forked from 0ad/0ad
226 lines
7.6 KiB
C++
226 lines
7.6 KiB
C++
/***************************************************************************************
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AUTHOR: John M. Mena
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EMAIL: JohnMMena@hotmail.com
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FILE: PlayerRenderer.cpp
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CREATED: 1/23/05
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COMPLETED: NULL
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DESCRIPTION: Handles rendering all of the player objects.
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The structure and overall design was inherited from Rich Cross' Transparency Renderer.
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****************************************************************************************/
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#include "precompiled.h"
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#include <algorithm>
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#include "Renderer.h"
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#include "PlayerRenderer.h"
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#include "Model.h"
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#include "Game.h"
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CPlayerRenderer g_PlayerRenderer;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// SetupColorRenderStates: setup the render states for the player color pass.
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void CPlayerRenderer::SetupColorRenderStates()
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{
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// Set up second pass: first texture unit carries on doing texture*lighting,
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// but passes alpha through inverted; the second texture unit modulates
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// with the player colour.
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glActiveTexture(GL_TEXTURE0);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_ONE_MINUS_SRC_ALPHA);
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glActiveTexture(GL_TEXTURE1);
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glEnable(GL_TEXTURE_2D);
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// t1 = t0 * playercolor
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_CONSTANT);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
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// Continue passing through alpha from texture
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Render: render all deferred passes; call Sort before using to ensure passes
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// are drawn in correct order
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void CPlayerRenderer::Render()
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{
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if (m_Objects.size()==0) return;
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// switch on wireframe if we need it
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if (g_Renderer.m_ModelRenderMode==WIREFRAME) {
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glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
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}
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// set up texture environment for base pass - modulate texture and primary color
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glActiveTexture(GL_TEXTURE0);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PRIMARY_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
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// Set the proper LOD bias
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glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, g_Renderer.m_Options.m_LodBias);
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// Render two passes: first, render the unit as normal. Second,
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// render it again but modulated with the player-colour, using
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// the alpha channel as a mask.
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// EDIT: The second pass resides in SetupColorRenderStates() [John M. Mena]
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//
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// This really ought to be done in a single pass on hardware that
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// supports register combiners / fragment programs / etc (since it
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// would only need a single pass and no blending)
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glEnableClientState(GL_COLOR_ARRAY);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_CONSTANT);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
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// First pass should ignore the alpha channel and render the whole model
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glDisable(GL_ALPHA_TEST);
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RenderObjectsStreams(STREAM_POS|STREAM_COLOR|STREAM_UV0);
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// Render the second pass:
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// Second pass uses the alpha channel to blend the coloured model
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// with the first pass's solid model
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_ALPHA_TEST);
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glAlphaFunc(GL_GREATER, 0);
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RenderObjectsStreams(STREAM_POS|STREAM_COLOR|STREAM_UV0, true);
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// Restore states
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glActiveTexture(GL_TEXTURE1);
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glDisable(GL_TEXTURE_2D);
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glDisable(GL_ALPHA_TEST);
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glDisable(GL_BLEND);
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glActiveTexture(GL_TEXTURE0);
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// switch off client states
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_COLOR_ARRAY);
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if (g_Renderer.m_ModelRenderMode==WIREFRAME) {
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// switch wireframe off again
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glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
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} else if (g_Renderer.m_ModelRenderMode==EDGED_FACES) {
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// edged faces: need to make a second pass over the data:
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// first switch on wireframe
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glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
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// setup some renderstate ..
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glDepthMask(0);
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g_Renderer.SetTexture(0,0);
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glColor4f(1,1,1,0.75f);
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glLineWidth(1.0f);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
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// .. and some client states
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glEnableClientState(GL_VERTEX_ARRAY);
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// render each model
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RenderObjectsStreams(STREAM_POS);
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// .. and switch off the client states
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glDisableClientState(GL_VERTEX_ARRAY);
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// .. and restore the renderstates
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glDisable(GL_BLEND);
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glDepthMask(1);
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// restore fill mode, and we're done
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glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
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}
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}
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void CPlayerRenderer::Clear()
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{
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// all transparent objects rendered; release them
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m_Objects.clear();
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}
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void CPlayerRenderer::Add(CModel* model)
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{
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// resize array, get last object in list
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m_Objects.resize(m_Objects.size()+1);
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SObject& obj=m_Objects.back();
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obj.m_Model=model;
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// build transform from object to camera space
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CMatrix3D objToCam,invcam;
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g_Renderer.m_Camera.m_Orientation.GetInverse(objToCam);
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objToCam*=model->GetTransform();
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// resort model indices from back to front, according to camera position - and store
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// the returned sqrd distance to the centre of the nearest triangle
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CModelRData* modeldata=(CModelRData*) model->GetRenderData();
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obj.m_Dist=modeldata->BackToFrontIndexSort(objToCam);
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}
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//TODO: Correctly implement shadows for the players
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void CPlayerRenderer::RenderShadows()
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{
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if (m_Objects.size()==0) return;
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RenderObjectsStreams(STREAM_POS|STREAM_UV0, false, MODELFLAG_CASTSHADOWS);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////
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// RenderObjectsStreams: render given streams on all objects
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void CPlayerRenderer::RenderObjectsStreams(u32 streamflags, bool iscolorpass, u32 mflags)
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{
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for (uint i=0;i<m_Objects.size();++i) {
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if (!mflags || (m_Objects[i].m_Model->GetFlags() & mflags)) {
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CModelRData* modeldata=(CModelRData*) m_Objects[i].m_Model->GetRenderData();
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// Setup the render states to apply the second texture ( i.e. player color )
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if (iscolorpass)
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{
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// I, John Mena, don't think that both passes need a color applied.
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// If I am wrong, then just move everything except for the
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// SetupColorRenderStates() below this if statement.
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// Get the player color
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SMaterialColor colour = m_Objects[i].m_Model->GetMaterial().GetPlayerColor();
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float* color = &colour.r; // because it's stored RGBA
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// Just like it says, Sets up the player color render states
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SetupColorRenderStates();
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// Set the texture environment color the player color
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glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);
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}
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// Render the model
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modeldata->RenderStreams(streamflags, iscolorpass);
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}
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}
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}
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