1
0
forked from 0ad/0ad
0ad/source/renderer/TerrainRenderer.cpp
wraitii 835c081ca4 Fix large slowdown in rendering on some configurations.
Usage of GL_VERTEX_ARRAY client state apparently prevented OpenGL from
using hardware acceleration on my computer (Macos 10.14 with an Intel
GPU).
It is unclear how many people would be affected by this issue, but on my
end it makes GLSL performance competitive with ARB again.

Reviewed By: vladislavbelov
Differential Revision: https://code.wildfiregames.com/D3900
This was SVN commit r25343.
2021-04-29 07:38:40 +00:00

673 lines
21 KiB
C++

/* Copyright (C) 2021 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/>.
*/
/*
* 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.GetPreferGLSL())
shaderName = "glsl/dummy";
else
shaderName = "arb/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<CPatchRData*> visiblePatches[CRenderer::CULL_MAX];
/// Decals that were submitted for this frame
std::vector<CDecalRData*> 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;
}
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<CPatchRData*>& 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)
shadow->BindTo(shader);
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_AmbientColor);
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<CPatchRData*>& visiblePatches = m->visiblePatches[cullGroup];
std::vector<CDecalRData*>& 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);
CPatchRData::RenderSides(visiblePatches, shaderSolid);
techSolid->EndPass();
CPatchRData::RenderBases(visiblePatches, context, shadow);
// no need to write to the depth buffer a second time
glDepthMask(0);
// render blend passes for each patch
CPatchRData::RenderBlends(visiblePatches, context, shadow);
CDecalRData::RenderDecals(visibleDecals, context, shadow);
// 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<CPatchRData*>& 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);
CPatchRData::RenderStreams(visiblePatches, dummyShader, STREAM_POS);
dummyShader->Unbind();
#endif
}
///////////////////////////////////////////////////////////////////
// Render outlines of submitted patches as lines
void TerrainRenderer::RenderOutlines(int cullGroup)
{
ENSURE(m->phase == Phase_Render);
std::vector<CPatchRData*>& visiblePatches = m->visiblePatches[cullGroup];
if (visiblePatches.empty())
return;
for (size_t i = 0; i < visiblePatches.size(); ++i)
visiblePatches[i]->RenderOutline();
}
///////////////////////////////////////////////////////////////////
// Scissor rectangle of water patches
CBoundingBoxAligned TerrainRenderer::ScissorWater(int cullGroup, const CMatrix3D &viewproj)
{
std::vector<CPatchRData*>& 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);
// 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<CPatchRData*>& 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());
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_AmbientColor);
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_losTransform, losTexture.GetTextureMatrix()[0], losTexture.GetTextureMatrix()[12], 0.f, 0.f);
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)
shadow->BindTo(m->fancyWaterShader);
std::vector<CPatchRData*>& 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_losTransform, losTexture.GetTextureMatrix()[0], losTexture.GetTextureMatrix()[12], 0.f, 0.f);
waterSimpleShader->Uniform(str_time, static_cast<float>(time));
waterSimpleShader->Uniform(str_color, WaterMgr->m_WaterColor);
std::vector<CPatchRData*>& visiblePatches = m->visiblePatches[cullGroup];
for (size_t i = 0; i < visiblePatches.size(); ++i)
{
CPatchRData* data = visiblePatches[i];
data->RenderWater(waterSimpleShader, false, true);
}
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<CPatchRData*>& visiblePatches = m->visiblePatches[cullGroup];
for (size_t i = 0; i < visiblePatches.size(); ++i)
visiblePatches[i]->RenderPriorities(textRenderer);
textRenderer.Render();
tech->EndPass();
}