 16.0f;
|
|
|
|
// Perform the shifting by using texture coordinate generation
|
|
GLfloat texgenS0[4] = { 1/repeatPeriod, 0, 0, tx };
|
|
GLfloat texgenT0[4] = { 0, 0, 1/repeatPeriod, ty };
|
|
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
|
|
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
|
|
glTexGenfv(GL_S, GL_OBJECT_PLANE, texgenS0);
|
|
glTexGenfv(GL_T, GL_OBJECT_PLANE, texgenT0);
|
|
glEnable(GL_TEXTURE_GEN_S);
|
|
glEnable(GL_TEXTURE_GEN_T);
|
|
|
|
// Set up texture environment to multiply vertex RGB by texture RGB and use vertex alpha
|
|
GLfloat waterColor[4] = { WaterMgr->m_WaterColor.r, WaterMgr->m_WaterColor.g, WaterMgr->m_WaterColor.b, 1.0f };
|
|
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, waterColor);
|
|
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_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_PRIMARY_COLOR_ARB);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
|
|
|
|
// Multiply by LOS texture
|
|
losTexture.BindTexture(1);
|
|
const float *losMatrix = losTexture.GetTextureMatrix();
|
|
GLfloat texgenS1[4] = { losMatrix[0], losMatrix[4], losMatrix[8], losMatrix[12] };
|
|
GLfloat texgenT1[4] = { losMatrix[1], losMatrix[5], losMatrix[9], losMatrix[13] };
|
|
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
|
|
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
|
|
glTexGenfv(GL_S, GL_OBJECT_PLANE, texgenS1);
|
|
glTexGenfv(GL_T, GL_OBJECT_PLANE, texgenT1);
|
|
glEnable(GL_TEXTURE_GEN_S);
|
|
glEnable(GL_TEXTURE_GEN_T);
|
|
|
|
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);
|
|
|
|
// Set the proper LOD bias
|
|
glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, g_Renderer.m_Options.m_LodBias);
|
|
|
|
glEnableClientState(GL_VERTEX_ARRAY);
|
|
glEnableClientState(GL_COLOR_ARRAY);
|
|
|
|
for (size_t i = 0; i < m->visiblePatches.size(); ++i)
|
|
{
|
|
CPatchRData* data = m->visiblePatches[i];
|
|
data->RenderWater();
|
|
}
|
|
|
|
glDisableClientState(GL_COLOR_ARRAY);
|
|
glDisableClientState(GL_VERTEX_ARRAY);
|
|
|
|
g_Renderer.BindTexture(1, 0);
|
|
|
|
glDisable(GL_TEXTURE_GEN_S);
|
|
glDisable(GL_TEXTURE_GEN_T);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
|
|
|
pglActiveTextureARB(GL_TEXTURE0_ARB);
|
|
|
|
// Clean up the texture matrix and blend mode
|
|
glDisable(GL_TEXTURE_GEN_S);
|
|
glDisable(GL_TEXTURE_GEN_T);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
|
|
|
glDisable(GL_BLEND);
|
|
glDisable(GL_TEXTURE_2D);
|
|
}
|
|
|
|
///////////////////////////////////////////////////////////////////
|
|
// Render water that is part of the terrain
|
|
void TerrainRenderer::RenderWater()
|
|
{
|
|
WaterManager* WaterMgr = g_Renderer.GetWaterManager();
|
|
|
|
if (!WaterMgr->WillRenderFancyWater() || !RenderFancyWater())
|
|
RenderSimpleWater();
|
|
}
|
|
|
|
void TerrainRenderer::RenderPriorities()
|
|
{
|
|
PROFILE("priorities");
|
|
|
|
ENSURE(m->phase == Phase_Render);
|
|
|
|
CFont font(L"mono-stroke-10");
|
|
font.Bind();
|
|
|
|
glColor3f(1, 1, 0);
|
|
|
|
for (size_t i = 0; i < m->visiblePatches.size(); ++i)
|
|
m->visiblePatches[i]->RenderPriorities();
|
|
}
|