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forked from 0ad/0ad
0ad/source/terrain/Renderer.cpp
notpete 99b785b75e *** empty log message ***
This was SVN commit r232.
2004-05-15 17:57:41 +00:00

756 lines
19 KiB
C++
Executable File

///////////////////////////////////////////////////////////////////////////////
//
// 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 <map>
#include <set>
#include <algorithm>
#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;i<m_TerrainPatches.size();++i) {
CPatch* patch=m_TerrainPatches[i];
CPatchRData* patchdata=(CPatchRData*) patch->GetRenderData();
patchdata->RenderStreams(STREAM_POS);
}
// set color for outline
glColor3f(0,0,1);
glLineWidth(4.0f);
// render outline of each patch
for (i=0;i<m_TerrainPatches.size();++i) {
CPatch* patch=m_TerrainPatches[i];
CPatchRData* patchdata=(CPatchRData*) patch->GetRenderData();
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;i<m_Models.size();++i) {
BuildTransparentPasses(m_Models[i]);
}
// setup texture environment to modulate diffuse color with texture color
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);
// just pass through texture's alpha
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
// setup client states
glClientActiveTexture(GL_TEXTURE0);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
// render models
for (i=0;i<m_Models.size();++i) {
CModel* model=m_Models[i];
CModelRData* modeldata=(CModelRData*) model->GetRenderData();
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;i<m_Models.size();++i) {
CModel* model=m_Models[i];
CModelRData* modeldata=(CModelRData*) model->GetRenderData();
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;i<m_TerrainPatches.size();++i) {
CPatch* patch=m_TerrainPatches[i];
CPatchRData* patchdata=(CPatchRData*) patch->GetRenderData();
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;i<m_TerrainPatches.size();++i) {
CPatch* patch=m_TerrainPatches[i];
CPatchRData* patchdata=(CPatchRData*) patch->GetRenderData();
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;i<NumAlphaMaps;i++) {
textures[i]=tex_load(fnames[i]);
if (textures[i] <= 0) {
return false;
}
}
int base;
i=tex_info(textures[0], &base, NULL, NULL, NULL, NULL);
int size=(base+4)*NumAlphaMaps;
int texsize=RoundUpToPowerOf2(size);
unsigned char* data=new unsigned char[texsize*base*3];
// for each tile on row
for (i=0;i<NumAlphaMaps;i++) {
int bpp;
// get src of copy
const u8* src;
tex_info(textures[i], NULL, NULL, NULL, &bpp, (void **)&src);
int srcstep=bpp/8;
// get destination of copy
u8* dst=data+3*(i*(base+4));
// for each row of image
for (int j=0;j<base;j++) {
// duplicate first pixel
CopyTriple(dst,src);
dst+=3;
CopyTriple(dst,src);
dst+=3;
// copy a row
for (int k=0;k<base;k++) {
CopyTriple(dst,src);
dst+=3;
src+=srcstep;
}
// duplicate last pixel
CopyTriple(dst,(src-srcstep));
dst+=3;
CopyTriple(dst,(src-srcstep));
dst+=3;
// advance write pointer for next row
dst+=3*(texsize-(base+4));
}
m_AlphaMapCoords[i].u0=float(i*(base+4)+2)/float(texsize);
m_AlphaMapCoords[i].u1=float((i+1)*(base+4)-2)/float(texsize);
m_AlphaMapCoords[i].v0=0.0f;
m_AlphaMapCoords[i].v1=1.0f;
}
glGenTextures(1,(GLuint*) &m_CompositeAlphaMap);
glBindTexture(GL_TEXTURE_2D,m_CompositeAlphaMap);
glTexImage2D(GL_TEXTURE_2D,0,GL_INTENSITY,texsize,base,0,GL_RGB,GL_UNSIGNED_BYTE,data);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP_TO_EDGE);
delete[] data;
return true;
}
void CRenderer::BuildTransparentPasses(CModel* model)
{
if (!IsTextureTransparent(model->GetTexture())) {
// 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;i<m_TerrainPatches.size();++i) {
CPatch* patch=m_TerrainPatches[i];
CPatchRData* data=(CPatchRData*) patch->GetRenderData();
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;i<m_Models.size();++i) {
CModel* model=m_Models[i];
CModelRData* data=(CModelRData*) model->GetRenderData();
if (data==0) {
// no renderdata for model, create it now
data=new CModelRData(model);
model->SetRenderData(data);
} else {
data->Update();
}
}
}