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0ad/source/renderer/Renderer.h

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/* Copyright (C) 2012 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/>.
*/
/*
* higher level interface on top of OpenGL to render basic objects:
* terrain, models, sprites, particles etc.
*/
#ifndef INCLUDED_RENDERER
#define INCLUDED_RENDERER
#include "graphics/Camera.h"
#include "graphics/SColor.h"
#include "graphics/ShaderProgram.h"
#include "lib/res/handle.h"
#include "ps/Singleton.h"
#include "scripting/ScriptableObject.h"
#include "renderer/Scene.h"
// necessary declarations
class CPatch;
class CMaterial;
class CModel;
class CLightEnv;
class CShaderDefines;
class RenderPathVertexShader;
class WaterManager;
class SkyManager;
class CTextureManager;
class CShaderManager;
class CParticleManager;
class CMaterialManager;
// rendering modes
enum ERenderMode { WIREFRAME, SOLID, EDGED_FACES };
// transparency modes
enum ETransparentMode { TRANSPARENT, TRANSPARENT_OPAQUE, TRANSPARENT_BLEND };
// access to sole renderer object
#define g_Renderer CRenderer::GetSingleton()
struct SScreenRect
{
GLint x1, y1, x2, y2;
};
///////////////////////////////////////////////////////////////////////////////////////////
// CRenderer: base renderer class - primary interface to the rendering engine
struct CRendererInternals;
class CRenderer :
public Singleton<CRenderer>,
public CJSObject<CRenderer>,
private SceneCollector
{
public:
// various enumerations and renderer related constants
enum { NumAlphaMaps=14 };
enum Option {
OPT_NOVBO,
OPT_SHADOWS,
OPT_FANCYWATER,
OPT_SHADOWPCF
};
enum RenderPath {
// If no rendering path is configured explicitly, the renderer
// will choose the path when Open() is called.
RP_DEFAULT,
// Classic fixed function.
RP_FIXED,
// Use new ARB/GLSL system
RP_SHADER
};
// stats class - per frame counts of number of draw calls, poly counts etc
struct Stats {
// set all stats to zero
void Reset() { memset(this, 0, sizeof(*this)); }
// number of draw calls per frame - total DrawElements + Begin/End immediate mode loops
size_t m_DrawCalls;
// number of terrain triangles drawn
size_t m_TerrainTris;
// number of water triangles drawn
size_t m_WaterTris;
// number of (non-transparent) model triangles drawn
size_t m_ModelTris;
// number of overlay triangles drawn
size_t m_OverlayTris;
// number of splat passes for alphamapping
size_t m_BlendSplats;
// number of particles
size_t m_Particles;
};
// renderer options
struct Options {
bool m_NoVBO;
bool m_Shadows;
bool m_FancyWater;
RenderPath m_RenderPath;
bool m_ShadowAlphaFix;
bool m_ARBProgramShadow;
bool m_ShadowPCF;
bool m_PreferGLSL;
bool m_ForceAlphaTest;
} m_Options;
struct Caps {
bool m_VBO;
bool m_ARBProgram;
bool m_ARBProgramShadow;
bool m_VertexShader;
bool m_FragmentShader;
bool m_Shadows;
};
public:
// constructor, destructor
CRenderer();
~CRenderer();
// open up the renderer: performs any necessary initialisation
bool Open(int width,int height);
// resize renderer view
void Resize(int width,int height);
// set/get boolean renderer option
void SetOptionBool(enum Option opt,bool value);
bool GetOptionBool(enum Option opt) const;
void SetRenderPath(RenderPath rp);
RenderPath GetRenderPath() const { return m_Options.m_RenderPath; }
static CStr GetRenderPathName(RenderPath rp);
static RenderPath GetRenderPathByName(const CStr& name);
// return view width
int GetWidth() const { return m_Width; }
// return view height
int GetHeight() const { return m_Height; }
// return view aspect ratio
float GetAspect() const { return float(m_Width)/float(m_Height); }
// signal frame start
void BeginFrame();
// signal frame end
void EndFrame();
// set color used to clear screen in BeginFrame()
void SetClearColor(SColor4ub color);
// trigger a reload of shaders (when parameters they depend on have changed)
void MakeShadersDirty();
/**
* Set up the camera used for rendering the next scene; this includes
* setting OpenGL state like viewport, projection and modelview matrices.
*
* @param viewCamera this camera determines the eye position for rendering
* @param cullCamera this camera determines the frustum for culling in the renderer and
* for shadow calculations
*/
void SetSceneCamera(const CCamera& viewCamera, const CCamera& cullCamera);
// set the viewport
void SetViewport(const SViewPort &);
/**
* Render the given scene immediately.
* @param scene a Scene object describing what should be rendered.
*/
void RenderScene(Scene& scene);
/**
* Return the scene that is currently being rendered.
* Only valid when the renderer is in a RenderScene call.
*/
Scene& GetScene();
/**
* Render text overlays on top of the scene.
* Assumes the caller has set up the GL environment for orthographic rendering
* with texturing and blending.
*/
void RenderTextOverlays();
// set the current lighting environment; (note: the passed pointer is just copied to a variable within the renderer,
// so the lightenv passed must be scoped such that it is not destructed until after the renderer is no longer rendering)
void SetLightEnv(CLightEnv* lightenv) {
m_LightEnv=lightenv;
}
// set the mode to render subsequent terrain patches
void SetTerrainRenderMode(ERenderMode mode) { m_TerrainRenderMode=mode; }
// get the mode to render subsequent terrain patches
ERenderMode GetTerrainRenderMode() const { return m_TerrainRenderMode; }
// set the mode to render subsequent models
void SetModelRenderMode(ERenderMode mode) { m_ModelRenderMode=mode; }
// get the mode to render subsequent models
ERenderMode GetModelRenderMode() const { return m_ModelRenderMode; }
// debugging
void SetDisplayTerrainPriorities(bool enabled) { m_DisplayTerrainPriorities = enabled; }
// bind a GL texture object to active unit
void BindTexture(int unit, unsigned int tex);
// load the default set of alphamaps.
// return a negative error code if anything along the way fails.
// called via delay-load mechanism.
int LoadAlphaMaps();
void UnloadAlphaMaps();
// return stats accumulated for current frame
Stats& GetStats() { return m_Stats; }
// return the current light environment
const CLightEnv &GetLightEnv() { return *m_LightEnv; }
// return the current view camera
const CCamera& GetViewCamera() const { return m_ViewCamera; }
// replace the current view camera
void SetViewCamera(const CCamera& camera) { m_ViewCamera = camera; }
// return the current cull camera
const CCamera& GetCullCamera() const { return m_CullCamera; }
/**
* GetWaterManager: Return the renderer's water manager.
*
* @return the WaterManager object used by the renderer
*/
WaterManager* GetWaterManager() { return m_WaterManager; }
/**
* GetSkyManager: Return the renderer's sky manager.
*
* @return the SkyManager object used by the renderer
*/
SkyManager* GetSkyManager() { return m_SkyManager; }
CTextureManager& GetTextureManager();
CShaderManager& GetShaderManager();
CParticleManager& GetParticleManager();
CMaterialManager& GetMaterialManager();
/**
* GetCapabilities: Return which OpenGL capabilities are available and enabled.
*
* @return capabilities structure
*/
const Caps& GetCapabilities() const { return m_Caps; }
static void ScriptingInit();
protected:
friend struct CRendererInternals;
friend class CVertexBuffer;
friend class CPatchRData;
friend class CDecalRData;
friend class FixedFunctionModelRenderer;
friend class ModelRenderer;
friend class PolygonSortModelRenderer;
friend class SortModelRenderer;
friend class RenderPathVertexShader;
friend class HWLightingModelRenderer;
friend class ShaderModelVertexRenderer;
friend class InstancingModelRenderer;
friend class ShaderInstancingModelRenderer;
friend class TerrainRenderer;
// scripting
// TODO: Perhaps we could have a version of AddLocalProperty for function-driven
// properties? Then we could hide these function in the private implementation class.
jsval JSI_GetRenderPath(JSContext*);
void JSI_SetRenderPath(JSContext* ctx, jsval newval);
jsval JSI_GetDepthTextureBits(JSContext*);
void JSI_SetDepthTextureBits(JSContext* ctx, jsval newval);
jsval JSI_GetShadows(JSContext*);
void JSI_SetShadows(JSContext* ctx, jsval newval);
jsval JSI_GetShadowAlphaFix(JSContext*);
void JSI_SetShadowAlphaFix(JSContext* ctx, jsval newval);
jsval JSI_GetShadowPCF(JSContext*);
void JSI_SetShadowPCF(JSContext* ctx, jsval newval);
jsval JSI_GetPreferGLSL(JSContext*);
void JSI_SetPreferGLSL(JSContext* ctx, jsval newval);
jsval JSI_GetSky(JSContext*);
void JSI_SetSky(JSContext* ctx, jsval newval);
//BEGIN: Implementation of SceneCollector
void Submit(CPatch* patch);
void Submit(SOverlayLine* overlay);
void Submit(SOverlayTexturedLine* overlay);
void Submit(SOverlaySprite* overlay);
void Submit(CModelDecal* decal);
void Submit(CParticleEmitter* emitter);
void SubmitNonRecursive(CModel* model);
//END: Implementation of SceneCollector
// render any batched objects
void RenderSubmissions();
// patch rendering stuff
void RenderPatches(const CShaderDefines& context, const CFrustum* frustum = 0);
// model rendering stuff
void RenderModels(const CShaderDefines& context, const CFrustum* frustum = 0);
void RenderTransparentModels(const CShaderDefines& context, ETransparentMode transparentMode, const CFrustum* frustum = 0);
void RenderSilhouettes(const CShaderDefines& context);
void RenderParticles();
// shadow rendering stuff
void RenderShadowMap(const CShaderDefines& context);
// render water reflection and refraction textures
SScreenRect RenderReflections(const CShaderDefines& context, const CBoundingBoxAligned& scissor);
SScreenRect RenderRefractions(const CShaderDefines& context, const CBoundingBoxAligned& scissor);
// debugging
void DisplayFrustum();
// enable oblique frustum clipping with the given clip plane
void SetObliqueFrustumClipping(const CVector4D& clipPlane);
void ReloadShaders();
// hotloading
static Status ReloadChangedFileCB(void* param, const VfsPath& path);
// RENDERER DATA:
/// Private data that is not needed by inline functions
CRendererInternals* m;
// view width
int m_Width;
// view height
int m_Height;
// current terrain rendering mode
ERenderMode m_TerrainRenderMode;
// current model rendering mode
ERenderMode m_ModelRenderMode;
/**
* m_ViewCamera: determines the eye position for rendering
*
* @see CGameView::m_ViewCamera
*/
CCamera m_ViewCamera;
/**
* m_CullCamera: determines the frustum for culling and shadowmap calculations
*
* @see CGameView::m_ViewCamera
*/
CCamera m_CullCamera;
// only valid inside a call to RenderScene
Scene* m_CurrentScene;
// color used to clear screen in BeginFrame
float m_ClearColor[4];
// current lighting setup
CLightEnv* m_LightEnv;
// ogl_tex handle of composite alpha map (all the alpha maps packed into one texture)
Handle m_hCompositeAlphaMap;
// coordinates of each (untransformed) alpha map within the packed texture
struct {
float u0,u1,v0,v1;
} m_AlphaMapCoords[NumAlphaMaps];
// card capabilities
Caps m_Caps;
// build card cap bits
void EnumCaps();
// per-frame renderer stats
Stats m_Stats;
/**
* m_WaterManager: the WaterManager object used for water textures and settings
* (e.g. water color, water height)
*/
WaterManager* m_WaterManager;
/**
* m_SkyManager: the SkyManager object used for sky textures and settings
*/
SkyManager* m_SkyManager;
/**
* m_DisplayFrustum: Render the cull frustum and other data that may be interesting
* to evaluate culling and shadow map calculations
*
* Can be controlled from JS via renderer.displayFrustum
*/
bool m_DisplayFrustum;
/**
* Enable rendering of terrain tile priority text overlay, for debugging.
*/
bool m_DisplayTerrainPriorities;
public:
/**
* m_ShadowZBias: Z bias used when rendering shadows into a depth texture.
* This can be used to control shadowing artifacts.
*
* Can be accessed via JS as renderer.shadowZBias
* ShadowMap uses this for matrix calculation.
*/
float m_ShadowZBias;
/**
* m_ShadowMapSize: Size of shadow map, or 0 for default. Typically slow but useful
* for high-quality rendering. Changes don't take effect until the shadow map
* is regenerated.
*
* Can be accessed via JS as renderer.shadowMapSize
*/
int m_ShadowMapSize;
/**
* m_SkipSubmit: Disable the actual submission of rendering commands to OpenGL.
* All state setup is still performed as usual.
*
* Can be accessed via JS as renderer.skipSubmit
*/
bool m_SkipSubmit;
};
#endif