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forked from 0ad/0ad
0ad/source/renderer/Renderer.h
Ykkrosh 2f53eea71a Actor Viewer: Added controls for wireframe, background colour, move-when-walking. Reduced CPU usage when 'playing' things with no animation.
Color: Moved SColor* structs into SColor.h, so they can be used without
indirectly including CVector[34]D.
Terrain: Added 'base colour', for the Actor Viewer to be able to
modulate the colour of normally-white terrain.
Removed some "using namespace std" (because it doesn't make the code
easier to read, and it defeats the point of namespaces, and the rest of
the code doesn't do it).

This was SVN commit r4392.
2006-09-26 01:44:20 +00:00

476 lines
14 KiB
C++

///////////////////////////////////////////////////////////////////////////////
//
// Name: Renderer.h
// 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
//
///////////////////////////////////////////////////////////////////////////////
#ifndef RENDERER_H
#define RENDERER_H
#include "graphics/Camera.h"
#include "lib/ogl.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 CTexture;
class RenderPathVertexShader;
class WaterManager;
class SkyManager;
// rendering modes
enum ERenderMode { WIREFRAME, SOLID, EDGED_FACES };
// stream flags
#define STREAM_POS 0x01
#define STREAM_NORMAL 0x02
#define STREAM_COLOR 0x04
#define STREAM_UV0 0x08
#define STREAM_UV1 0x10
#define STREAM_UV2 0x20
#define STREAM_UV3 0x40
#define STREAM_POSTOUV0 0x80
#define STREAM_TEXGENTOUV1 0x100
//////////////////////////////////////////////////////////////////////////////////////////
// SVertex3D: simple 3D vertex declaration
struct SVertex3D
{
float m_Position[3];
float m_TexCoords[2];
unsigned int m_Color;
};
//////////////////////////////////////////////////////////////////////////////////////////
// SVertex2D: simple 2D vertex declaration
struct SVertex2D
{
float m_Position[2];
float m_TexCoords[2];
unsigned int m_Color;
};
// access to sole renderer object
#define g_Renderer CRenderer::GetSingleton()
///////////////////////////////////////////////////////////////////////////////////////////
// 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 { MaxTextureUnits=16 };
enum Option {
OPT_NOVBO,
OPT_NOFRAMEBUFFEROBJECT,
OPT_SHADOWS,
OPT_FANCYWATER,
OPT_LODBIAS
};
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 (GL 2.0) vertex shaders for T&L when possible.
RP_VERTEXSHADER
};
// 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)); }
// add given stats to this stats
Stats& operator+=(const Stats& rhs) {
m_Counter++;
m_DrawCalls+=rhs.m_DrawCalls;
m_TerrainTris+=rhs.m_TerrainTris;
m_ModelTris+=rhs.m_ModelTris;
m_BlendSplats+=rhs.m_BlendSplats;
return *this;
}
// count of the number of stats added together
size_t m_Counter;
// 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 (non-transparent) model triangles drawn
size_t m_ModelTris;
// number of splat passes for alphamapping
size_t m_BlendSplats;
};
// renderer options
struct Options {
bool m_NoVBO;
bool m_NoFramebufferObject;
bool m_Shadows;
bool m_FancyWater;
float m_LodBias;
RenderPath m_RenderPath;
} m_Options;
struct Caps {
bool m_VBO;
bool m_TextureBorderClamp;
bool m_GenerateMipmaps;
bool m_VertexShader;
bool m_DepthTextureShadows;
bool m_FramebufferObject;
};
public:
// constructor, destructor
CRenderer();
~CRenderer();
// open up the renderer: performs any necessary initialisation
bool Open(int width,int height,int depth);
// 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;
// set/get RGBA color renderer option
// void SetOptionColor(enum Option opt,const RGBAColor& value);
void SetOptionFloat(enum Option opt, float val);
// const RGBAColor& GetOptionColor(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(u32 color);
// return current frame counter
int GetFrameCounter() const { return m_FrameCounter; }
/**
* 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);
// basic primitive rendering operations in 2 and 3D; handy for debugging stuff, but also useful in
// editor tools (eg for highlighting specific terrain patches)
// note:
// * all 3D vertices specified in world space
// * primitive operations rendered immediatedly, never batched
// * primitives rendered in current material (set via SetMaterial)
// void RenderLine(const SVertex2D* vertices);
// void RenderLineLoop(int len,const SVertex2D* vertices);
// void RenderTri(const SVertex2D* vertices);
// void RenderQuad(const SVertex2D* vertices);
// void RenderLine(const SVertex3D* vertices);
// void RenderLineLoop(int len,const SVertex3D* vertices);
// void RenderTri(const SVertex3D* vertices);
// void RenderQuad(const SVertex3D* vertices);
// 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; }
// try and load the given texture
bool LoadTexture(CTexture* texture,u32 wrapflags);
// set the given unit to reference the given texture; pass a null texture to disable texturing on any unit;
// active texture unit always set to given unit on exit
void SetTexture(int unit,CTexture* texture);
// bind a GL texture object to active unit
void BindTexture(int unit,GLuint tex);
// query transparency of given texture
bool IsTextureTransparent(CTexture* texture);
// 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
const 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; }
// return the current cull camera
const CCamera& GetCullCamera() const { return m_CullCamera; }
// get the current OpenGL model-view-projection matrix into the given float[]
CMatrix3D GetModelViewProjectionMatrix();
/**
* 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; }
/**
* SetFastPlayerColor: Tell the renderer which path to take for
* player colored models. Both paths should provide the same visual
* quality, however the slow path runs on older hardware using multi-pass.
*
* @param fast true if the fast path should be used from now on. If fast
* is true but the OpenGL implementation does not support it, a warning
* is printed and the slow path is used instead.
*/
void SetFastPlayerColor(bool fast);
/**
* GetCapabilities: Return which OpenGL capabilities are available and enabled.
*
* @return capabilities structure
*/
const Caps& GetCapabilities() const { return m_Caps; }
bool GetDisableCopyShadow() const { return m_DisableCopyShadow; }
protected:
friend struct CRendererInternals;
friend class CVertexBuffer;
friend class CPatchRData;
friend class FixedFunctionModelRenderer;
friend class ModelRenderer;
friend class PolygonSortModelRenderer;
friend class SortModelRenderer;
friend class RenderPathVertexShader;
friend class HWLightingModelRenderer;
friend class InstancingModelRenderer;
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.
static void ScriptingInit();
jsval JSI_GetFastPlayerColor(JSContext*);
void JSI_SetFastPlayerColor(JSContext* ctx, jsval newval);
jsval JSI_GetRenderPath(JSContext*);
void JSI_SetRenderPath(JSContext* ctx, jsval newval);
jsval JSI_GetUseDepthTexture(JSContext*);
void JSI_SetUseDepthTexture(JSContext* ctx, jsval newval);
jsval JSI_GetDepthTextureBits(JSContext*);
void JSI_SetDepthTextureBits(JSContext* ctx, jsval newval);
jsval JSI_GetSky(JSContext*);
void JSI_SetSky(JSContext* ctx, jsval newval);
//BEGIN: Implementation of SceneCollector
void Submit(CPatch* patch);
void SubmitNonRecursive(CModel* model);
//END: Implementation of SceneCollector
// render any batched objects
void RenderSubmissions();
// patch rendering stuff
void RenderPatches();
// model rendering stuff
void RenderModels();
void RenderTransparentModels();
// shadow rendering stuff
void RenderShadowMap();
// render water reflection and refraction textures
void RenderReflections();
void RenderRefractions();
// debugging
void DisplayFrustum();
// enable oblique frustum clipping with the given clip plane
void SetObliqueFrustumClipping(const CVector4D& clipPlane, int sign);
// RENDERER DATA:
/// Private data that is not needed by inline functions
CRendererInternals* m;
// view width
int m_Width;
// view height
int m_Height;
// view depth (bpp)
int m_Depth;
// frame counter
int m_FrameCounter;
// 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;
// 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;
// active textures on each unit
GLuint m_ActiveTextures[MaxTextureUnits];
// Additional state that is only available when the vertex shader
// render path is used (according to m_Options.m_RenderPath)
RenderPathVertexShader* m_VertexShader;
/// If false, use a multipass fallback for player colors.
bool m_FastPlayerColor;
/**
* 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_SortAllTransparent: If true, all transparent models are
* rendered using the TransparencyRenderer which performs sorting.
*
* Otherwise, transparent models are rendered using the faster
* batching renderer when possible.
*/
bool m_SortAllTransparent;
/**
* m_FastNormals: Use faster normal transformation in the
* software transform by multiplying with the bone matrix itself
* instead of the transpose of the inverse.
*/
bool m_FastNormals;
/**
* 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;
/**
* m_DisableCopyShadow: For debugging purpose:
* Disable copying of shadow data into the shadow texture (when EXT_fbo is not available)
*/
bool m_DisableCopyShadow;
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_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