0ad/source/renderer/PatchRData.cpp
2016-11-23 13:02:58 +00:00

1509 lines
46 KiB
C++

/* Copyright (C) 2013 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/>.
*/
#include "precompiled.h"
#include <set>
#include <algorithm>
#include <numeric>
#include "graphics/GameView.h"
#include "graphics/LightEnv.h"
#include "graphics/LOSTexture.h"
#include "graphics/Patch.h"
#include "graphics/ShaderManager.h"
#include "graphics/Terrain.h"
#include "graphics/TextRenderer.h"
#include "lib/alignment.h"
#include "lib/allocators/arena.h"
#include "maths/MathUtil.h"
#include "ps/CLogger.h"
#include "ps/Game.h"
#include "ps/Profile.h"
#include "ps/Pyrogenesis.h"
#include "ps/World.h"
#include "ps/GameSetup/Config.h"
#include "renderer/AlphaMapCalculator.h"
#include "renderer/PatchRData.h"
#include "renderer/TerrainRenderer.h"
#include "renderer/Renderer.h"
#include "renderer/WaterManager.h"
#include "simulation2/Simulation2.h"
#include "simulation2/components/ICmpWaterManager.h"
const ssize_t BlendOffsets[9][2] = {
{ 0, -1 },
{ -1, -1 },
{ -1, 0 },
{ -1, 1 },
{ 0, 1 },
{ 1, 1 },
{ 1, 0 },
{ 1, -1 },
{ 0, 0 }
};
///////////////////////////////////////////////////////////////////
// CPatchRData constructor
CPatchRData::CPatchRData(CPatch* patch, CSimulation2* simulation) :
m_Patch(patch), m_VBSides(0),
m_VBBase(0), m_VBBaseIndices(0),
m_VBBlends(0), m_VBBlendIndices(0),
m_VBWater(0), m_VBWaterIndices(0),
m_VBWaterShore(0), m_VBWaterIndicesShore(0),
m_Simulation(simulation)
{
ENSURE(patch);
Build();
}
///////////////////////////////////////////////////////////////////
// CPatchRData destructor
CPatchRData::~CPatchRData()
{
// release vertex buffer chunks
if (m_VBSides) g_VBMan.Release(m_VBSides);
if (m_VBBase) g_VBMan.Release(m_VBBase);
if (m_VBBaseIndices) g_VBMan.Release(m_VBBaseIndices);
if (m_VBBlends) g_VBMan.Release(m_VBBlends);
if (m_VBBlendIndices) g_VBMan.Release(m_VBBlendIndices);
if (m_VBWater) g_VBMan.Release(m_VBWater);
if (m_VBWaterIndices) g_VBMan.Release(m_VBWaterIndices);
if (m_VBWaterShore) g_VBMan.Release(m_VBWaterShore);
if (m_VBWaterIndicesShore) g_VBMan.Release(m_VBWaterIndicesShore);
}
/**
* Represents a blend for a single tile, texture and shape.
*/
struct STileBlend
{
CTerrainTextureEntry* m_Texture;
int m_Priority;
u16 m_TileMask; // bit n set if this blend contains neighbour tile BlendOffsets[n]
struct DecreasingPriority
{
bool operator()(const STileBlend& a, const STileBlend& b) const
{
if (a.m_Priority > b.m_Priority)
return true;
if (a.m_Priority < b.m_Priority)
return false;
if (a.m_Texture && b.m_Texture)
return a.m_Texture->GetTag() > b.m_Texture->GetTag();
return false;
}
};
struct CurrentTile
{
bool operator()(const STileBlend& a) const
{
return (a.m_TileMask & (1 << 8)) != 0;
}
};
};
/**
* Represents the ordered collection of blends drawn on a particular tile.
*/
struct STileBlendStack
{
u8 i, j;
std::vector<STileBlend> blends; // back of vector is lowest-priority texture
};
/**
* Represents a batched collection of blends using the same texture.
*/
struct SBlendLayer
{
struct Tile
{
u8 i, j;
u8 shape;
};
CTerrainTextureEntry* m_Texture;
std::vector<Tile> m_Tiles;
};
void CPatchRData::BuildBlends()
{
PROFILE3("build blends");
m_BlendSplats.clear();
std::vector<SBlendVertex> blendVertices;
std::vector<u16> blendIndices;
CTerrain* terrain = m_Patch->m_Parent;
std::vector<STileBlendStack> blendStacks;
blendStacks.reserve(PATCH_SIZE*PATCH_SIZE);
// For each tile in patch ..
for (ssize_t j = 0; j < PATCH_SIZE; ++j)
{
for (ssize_t i = 0; i < PATCH_SIZE; ++i)
{
ssize_t gx = m_Patch->m_X * PATCH_SIZE + i;
ssize_t gz = m_Patch->m_Z * PATCH_SIZE + j;
std::vector<STileBlend> blends;
blends.reserve(9);
// Compute a blend for every tile in the 3x3 square around this tile
for (size_t n = 0; n < 9; ++n)
{
ssize_t ox = gx + BlendOffsets[n][1];
ssize_t oz = gz + BlendOffsets[n][0];
CMiniPatch* nmp = terrain->GetTile(ox, oz);
if (!nmp)
continue;
STileBlend blend;
blend.m_Texture = nmp->GetTextureEntry();
blend.m_Priority = nmp->GetPriority();
blend.m_TileMask = 1 << n;
blends.push_back(blend);
}
// Sort the blends, highest priority first
std::sort(blends.begin(), blends.end(), STileBlend::DecreasingPriority());
STileBlendStack blendStack;
blendStack.i = i;
blendStack.j = j;
// Put the blends into the tile's stack, merging any adjacent blends with the same texture
for (size_t k = 0; k < blends.size(); ++k)
{
if (!blendStack.blends.empty() && blendStack.blends.back().m_Texture == blends[k].m_Texture)
blendStack.blends.back().m_TileMask |= blends[k].m_TileMask;
else
blendStack.blends.push_back(blends[k]);
}
// Remove blends that are after (i.e. lower priority than) the current tile
// (including the current tile), since we don't want to render them on top of
// the tile's base texture
blendStack.blends.erase(
std::find_if(blendStack.blends.begin(), blendStack.blends.end(), STileBlend::CurrentTile()),
blendStack.blends.end());
blendStacks.push_back(blendStack);
}
}
// Given the blend stack per tile, we want to batch together as many blends as possible.
// Group them into a series of layers (each of which has a single texture):
// (This is effectively a topological sort / linearisation of the partial order induced
// by the per-tile stacks, preferring to make tiles with equal textures adjacent.)
std::vector<SBlendLayer> blendLayers;
while (true)
{
if (!blendLayers.empty())
{
// Try to grab as many tiles as possible that match our current layer,
// from off the blend stacks of all the tiles
CTerrainTextureEntry* tex = blendLayers.back().m_Texture;
for (size_t k = 0; k < blendStacks.size(); ++k)
{
if (!blendStacks[k].blends.empty() && blendStacks[k].blends.back().m_Texture == tex)
{
SBlendLayer::Tile t = { blendStacks[k].i, blendStacks[k].j, (u8)blendStacks[k].blends.back().m_TileMask };
blendLayers.back().m_Tiles.push_back(t);
blendStacks[k].blends.pop_back();
}
// (We've already merged adjacent entries of the same texture in each stack,
// so we don't need to bother looping to check the next entry in this stack again)
}
}
// We've grabbed as many tiles as possible; now we need to start a new layer.
// The new layer's texture could come from the back of any non-empty stack;
// choose the longest stack as a heuristic to reduce the number of layers
CTerrainTextureEntry* bestTex = NULL;
size_t bestStackSize = 0;
for (size_t k = 0; k < blendStacks.size(); ++k)
{
if (blendStacks[k].blends.size() > bestStackSize)
{
bestStackSize = blendStacks[k].blends.size();
bestTex = blendStacks[k].blends.back().m_Texture;
}
}
// If all our stacks were empty, we're done
if (bestStackSize == 0)
break;
// Otherwise add the new layer, then loop back and start filling it in
SBlendLayer layer;
layer.m_Texture = bestTex;
blendLayers.push_back(layer);
}
// Now build outgoing splats
m_BlendSplats.resize(blendLayers.size());
for (size_t k = 0; k < blendLayers.size(); ++k)
{
SSplat& splat = m_BlendSplats[k];
splat.m_IndexStart = blendIndices.size();
splat.m_Texture = blendLayers[k].m_Texture;
for (size_t t = 0; t < blendLayers[k].m_Tiles.size(); ++t)
{
SBlendLayer::Tile& tile = blendLayers[k].m_Tiles[t];
AddBlend(blendVertices, blendIndices, tile.i, tile.j, tile.shape, splat.m_Texture);
}
splat.m_IndexCount = blendIndices.size() - splat.m_IndexStart;
}
// Release existing vertex buffer chunks
if (m_VBBlends)
{
g_VBMan.Release(m_VBBlends);
m_VBBlends = 0;
}
if (m_VBBlendIndices)
{
g_VBMan.Release(m_VBBlendIndices);
m_VBBlendIndices = 0;
}
if (blendVertices.size())
{
// Construct vertex buffer
m_VBBlends = g_VBMan.Allocate(sizeof(SBlendVertex), blendVertices.size(), GL_STATIC_DRAW, GL_ARRAY_BUFFER);
m_VBBlends->m_Owner->UpdateChunkVertices(m_VBBlends, &blendVertices[0]);
// Update the indices to include the base offset of the vertex data
for (size_t k = 0; k < blendIndices.size(); ++k)
blendIndices[k] += m_VBBlends->m_Index;
m_VBBlendIndices = g_VBMan.Allocate(sizeof(u16), blendIndices.size(), GL_STATIC_DRAW, GL_ELEMENT_ARRAY_BUFFER);
m_VBBlendIndices->m_Owner->UpdateChunkVertices(m_VBBlendIndices, &blendIndices[0]);
}
}
void CPatchRData::AddBlend(std::vector<SBlendVertex>& blendVertices, std::vector<u16>& blendIndices,
u16 i, u16 j, u8 shape, CTerrainTextureEntry* texture)
{
CTerrain* terrain = m_Patch->m_Parent;
ssize_t gx = m_Patch->m_X * PATCH_SIZE + i;
ssize_t gz = m_Patch->m_Z * PATCH_SIZE + j;
// uses the current neighbour texture
BlendShape8 shape8;
for (size_t m = 0; m < 8; ++m)
shape8[m] = (shape & (1 << m)) ? 0 : 1;
// calculate the required alphamap and the required rotation of the alphamap from blendshape
unsigned int alphamapflags;
int alphamap = CAlphaMapCalculator::Calculate(shape8, alphamapflags);
// now actually render the blend tile (if we need one)
if (alphamap == -1)
return;
float u0 = texture->m_TerrainAlpha->second.m_AlphaMapCoords[alphamap].u0;
float u1 = texture->m_TerrainAlpha->second.m_AlphaMapCoords[alphamap].u1;
float v0 = texture->m_TerrainAlpha->second.m_AlphaMapCoords[alphamap].v0;
float v1 = texture->m_TerrainAlpha->second.m_AlphaMapCoords[alphamap].v1;
if (alphamapflags & BLENDMAP_FLIPU)
std::swap(u0, u1);
if (alphamapflags & BLENDMAP_FLIPV)
std::swap(v0, v1);
int base = 0;
if (alphamapflags & BLENDMAP_ROTATE90)
base = 1;
else if (alphamapflags & BLENDMAP_ROTATE180)
base = 2;
else if (alphamapflags & BLENDMAP_ROTATE270)
base = 3;
SBlendVertex vtx[4];
vtx[(base + 0) % 4].m_AlphaUVs[0] = u0;
vtx[(base + 0) % 4].m_AlphaUVs[1] = v0;
vtx[(base + 1) % 4].m_AlphaUVs[0] = u1;
vtx[(base + 1) % 4].m_AlphaUVs[1] = v0;
vtx[(base + 2) % 4].m_AlphaUVs[0] = u1;
vtx[(base + 2) % 4].m_AlphaUVs[1] = v1;
vtx[(base + 3) % 4].m_AlphaUVs[0] = u0;
vtx[(base + 3) % 4].m_AlphaUVs[1] = v1;
SBlendVertex dst;
const CLightEnv& lightEnv = g_Renderer.GetLightEnv();
CVector3D normal;
bool cpuLighting = (g_Renderer.GetRenderPath() == CRenderer::RP_FIXED);
size_t index = blendVertices.size();
terrain->CalcPosition(gx, gz, dst.m_Position);
terrain->CalcNormal(gx, gz, normal);
dst.m_Normal = normal;
dst.m_DiffuseColor = cpuLighting ? lightEnv.EvaluateTerrainDiffuseScaled(normal) : lightEnv.EvaluateTerrainDiffuseFactor(normal);
dst.m_AlphaUVs[0] = vtx[0].m_AlphaUVs[0];
dst.m_AlphaUVs[1] = vtx[0].m_AlphaUVs[1];
blendVertices.push_back(dst);
terrain->CalcPosition(gx + 1, gz, dst.m_Position);
terrain->CalcNormal(gx + 1, gz, normal);
dst.m_Normal = normal;
dst.m_DiffuseColor = cpuLighting ? lightEnv.EvaluateTerrainDiffuseScaled(normal) : lightEnv.EvaluateTerrainDiffuseFactor(normal);
dst.m_AlphaUVs[0] = vtx[1].m_AlphaUVs[0];
dst.m_AlphaUVs[1] = vtx[1].m_AlphaUVs[1];
blendVertices.push_back(dst);
terrain->CalcPosition(gx + 1, gz + 1, dst.m_Position);
terrain->CalcNormal(gx + 1, gz + 1, normal);
dst.m_Normal = normal;
dst.m_DiffuseColor = cpuLighting ? lightEnv.EvaluateTerrainDiffuseScaled(normal) : lightEnv.EvaluateTerrainDiffuseFactor(normal);
dst.m_AlphaUVs[0] = vtx[2].m_AlphaUVs[0];
dst.m_AlphaUVs[1] = vtx[2].m_AlphaUVs[1];
blendVertices.push_back(dst);
terrain->CalcPosition(gx, gz + 1, dst.m_Position);
terrain->CalcNormal(gx, gz + 1, normal);
dst.m_Normal = normal;
dst.m_DiffuseColor = cpuLighting ? lightEnv.EvaluateTerrainDiffuseScaled(normal) : lightEnv.EvaluateTerrainDiffuseFactor(normal);
dst.m_AlphaUVs[0] = vtx[3].m_AlphaUVs[0];
dst.m_AlphaUVs[1] = vtx[3].m_AlphaUVs[1];
blendVertices.push_back(dst);
bool dir = terrain->GetTriangulationDir(gx, gz);
if (dir)
{
blendIndices.push_back(index+0);
blendIndices.push_back(index+1);
blendIndices.push_back(index+3);
blendIndices.push_back(index+1);
blendIndices.push_back(index+2);
blendIndices.push_back(index+3);
}
else
{
blendIndices.push_back(index+0);
blendIndices.push_back(index+1);
blendIndices.push_back(index+2);
blendIndices.push_back(index+2);
blendIndices.push_back(index+3);
blendIndices.push_back(index+0);
}
}
void CPatchRData::BuildIndices()
{
PROFILE3("build indices");
CTerrain* terrain = m_Patch->m_Parent;
ssize_t px = m_Patch->m_X * PATCH_SIZE;
ssize_t pz = m_Patch->m_Z * PATCH_SIZE;
// must have allocated some vertices before trying to build corresponding indices
ENSURE(m_VBBase);
// number of vertices in each direction in each patch
ssize_t vsize=PATCH_SIZE+1;
// PATCH_SIZE must be 2^8-2 or less to not overflow u16 indices buffer. Thankfully this is always true.
ENSURE(vsize*vsize < 65536);
std::vector<unsigned short> indices;
indices.reserve(PATCH_SIZE * PATCH_SIZE * 4);
// release existing splats
m_Splats.clear();
// build grid of textures on this patch
std::vector<CTerrainTextureEntry*> textures;
CTerrainTextureEntry* texgrid[PATCH_SIZE][PATCH_SIZE];
for (ssize_t j=0;j<PATCH_SIZE;j++) {
for (ssize_t i=0;i<PATCH_SIZE;i++) {
CTerrainTextureEntry* tex=m_Patch->m_MiniPatches[j][i].GetTextureEntry();
texgrid[j][i]=tex;
if (std::find(textures.begin(),textures.end(),tex)==textures.end()) {
textures.push_back(tex);
}
}
}
// now build base splats from interior textures
m_Splats.resize(textures.size());
// build indices for base splats
size_t base=m_VBBase->m_Index;
for (size_t i=0;i<m_Splats.size();i++) {
CTerrainTextureEntry* tex=textures[i];
SSplat& splat=m_Splats[i];
splat.m_Texture=tex;
splat.m_IndexStart=indices.size();
for (ssize_t j = 0; j < PATCH_SIZE; j++)
{
for (ssize_t i = 0; i < PATCH_SIZE; i++)
{
if (texgrid[j][i] == tex)
{
bool dir = terrain->GetTriangulationDir(px+i, pz+j);
if (dir)
{
indices.push_back(u16(((j+0)*vsize+(i+0))+base));
indices.push_back(u16(((j+0)*vsize+(i+1))+base));
indices.push_back(u16(((j+1)*vsize+(i+0))+base));
indices.push_back(u16(((j+0)*vsize+(i+1))+base));
indices.push_back(u16(((j+1)*vsize+(i+1))+base));
indices.push_back(u16(((j+1)*vsize+(i+0))+base));
}
else
{
indices.push_back(u16(((j+0)*vsize+(i+0))+base));
indices.push_back(u16(((j+0)*vsize+(i+1))+base));
indices.push_back(u16(((j+1)*vsize+(i+1))+base));
indices.push_back(u16(((j+1)*vsize+(i+1))+base));
indices.push_back(u16(((j+1)*vsize+(i+0))+base));
indices.push_back(u16(((j+0)*vsize+(i+0))+base));
}
}
}
}
splat.m_IndexCount=indices.size()-splat.m_IndexStart;
}
// Release existing vertex buffer chunk
if (m_VBBaseIndices)
{
g_VBMan.Release(m_VBBaseIndices);
m_VBBaseIndices = 0;
}
ENSURE(indices.size());
// Construct vertex buffer
m_VBBaseIndices = g_VBMan.Allocate(sizeof(u16), indices.size(), GL_STATIC_DRAW, GL_ELEMENT_ARRAY_BUFFER);
m_VBBaseIndices->m_Owner->UpdateChunkVertices(m_VBBaseIndices, &indices[0]);
}
void CPatchRData::BuildVertices()
{
PROFILE3("build vertices");
// create both vertices and lighting colors
// number of vertices in each direction in each patch
ssize_t vsize=PATCH_SIZE+1;
std::vector<SBaseVertex> vertices;
vertices.resize(vsize*vsize);
// get index of this patch
ssize_t px=m_Patch->m_X;
ssize_t pz=m_Patch->m_Z;
CTerrain* terrain=m_Patch->m_Parent;
const CLightEnv& lightEnv = g_Renderer.GetLightEnv();
bool cpuLighting = (g_Renderer.GetRenderPath() == CRenderer::RP_FIXED);
// build vertices
for (ssize_t j=0;j<vsize;j++) {
for (ssize_t i=0;i<vsize;i++) {
ssize_t ix=px*PATCH_SIZE+i;
ssize_t iz=pz*PATCH_SIZE+j;
ssize_t v=(j*vsize)+i;
// calculate vertex data
terrain->CalcPosition(ix,iz,vertices[v].m_Position);
// Calculate diffuse lighting for this vertex
// Ambient is added by the lighting pass (since ambient is the same
// for all vertices, it need not be stored in the vertex structure)
CVector3D normal;
terrain->CalcNormal(ix,iz,normal);
vertices[v].m_Normal = normal;
vertices[v].m_DiffuseColor = cpuLighting ? lightEnv.EvaluateTerrainDiffuseScaled(normal) : lightEnv.EvaluateTerrainDiffuseFactor(normal);
}
}
// upload to vertex buffer
if (!m_VBBase)
m_VBBase = g_VBMan.Allocate(sizeof(SBaseVertex), vsize * vsize, GL_STATIC_DRAW, GL_ARRAY_BUFFER);
m_VBBase->m_Owner->UpdateChunkVertices(m_VBBase, &vertices[0]);
}
void CPatchRData::BuildSide(std::vector<SSideVertex>& vertices, CPatchSideFlags side)
{
ssize_t vsize = PATCH_SIZE + 1;
CTerrain* terrain = m_Patch->m_Parent;
CmpPtr<ICmpWaterManager> cmpWaterManager(*m_Simulation, SYSTEM_ENTITY);
for (ssize_t k = 0; k < vsize; k++)
{
ssize_t gx = m_Patch->m_X * PATCH_SIZE;
ssize_t gz = m_Patch->m_Z * PATCH_SIZE;
switch (side)
{
case CPATCH_SIDE_NEGX: gz += k; break;
case CPATCH_SIDE_POSX: gx += PATCH_SIZE; gz += PATCH_SIZE-k; break;
case CPATCH_SIDE_NEGZ: gx += PATCH_SIZE-k; break;
case CPATCH_SIDE_POSZ: gz += PATCH_SIZE; gx += k; break;
}
CVector3D pos;
terrain->CalcPosition(gx, gz, pos);
// Clamp the height to the water level
float waterHeight = 0.f;
if (cmpWaterManager)
waterHeight = cmpWaterManager->GetExactWaterLevel(pos.X, pos.Z);
pos.Y = std::max(pos.Y, waterHeight);
SSideVertex v0, v1;
v0.m_Position = pos;
v1.m_Position = pos;
v1.m_Position.Y = 0;
// If this is the start of this tristrip, but we've already got a partial
// tristrip, add a couple of degenerate triangles to join the strips properly
if (k == 0 && !vertices.empty())
{
vertices.push_back(vertices.back());
vertices.push_back(v1);
}
// Now add the new triangles
vertices.push_back(v1);
vertices.push_back(v0);
}
}
void CPatchRData::BuildSides()
{
PROFILE3("build sides");
std::vector<SSideVertex> sideVertices;
int sideFlags = m_Patch->GetSideFlags();
// If no sides are enabled, we don't need to do anything
if (!sideFlags)
return;
// For each side, generate a tristrip by adding a vertex at ground/water
// level and a vertex underneath at height 0.
if (sideFlags & CPATCH_SIDE_NEGX)
BuildSide(sideVertices, CPATCH_SIDE_NEGX);
if (sideFlags & CPATCH_SIDE_POSX)
BuildSide(sideVertices, CPATCH_SIDE_POSX);
if (sideFlags & CPATCH_SIDE_NEGZ)
BuildSide(sideVertices, CPATCH_SIDE_NEGZ);
if (sideFlags & CPATCH_SIDE_POSZ)
BuildSide(sideVertices, CPATCH_SIDE_POSZ);
if (sideVertices.empty())
return;
if (!m_VBSides)
m_VBSides = g_VBMan.Allocate(sizeof(SSideVertex), sideVertices.size(), GL_STATIC_DRAW, GL_ARRAY_BUFFER);
m_VBSides->m_Owner->UpdateChunkVertices(m_VBSides, &sideVertices[0]);
}
void CPatchRData::Build()
{
BuildVertices();
BuildSides();
BuildIndices();
BuildBlends();
BuildWater();
}
void CPatchRData::Update(CSimulation2* simulation)
{
m_Simulation = simulation;
if (m_UpdateFlags!=0) {
// TODO,RC 11/04/04 - need to only rebuild necessary bits of renderdata rather
// than everything; it's complicated slightly because the blends are dependent
// on both vertex and index data
BuildVertices();
BuildSides();
BuildIndices();
BuildBlends();
BuildWater();
m_UpdateFlags=0;
}
}
// Types used for glMultiDrawElements batching:
// To minimise the cost of memory allocations, everything used for computing
// batches uses a arena allocator. (All allocations are short-lived so we can
// just throw away the whole arena at the end of each frame.)
// std::map types with appropriate arena allocators and default comparison operator
#define POOLED_BATCH_MAP(Key, Value) \
std::map<Key, Value, std::less<Key>, ProxyAllocator<std::pair<Key const, Value>, Allocators::DynamicArena > >
// Equivalent to "m[k]", when it returns a arena-allocated std::map (since we can't
// use the default constructor in that case)
template<typename M>
typename M::mapped_type& PooledMapGet(M& m, const typename M::key_type& k, Allocators::DynamicArena& arena)
{
return m.insert(std::make_pair(k,
typename M::mapped_type(typename M::mapped_type::key_compare(), typename M::mapped_type::allocator_type(arena))
)).first->second;
}
// Equivalent to "m[k]", when it returns a std::pair of arena-allocated std::vectors
template<typename M>
typename M::mapped_type& PooledPairGet(M& m, const typename M::key_type& k, Allocators::DynamicArena& arena)
{
return m.insert(std::make_pair(k, std::make_pair(
typename M::mapped_type::first_type(typename M::mapped_type::first_type::allocator_type(arena)),
typename M::mapped_type::second_type(typename M::mapped_type::second_type::allocator_type(arena))
))).first->second;
}
// Each multidraw batch has a list of index counts, and a list of pointers-to-first-indexes
typedef std::pair<std::vector<GLint, ProxyAllocator<GLint, Allocators::DynamicArena > >, std::vector<void*, ProxyAllocator<void*, Allocators::DynamicArena > > > BatchElements;
// Group batches by index buffer
typedef POOLED_BATCH_MAP(CVertexBuffer*, BatchElements) IndexBufferBatches;
// Group batches by vertex buffer
typedef POOLED_BATCH_MAP(CVertexBuffer*, IndexBufferBatches) VertexBufferBatches;
// Group batches by texture
typedef POOLED_BATCH_MAP(CTerrainTextureEntry*, VertexBufferBatches) TextureBatches;
void CPatchRData::RenderBases(const std::vector<CPatchRData*>& patches, const CShaderDefines& context,
ShadowMap* shadow, bool isDummyShader, const CShaderProgramPtr& dummy)
{
Allocators::DynamicArena arena(1 * MiB);
TextureBatches batches (TextureBatches::key_compare(), (TextureBatches::allocator_type(arena)));
PROFILE_START("compute batches");
// Collect all the patches' base splats into their appropriate batches
for (size_t i = 0; i < patches.size(); ++i)
{
CPatchRData* patch = patches[i];
for (size_t j = 0; j < patch->m_Splats.size(); ++j)
{
SSplat& splat = patch->m_Splats[j];
BatchElements& batch = PooledPairGet(
PooledMapGet(
PooledMapGet(batches, splat.m_Texture, arena),
patch->m_VBBase->m_Owner, arena
),
patch->m_VBBaseIndices->m_Owner, arena
);
batch.first.push_back(splat.m_IndexCount);
u8* indexBase = patch->m_VBBaseIndices->m_Owner->GetBindAddress();
batch.second.push_back(indexBase + sizeof(u16)*(patch->m_VBBaseIndices->m_Index + splat.m_IndexStart));
}
}
PROFILE_END("compute batches");
// Render each batch
for (TextureBatches::iterator itt = batches.begin(); itt != batches.end(); ++itt)
{
int numPasses = 1;
CShaderTechniquePtr techBase;
if (!isDummyShader)
{
if (itt->first->GetMaterial().GetShaderEffect().length() == 0)
{
LOGERROR("Terrain renderer failed to load shader effect.\n");
continue;
}
techBase = g_Renderer.GetShaderManager().LoadEffect(itt->first->GetMaterial().GetShaderEffect(),
context, itt->first->GetMaterial().GetShaderDefines(0));
numPasses = techBase->GetNumPasses();
}
for (int pass = 0; pass < numPasses; ++pass)
{
if (!isDummyShader)
{
techBase->BeginPass(pass);
TerrainRenderer::PrepareShader(techBase->GetShader(), shadow);
}
const CShaderProgramPtr& shader = isDummyShader ? dummy : techBase->GetShader(pass);
if (itt->first->GetMaterial().GetSamplers().size() != 0)
{
const CMaterial::SamplersVector& samplers = itt->first->GetMaterial().GetSamplers();
size_t samplersNum = samplers.size();
for (size_t s = 0; s < samplersNum; ++s)
{
const CMaterial::TextureSampler& samp = samplers[s];
shader->BindTexture(samp.Name, samp.Sampler);
}
itt->first->GetMaterial().GetStaticUniforms().BindUniforms(shader);
#if !CONFIG2_GLES
if (isDummyShader)
{
glMatrixMode(GL_TEXTURE);
glLoadMatrixf(itt->first->GetTextureMatrix());
glMatrixMode(GL_MODELVIEW);
}
else
#endif
{
float c = itt->first->GetTextureMatrix()[0];
float ms = itt->first->GetTextureMatrix()[8];
shader->Uniform(str_textureTransform, c, ms, -ms, 0.f);
}
}
else
{
shader->BindTexture(str_baseTex, g_Renderer.GetTextureManager().GetErrorTexture());
}
for (VertexBufferBatches::iterator itv = itt->second.begin(); itv != itt->second.end(); ++itv)
{
GLsizei stride = sizeof(SBaseVertex);
SBaseVertex *base = (SBaseVertex *)itv->first->Bind();
shader->VertexPointer(3, GL_FLOAT, stride, &base->m_Position[0]);
shader->ColorPointer(4, GL_UNSIGNED_BYTE, stride, &base->m_DiffuseColor);
shader->NormalPointer(GL_FLOAT, stride, &base->m_Normal[0]);
shader->TexCoordPointer(GL_TEXTURE0, 3, GL_FLOAT, stride, &base->m_Position[0]);
shader->AssertPointersBound();
for (IndexBufferBatches::iterator it = itv->second.begin(); it != itv->second.end(); ++it)
{
it->first->Bind();
BatchElements& batch = it->second;
if (!g_Renderer.m_SkipSubmit)
{
// Don't use glMultiDrawElements here since it doesn't have a significant
// performance impact and it suffers from various driver bugs (e.g. it breaks
// in Mesa 7.10 swrast with index VBOs)
for (size_t i = 0; i < batch.first.size(); ++i)
glDrawElements(GL_TRIANGLES, batch.first[i], GL_UNSIGNED_SHORT, batch.second[i]);
}
g_Renderer.m_Stats.m_DrawCalls++;
g_Renderer.m_Stats.m_TerrainTris += std::accumulate(batch.first.begin(), batch.first.end(), 0) / 3;
}
}
if (!isDummyShader)
techBase->EndPass();
}
}
#if !CONFIG2_GLES
if (isDummyShader)
{
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
}
#endif
CVertexBuffer::Unbind();
}
/**
* Helper structure for RenderBlends.
*/
struct SBlendBatch
{
SBlendBatch(Allocators::DynamicArena& arena) :
m_Batches(VertexBufferBatches::key_compare(), VertexBufferBatches::allocator_type(arena))
{
}
CTerrainTextureEntry* m_Texture;
VertexBufferBatches m_Batches;
};
/**
* Helper structure for RenderBlends.
*/
struct SBlendStackItem
{
SBlendStackItem(CVertexBuffer::VBChunk* v, CVertexBuffer::VBChunk* i,
const std::vector<CPatchRData::SSplat>& s, Allocators::DynamicArena& arena) :
vertices(v), indices(i), splats(s.begin(), s.end(), SplatStack::allocator_type(arena))
{
}
typedef std::vector<CPatchRData::SSplat, ProxyAllocator<CPatchRData::SSplat, Allocators::DynamicArena > > SplatStack;
CVertexBuffer::VBChunk* vertices;
CVertexBuffer::VBChunk* indices;
SplatStack splats;
};
void CPatchRData::RenderBlends(const std::vector<CPatchRData*>& patches, const CShaderDefines& context,
ShadowMap* shadow, bool isDummyShader, const CShaderProgramPtr& dummy)
{
Allocators::DynamicArena arena(1 * MiB);
typedef std::vector<SBlendBatch, ProxyAllocator<SBlendBatch, Allocators::DynamicArena > > BatchesStack;
BatchesStack batches((BatchesStack::allocator_type(arena)));
CShaderDefines contextBlend = context;
contextBlend.Add(str_BLEND, str_1);
PROFILE_START("compute batches");
// Reserve an arbitrary size that's probably big enough in most cases,
// to avoid heavy reallocations
batches.reserve(256);
typedef std::vector<SBlendStackItem, ProxyAllocator<SBlendStackItem, Allocators::DynamicArena > > BlendStacks;
BlendStacks blendStacks((BlendStacks::allocator_type(arena)));
blendStacks.reserve(patches.size());
// Extract all the blend splats from each patch
for (size_t i = 0; i < patches.size(); ++i)
{
CPatchRData* patch = patches[i];
if (!patch->m_BlendSplats.empty())
{
blendStacks.push_back(SBlendStackItem(patch->m_VBBlends, patch->m_VBBlendIndices, patch->m_BlendSplats, arena));
// Reverse the splats so the first to be rendered is at the back of the list
std::reverse(blendStacks.back().splats.begin(), blendStacks.back().splats.end());
}
}
// Rearrange the collection of splats to be grouped by texture, preserving
// order of splats within each patch:
// (This is exactly the same algorithm used in CPatchRData::BuildBlends,
// but applied to patch-sized splats rather than to tile-sized splats;
// see that function for comments on the algorithm.)
while (true)
{
if (!batches.empty())
{
CTerrainTextureEntry* tex = batches.back().m_Texture;
for (size_t k = 0; k < blendStacks.size(); ++k)
{
SBlendStackItem::SplatStack& splats = blendStacks[k].splats;
if (!splats.empty() && splats.back().m_Texture == tex)
{
CVertexBuffer::VBChunk* vertices = blendStacks[k].vertices;
CVertexBuffer::VBChunk* indices = blendStacks[k].indices;
BatchElements& batch = PooledPairGet(PooledMapGet(batches.back().m_Batches, vertices->m_Owner, arena), indices->m_Owner, arena);
batch.first.push_back(splats.back().m_IndexCount);
u8* indexBase = indices->m_Owner->GetBindAddress();
batch.second.push_back(indexBase + sizeof(u16)*(indices->m_Index + splats.back().m_IndexStart));
splats.pop_back();
}
}
}
CTerrainTextureEntry* bestTex = NULL;
size_t bestStackSize = 0;
for (size_t k = 0; k < blendStacks.size(); ++k)
{
SBlendStackItem::SplatStack& splats = blendStacks[k].splats;
if (splats.size() > bestStackSize)
{
bestStackSize = splats.size();
bestTex = splats.back().m_Texture;
}
}
if (bestStackSize == 0)
break;
SBlendBatch layer(arena);
layer.m_Texture = bestTex;
batches.push_back(layer);
}
PROFILE_END("compute batches");
CVertexBuffer* lastVB = NULL;
for (BatchesStack::iterator itt = batches.begin(); itt != batches.end(); ++itt)
{
if (itt->m_Texture->GetMaterial().GetSamplers().size() == 0)
continue;
int numPasses = 1;
CShaderTechniquePtr techBase;
if (!isDummyShader)
{
techBase = g_Renderer.GetShaderManager().LoadEffect(itt->m_Texture->GetMaterial().GetShaderEffect(), contextBlend, itt->m_Texture->GetMaterial().GetShaderDefines(0));
numPasses = techBase->GetNumPasses();
}
CShaderProgramPtr previousShader;
for (int pass = 0; pass < numPasses; ++pass)
{
if (!isDummyShader)
{
techBase->BeginPass(pass);
TerrainRenderer::PrepareShader(techBase->GetShader(), shadow);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
const CShaderProgramPtr& shader = isDummyShader ? dummy : techBase->GetShader(pass);
if (itt->m_Texture)
{
const CMaterial::SamplersVector& samplers = itt->m_Texture->GetMaterial().GetSamplers();
size_t samplersNum = samplers.size();
for (size_t s = 0; s < samplersNum; ++s)
{
const CMaterial::TextureSampler& samp = samplers[s];
shader->BindTexture(samp.Name, samp.Sampler);
}
shader->BindTexture(str_blendTex, itt->m_Texture->m_TerrainAlpha->second.m_hCompositeAlphaMap);
itt->m_Texture->GetMaterial().GetStaticUniforms().BindUniforms(shader);
#if !CONFIG2_GLES
if (isDummyShader)
{
pglClientActiveTextureARB(GL_TEXTURE0);
glMatrixMode(GL_TEXTURE);
glLoadMatrixf(itt->m_Texture->GetTextureMatrix());
glMatrixMode(GL_MODELVIEW);
}
else
#endif
{
float c = itt->m_Texture->GetTextureMatrix()[0];
float ms = itt->m_Texture->GetTextureMatrix()[8];
shader->Uniform(str_textureTransform, c, ms, -ms, 0.f);
}
}
else
{
shader->BindTexture(str_baseTex, g_Renderer.GetTextureManager().GetErrorTexture());
}
for (VertexBufferBatches::iterator itv = itt->m_Batches.begin(); itv != itt->m_Batches.end(); ++itv)
{
// Rebind the VB only if it changed since the last batch
if (itv->first != lastVB || shader != previousShader)
{
lastVB = itv->first;
previousShader = shader;
GLsizei stride = sizeof(SBlendVertex);
SBlendVertex *base = (SBlendVertex *)itv->first->Bind();
shader->VertexPointer(3, GL_FLOAT, stride, &base->m_Position[0]);
shader->ColorPointer(4, GL_UNSIGNED_BYTE, stride, &base->m_DiffuseColor);
shader->NormalPointer(GL_FLOAT, stride, &base->m_Normal[0]);
shader->TexCoordPointer(GL_TEXTURE0, 3, GL_FLOAT, stride, &base->m_Position[0]);
shader->TexCoordPointer(GL_TEXTURE1, 2, GL_FLOAT, stride, &base->m_AlphaUVs[0]);
}
shader->AssertPointersBound();
for (IndexBufferBatches::iterator it = itv->second.begin(); it != itv->second.end(); ++it)
{
it->first->Bind();
BatchElements& batch = it->second;
if (!g_Renderer.m_SkipSubmit)
{
for (size_t i = 0; i < batch.first.size(); ++i)
glDrawElements(GL_TRIANGLES, batch.first[i], GL_UNSIGNED_SHORT, batch.second[i]);
}
g_Renderer.m_Stats.m_DrawCalls++;
g_Renderer.m_Stats.m_BlendSplats++;
g_Renderer.m_Stats.m_TerrainTris += std::accumulate(batch.first.begin(), batch.first.end(), 0) / 3;
}
}
if (!isDummyShader)
{
glDisable(GL_BLEND);
techBase->EndPass();
}
}
}
#if !CONFIG2_GLES
if (isDummyShader)
{
pglClientActiveTextureARB(GL_TEXTURE0);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
}
#endif
CVertexBuffer::Unbind();
}
void CPatchRData::RenderStreams(const std::vector<CPatchRData*>& patches, const CShaderProgramPtr& shader, int streamflags)
{
// Each batch has a list of index counts, and a list of pointers-to-first-indexes
typedef std::pair<std::vector<GLint>, std::vector<void*> > BatchElements;
// Group batches by index buffer
typedef std::map<CVertexBuffer*, BatchElements> IndexBufferBatches;
// Group batches by vertex buffer
typedef std::map<CVertexBuffer*, IndexBufferBatches> VertexBufferBatches;
VertexBufferBatches batches;
PROFILE_START("compute batches");
// Collect all the patches into their appropriate batches
for (size_t i = 0; i < patches.size(); ++i)
{
CPatchRData* patch = patches[i];
BatchElements& batch = batches[patch->m_VBBase->m_Owner][patch->m_VBBaseIndices->m_Owner];
batch.first.push_back(patch->m_VBBaseIndices->m_Count);
u8* indexBase = patch->m_VBBaseIndices->m_Owner->GetBindAddress();
batch.second.push_back(indexBase + sizeof(u16)*(patch->m_VBBaseIndices->m_Index));
}
PROFILE_END("compute batches");
ENSURE(!(streamflags & ~(STREAM_POS|STREAM_COLOR|STREAM_POSTOUV0|STREAM_POSTOUV1)));
// Render each batch
for (VertexBufferBatches::iterator itv = batches.begin(); itv != batches.end(); ++itv)
{
GLsizei stride = sizeof(SBaseVertex);
SBaseVertex *base = (SBaseVertex *)itv->first->Bind();
shader->VertexPointer(3, GL_FLOAT, stride, &base->m_Position);
if (streamflags & STREAM_POSTOUV0)
shader->TexCoordPointer(GL_TEXTURE0, 3, GL_FLOAT, stride, &base->m_Position);
if (streamflags & STREAM_POSTOUV1)
shader->TexCoordPointer(GL_TEXTURE1, 3, GL_FLOAT, stride, &base->m_Position);
if (streamflags & STREAM_COLOR)
shader->ColorPointer(4, GL_UNSIGNED_BYTE, stride, &base->m_DiffuseColor);
shader->AssertPointersBound();
for (IndexBufferBatches::iterator it = itv->second.begin(); it != itv->second.end(); ++it)
{
it->first->Bind();
BatchElements& batch = it->second;
if (!g_Renderer.m_SkipSubmit)
{
for (size_t i = 0; i < batch.first.size(); ++i)
glDrawElements(GL_TRIANGLES, batch.first[i], GL_UNSIGNED_SHORT, batch.second[i]);
}
g_Renderer.m_Stats.m_DrawCalls++;
g_Renderer.m_Stats.m_TerrainTris += std::accumulate(batch.first.begin(), batch.first.end(), 0) / 3;
}
}
CVertexBuffer::Unbind();
}
void CPatchRData::RenderOutline()
{
CTerrain* terrain = m_Patch->m_Parent;
ssize_t gx = m_Patch->m_X * PATCH_SIZE;
ssize_t gz = m_Patch->m_Z * PATCH_SIZE;
CVector3D pos;
std::vector<CVector3D> line;
ssize_t i, j;
for (i = 0, j = 0; i <= PATCH_SIZE; ++i)
{
terrain->CalcPosition(gx + i, gz + j, pos);
line.push_back(pos);
}
for (i = PATCH_SIZE, j = 1; j <= PATCH_SIZE; ++j)
{
terrain->CalcPosition(gx + i, gz + j, pos);
line.push_back(pos);
}
for (i = PATCH_SIZE-1, j = PATCH_SIZE; i >= 0; --i)
{
terrain->CalcPosition(gx + i, gz + j, pos);
line.push_back(pos);
}
for (i = 0, j = PATCH_SIZE-1; j >= 0; --j)
{
terrain->CalcPosition(gx + i, gz + j, pos);
line.push_back(pos);
}
#if CONFIG2_GLES
#warning TODO: implement CPatchRData::RenderOutlines for GLES
#else
glVertexPointer(3, GL_FLOAT, sizeof(CVector3D), &line[0]);
glDrawArrays(GL_LINE_STRIP, 0, line.size());
#endif
}
void CPatchRData::RenderSides(CShaderProgramPtr& shader)
{
ENSURE(m_UpdateFlags==0);
if (!m_VBSides)
return;
SSideVertex *base = (SSideVertex *)m_VBSides->m_Owner->Bind();
// setup data pointers
GLsizei stride = sizeof(SSideVertex);
shader->VertexPointer(3, GL_FLOAT, stride, &base->m_Position);
shader->AssertPointersBound();
if (!g_Renderer.m_SkipSubmit)
glDrawArrays(GL_TRIANGLE_STRIP, m_VBSides->m_Index, (GLsizei)m_VBSides->m_Count);
// bump stats
g_Renderer.m_Stats.m_DrawCalls++;
g_Renderer.m_Stats.m_TerrainTris += m_VBSides->m_Count - 2;
CVertexBuffer::Unbind();
}
void CPatchRData::RenderPriorities(CTextRenderer& textRenderer)
{
CTerrain* terrain = m_Patch->m_Parent;
CCamera* camera = g_Game->GetView()->GetCamera();
for (ssize_t j = 0; j < PATCH_SIZE; ++j)
{
for (ssize_t i = 0; i < PATCH_SIZE; ++i)
{
ssize_t gx = m_Patch->m_X * PATCH_SIZE + i;
ssize_t gz = m_Patch->m_Z * PATCH_SIZE + j;
CVector3D pos;
terrain->CalcPosition(gx, gz, pos);
// Move a bit towards the center of the tile
pos.X += TERRAIN_TILE_SIZE/4.f;
pos.Z += TERRAIN_TILE_SIZE/4.f;
float x, y;
camera->GetScreenCoordinates(pos, x, y);
textRenderer.PrintfAt(x, y, L"%d", m_Patch->m_MiniPatches[j][i].Priority);
}
}
}
//
// Water build and rendering
//
// Build vertex buffer for water vertices over our patch
void CPatchRData::BuildWater()
{
PROFILE3("build water");
// number of vertices in each direction in each patch
ENSURE((PATCH_SIZE % water_cell_size) == 0);
if (m_VBWater)
{
g_VBMan.Release(m_VBWater);
m_VBWater = 0;
}
if (m_VBWaterIndices)
{
g_VBMan.Release(m_VBWaterIndices);
m_VBWaterIndices = 0;
}
if (m_VBWaterShore)
{
g_VBMan.Release(m_VBWaterShore);
m_VBWaterShore = 0;
}
if (m_VBWaterIndicesShore)
{
g_VBMan.Release(m_VBWaterIndicesShore);
m_VBWaterIndicesShore = 0;
}
m_WaterBounds.SetEmpty();
// We need to use this to access the water manager or we may not have the
// actual values but some compiled-in defaults
CmpPtr<ICmpWaterManager> cmpWaterManager(*m_Simulation, SYSTEM_ENTITY);
if (!cmpWaterManager)
return;
// Build data for water
std::vector<SWaterVertex> water_vertex_data;
std::vector<GLushort> water_indices;
u16 water_index_map[PATCH_SIZE+1][PATCH_SIZE+1];
memset(water_index_map, 0xFF, sizeof(water_index_map));
// Build data for shore
std::vector<SWaterVertex> water_vertex_data_shore;
std::vector<GLushort> water_indices_shore;
u16 water_shore_index_map[PATCH_SIZE+1][PATCH_SIZE+1];
memset(water_shore_index_map, 0xFF, sizeof(water_shore_index_map));
WaterManager* WaterMgr = g_Renderer.GetWaterManager();
CPatch* patch = m_Patch;
CTerrain* terrain = patch->m_Parent;
ssize_t mapSize = (size_t)terrain->GetVerticesPerSide();
//Top-left coordinates of our patch.
ssize_t x1 = m_Patch->m_X*PATCH_SIZE;
ssize_t z1 = m_Patch->m_Z*PATCH_SIZE;
// to whoever implements different water heights, this is a TODO: water height)
float waterHeight = cmpWaterManager->GetExactWaterLevel(0.0f,0.0f);
// The 4 points making a water tile.
int moves[4][2] = { {0,0}, {water_cell_size,0}, {0,water_cell_size}, {water_cell_size,water_cell_size} };
// Where to look for when checking for water for shore tiles.
int check[10][2] = { {0,0},{water_cell_size,0},{water_cell_size*2,0},{0,water_cell_size},{0,water_cell_size*2},{water_cell_size,water_cell_size},{water_cell_size*2,water_cell_size*2}, {-water_cell_size,0}, {0,-water_cell_size}, {-water_cell_size,-water_cell_size} };
// build vertices, uv, and shader varying
for (ssize_t z = 0; z < PATCH_SIZE; z += water_cell_size)
{
for (ssize_t x = 0; x < PATCH_SIZE; x += water_cell_size)
{
// Check that this tile is close to water
bool nearWat = false;
for (size_t test = 0; test < 10; ++test)
if (terrain->GetVertexGroundLevel(x+x1+check[test][0], z+z1+check[test][1]) < waterHeight)
nearWat = true;
if (!nearWat)
continue;
// This is actually lying and I should call CcmpTerrain
/*if (!terrain->IsOnMap(x+x1, z+z1)
&& !terrain->IsOnMap(x+x1, z+z1 + water_cell_size)
&& !terrain->IsOnMap(x+x1 + water_cell_size, z+z1)
&& !terrain->IsOnMap(x+x1 + water_cell_size, z+z1 + water_cell_size))
continue;*/
for (int i = 0; i < 4; ++i)
{
if (water_index_map[z+moves[i][1]][x+moves[i][0]] != 0xFFFF)
continue;
ssize_t zz = z+z1+moves[i][1];
ssize_t xx = x+x1+moves[i][0];
SWaterVertex vertex;
terrain->CalcPosition(xx,zz, vertex.m_Position);
float depth = waterHeight - vertex.m_Position.Y;
vertex.m_Position.Y = waterHeight;
m_WaterBounds += vertex.m_Position;
vertex.m_WaterData = CVector2D(WaterMgr->m_WindStrength[xx + zz*mapSize], depth);
water_index_map[z+moves[i][1]][x+moves[i][0]] = water_vertex_data.size();
water_vertex_data.push_back(vertex);
}
water_indices.push_back(water_index_map[z + moves[2][1]][x + moves[2][0]]);
water_indices.push_back(water_index_map[z + moves[0][1]][x + moves[0][0]]);
water_indices.push_back(water_index_map[z + moves[1][1]][x + moves[1][0]]);
water_indices.push_back(water_index_map[z + moves[1][1]][x + moves[1][0]]);
water_indices.push_back(water_index_map[z + moves[3][1]][x + moves[3][0]]);
water_indices.push_back(water_index_map[z + moves[2][1]][x + moves[2][0]]);
// Check id this tile is partly over land.
// If so add a square over the terrain. This is necessary to render waves that go on shore.
if (terrain->GetVertexGroundLevel(x+x1, z+z1) < waterHeight
&& terrain->GetVertexGroundLevel(x+x1 + water_cell_size, z+z1) < waterHeight
&& terrain->GetVertexGroundLevel(x+x1, z+z1+water_cell_size) < waterHeight
&& terrain->GetVertexGroundLevel(x+x1 + water_cell_size, z+z1+water_cell_size) < waterHeight)
continue;
for (int i = 0; i < 4; ++i)
{
if (water_shore_index_map[z+moves[i][1]][x+moves[i][0]] != 0xFFFF)
continue;
ssize_t zz = z+z1+moves[i][1];
ssize_t xx = x+x1+moves[i][0];
SWaterVertex vertex;
terrain->CalcPosition(xx,zz, vertex.m_Position);
vertex.m_Position.Y += 0.02f;
m_WaterBounds += vertex.m_Position;
vertex.m_WaterData = CVector2D(0.0f, -5.0f);
water_shore_index_map[z+moves[i][1]][x+moves[i][0]] = water_vertex_data_shore.size();
water_vertex_data_shore.push_back(vertex);
}
if (terrain->GetTriangulationDir(x+x1,z+z1))
{
water_indices_shore.push_back(water_shore_index_map[z + moves[2][1]][x + moves[2][0]]);
water_indices_shore.push_back(water_shore_index_map[z + moves[0][1]][x + moves[0][0]]);
water_indices_shore.push_back(water_shore_index_map[z + moves[1][1]][x + moves[1][0]]);
water_indices_shore.push_back(water_shore_index_map[z + moves[1][1]][x + moves[1][0]]);
water_indices_shore.push_back(water_shore_index_map[z + moves[3][1]][x + moves[3][0]]);
water_indices_shore.push_back(water_shore_index_map[z + moves[2][1]][x + moves[2][0]]);
}
else
{
water_indices_shore.push_back(water_shore_index_map[z + moves[3][1]][x + moves[3][0]]);
water_indices_shore.push_back(water_shore_index_map[z + moves[2][1]][x + moves[2][0]]);
water_indices_shore.push_back(water_shore_index_map[z + moves[0][1]][x + moves[0][0]]);
water_indices_shore.push_back(water_shore_index_map[z + moves[3][1]][x + moves[3][0]]);
water_indices_shore.push_back(water_shore_index_map[z + moves[0][1]][x + moves[0][0]]);
water_indices_shore.push_back(water_shore_index_map[z + moves[1][1]][x + moves[1][0]]);
}
}
}
// no vertex buffers if no data generated
if (water_indices.size() != 0)
{
m_VBWater = g_VBMan.Allocate(sizeof(SWaterVertex), water_vertex_data.size(), GL_STATIC_DRAW, GL_ARRAY_BUFFER);
m_VBWater->m_Owner->UpdateChunkVertices(m_VBWater, &water_vertex_data[0]);
m_VBWaterIndices = g_VBMan.Allocate(sizeof(GLushort), water_indices.size(), GL_STATIC_DRAW, GL_ELEMENT_ARRAY_BUFFER);
m_VBWaterIndices->m_Owner->UpdateChunkVertices(m_VBWaterIndices, &water_indices[0]);
}
if (water_indices_shore.size() != 0)
{
m_VBWaterShore = g_VBMan.Allocate(sizeof(SWaterVertex), water_vertex_data_shore.size(), GL_STATIC_DRAW, GL_ARRAY_BUFFER);
m_VBWaterShore->m_Owner->UpdateChunkVertices(m_VBWaterShore, &water_vertex_data_shore[0]);
// Construct indices buffer
m_VBWaterIndicesShore = g_VBMan.Allocate(sizeof(GLushort), water_indices_shore.size(), GL_STATIC_DRAW, GL_ELEMENT_ARRAY_BUFFER);
m_VBWaterIndicesShore->m_Owner->UpdateChunkVertices(m_VBWaterIndicesShore, &water_indices_shore[0]);
}}
void CPatchRData::RenderWater(CShaderProgramPtr& shader, bool onlyShore, bool fixedPipeline)
{
ASSERT(m_UpdateFlags==0);
if (g_Renderer.m_SkipSubmit || (!m_VBWater && !m_VBWaterShore))
return;
if (m_VBWater != 0x0 && !onlyShore)
{
SWaterVertex *base=(SWaterVertex *)m_VBWater->m_Owner->Bind();
// setup data pointers
GLsizei stride = sizeof(SWaterVertex);
shader->VertexPointer(3, GL_FLOAT, stride, &base[m_VBWater->m_Index].m_Position);
if (!fixedPipeline)
shader->VertexAttribPointer(str_a_waterInfo, 2, GL_FLOAT, false, stride, &base[m_VBWater->m_Index].m_WaterData);
shader->AssertPointersBound();
u8* indexBase = m_VBWaterIndices->m_Owner->Bind();
glDrawElements(GL_TRIANGLES, (GLsizei) m_VBWaterIndices->m_Count,
GL_UNSIGNED_SHORT, indexBase + sizeof(u16)*(m_VBWaterIndices->m_Index));
g_Renderer.m_Stats.m_DrawCalls++;
g_Renderer.m_Stats.m_WaterTris += m_VBWaterIndices->m_Count / 3;
}
if (m_VBWaterShore != 0x0 && g_Renderer.GetWaterManager()->m_WaterFancyEffects && !g_Renderer.GetWaterManager()->m_WaterUgly)
{
SWaterVertex *base=(SWaterVertex *)m_VBWaterShore->m_Owner->Bind();
GLsizei stride = sizeof(SWaterVertex);
shader->VertexPointer(3, GL_FLOAT, stride, &base[m_VBWaterShore->m_Index].m_Position);
if (!fixedPipeline)
shader->VertexAttribPointer(str_a_waterInfo, 2, GL_FLOAT, false, stride, &base[m_VBWaterShore->m_Index].m_WaterData);
shader->AssertPointersBound();
u8* indexBase = m_VBWaterIndicesShore->m_Owner->Bind();
glDrawElements(GL_TRIANGLES, (GLsizei) m_VBWaterIndicesShore->m_Count,
GL_UNSIGNED_SHORT, indexBase + sizeof(u16)*(m_VBWaterIndicesShore->m_Index));
g_Renderer.m_Stats.m_DrawCalls++;
g_Renderer.m_Stats.m_WaterTris += m_VBWaterIndicesShore->m_Count / 3;
}
CVertexBuffer::Unbind();
}