vladislavbelov
a1f98b016b
Differential Revision: https://code.wildfiregames.com/D4471 This was SVN commit r26286.
622 lines
21 KiB
C++
622 lines
21 KiB
C++
/* Copyright (C) 2022 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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#include "precompiled.h"
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#include "renderer/TerrainRenderer.h"
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#include "graphics/Camera.h"
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#include "graphics/Canvas2D.h"
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#include "graphics/Decal.h"
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#include "graphics/GameView.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/Model.h"
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#include "graphics/ShaderManager.h"
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#include "graphics/TerritoryTexture.h"
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#include "graphics/TextRenderer.h"
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#include "maths/MathUtil.h"
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#include "ps/CLogger.h"
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#include "ps/CStrInternStatic.h"
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#include "ps/Filesystem.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/RenderingOptions.h"
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#include "renderer/SceneRenderer.h"
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#include "renderer/ShadowMap.h"
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#include "renderer/SkyManager.h"
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#include "renderer/VertexArray.h"
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#include "renderer/WaterManager.h"
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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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{
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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[CSceneRenderer::CULL_MAX];
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/// Decals that were submitted for this frame
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std::vector<CDecalRData*> visibleDecals[CSceneRenderer::CULL_MAX];
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/// Fancy water shader
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CShaderTechniquePtr fancyWaterTech;
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CSimulation2* simulation;
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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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}
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TerrainRenderer::~TerrainRenderer()
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{
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delete m;
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}
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void TerrainRenderer::SetSimulation(CSimulation2* simulation)
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{
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m->simulation = simulation;
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}
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///////////////////////////////////////////////////////////////////
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// Submit a patch for rendering
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void TerrainRenderer::Submit(int cullGroup, 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, m->simulation);
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patch->SetRenderData(data);
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}
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data->Update(m->simulation);
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m->visiblePatches[cullGroup].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(int cullGroup, 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, m->simulation);
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decal->SetRenderData(data);
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}
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data->Update(m->simulation);
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m->visibleDecals[cullGroup].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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for (int i = 0; i < CSceneRenderer::CULL_MAX; ++i)
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{
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m->visiblePatches[i].clear();
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m->visibleDecals[i].clear();
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}
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m->phase = Phase_Submit;
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}
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void TerrainRenderer::RenderTerrainOverlayTexture(
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Renderer::Backend::GL::CDeviceCommandContext* deviceCommandContext,
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int cullGroup, CMatrix3D& textureMatrix,
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Renderer::Backend::GL::CTexture* texture)
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{
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#if CONFIG2_GLES
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#warning TODO: implement TerrainRenderer::RenderTerrainOverlayTexture for GLES
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UNUSED2(deviceCommandContext);
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UNUSED2(cullGroup);
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UNUSED2(textureMatrix);
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UNUSED2(texture);
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#else
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ENSURE(m->phase == Phase_Render);
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std::vector<CPatchRData*>& visiblePatches = m->visiblePatches[cullGroup];
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CShaderTechniquePtr debugOverlayTech =
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g_Renderer.GetShaderManager().LoadEffect(str_debug_overlay);
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debugOverlayTech->BeginPass();
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deviceCommandContext->SetGraphicsPipelineState(
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debugOverlayTech->GetGraphicsPipelineStateDesc());
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const CShaderProgramPtr& debugOverlayShader = debugOverlayTech->GetShader();
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debugOverlayShader->BindTexture(str_baseTex, texture);
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debugOverlayShader->Uniform(str_transform, g_Renderer.GetSceneRenderer().GetViewCamera().GetViewProjection());
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debugOverlayShader->Uniform(str_textureTransform, textureMatrix);
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CPatchRData::RenderStreams(visiblePatches, debugOverlayShader, STREAM_POS | STREAM_POSTOUV0);
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// To make the overlay visible over water, render an additional map-sized
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// water-height patch.
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CBoundingBoxAligned waterBounds;
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for (CPatchRData* data : visiblePatches)
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waterBounds += data->GetWaterBounds();
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if (!waterBounds.IsEmpty())
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{
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// Add a delta to avoid z-fighting.
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const float height = g_Renderer.GetSceneRenderer().GetWaterManager().m_WaterHeight + 0.05f;
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const float waterPos[] = {
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waterBounds[0].X, height, waterBounds[0].Z,
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waterBounds[1].X, height, waterBounds[0].Z,
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waterBounds[0].X, height, waterBounds[1].Z,
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waterBounds[1].X, height, waterBounds[1].Z
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};
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const GLsizei stride = sizeof(float) * 3;
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debugOverlayShader->VertexPointer(3, GL_FLOAT, stride, waterPos);
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debugOverlayShader->TexCoordPointer(GL_TEXTURE0, 3, GL_FLOAT, stride, waterPos);
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debugOverlayShader->AssertPointersBound();
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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}
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debugOverlayTech->EndPass();
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#endif
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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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CSceneRenderer& sceneRenderer = g_Renderer.GetSceneRenderer();
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shader->Uniform(str_transform, sceneRenderer.GetViewCamera().GetViewProjection());
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shader->Uniform(str_cameraPos, sceneRenderer.GetViewCamera().GetOrientation().GetTranslation());
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const CLightEnv& lightEnv = sceneRenderer.GetLightEnv();
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if (shadow)
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shadow->BindTo(shader);
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CLOSTexture& los = sceneRenderer.GetScene().GetLOSTexture();
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shader->BindTexture(str_losTex, los.GetTextureSmooth());
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shader->Uniform(str_losTransform, los.GetTextureMatrix()[0], los.GetTextureMatrix()[12], 0.f, 0.f);
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shader->Uniform(str_ambient, lightEnv.m_AmbientColor);
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shader->Uniform(str_sunColor, lightEnv.m_SunColor);
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shader->Uniform(str_sunDir, lightEnv.GetSunDir());
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shader->Uniform(str_fogColor, lightEnv.m_FogColor);
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shader->Uniform(str_fogParams, lightEnv.m_FogFactor, lightEnv.m_FogMax, 0.f, 0.f);
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}
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void TerrainRenderer::RenderTerrainShader(
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Renderer::Backend::GL::CDeviceCommandContext* deviceCommandContext,
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const CShaderDefines& context, int cullGroup, ShadowMap* shadow)
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{
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ENSURE(m->phase == Phase_Render);
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std::vector<CPatchRData*>& visiblePatches = m->visiblePatches[cullGroup];
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std::vector<CDecalRData*>& visibleDecals = m->visibleDecals[cullGroup];
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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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CShaderTechniquePtr techSolid = g_Renderer.GetShaderManager().LoadEffect(str_solid);
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techSolid->BeginPass();
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Renderer::Backend::GraphicsPipelineStateDesc solidPipelineStateDesc =
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techSolid->GetGraphicsPipelineStateDesc();
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solidPipelineStateDesc.rasterizationState.cullMode = Renderer::Backend::CullMode::NONE;
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deviceCommandContext->SetGraphicsPipelineState(solidPipelineStateDesc);
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const CShaderProgramPtr& shaderSolid = techSolid->GetShader();
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shaderSolid->Uniform(str_transform, g_Renderer.GetSceneRenderer().GetViewCamera().GetViewProjection());
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shaderSolid->Uniform(str_color, 0.0f, 0.0f, 0.0f, 1.0f);
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CPatchRData::RenderSides(visiblePatches, shaderSolid);
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techSolid->EndPass();
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CPatchRData::RenderBases(deviceCommandContext, visiblePatches, context, shadow);
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// render blend passes for each patch
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CPatchRData::RenderBlends(deviceCommandContext, visiblePatches, context, shadow);
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CDecalRData::RenderDecals(deviceCommandContext, visibleDecals, context, shadow);
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// restore OpenGL state
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g_Renderer.BindTexture(1, 0);
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g_Renderer.BindTexture(2, 0);
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g_Renderer.BindTexture(3, 0);
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}
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///////////////////////////////////////////////////////////////////
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// Render un-textured patches as polygons
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void TerrainRenderer::RenderPatches(
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Renderer::Backend::GL::CDeviceCommandContext* deviceCommandContext,
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int cullGroup, const CShaderDefines& defines, const CColor& color)
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{
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ENSURE(m->phase == Phase_Render);
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std::vector<CPatchRData*>& visiblePatches = m->visiblePatches[cullGroup];
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if (visiblePatches.empty())
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return;
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#if CONFIG2_GLES
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UNUSED2(deviceCommandContext);
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UNUSED2(defines);
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UNUSED2(color);
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#warning TODO: implement TerrainRenderer::RenderPatches for GLES
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#else
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CShaderTechniquePtr solidTech = g_Renderer.GetShaderManager().LoadEffect(str_terrain_solid, defines);
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solidTech->BeginPass();
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deviceCommandContext->SetGraphicsPipelineState(
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solidTech->GetGraphicsPipelineStateDesc());
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const CShaderProgramPtr& solidShader = solidTech->GetShader();
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solidShader->Uniform(str_transform, g_Renderer.GetSceneRenderer().GetViewCamera().GetViewProjection());
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solidShader->Uniform(str_color, color);
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CPatchRData::RenderStreams(visiblePatches, solidShader, STREAM_POS);
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solidTech->EndPass();
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#endif
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}
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///////////////////////////////////////////////////////////////////
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// Render outlines of submitted patches as lines
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void TerrainRenderer::RenderOutlines(int cullGroup)
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{
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ENSURE(m->phase == Phase_Render);
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std::vector<CPatchRData*>& visiblePatches = m->visiblePatches[cullGroup];
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if (visiblePatches.empty())
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return;
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for (size_t i = 0; i < visiblePatches.size(); ++i)
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visiblePatches[i]->RenderOutline();
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}
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///////////////////////////////////////////////////////////////////
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// Scissor rectangle of water patches
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CBoundingBoxAligned TerrainRenderer::ScissorWater(int cullGroup, const CCamera& camera)
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{
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CBoundingBoxAligned scissor;
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for (const CPatchRData* data : m->visiblePatches[cullGroup])
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{
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const CBoundingBoxAligned& waterBounds = data->GetWaterBounds();
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if (waterBounds.IsEmpty())
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continue;
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const CBoundingBoxAligned waterBoundsInViewPort =
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camera.GetBoundsInViewPort(waterBounds);
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if (!waterBoundsInViewPort.IsEmpty())
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scissor += waterBoundsInViewPort;
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}
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return CBoundingBoxAligned(
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CVector3D(Clamp(scissor[0].X, -1.0f, 1.0f), Clamp(scissor[0].Y, -1.0f, 1.0f), -1.0f),
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CVector3D(Clamp(scissor[1].X, -1.0f, 1.0f), Clamp(scissor[1].Y, -1.0f, 1.0f), 1.0f));
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}
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// Render fancy water
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bool TerrainRenderer::RenderFancyWater(
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Renderer::Backend::GL::CDeviceCommandContext* deviceCommandContext,
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const CShaderDefines& context, int cullGroup, ShadowMap* shadow)
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{
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PROFILE3_GPU("fancy water");
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OGL_SCOPED_DEBUG_GROUP("Render Fancy Water");
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CSceneRenderer& sceneRenderer = g_Renderer.GetSceneRenderer();
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WaterManager& waterManager = sceneRenderer.GetWaterManager();
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CShaderDefines defines = context;
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// If we're using fancy water, make sure its shader is loaded
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if (!m->fancyWaterTech || waterManager.m_NeedsReloading)
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{
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if (waterManager.m_WaterRealDepth)
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defines.Add(str_USE_REAL_DEPTH, str_1);
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if (waterManager.m_WaterFancyEffects)
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defines.Add(str_USE_FANCY_EFFECTS, str_1);
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if (waterManager.m_WaterRefraction)
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defines.Add(str_USE_REFRACTION, str_1);
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if (waterManager.m_WaterReflection)
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defines.Add(str_USE_REFLECTION, str_1);
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m->fancyWaterTech = g_Renderer.GetShaderManager().LoadEffect(str_water_high, defines);
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if (!m->fancyWaterTech)
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{
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LOGERROR("Failed to load water shader. Falling back to a simple water.\n");
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waterManager.m_RenderWater = false;
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return false;
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}
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waterManager.m_NeedsReloading = false;
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}
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CLOSTexture& losTexture = sceneRenderer.GetScene().GetLOSTexture();
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// Calculating the advanced informations about Foam and all if the quality calls for it.
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/*if (WaterMgr->m_NeedInfoUpdate && (WaterMgr->m_WaterFoam || WaterMgr->m_WaterCoastalWaves))
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{
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WaterMgr->m_NeedInfoUpdate = false;
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WaterMgr->CreateSuperfancyInfo();
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}*/
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const double time = waterManager.m_WaterTexTimer;
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const float repeatPeriod = waterManager.m_RepeatPeriod;
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#if !CONFIG2_GLES
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if (g_Renderer.GetSceneRenderer().GetWaterRenderMode() == WIREFRAME)
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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#endif
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m->fancyWaterTech->BeginPass();
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deviceCommandContext->SetGraphicsPipelineState(
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m->fancyWaterTech->GetGraphicsPipelineStateDesc());
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const CShaderProgramPtr& fancyWaterShader = m->fancyWaterTech->GetShader();
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const CCamera& camera = g_Renderer.GetSceneRenderer().GetViewCamera();
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const double period = 8.0;
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fancyWaterShader->BindTexture(str_normalMap, waterManager.m_NormalMap[waterManager.GetCurrentTextureIndex(period)]);
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fancyWaterShader->BindTexture(str_normalMap2, waterManager.m_NormalMap[waterManager.GetNextTextureIndex(period)]);
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if (waterManager.m_WaterFancyEffects)
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{
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fancyWaterShader->BindTexture(str_waterEffectsTex, waterManager.m_FancyTexture.get());
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}
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if (waterManager.m_WaterRefraction && waterManager.m_WaterRealDepth)
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{
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fancyWaterShader->BindTexture(str_depthTex, waterManager.m_RefrFboDepthTexture.get());
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fancyWaterShader->Uniform(str_projInvTransform, waterManager.m_RefractionProjInvMatrix);
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fancyWaterShader->Uniform(str_viewInvTransform, waterManager.m_RefractionViewInvMatrix);
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}
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if (waterManager.m_WaterRefraction)
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fancyWaterShader->BindTexture(str_refractionMap, waterManager.m_RefractionTexture.get());
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if (waterManager.m_WaterReflection)
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fancyWaterShader->BindTexture(str_reflectionMap, waterManager.m_ReflectionTexture.get());
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fancyWaterShader->BindTexture(str_losTex, losTexture.GetTextureSmooth());
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const CLightEnv& lightEnv = sceneRenderer.GetLightEnv();
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fancyWaterShader->Uniform(str_transform, sceneRenderer.GetViewCamera().GetViewProjection());
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fancyWaterShader->BindTexture(str_skyCube, sceneRenderer.GetSkyManager().GetSkyCube());
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// TODO: check that this rotates in the right direction.
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CMatrix3D skyBoxRotation;
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skyBoxRotation.SetIdentity();
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skyBoxRotation.RotateY(M_PI + lightEnv.GetRotation());
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fancyWaterShader->Uniform(str_skyBoxRot, skyBoxRotation);
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if (waterManager.m_WaterRefraction)
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fancyWaterShader->Uniform(str_refractionMatrix, waterManager.m_RefractionMatrix);
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if (waterManager.m_WaterReflection)
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fancyWaterShader->Uniform(str_reflectionMatrix, waterManager.m_ReflectionMatrix);
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fancyWaterShader->Uniform(str_ambient, lightEnv.m_AmbientColor);
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fancyWaterShader->Uniform(str_sunDir, lightEnv.GetSunDir());
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fancyWaterShader->Uniform(str_sunColor, lightEnv.m_SunColor);
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fancyWaterShader->Uniform(str_color, waterManager.m_WaterColor);
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fancyWaterShader->Uniform(str_tint, waterManager.m_WaterTint);
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fancyWaterShader->Uniform(str_waviness, waterManager.m_Waviness);
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fancyWaterShader->Uniform(str_murkiness, waterManager.m_Murkiness);
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fancyWaterShader->Uniform(str_windAngle, waterManager.m_WindAngle);
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fancyWaterShader->Uniform(str_repeatScale, 1.0f / repeatPeriod);
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fancyWaterShader->Uniform(str_losTransform, losTexture.GetTextureMatrix()[0], losTexture.GetTextureMatrix()[12], 0.f, 0.f);
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fancyWaterShader->Uniform(str_cameraPos, camera.GetOrientation().GetTranslation());
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fancyWaterShader->Uniform(str_fogColor, lightEnv.m_FogColor);
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fancyWaterShader->Uniform(str_fogParams, lightEnv.m_FogFactor, lightEnv.m_FogMax, 0.f, 0.f);
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fancyWaterShader->Uniform(str_time, (float)time);
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fancyWaterShader->Uniform(str_screenSize, (float)g_Renderer.GetWidth(), (float)g_Renderer.GetHeight(), 0.0f, 0.0f);
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if (waterManager.m_WaterType == L"clap")
|
|
{
|
|
fancyWaterShader->Uniform(str_waveParams1, 30.0f,1.5f,20.0f,0.03f);
|
|
fancyWaterShader->Uniform(str_waveParams2, 0.5f,0.0f,0.0f,0.0f);
|
|
}
|
|
else if (waterManager.m_WaterType == L"lake")
|
|
{
|
|
fancyWaterShader->Uniform(str_waveParams1, 8.5f,1.5f,15.0f,0.03f);
|
|
fancyWaterShader->Uniform(str_waveParams2, 0.2f,0.0f,0.0f,0.07f);
|
|
}
|
|
else
|
|
{
|
|
fancyWaterShader->Uniform(str_waveParams1, 15.0f,0.8f,10.0f,0.1f);
|
|
fancyWaterShader->Uniform(str_waveParams2, 0.3f,0.0f,0.1f,0.3f);
|
|
}
|
|
|
|
if (shadow)
|
|
shadow->BindTo(fancyWaterShader);
|
|
|
|
for (CPatchRData* data : m->visiblePatches[cullGroup])
|
|
{
|
|
data->RenderWaterSurface(fancyWaterShader, true);
|
|
if (waterManager.m_WaterFancyEffects)
|
|
data->RenderWaterShore(fancyWaterShader);
|
|
}
|
|
m->fancyWaterTech->EndPass();
|
|
|
|
#if !CONFIG2_GLES
|
|
if (g_Renderer.GetSceneRenderer().GetWaterRenderMode() == WIREFRAME)
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
|
#endif
|
|
|
|
return true;
|
|
}
|
|
|
|
void TerrainRenderer::RenderSimpleWater(
|
|
Renderer::Backend::GL::CDeviceCommandContext* deviceCommandContext,
|
|
int cullGroup)
|
|
{
|
|
#if CONFIG2_GLES
|
|
UNUSED2(deviceCommandContext);
|
|
UNUSED2(cullGroup);
|
|
#else
|
|
PROFILE3_GPU("simple water");
|
|
OGL_SCOPED_DEBUG_GROUP("Render Simple Water");
|
|
|
|
const WaterManager& waterManager = g_Renderer.GetSceneRenderer().GetWaterManager();
|
|
CLOSTexture& losTexture = g_Game->GetView()->GetLOSTexture();
|
|
|
|
if (g_Renderer.GetSceneRenderer().GetWaterRenderMode() == WIREFRAME)
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
|
|
|
const double time = waterManager.m_WaterTexTimer;
|
|
|
|
CShaderTechniquePtr waterSimpleTech =
|
|
g_Renderer.GetShaderManager().LoadEffect(str_water_simple);
|
|
waterSimpleTech->BeginPass();
|
|
deviceCommandContext->SetGraphicsPipelineState(
|
|
waterSimpleTech->GetGraphicsPipelineStateDesc());
|
|
const CShaderProgramPtr& waterSimpleShader = waterSimpleTech->GetShader();
|
|
|
|
waterSimpleShader->BindTexture(str_baseTex, waterManager.m_WaterTexture[waterManager.GetCurrentTextureIndex(1.6)]);
|
|
waterSimpleShader->BindTexture(str_losTex, losTexture.GetTextureSmooth());
|
|
waterSimpleShader->Uniform(str_transform, g_Renderer.GetSceneRenderer().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, waterManager.m_WaterColor);
|
|
|
|
std::vector<CPatchRData*>& visiblePatches = m->visiblePatches[cullGroup];
|
|
for (size_t i = 0; i < visiblePatches.size(); ++i)
|
|
{
|
|
CPatchRData* data = visiblePatches[i];
|
|
data->RenderWaterSurface(waterSimpleShader, false);
|
|
}
|
|
|
|
g_Renderer.BindTexture(1, 0);
|
|
|
|
glActiveTextureARB(GL_TEXTURE0_ARB);
|
|
|
|
waterSimpleTech->EndPass();
|
|
|
|
if (g_Renderer.GetSceneRenderer().GetWaterRenderMode() == WIREFRAME)
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
|
#endif
|
|
}
|
|
|
|
///////////////////////////////////////////////////////////////////
|
|
// Render water that is part of the terrain
|
|
void TerrainRenderer::RenderWater(
|
|
Renderer::Backend::GL::CDeviceCommandContext* deviceCommandContext,
|
|
const CShaderDefines& context, int cullGroup, ShadowMap* shadow)
|
|
{
|
|
const WaterManager& waterManager = g_Renderer.GetSceneRenderer().GetWaterManager();
|
|
|
|
if (!waterManager.WillRenderFancyWater())
|
|
RenderSimpleWater(deviceCommandContext, cullGroup);
|
|
else
|
|
RenderFancyWater(deviceCommandContext, context, cullGroup, shadow);
|
|
}
|
|
|
|
void TerrainRenderer::RenderWaterFoamOccluders(
|
|
Renderer::Backend::GL::CDeviceCommandContext* deviceCommandContext,
|
|
int cullGroup)
|
|
{
|
|
CSceneRenderer& sceneRenderer = g_Renderer.GetSceneRenderer();
|
|
const WaterManager& waterManager = sceneRenderer.GetWaterManager();
|
|
if (!waterManager.WillRenderFancyWater())
|
|
return;
|
|
|
|
// Render normals and foam to a framebuffer if we're using fancy effects.
|
|
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, waterManager.m_FancyEffectsFBO);
|
|
|
|
// Overwrite waves that would be behind the ground.
|
|
CShaderTechniquePtr dummyTech = g_Renderer.GetShaderManager().LoadEffect(str_solid);
|
|
dummyTech->BeginPass();
|
|
Renderer::Backend::GraphicsPipelineStateDesc pipelineStateDesc =
|
|
dummyTech->GetGraphicsPipelineStateDesc();
|
|
pipelineStateDesc.depthStencilState.depthTestEnabled = true;
|
|
pipelineStateDesc.rasterizationState.cullMode = Renderer::Backend::CullMode::NONE;
|
|
deviceCommandContext->SetGraphicsPipelineState(pipelineStateDesc);
|
|
const CShaderProgramPtr& dummyShader = dummyTech->GetShader();
|
|
|
|
dummyShader->Uniform(str_transform, sceneRenderer.GetViewCamera().GetViewProjection());
|
|
dummyShader->Uniform(str_color, 0.0f, 0.0f, 0.0f, 0.0f);
|
|
for (CPatchRData* data : m->visiblePatches[cullGroup])
|
|
data->RenderWaterShore(dummyShader);
|
|
dummyTech->EndPass();
|
|
|
|
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
|
|
}
|
|
|
|
void TerrainRenderer::RenderPriorities(int cullGroup)
|
|
{
|
|
PROFILE("priorities");
|
|
|
|
ENSURE(m->phase == Phase_Render);
|
|
|
|
CCanvas2D canvas;
|
|
CTextRenderer textRenderer;
|
|
textRenderer.SetCurrentFont(CStrIntern("mono-stroke-10"));
|
|
textRenderer.SetCurrentColor(CColor(1.0f, 1.0f, 0.0f, 1.0f));
|
|
|
|
std::vector<CPatchRData*>& visiblePatches = m->visiblePatches[cullGroup];
|
|
for (size_t i = 0; i < visiblePatches.size(); ++i)
|
|
visiblePatches[i]->RenderPriorities(textRenderer);
|
|
|
|
canvas.DrawText(textRenderer);
|
|
}
|