0ad/source/terrain/Renderer.cpp
olsner d808cd9a2d for scoping
This was SVN commit r117.
2003-11-27 19:08:37 +00:00

518 lines
12 KiB
C++
Executable File

//----------------------------------------------------------------
//
// Name: Renderer.cpp
// Last Update: 25/11/03
// Author: Rich Cross
// Contact: rich@0ad.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 "Renderer.h"
#include "Terrain.h"
#include "Matrix3D.h"
#include "Camera.h"
#include "Texture.h"
#include "Model.h"
#include "ModelDef.h"
#include "types.h"
#include "ogl.h"
#include "tex.h"
#define RENDER_STAGE_BASE (1)
#define RENDER_STAGE_TRANS (2)
CRenderer::CRenderer ()
{
m_Width=0;
m_Height=0;
m_Depth=0;
m_FrameCounter=0;
m_TerrainMode=FILL;
}
CRenderer::~CRenderer ()
{
}
bool CRenderer::Open(int width, int height, int depth)
{
m_Width = width;
m_Height = height;
m_Depth = depth;
// setup default state
glDepthFunc(GL_LEQUAL);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glClearColor(0.0f,0.0f,0.0f,0.0f);
return true;
}
void CRenderer::Close()
{
}
// resize renderer view
void CRenderer::Resize(int width,int height)
{
m_Width = width;
m_Height = height;
}
// signal frame start
void CRenderer::BeginFrame()
{
// bump frame counter
m_FrameCounter++;
// clear buffers
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
// force rendering of any batched objects
void CRenderer::FlushFrame()
{
// render base terrain
if (m_TerrainMode==WIREFRAME) {
glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
}
for (int i=0;i<m_TerrainPatches.size();++i) {
RenderPatchBase(m_TerrainPatches[i].m_Object);
}
for (int i=0;i<m_TerrainPatches.size();++i) {
RenderPatchTrans(m_TerrainPatches[i].m_Object);
}
if (m_TerrainMode==WIREFRAME) {
glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
}
// render models
for (int i=0;i<m_Models.size();++i) {
RenderModel(m_Models[i]);
}
// 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.GetTranspose();
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);
}
void CRenderer::Submit(CPatch* patch)
{
SSubmission<CPatch*> sub;
patch->m_LastVisFrame=m_FrameCounter;
sub.m_Object=patch;
m_TerrainPatches.push_back(sub);
}
void CRenderer::Submit(CModel* model,CMatrix3D* transform)
{
SSubmission<CModel*> sub;
sub.m_Object=model;
sub.m_Transform=transform;
m_Models.push_back(sub);
}
void CRenderer::Submit(CSprite* sprite,CMatrix3D* transform)
{
}
void CRenderer::Submit(CParticleSys* psys,CMatrix3D* transform)
{
}
void CRenderer::Submit(COverlay* overlay)
{
}
/*
void CRenderer::RenderTileOutline (CMiniPatch *mpatch)
{
glActiveTexture (GL_TEXTURE0);
glDisable (GL_DEPTH_TEST);
glDisable (GL_TEXTURE_2D);
glLineWidth (4);
STerrainVertex V[4];
V[0] = mpatch->m_pVertices[0];
V[1] = mpatch->m_pVertices[1];
V[2] = mpatch->m_pVertices[MAP_SIZE*1 + 1];
V[3] = mpatch->m_pVertices[MAP_SIZE*1];
glColor3f (0,1.0f,0);
glBegin (GL_LINE_LOOP);
for(int i = 0; i < 4; i++)
glVertex3fv(&V[i].m_Position.X);
glEnd ();
glEnable (GL_DEPTH_TEST);
glEnable (GL_TEXTURE_2D);
}
*/
void CRenderer::RenderModel(SSubmission<CModel*>& modelsub)
{
glPushMatrix();
glMultMatrixf(modelsub.m_Transform->_data);
SetTexture(0,modelsub.m_Object->GetTexture());
glColor3f(1.0f,1.0f,1.0f);
CModel* mdl=(CModel*) modelsub.m_Object;
CModelDef* mdldef=(CModelDef*) mdl->GetModelDef();
glBegin(GL_TRIANGLES);
for (int fi=0; fi<mdldef->GetNumFaces(); fi++)
{
SModelFace *pFace = &mdldef->GetFaces()[fi];
for (int vi=0; vi<3; vi++)
{
SModelVertex *pVertex = &mdldef->GetVertices()[pFace->m_Verts[vi]];
CVector3D Coord = mdl->GetBonePoses()[pVertex->m_Bone].Transform(pVertex->m_Coords);
glTexCoord2f (pVertex->m_U, pVertex->m_V);
glVertex3f (Coord.X, Coord.Y, Coord.Z);
}
}
glEnd();
glPopMatrix();
}
// 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 accord to whether this
// is a valid handle
return h==0xfffffff ? true : false;
} else {
h=tex_load(texture->GetName());
if (!h) {
texture->SetHandle(0xffffffff);
return false;
} else {
tex_upload(h);
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)
{
glActiveTexture(GL_TEXTURE0+unit);
if (texture) {
Handle h=texture->GetHandle();
if (!h) {
LoadTexture(texture);
h=texture->GetHandle();
}
// 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);
}
}
void CRenderer::RenderPatchBase (CPatch *patch)
{
CMiniPatch *MPatch, *MPCurrent;
float StartU, StartV;
for (int j=0; j<16; j++)
{
for (int i=0; i<16; i++)
{
MPatch = &(patch->m_MiniPatches[j][i]);
if (MPatch->m_LastRenderedFrame == m_FrameCounter)
continue;
glActiveTexture (GL_TEXTURE0);
glEnable(GL_TEXTURE_2D);
tex_bind(MPatch->Tex1);
glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
/////////////////////////////////////
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);
glTexEnvf (GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
glTexEnvf (GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
/////////////////////////////////////
StartU = 0.125f * (float)(i%8);
StartV = 0.125f * (float)(j%8);
float tu[2], tv[2];
tu[0] = tu[1] = StartU;
tv[0] = StartV+0.125f;
tv[1] = StartV;
MPCurrent = MPatch;
glBegin (GL_TRIANGLE_STRIP);
int start = 0;
while (MPCurrent)
{
for (int x=start; x<2; x++)
{
int v1 = MAP_SIZE + x;
int v2 = x;
glTexCoord2f (tu[0], tv[0]);
if (g_HillShading)
glColor3fv(&MPCurrent->m_pVertices[v1].m_Color.X);
else
glColor3f (1,1,1);
glVertex3f (MPCurrent->m_pVertices[v1].m_Position.X,
MPCurrent->m_pVertices[v1].m_Position.Y,
MPCurrent->m_pVertices[v1].m_Position.Z);
glTexCoord2f (tu[1], tv[1]);
if (g_HillShading)
glColor3fv(&MPCurrent->m_pVertices[v2].m_Color.X);
else
glColor3f (1,1,1);
glVertex3f (MPCurrent->m_pVertices[v2].m_Position.X,
MPCurrent->m_pVertices[v2].m_Position.Y,
MPCurrent->m_pVertices[v2].m_Position.Z);
tu[0]+=0.125f;
tu[1]+=0.125f;
}
MPCurrent->m_LastRenderedFrame = m_FrameCounter;
MPCurrent->m_RenderStage = RENDER_STAGE_BASE;
if (!MPCurrent->m_pRightNeighbor)
break;
else
{
if (MPCurrent->m_pRightNeighbor->Tex1 != MPCurrent->Tex1 ||
MPCurrent->m_pRightNeighbor->m_pParrent->m_LastVisFrame != m_FrameCounter)
break;
}
MPCurrent = MPCurrent->m_pRightNeighbor;
start = 1;
}
glEnd ();
}
}
}
void CRenderer::RenderPatchTrans (CPatch *patch)
{
CMiniPatch *MPatch, *MPCurrent;
float StartU, StartV;
glEnable (GL_BLEND);
glBlendFunc (GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
for (int j=0; j<16; j++)
{
for (int i=0; i<16; i++)
{
MPatch = &(patch->m_MiniPatches[j][i]);
if (MPatch->m_LastRenderedFrame == m_FrameCounter &&
MPatch->m_RenderStage == RENDER_STAGE_TRANS)
continue;
//now for transition
if (MPatch->Tex2 && MPatch->m_AlphaMap)
{
glActiveTexture (GL_TEXTURE0);
glEnable(GL_TEXTURE_2D);
tex_bind(MPatch->Tex2);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
/////////////////////////////////////
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_TEXTURE);
glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
/////////////////////////////////////
glActiveTexture (GL_TEXTURE1);
glEnable(GL_TEXTURE_2D);
tex_bind(MPatch->m_AlphaMap);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
/////////////////////////////////////
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_PREVIOUS);
glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
glTexEnvi (GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE);
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_TEXTURE);
glTexEnvi (GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
/////////////////////////////////////
StartU = 0.125f * (float)(i%8);
StartV = 0.125f * (float)(j%8);
float tu[2], tv[2];
tu[0] = tu[1] = StartU;
tv[0] = StartV+0.125f;
tv[1] = StartV;
glBegin (GL_TRIANGLE_STRIP);
MPCurrent = MPatch;
int start = 0;
while (MPCurrent)
{
for (int x=start; x<2; x++)
{
int v1 = MAP_SIZE + x;
int v2 = x;
glMultiTexCoord2f (GL_TEXTURE0_ARB, tu[0], tv[0]);
glMultiTexCoord2f (GL_TEXTURE1_ARB, tu[0]*2, tv[0]*2);
if (g_HillShading)
glColor3fv(&MPCurrent->m_pVertices[v1].m_Color.X);
else
glColor3f (1,1,1);
glVertex3f (MPCurrent->m_pVertices[v1].m_Position.X,
MPCurrent->m_pVertices[v1].m_Position.Y,
MPCurrent->m_pVertices[v1].m_Position.Z);
glMultiTexCoord2f (GL_TEXTURE0_ARB, tu[1], tv[1]);
glMultiTexCoord2f (GL_TEXTURE1_ARB, tu[1]*2, tv[1]*2);
if (g_HillShading)
glColor3fv(&MPCurrent->m_pVertices[v1].m_Color.X);
else
glColor3f (1,1,1);
glVertex3f (MPCurrent->m_pVertices[v2].m_Position.X,
MPCurrent->m_pVertices[v2].m_Position.Y,
MPCurrent->m_pVertices[v2].m_Position.Z);
tu[0]+=0.125f;
tu[1]+=0.125f;
}
MPCurrent->m_LastRenderedFrame = m_FrameCounter;
MPCurrent->m_RenderStage = RENDER_STAGE_TRANS;
if (!MPCurrent->m_pRightNeighbor)
break;
else
{
if (MPCurrent->m_pRightNeighbor->Tex2 != MPCurrent->Tex2 ||
MPCurrent->m_pRightNeighbor->m_AlphaMap != MPCurrent->m_AlphaMap ||
MPCurrent->m_pRightNeighbor->m_pParrent->m_LastVisFrame != m_FrameCounter)
break;
}
MPCurrent = MPCurrent->m_pRightNeighbor;
start=1;
}
glEnd ();
}
}
}
glDisable (GL_BLEND);
glActiveTexture (GL_TEXTURE1);
glDisable(GL_TEXTURE_2D);
glActiveTexture (GL_TEXTURE0);
}