/////////////////////////////////////////////////////////////////////////////// // // Name: Renderer.cpp // Author: Rich Cross // Contact: rich@wildfiregames.com // // Description: OpenGL renderer class; a higher level interface // on top of OpenGL to handle rendering the basic visual games // types - terrain, models, sprites, particles etc // /////////////////////////////////////////////////////////////////////////////// #include #include #include #include "Renderer.h" #include "TransparencyRenderer.h" #include "Terrain.h" #include "Matrix3D.h" #include "Camera.h" #include "PatchRData.h" #include "Texture.h" #include "LightEnv.h" #include "Model.h" #include "ModelDef.h" #include "ogl.h" #include "res/mem.h" #include "res/tex.h" struct TGAHeader { // header stuff unsigned char iif_size; unsigned char cmap_type; unsigned char image_type; unsigned char pad[5]; // origin : unused unsigned short d_x_origin; unsigned short d_y_origin; // dimensions unsigned short width; unsigned short height; // bits per pixel : 16, 24 or 32 unsigned char bpp; // image descriptor : Bits 3-0: size of alpha channel // Bit 4: must be 0 (reserved) // Bit 5: should be 0 (origin) // Bits 6-7: should be 0 (interleaving) unsigned char image_descriptor; }; static bool saveTGA(const char* filename,int width,int height,unsigned char* data) { FILE* fp=fopen(filename,"wb"); if (!fp) return false; // fill file header TGAHeader header; header.iif_size=0; header.cmap_type=0; header.image_type=2; memset(header.pad,0,sizeof(header.pad)); header.d_x_origin=0; header.d_y_origin=0; header.width=width; header.height=height; header.bpp=24; header.image_descriptor=0; if (fwrite(&header,sizeof(TGAHeader),1,fp)!=1) { fclose(fp); return false; } // write data if (fwrite(data,width*height*3,1,fp)!=1) { fclose(fp); return false; } // return success .. fclose(fp); return true; } extern CTerrain g_Terrain; CRenderer::CRenderer () { m_Width=0; m_Height=0; m_Depth=0; m_FrameCounter=0; m_TerrainRenderMode=SOLID; m_ModelRenderMode=SOLID; m_ClearColor[0]=m_ClearColor[1]=m_ClearColor[2]=m_ClearColor[3]=0; m_OptNOVBO=false; } CRenderer::~CRenderer () { } /////////////////////////////////////////////////////////////////////////////////// // EnumCaps: build card cap bits void CRenderer::EnumCaps() { // assume support for nothing m_Caps.m_VBO=false; // now start querying extensions if (!m_OptNOVBO) { if (oglExtAvail("GL_ARB_vertex_buffer_object")) { m_Caps.m_VBO=true; } } } bool CRenderer::Open(int width, int height, int depth) { m_Width = width; m_Height = height; m_Depth = depth; // set packing parameters glPixelStorei(GL_PACK_ALIGNMENT,1); glPixelStorei(GL_UNPACK_ALIGNMENT,1); // setup default state glDepthFunc(GL_LEQUAL); glEnable(GL_DEPTH_TEST); glCullFace(GL_BACK); glFrontFace(GL_CCW); glEnable(GL_CULL_FACE); glClearColor(0.0f,0.0f,0.0f,0.0f); // query card capabilities EnumCaps(); return true; } void CRenderer::Close() { } // resize renderer view void CRenderer::Resize(int width,int height) { m_Width = width; m_Height = height; } ////////////////////////////////////////////////////////////////////////////////////////// // SetOption: set boolean renderer option void CRenderer::SetOption(enum Option opt,bool value) { switch (opt) { case OPT_NOVBO: m_OptNOVBO=value; } } ////////////////////////////////////////////////////////////////////////////////////////// // BeginFrame: signal frame start void CRenderer::BeginFrame() { // bump frame counter m_FrameCounter++; // zero out all the per-frame stats m_Stats.Reset(); // calculate coefficients for terrain and unit lighting m_SHCoeffsUnits.Clear(); m_SHCoeffsTerrain.Clear(); if (m_LightEnv) { CVector3D dirlight; m_LightEnv->GetSunDirection(dirlight); m_SHCoeffsUnits.AddDirectionalLight(dirlight,m_LightEnv->m_SunColor); m_SHCoeffsTerrain.AddDirectionalLight(dirlight,m_LightEnv->m_SunColor); m_SHCoeffsUnits.AddAmbientLight(m_LightEnv->m_UnitsAmbientColor); m_SHCoeffsTerrain.AddAmbientLight(m_LightEnv->m_TerrainAmbientColor); } // clear buffers glClearColor(m_ClearColor[0],m_ClearColor[1],m_ClearColor[2],m_ClearColor[3]); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); } ////////////////////////////////////////////////////////////////////////////////////////// // SetClearColor: set color used to clear screen in BeginFrame() void CRenderer::SetClearColor(u32 color) { m_ClearColor[0]=float(color & 0xff)/255.0f; m_ClearColor[1]=float((color>>8) & 0xff)/255.0f; m_ClearColor[2]=float((color>>16) & 0xff)/255.0f; m_ClearColor[3]=float((color>>24) & 0xff)/255.0f; } static int RoundUpToPowerOf2(int x) { if ((x & (x-1))==0) return x; int d=x; while (d & (d-1)) { d&=(d-1); } return d<<1; } void CRenderer::RenderPatches() { // switch on wireframe if we need it if (m_TerrainRenderMode==WIREFRAME) { glPolygonMode(GL_FRONT_AND_BACK,GL_LINE); } // render all the patches, including blend pass RenderPatchSubmissions(); if (m_TerrainRenderMode==WIREFRAME) { // switch wireframe off again glPolygonMode(GL_FRONT_AND_BACK,GL_FILL); } else if (m_TerrainRenderMode==EDGED_FACES) { // edged faces: need to make a second pass over the data: // first switch on wireframe glPolygonMode(GL_FRONT_AND_BACK,GL_LINE); // setup some renderstate .. glDepthMask(0); SetTexture(0,0); glColor4f(1,1,1,0.35f); glLineWidth(2.0f); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); // .. and some client states glEnableClientState(GL_VERTEX_ARRAY); uint i; // render each patch in wireframe for (i=0;iGetRenderData(); patchdata->RenderStreams(STREAM_POS); } // set color for outline glColor3f(0,0,1); glLineWidth(4.0f); // render outline of each patch for (i=0;iGetRenderData(); patchdata->RenderOutline(); } // .. and switch off the client states glDisableClientState(GL_VERTEX_ARRAY); // .. and restore the renderstates glDisable(GL_BLEND); glDepthMask(1); // restore fill mode, and we're done glPolygonMode(GL_FRONT_AND_BACK,GL_FILL); } } void CRenderer::RenderModelSubmissions() { uint i; // build up transparent passes for (i=0;iGetRenderData(); modeldata->RenderStreams(STREAM_POS|STREAM_COLOR|STREAM_UV0,model->GetTransform()); } // switch off client states glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_COLOR_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); } void CRenderer::RenderModels() { // switch on wireframe if we need it if (m_ModelRenderMode==WIREFRAME) { glPolygonMode(GL_FRONT_AND_BACK,GL_LINE); } // render all the models RenderModelSubmissions(); if (m_ModelRenderMode==WIREFRAME) { // switch wireframe off again glPolygonMode(GL_FRONT_AND_BACK,GL_FILL); } else if (m_ModelRenderMode==EDGED_FACES) { // edged faces: need to make a second pass over the data: // first switch on wireframe glPolygonMode(GL_FRONT_AND_BACK,GL_LINE); // setup some renderstate .. glDepthMask(0); SetTexture(0,0); glColor4f(1,1,1,0.75f); glLineWidth(1.0f); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); // .. and some client states glEnableClientState(GL_VERTEX_ARRAY); // render each model for (uint i=0;iGetRenderData(); modeldata->RenderStreams(STREAM_POS,model->GetTransform()); } // .. and switch off the client states glDisableClientState(GL_VERTEX_ARRAY); // .. and restore the renderstates glDisable(GL_BLEND); glDepthMask(1); // restore fill mode, and we're done glPolygonMode(GL_FRONT_AND_BACK,GL_FILL); } } /////////////////////////////////////////////////////////////////////////////////////////////////// // FlushFrame: force rendering of any batched objects void CRenderer::FlushFrame() { // update renderdata of everything submitted UpdateSubmittedObjectData(); // render submitted patches and models RenderPatches(); RenderModels(); // call on the transparency renderer to render all the transparent stuff g_TransparencyRenderer.Render(); // empty lists m_TerrainPatches.clear(); m_Models.clear(); } // signal frame end : implicitly flushes batched objects void CRenderer::EndFrame() { FlushFrame(); } void CRenderer::SetCamera(CCamera& camera) { CMatrix3D view; camera.m_Orientation.GetInverse(view); CMatrix3D proj = camera.GetProjection(); float gl_view[16] = {view._11, view._21, view._31, view._41, view._12, view._22, view._32, view._42, view._13, view._23, view._33, view._43, view._14, view._24, view._34, view._44}; float gl_proj[16] = {proj._11, proj._21, proj._31, proj._41, proj._12, proj._22, proj._32, proj._42, proj._13, proj._23, proj._33, proj._43, proj._14, proj._24, proj._34, proj._44}; glMatrixMode (GL_PROJECTION); glLoadMatrixf (gl_proj); glMatrixMode (GL_MODELVIEW); glLoadMatrixf (gl_view); const SViewPort& vp = camera.GetViewPort(); glViewport (vp.m_X, vp.m_Y, vp.m_Width, vp.m_Height); m_Camera=camera; } void CRenderer::Submit(CPatch* patch) { m_TerrainPatches.push_back(patch); } void CRenderer::Submit(CModel* model) { m_Models.push_back(model); } void CRenderer::Submit(CSprite* sprite) { } void CRenderer::Submit(CParticleSys* psys) { } void CRenderer::Submit(COverlay* overlay) { } void CRenderer::RenderPatchSubmissions() { uint i; // set up client states for base pass glClientActiveTexture(GL_TEXTURE0); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_COLOR_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); // set up texture environment for base pass glActiveTexture(GL_TEXTURE0); glEnable(GL_TEXTURE_2D); 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_PRIMARY_COLOR); 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_ZERO); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_ONE_MINUS_SRC_ALPHA); // render base passes for each patch for (i=0;iGetRenderData(); patchdata->RenderBase(); } // switch on the composite alpha map texture glActiveTexture(GL_TEXTURE1); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D,m_CompositeAlphaMap); // setup additional texenv required by blend pass glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_ONE_MINUS_SRC_ALPHA); // 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); glClientActiveTexture(GL_TEXTURE1); glEnableClientState(GL_TEXTURE_COORD_ARRAY); // render blend passes for each patch for (i=0;iGetRenderData(); patchdata->RenderBlends(); } glClientActiveTexture(GL_TEXTURE1); glDisableClientState(GL_TEXTURE_COORD_ARRAY); // restore depth writes glDepthMask(1); // restore default state: switch off blending glDisable(GL_BLEND); // switch off texture unit 1, make unit 0 active texture glActiveTexture(GL_TEXTURE1); glDisable(GL_TEXTURE_2D); glActiveTexture(GL_TEXTURE0); // switch off all client states glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_COLOR_ARRAY); glClientActiveTexture(GL_TEXTURE0); glDisableClientState(GL_TEXTURE_COORD_ARRAY); } // try and load the given texture bool CRenderer::LoadTexture(CTexture* texture) { Handle h=texture->GetHandle(); if (h) { // already tried to load this texture, nothing to do here - just return success according // to whether this is a valid handle or not return h==0xfffffff ? true : false; } else { h=tex_load(texture->GetName()); if (!h) { texture->SetHandle(0xffffffff); return false; } else { tex_upload(h); tex_bind(h); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); texture->SetHandle(h); return true; } } } // set the given unit to reference the given texture; pass a null texture to disable texturing on any unit void CRenderer::SetTexture(int unit,CTexture* texture,u32 wrapflags) { glActiveTexture(GL_TEXTURE0+unit); if (texture) { Handle h=texture->GetHandle(); if (!h) { LoadTexture(texture); h=texture->GetHandle(); if (wrapflags) { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapflags); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapflags); } } // disable texturing if invalid handle if (h==0xffffffff) { glDisable(GL_TEXTURE_2D); } else { tex_bind(h); glEnable(GL_TEXTURE_2D); } } else { // switch off texturing on this unit glDisable(GL_TEXTURE_2D); } } bool CRenderer::IsTextureTransparent(CTexture* texture) { if (texture) { Handle h=texture->GetHandle(); if (!h) { LoadTexture(texture); h=texture->GetHandle(); } if (h!=0xffffffff && h) { int fmt; int bpp; tex_info(h, NULL, NULL, &fmt, &bpp, NULL); if (bpp==24 || fmt == GL_COMPRESSED_RGB_S3TC_DXT1_EXT) { return false; } return true; } else { return false; } } else { return false; } } inline void CopyTriple(unsigned char* dst,const unsigned char* src) { dst[0]=src[0]; dst[1]=src[1]; dst[2]=src[2]; } // LoadAlphaMaps: load the 14 default alpha maps, pack them into one composite texture and // calculate the coordinate of each alphamap within this packed texture .. need to add // validation that all maps are the same size bool CRenderer::LoadAlphaMaps(const char* fnames[]) { glActiveTexture(GL_TEXTURE0_ARB); Handle textures[NumAlphaMaps]; int i; for (i=0;iGetTexture())) { // ok, no transparency on this model .. ignore it here return; } // add this visual to the transparency renderer for later processing g_TransparencyRenderer.Add(model); } ///////////////////////////////////////////////////////////////////////////////////////////////////// // UpdateSubmittedObjectData: ensure all submitted objects have renderdata and that it is up to date // - call once before doing anything with any objects void CRenderer::UpdateSubmittedObjectData() { uint i; // ensure all patches have up to date renderdata built for them for (i=0;iGetRenderData(); if (data==0) { // no renderdata for patch, create it now data=new CPatchRData(patch); patch->SetRenderData(data); } else { data->Update(); } } // ensure all models have up to date renderdata built for them for (i=0;iGetRenderData(); if (data==0) { // no renderdata for model, create it now data=new CModelRData(model); model->SetRenderData(data); } else { data->Update(); } } }