2013-07-15 05:26:48 +02:00
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/* Copyright (C) 2013 Wildfire Games.
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2009-04-18 19:00:33 +02:00
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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2009-04-18 19:51:05 +02:00
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/*
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* Terrain rendering (everything related to patches and water) is
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* encapsulated in TerrainRenderer
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2006-01-07 02:04:26 +01:00
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*/
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#include "precompiled.h"
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#include "graphics/Camera.h"
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2011-03-13 20:22:05 +01:00
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#include "graphics/Decal.h"
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2006-02-13 15:18:20 +01:00
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#include "graphics/LightEnv.h"
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2011-02-03 02:12:24 +01:00
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#include "graphics/LOSTexture.h"
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2006-01-07 02:04:26 +01:00
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#include "graphics/Patch.h"
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2006-03-21 21:55:45 +01:00
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#include "graphics/GameView.h"
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2011-03-13 20:22:05 +01:00
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#include "graphics/Model.h"
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2011-03-26 21:17:21 +01:00
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#include "graphics/ShaderManager.h"
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2012-10-31 19:42:17 +01:00
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#include "renderer/ShadowMap.h"
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2013-08-24 16:44:38 +02:00
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#include "renderer/SkyManager.h"
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2011-07-20 21:48:06 +02:00
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#include "graphics/TerritoryTexture.h"
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2012-02-12 21:45:31 +01:00
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#include "graphics/TextRenderer.h"
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2006-01-07 02:04:26 +01:00
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#include "maths/MathUtil.h"
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2010-07-04 12:15:53 +02:00
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#include "ps/Filesystem.h"
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2009-03-24 22:00:41 +01:00
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#include "ps/CLogger.h"
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2006-01-07 02:04:26 +01:00
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#include "ps/Game.h"
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#include "ps/Profile.h"
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2007-01-13 23:44:42 +01:00
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#include "ps/World.h"
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2006-01-07 02:04:26 +01:00
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2011-03-13 20:22:05 +01:00
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#include "renderer/DecalRData.h"
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2006-01-07 02:04:26 +01:00
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#include "renderer/PatchRData.h"
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#include "renderer/Renderer.h"
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2006-02-11 19:04:32 +01:00
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#include "renderer/ShadowMap.h"
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2006-01-07 02:04:26 +01:00
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#include "renderer/TerrainRenderer.h"
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2011-03-13 20:22:05 +01:00
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#include "renderer/VertexArray.h"
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2006-01-07 02:04:26 +01:00
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#include "renderer/WaterManager.h"
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2012-10-31 19:42:17 +01:00
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#include "tools/atlas/GameInterface/GameLoop.h"
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extern GameLoopState* g_AtlasGameLoop;
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2006-01-07 02:04:26 +01:00
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///////////////////////////////////////////////////////////////////////////////////////////////
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// TerrainRenderer implementation
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/**
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* TerrainRenderer keeps track of which phase it is in, to detect
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* when Submit, PrepareForRendering etc. are called in the wrong order.
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*/
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enum Phase {
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Phase_Submit,
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Phase_Render
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};
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/**
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* Struct TerrainRendererInternals: Internal variables used by the TerrainRenderer class.
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*/
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struct TerrainRendererInternals
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{
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/// Which phase (submitting or rendering patches) are we in right now?
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Phase phase;
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2011-03-13 20:22:05 +01:00
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/// Patches that were submitted for this frame
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std::vector<CPatchRData*> visiblePatches;
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2011-07-13 01:48:05 +02:00
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std::vector<CPatchRData*> filteredPatches;
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2011-03-13 20:22:05 +01:00
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/// Decals that were submitted for this frame
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std::vector<CDecalRData*> visibleDecals;
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2011-07-13 01:48:05 +02:00
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std::vector<CDecalRData*> filteredDecals;
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2006-05-25 07:46:17 +02:00
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/// Fancy water shader
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2012-01-29 13:04:39 +01:00
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CShaderProgramPtr fancyWaterShader;
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2012-10-31 19:42:17 +01:00
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CShaderProgramPtr wavesShader;
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2012-09-28 20:20:36 +02:00
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CSimulation2* simulation;
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2006-01-07 02:04:26 +01:00
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};
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///////////////////////////////////////////////////////////////////
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// Construction/Destruction
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TerrainRenderer::TerrainRenderer()
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{
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m = new TerrainRendererInternals();
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m->phase = Phase_Submit;
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}
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TerrainRenderer::~TerrainRenderer()
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{
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delete m;
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}
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2012-09-28 20:20:36 +02:00
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void TerrainRenderer::SetSimulation(CSimulation2* simulation)
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{
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m->simulation = simulation;
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}
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2006-01-07 02:04:26 +01:00
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///////////////////////////////////////////////////////////////////
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// Submit a patch for rendering
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void TerrainRenderer::Submit(CPatch* patch)
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{
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2011-04-30 15:01:45 +02:00
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ENSURE(m->phase == Phase_Submit);
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2006-01-07 02:04:26 +01:00
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2011-03-13 20:22:05 +01:00
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CPatchRData* data = (CPatchRData*)patch->GetRenderData();
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2006-01-07 02:04:26 +01:00
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if (data == 0)
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{
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// no renderdata for patch, create it now
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2012-09-28 20:20:36 +02:00
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data = new CPatchRData(patch, m->simulation);
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2006-01-07 02:04:26 +01:00
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patch->SetRenderData(data);
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}
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2012-09-28 20:20:36 +02:00
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data->Update(m->simulation);
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2006-01-07 02:04:26 +01:00
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2011-03-13 20:22:05 +01:00
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m->visiblePatches.push_back(data);
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2006-01-07 02:04:26 +01:00
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}
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2011-03-13 20:22:05 +01:00
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///////////////////////////////////////////////////////////////////
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// Submit a decal for rendering
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void TerrainRenderer::Submit(CModelDecal* decal)
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{
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2011-04-30 15:01:45 +02:00
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ENSURE(m->phase == Phase_Submit);
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2011-03-13 20:22:05 +01:00
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CDecalRData* data = (CDecalRData*)decal->GetRenderData();
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if (data == 0)
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{
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// no renderdata for decal, create it now
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2012-09-28 20:20:36 +02:00
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data = new CDecalRData(decal, m->simulation);
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2011-03-13 20:22:05 +01:00
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decal->SetRenderData(data);
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}
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2012-09-28 20:20:36 +02:00
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data->Update(m->simulation);
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2011-03-13 20:22:05 +01:00
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m->visibleDecals.push_back(data);
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}
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2006-01-07 02:04:26 +01:00
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///////////////////////////////////////////////////////////////////
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// Prepare for rendering
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void TerrainRenderer::PrepareForRendering()
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{
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2011-04-30 15:01:45 +02:00
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ENSURE(m->phase == Phase_Submit);
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2006-01-07 02:04:26 +01:00
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m->phase = Phase_Render;
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}
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///////////////////////////////////////////////////////////////////
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// Clear submissions lists
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void TerrainRenderer::EndFrame()
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{
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2011-04-30 15:01:45 +02:00
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ENSURE(m->phase == Phase_Render || m->phase == Phase_Submit);
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2006-01-07 02:04:26 +01:00
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m->visiblePatches.clear();
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2011-03-13 20:22:05 +01:00
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m->visibleDecals.clear();
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2006-01-07 02:04:26 +01:00
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m->phase = Phase_Submit;
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}
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2011-07-13 01:48:05 +02:00
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///////////////////////////////////////////////////////////////////
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// Culls patches and decals against a frustum.
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bool TerrainRenderer::CullPatches(const CFrustum* frustum)
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{
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m->filteredPatches.clear();
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2011-12-29 02:17:03 +01:00
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for (std::vector<CPatchRData*>::iterator it = m->visiblePatches.begin(); it != m->visiblePatches.end(); ++it)
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2011-07-13 01:48:05 +02:00
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{
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2011-11-25 07:36:13 +01:00
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if (frustum->IsBoxVisible(CVector3D(0, 0, 0), (*it)->GetPatch()->GetWorldBounds()))
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2011-07-13 01:48:05 +02:00
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m->filteredPatches.push_back(*it);
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}
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m->filteredDecals.clear();
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2011-12-29 02:17:03 +01:00
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for (std::vector<CDecalRData*>::iterator it = m->visibleDecals.begin(); it != m->visibleDecals.end(); ++it)
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2011-07-13 01:48:05 +02:00
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{
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2011-11-25 07:36:13 +01:00
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if (frustum->IsBoxVisible(CVector3D(0, 0, 0), (*it)->GetDecal()->GetWorldBounds()))
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2011-07-13 01:48:05 +02:00
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m->filteredDecals.push_back(*it);
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}
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return !m->filteredPatches.empty() || !m->filteredDecals.empty();
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}
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2006-01-07 02:04:26 +01:00
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///////////////////////////////////////////////////////////////////
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// Full-featured terrain rendering with blending and everything
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2011-07-13 01:48:05 +02:00
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void TerrainRenderer::RenderTerrain(bool filtered)
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2006-01-07 02:04:26 +01:00
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{
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2012-02-13 15:02:14 +01:00
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#if CONFIG2_GLES
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UNUSED2(filtered);
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#else
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2011-04-30 15:01:45 +02:00
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ENSURE(m->phase == Phase_Render);
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2006-01-07 02:04:26 +01:00
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2011-07-13 01:48:05 +02:00
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std::vector<CPatchRData*>& visiblePatches = filtered ? m->filteredPatches : m->visiblePatches;
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std::vector<CDecalRData*>& visibleDecals = filtered ? m->filteredDecals : m->visibleDecals;
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if (visiblePatches.empty() && visibleDecals.empty())
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return;
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2012-04-03 20:44:46 +02:00
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CShaderProgramPtr dummyShader = g_Renderer.GetShaderManager().LoadProgram("fixed:dummy", CShaderDefines());
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2012-02-13 15:02:14 +01:00
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dummyShader->Bind();
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2011-02-03 15:36:54 +01:00
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// render the solid black sides of the map first
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g_Renderer.BindTexture(0, 0);
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2006-01-07 02:04:26 +01:00
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glEnableClientState(GL_VERTEX_ARRAY);
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2011-02-03 15:36:54 +01:00
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glColor3f(0, 0, 0);
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2011-03-13 20:06:33 +01:00
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PROFILE_START("render terrain sides");
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2011-07-13 01:48:05 +02:00
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for (size_t i = 0; i < visiblePatches.size(); ++i)
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2012-02-13 15:02:14 +01:00
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visiblePatches[i]->RenderSides(dummyShader);
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2011-03-13 20:06:33 +01:00
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PROFILE_END("render terrain sides");
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2011-02-03 15:36:54 +01:00
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// switch on required client states
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2006-01-07 02:04:26 +01:00
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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2006-03-31 05:30:34 +02:00
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2006-02-13 15:18:20 +01:00
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// render everything fullbright
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2006-01-07 02:04:26 +01:00
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// set up texture environment for base pass
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pglActiveTextureARB(GL_TEXTURE0);
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pglClientActiveTextureARB(GL_TEXTURE0);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
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2011-02-03 02:12:24 +01:00
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE);
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2006-01-07 02:04:26 +01:00
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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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// Set alpha to 1.0
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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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2006-02-15 01:45:16 +01:00
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static const float one[4] = { 1.f, 1.f, 1.f, 1.f };
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2006-01-07 02:04:26 +01:00
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glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, one);
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2006-03-31 05:30:34 +02:00
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2011-03-13 20:06:33 +01:00
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PROFILE_START("render terrain base");
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2012-08-07 20:21:16 +02:00
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CPatchRData::RenderBases(visiblePatches, CShaderDefines(), NULL, true, dummyShader);
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2011-03-13 20:06:33 +01:00
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PROFILE_END("render terrain base");
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2006-01-07 02:04:26 +01:00
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// render blends
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// switch on the composite alpha map texture
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(void)ogl_tex_bind(g_Renderer.m_hCompositeAlphaMap, 1);
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// switch on second uv set
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pglClientActiveTextureARB(GL_TEXTURE1);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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// setup additional texenv required by blend pass
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pglActiveTextureARB(GL_TEXTURE1);
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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_REPLACE);
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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_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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// switch on blending
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glEnable(GL_BLEND);
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2012-04-03 20:44:46 +02:00
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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2006-01-07 02:04:26 +01:00
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// no need to write to the depth buffer a second time
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glDepthMask(0);
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2006-03-31 05:30:34 +02:00
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2011-03-26 21:17:21 +01:00
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// The decal color array contains lighting data, which we don't want in this non-shader mode
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glDisableClientState(GL_COLOR_ARRAY);
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2006-01-07 02:04:26 +01:00
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// render blend passes for each patch
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2011-03-13 20:06:33 +01:00
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PROFILE_START("render terrain blends");
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2012-08-07 20:21:16 +02:00
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CPatchRData::RenderBlends(visiblePatches, CShaderDefines(), NULL, true, dummyShader);
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2011-03-13 20:06:33 +01:00
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PROFILE_END("render terrain blends");
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2006-02-13 15:18:20 +01:00
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// Disable second texcoord array
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2006-01-07 02:04:26 +01:00
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pglClientActiveTextureARB(GL_TEXTURE1);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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2006-02-13 15:18:20 +01:00
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2011-03-13 20:22:05 +01:00
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// Render terrain decals
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g_Renderer.BindTexture(1, 0);
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pglActiveTextureARB(GL_TEXTURE0);
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pglClientActiveTextureARB(GL_TEXTURE0);
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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);
|
|
|
|
|
|
|
|
PROFILE_START("render terrain decals");
|
2012-08-07 20:21:16 +02:00
|
|
|
CDecalRData::RenderDecals(visibleDecals, CShaderDefines(), NULL, true, dummyShader);
|
2011-03-13 20:22:05 +01:00
|
|
|
PROFILE_END("render terrain decals");
|
|
|
|
|
|
|
|
|
2006-02-13 15:18:20 +01:00
|
|
|
// Now apply lighting
|
|
|
|
const CLightEnv& lightEnv = g_Renderer.GetLightEnv();
|
|
|
|
|
2011-02-03 02:12:24 +01:00
|
|
|
pglClientActiveTextureARB(GL_TEXTURE0);
|
|
|
|
glEnableClientState(GL_COLOR_ARRAY); // diffuse lighting colours
|
|
|
|
|
2012-04-03 20:44:46 +02:00
|
|
|
// The vertex color is scaled by 0.5 to permit overbrightness without clamping.
|
|
|
|
// We therefore need to draw clamp((texture*lighting)*2.0), where 'texture'
|
|
|
|
// is what previous passes drew onto the framebuffer, and 'lighting' is the
|
|
|
|
// color computed by this pass.
|
|
|
|
// We can do that with blending by getting it to draw dst*src + src*dst:
|
|
|
|
glBlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
|
2006-09-28 22:41:12 +02:00
|
|
|
|
2012-04-03 20:44:46 +02:00
|
|
|
// Scale the ambient color by 0.5 to match the vertex diffuse colors
|
2006-09-28 22:41:12 +02:00
|
|
|
float terrainAmbientColor[4] = {
|
2012-04-03 20:44:46 +02:00
|
|
|
lightEnv.m_TerrainAmbientColor.X * 0.5f,
|
|
|
|
lightEnv.m_TerrainAmbientColor.Y * 0.5f,
|
|
|
|
lightEnv.m_TerrainAmbientColor.Z * 0.5f,
|
2006-09-28 22:41:12 +02:00
|
|
|
1.f
|
|
|
|
};
|
2011-02-03 02:12:24 +01:00
|
|
|
|
2011-04-05 22:32:03 +02:00
|
|
|
CLOSTexture& losTexture = g_Renderer.GetScene().GetLOSTexture();
|
2011-02-03 02:12:24 +01:00
|
|
|
|
2011-04-07 00:09:58 +02:00
|
|
|
int streamflags = STREAM_POS|STREAM_COLOR;
|
|
|
|
|
2011-04-07 00:07:13 +02:00
|
|
|
pglActiveTextureARB(GL_TEXTURE0);
|
|
|
|
// We're not going to use a texture here, but we have to have a valid texture
|
|
|
|
// bound else the texture unit will be disabled.
|
|
|
|
// We should still have a bound splat texture from some earlier rendering,
|
|
|
|
// so assume that's still valid to use.
|
|
|
|
// (TODO: That's a bit of an ugly hack.)
|
|
|
|
|
2011-04-07 00:09:58 +02:00
|
|
|
// No shadows: (Ambient + Diffuse) * LOS
|
2011-04-07 00:07:13 +02:00
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_ADD);
|
|
|
|
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_CONSTANT);
|
|
|
|
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_PREVIOUS);
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
|
|
|
|
|
|
|
|
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, terrainAmbientColor);
|
|
|
|
|
|
|
|
losTexture.BindTexture(1);
|
|
|
|
pglClientActiveTextureARB(GL_TEXTURE1);
|
|
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
|
|
streamflags |= STREAM_POSTOUV1;
|
|
|
|
|
|
|
|
glMatrixMode(GL_TEXTURE);
|
2012-01-29 13:04:39 +01:00
|
|
|
glLoadMatrixf(&losTexture.GetTextureMatrix()._11);
|
2011-04-07 00:07:13 +02:00
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
|
|
|
|
|
|
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_ALPHA);
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS);
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
|
2006-02-13 15:18:20 +01:00
|
|
|
|
2006-02-15 01:45:16 +01:00
|
|
|
pglActiveTextureARB(GL_TEXTURE0);
|
2006-02-13 15:18:20 +01:00
|
|
|
pglClientActiveTextureARB(GL_TEXTURE0);
|
2009-03-24 22:00:41 +01:00
|
|
|
|
2011-03-13 20:06:33 +01:00
|
|
|
PROFILE_START("render terrain streams");
|
2012-02-13 15:02:14 +01:00
|
|
|
CPatchRData::RenderStreams(visiblePatches, dummyShader, streamflags);
|
2011-03-13 20:06:33 +01:00
|
|
|
PROFILE_END("render terrain streams");
|
2011-02-03 02:12:24 +01:00
|
|
|
|
2006-02-13 15:18:20 +01:00
|
|
|
glMatrixMode(GL_TEXTURE);
|
|
|
|
glLoadIdentity();
|
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
|
|
|
|
|
|
// restore OpenGL state
|
2011-02-03 02:12:24 +01:00
|
|
|
g_Renderer.BindTexture(1, 0);
|
2011-04-07 00:07:13 +02:00
|
|
|
|
|
|
|
pglClientActiveTextureARB(GL_TEXTURE1);
|
|
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
|
|
glMatrixMode(GL_TEXTURE);
|
|
|
|
glLoadIdentity();
|
|
|
|
glMatrixMode(GL_MODELVIEW);
|
2006-02-11 19:04:32 +01:00
|
|
|
|
2006-01-07 02:04:26 +01:00
|
|
|
pglClientActiveTextureARB(GL_TEXTURE0);
|
|
|
|
pglActiveTextureARB(GL_TEXTURE0);
|
2012-04-03 20:44:46 +02:00
|
|
|
|
2006-02-13 15:18:20 +01:00
|
|
|
glDepthMask(1);
|
2011-02-03 02:12:24 +01:00
|
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
2011-03-26 21:17:21 +01:00
|
|
|
glDisable(GL_BLEND);
|
|
|
|
glDisableClientState(GL_COLOR_ARRAY);
|
|
|
|
glDisableClientState(GL_VERTEX_ARRAY);
|
|
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
|
|
|
2012-02-13 15:02:14 +01:00
|
|
|
dummyShader->Unbind();
|
|
|
|
#endif
|
|
|
|
}
|
2011-03-26 21:17:21 +01:00
|
|
|
|
2012-04-24 18:46:32 +02:00
|
|
|
void TerrainRenderer::RenderTerrainOverlayTexture(CMatrix3D& textureMatrix)
|
|
|
|
{
|
|
|
|
#if CONFIG2_GLES
|
|
|
|
#warning TODO: implement TerrainRenderer::RenderTerrainOverlayTexture for GLES
|
|
|
|
UNUSED2(textureMatrix);
|
|
|
|
#else
|
|
|
|
ENSURE(m->phase == Phase_Render);
|
|
|
|
|
|
|
|
std::vector<CPatchRData*>& visiblePatches = m->visiblePatches;
|
|
|
|
|
|
|
|
glEnableClientState(GL_VERTEX_ARRAY);
|
|
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
|
|
|
|
|
|
glEnable(GL_TEXTURE_2D);
|
|
|
|
glEnable(GL_BLEND);
|
|
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
glDepthMask(0);
|
|
|
|
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
|
|
|
|
|
|
|
glMatrixMode(GL_TEXTURE);
|
|
|
|
glLoadMatrixf(&textureMatrix._11);
|
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
|
|
|
|
|
|
CShaderProgramPtr dummyShader = g_Renderer.GetShaderManager().LoadProgram("fixed:dummy", CShaderDefines());
|
|
|
|
dummyShader->Bind();
|
|
|
|
CPatchRData::RenderStreams(visiblePatches, dummyShader, STREAM_POS|STREAM_POSTOUV0);
|
|
|
|
dummyShader->Unbind();
|
|
|
|
|
|
|
|
// To make the overlay visible over water, render an additional map-sized
|
|
|
|
// water-height patch
|
|
|
|
CBoundingBoxAligned waterBounds;
|
|
|
|
for (size_t i = 0; i < m->visiblePatches.size(); ++i)
|
|
|
|
{
|
|
|
|
CPatchRData* data = m->visiblePatches[i];
|
|
|
|
waterBounds += data->GetWaterBounds();
|
|
|
|
}
|
|
|
|
if (!waterBounds.IsEmpty())
|
|
|
|
{
|
|
|
|
float h = g_Renderer.GetWaterManager()->m_WaterHeight + 0.05f; // add a delta to avoid z-fighting
|
|
|
|
float waterPos[] = {
|
|
|
|
waterBounds[0].X, h, waterBounds[0].Z,
|
|
|
|
waterBounds[1].X, h, waterBounds[0].Z,
|
|
|
|
waterBounds[0].X, h, waterBounds[1].Z,
|
|
|
|
waterBounds[1].X, h, waterBounds[1].Z
|
|
|
|
};
|
|
|
|
glVertexPointer(3, GL_FLOAT, 3*sizeof(float), waterPos);
|
|
|
|
glTexCoordPointer(3, GL_FLOAT, 3*sizeof(float), waterPos);
|
|
|
|
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
|
|
|
}
|
|
|
|
|
|
|
|
glMatrixMode(GL_TEXTURE);
|
|
|
|
glLoadIdentity();
|
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
|
|
|
|
|
|
glDepthMask(1);
|
|
|
|
glDisable(GL_BLEND);
|
|
|
|
glDisableClientState(GL_COLOR_ARRAY);
|
|
|
|
glDisableClientState(GL_VERTEX_ARRAY);
|
|
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2011-03-26 21:17:21 +01:00
|
|
|
///////////////////////////////////////////////////////////////////
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Set up all the uniforms for a shader pass.
|
|
|
|
*/
|
|
|
|
void TerrainRenderer::PrepareShader(const CShaderProgramPtr& shader, ShadowMap* shadow)
|
|
|
|
{
|
2013-09-29 15:19:52 +02:00
|
|
|
shader->Uniform(str_transform, g_Renderer.GetViewCamera().GetViewProjection());
|
|
|
|
shader->Uniform(str_cameraPos, g_Renderer.GetViewCamera().GetOrientation().GetTranslation());
|
2012-02-13 15:02:14 +01:00
|
|
|
|
2011-03-26 21:17:21 +01:00
|
|
|
const CLightEnv& lightEnv = g_Renderer.GetLightEnv();
|
|
|
|
|
|
|
|
if (shadow)
|
|
|
|
{
|
2013-09-29 15:19:52 +02:00
|
|
|
shader->BindTexture(str_shadowTex, shadow->GetTexture());
|
|
|
|
shader->Uniform(str_shadowTransform, shadow->GetTextureMatrix());
|
2012-05-21 21:23:14 +02:00
|
|
|
int width = shadow->GetWidth();
|
|
|
|
int height = shadow->GetHeight();
|
2013-09-29 15:19:52 +02:00
|
|
|
shader->Uniform(str_shadowScale, width, height, 1.0f / width, 1.0f / height);
|
2011-03-26 21:17:21 +01:00
|
|
|
}
|
|
|
|
|
2011-04-05 22:32:03 +02:00
|
|
|
CLOSTexture& los = g_Renderer.GetScene().GetLOSTexture();
|
2013-09-29 15:19:52 +02:00
|
|
|
shader->BindTexture(str_losTex, los.GetTextureSmooth());
|
|
|
|
shader->Uniform(str_losTransform, los.GetTextureMatrix()[0], los.GetTextureMatrix()[12], 0.f, 0.f);
|
2011-03-26 21:17:21 +01:00
|
|
|
|
2013-09-29 15:19:52 +02:00
|
|
|
shader->Uniform(str_ambient, lightEnv.m_TerrainAmbientColor);
|
|
|
|
shader->Uniform(str_sunColor, lightEnv.m_SunColor);
|
|
|
|
shader->Uniform(str_sunDir, lightEnv.GetSunDir());
|
2012-10-15 12:34:23 +02:00
|
|
|
|
2013-09-29 15:19:52 +02:00
|
|
|
shader->Uniform(str_fogColor, lightEnv.m_FogColor);
|
|
|
|
shader->Uniform(str_fogParams, lightEnv.m_FogFactor, lightEnv.m_FogMax, 0.f, 0.f);
|
2011-03-26 21:17:21 +01:00
|
|
|
}
|
|
|
|
|
2012-04-03 20:44:46 +02:00
|
|
|
void TerrainRenderer::RenderTerrainShader(const CShaderDefines& context, ShadowMap* shadow, bool filtered)
|
2011-03-26 21:17:21 +01:00
|
|
|
{
|
2011-04-30 15:01:45 +02:00
|
|
|
ENSURE(m->phase == Phase_Render);
|
2011-03-26 21:17:21 +01:00
|
|
|
|
2011-07-13 01:48:05 +02:00
|
|
|
std::vector<CPatchRData*>& visiblePatches = filtered ? m->filteredPatches : m->visiblePatches;
|
|
|
|
std::vector<CDecalRData*>& visibleDecals = filtered ? m->filteredDecals : m->visibleDecals;
|
|
|
|
if (visiblePatches.empty() && visibleDecals.empty())
|
|
|
|
return;
|
|
|
|
|
2011-03-26 21:17:21 +01:00
|
|
|
// render the solid black sides of the map first
|
2013-09-29 15:19:52 +02:00
|
|
|
CShaderTechniquePtr techSolid = g_Renderer.GetShaderManager().LoadEffect(str_gui_solid);
|
2012-02-13 15:02:14 +01:00
|
|
|
techSolid->BeginPass();
|
|
|
|
CShaderProgramPtr shaderSolid = techSolid->GetShader();
|
2013-09-29 15:19:52 +02:00
|
|
|
shaderSolid->Uniform(str_transform, g_Renderer.GetViewCamera().GetViewProjection());
|
|
|
|
shaderSolid->Uniform(str_color, 0.0f, 0.0f, 0.0f, 1.0f);
|
2012-02-13 15:02:14 +01:00
|
|
|
|
2011-03-26 21:17:21 +01:00
|
|
|
PROFILE_START("render terrain sides");
|
2011-07-13 01:48:05 +02:00
|
|
|
for (size_t i = 0; i < visiblePatches.size(); ++i)
|
2012-02-13 15:02:14 +01:00
|
|
|
visiblePatches[i]->RenderSides(shaderSolid);
|
2011-03-26 21:17:21 +01:00
|
|
|
PROFILE_END("render terrain sides");
|
|
|
|
|
2012-02-13 15:02:14 +01:00
|
|
|
techSolid->EndPass();
|
2011-03-26 21:17:21 +01:00
|
|
|
|
|
|
|
PROFILE_START("render terrain base");
|
2012-08-07 20:21:16 +02:00
|
|
|
CPatchRData::RenderBases(visiblePatches, context, shadow);
|
2011-03-26 21:17:21 +01:00
|
|
|
PROFILE_END("render terrain base");
|
|
|
|
|
|
|
|
// no need to write to the depth buffer a second time
|
|
|
|
glDepthMask(0);
|
|
|
|
|
|
|
|
// render blend passes for each patch
|
|
|
|
PROFILE_START("render terrain blends");
|
2012-08-07 20:21:16 +02:00
|
|
|
CPatchRData::RenderBlends(visiblePatches, context, shadow, false);
|
2011-03-26 21:17:21 +01:00
|
|
|
PROFILE_END("render terrain blends");
|
|
|
|
|
|
|
|
PROFILE_START("render terrain decals");
|
2012-08-07 20:21:16 +02:00
|
|
|
CDecalRData::RenderDecals(visibleDecals, context, shadow, false);
|
2011-03-26 21:17:21 +01:00
|
|
|
PROFILE_END("render terrain decals");
|
|
|
|
|
|
|
|
// restore OpenGL state
|
|
|
|
g_Renderer.BindTexture(1, 0);
|
|
|
|
g_Renderer.BindTexture(2, 0);
|
|
|
|
g_Renderer.BindTexture(3, 0);
|
|
|
|
|
|
|
|
glDepthMask(1);
|
|
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
2006-02-13 15:18:20 +01:00
|
|
|
glDisable(GL_BLEND);
|
2006-01-07 02:04:26 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////
|
|
|
|
// Render un-textured patches as polygons
|
2011-07-13 01:48:05 +02:00
|
|
|
void TerrainRenderer::RenderPatches(bool filtered)
|
2006-01-07 02:04:26 +01:00
|
|
|
{
|
2011-04-30 15:01:45 +02:00
|
|
|
ENSURE(m->phase == Phase_Render);
|
2006-01-07 02:04:26 +01:00
|
|
|
|
2011-07-13 01:48:05 +02:00
|
|
|
std::vector<CPatchRData*>& visiblePatches = filtered ? m->filteredPatches : m->visiblePatches;
|
|
|
|
if (visiblePatches.empty())
|
|
|
|
return;
|
|
|
|
|
2012-02-13 15:02:14 +01:00
|
|
|
#if CONFIG2_GLES
|
|
|
|
#warning TODO: implement TerrainRenderer::RenderPatches for GLES
|
|
|
|
#else
|
2012-04-03 20:44:46 +02:00
|
|
|
CShaderProgramPtr dummyShader = g_Renderer.GetShaderManager().LoadProgram("fixed:dummy", CShaderDefines());
|
2012-02-13 15:02:14 +01:00
|
|
|
dummyShader->Bind();
|
|
|
|
|
2006-01-07 02:04:26 +01:00
|
|
|
glEnableClientState(GL_VERTEX_ARRAY);
|
2012-02-13 15:02:14 +01:00
|
|
|
CPatchRData::RenderStreams(visiblePatches, dummyShader, STREAM_POS);
|
2006-01-07 02:04:26 +01:00
|
|
|
glDisableClientState(GL_VERTEX_ARRAY);
|
2012-02-13 15:02:14 +01:00
|
|
|
|
|
|
|
dummyShader->Unbind();
|
|
|
|
#endif
|
2006-01-07 02:04:26 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////
|
|
|
|
// Render outlines of submitted patches as lines
|
2011-07-13 01:48:05 +02:00
|
|
|
void TerrainRenderer::RenderOutlines(bool filtered)
|
2006-01-07 02:04:26 +01:00
|
|
|
{
|
2011-04-30 15:01:45 +02:00
|
|
|
ENSURE(m->phase == Phase_Render);
|
2011-01-30 03:14:44 +01:00
|
|
|
|
2011-07-13 01:48:05 +02:00
|
|
|
std::vector<CPatchRData*>& visiblePatches = filtered ? m->filteredPatches : m->visiblePatches;
|
|
|
|
if (visiblePatches.empty())
|
|
|
|
return;
|
|
|
|
|
2012-02-13 15:02:14 +01:00
|
|
|
#if CONFIG2_GLES
|
|
|
|
#warning TODO: implement TerrainRenderer::RenderOutlines for GLES
|
|
|
|
#else
|
2006-01-07 02:04:26 +01:00
|
|
|
glEnableClientState(GL_VERTEX_ARRAY);
|
2011-07-13 01:48:05 +02:00
|
|
|
for (size_t i = 0; i < visiblePatches.size(); ++i)
|
|
|
|
visiblePatches[i]->RenderOutline();
|
2006-01-07 02:04:26 +01:00
|
|
|
glDisableClientState(GL_VERTEX_ARRAY);
|
2012-02-13 15:02:14 +01:00
|
|
|
#endif
|
2006-01-07 02:04:26 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////
|
2011-07-13 01:48:05 +02:00
|
|
|
// Scissor rectangle of water patches
|
2011-11-25 07:36:13 +01:00
|
|
|
CBoundingBoxAligned TerrainRenderer::ScissorWater(const CMatrix3D &viewproj)
|
2006-01-07 02:04:26 +01:00
|
|
|
{
|
2011-11-25 07:36:13 +01:00
|
|
|
CBoundingBoxAligned scissor;
|
2011-07-13 01:48:05 +02:00
|
|
|
for (size_t i = 0; i < m->visiblePatches.size(); ++i)
|
|
|
|
{
|
|
|
|
CPatchRData* data = m->visiblePatches[i];
|
2011-11-25 07:36:13 +01:00
|
|
|
const CBoundingBoxAligned& waterBounds = data->GetWaterBounds();
|
2011-07-13 01:48:05 +02:00
|
|
|
if (waterBounds.IsEmpty())
|
|
|
|
continue;
|
|
|
|
|
|
|
|
CVector4D v1 = viewproj.Transform(CVector4D(waterBounds[0].X, waterBounds[1].Y, waterBounds[0].Z, 1.0f));
|
|
|
|
CVector4D v2 = viewproj.Transform(CVector4D(waterBounds[1].X, waterBounds[1].Y, waterBounds[0].Z, 1.0f));
|
|
|
|
CVector4D v3 = viewproj.Transform(CVector4D(waterBounds[0].X, waterBounds[1].Y, waterBounds[1].Z, 1.0f));
|
|
|
|
CVector4D v4 = viewproj.Transform(CVector4D(waterBounds[1].X, waterBounds[1].Y, waterBounds[1].Z, 1.0f));
|
2011-11-25 07:36:13 +01:00
|
|
|
CBoundingBoxAligned screenBounds;
|
2011-07-13 01:48:05 +02:00
|
|
|
#define ADDBOUND(v1, v2, v3, v4) \
|
2012-04-08 17:55:06 +02:00
|
|
|
if (v1.Z >= -v1.W) \
|
|
|
|
screenBounds += CVector3D(v1.X, v1.Y, v1.Z) * (1.0f / v1.W); \
|
2011-07-13 01:48:05 +02:00
|
|
|
else \
|
|
|
|
{ \
|
2012-04-08 17:55:06 +02:00
|
|
|
float t = v1.Z + v1.W; \
|
|
|
|
if (v2.Z > -v2.W) \
|
2011-07-13 01:48:05 +02:00
|
|
|
{ \
|
2012-04-08 17:55:06 +02:00
|
|
|
CVector4D c2 = v1 + (v2 - v1) * (t / (t - (v2.Z + v2.W))); \
|
|
|
|
screenBounds += CVector3D(c2.X, c2.Y, c2.Z) * (1.0f / c2.W); \
|
2011-07-13 01:48:05 +02:00
|
|
|
} \
|
2012-04-08 17:55:06 +02:00
|
|
|
if (v3.Z > -v3.W) \
|
2011-07-13 01:48:05 +02:00
|
|
|
{ \
|
2012-04-08 17:55:06 +02:00
|
|
|
CVector4D c3 = v1 + (v3 - v1) * (t / (t - (v3.Z + v3.W))); \
|
|
|
|
screenBounds += CVector3D(c3.X, c3.Y, c3.Z) * (1.0f / c3.W); \
|
2011-07-13 01:48:05 +02:00
|
|
|
} \
|
2012-04-08 17:55:06 +02:00
|
|
|
if (v4.Z > -v4.W) \
|
2011-07-13 01:48:05 +02:00
|
|
|
{ \
|
2012-04-08 17:55:06 +02:00
|
|
|
CVector4D c4 = v1 + (v4 - v1) * (t / (t - (v4.Z + v4.W))); \
|
|
|
|
screenBounds += CVector3D(c4.X, c4.Y, c4.Z) * (1.0f / c4.W); \
|
2011-07-13 01:48:05 +02:00
|
|
|
} \
|
|
|
|
}
|
|
|
|
ADDBOUND(v1, v2, v3, v4);
|
|
|
|
ADDBOUND(v2, v1, v3, v4);
|
|
|
|
ADDBOUND(v3, v1, v2, v4);
|
|
|
|
ADDBOUND(v4, v1, v2, v3);
|
|
|
|
#undef ADDBOUND
|
|
|
|
if (screenBounds[0].X >= 1.0f || screenBounds[1].X <= -1.0f || screenBounds[0].Y >= 1.0f || screenBounds[1].Y <= -1.0f)
|
|
|
|
continue;
|
|
|
|
scissor += screenBounds;
|
|
|
|
}
|
2011-11-25 07:36:13 +01:00
|
|
|
return CBoundingBoxAligned(CVector3D(clamp(scissor[0].X, -1.0f, 1.0f), clamp(scissor[0].Y, -1.0f, 1.0f), -1.0f),
|
2011-07-13 01:48:05 +02:00
|
|
|
CVector3D(clamp(scissor[1].X, -1.0f, 1.0f), clamp(scissor[1].Y, -1.0f, 1.0f), 1.0f));
|
|
|
|
}
|
2010-03-21 15:18:15 +01:00
|
|
|
|
2011-07-13 01:48:05 +02:00
|
|
|
// Render fancy water
|
2012-10-31 19:42:17 +01:00
|
|
|
bool TerrainRenderer::RenderFancyWater(const CShaderDefines& context, ShadowMap* shadow)
|
2011-07-13 01:48:05 +02:00
|
|
|
{
|
2011-11-09 14:09:01 +01:00
|
|
|
PROFILE3_GPU("fancy water");
|
2012-10-31 19:42:17 +01:00
|
|
|
|
|
|
|
WaterManager* WaterMgr = g_Renderer.GetWaterManager();
|
|
|
|
CShaderDefines defines = context;
|
|
|
|
|
2013-08-18 11:27:11 +02:00
|
|
|
WaterMgr->UpdateQuality();
|
2012-11-04 16:54:36 +01:00
|
|
|
|
2006-05-25 07:46:17 +02:00
|
|
|
// If we're using fancy water, make sure its shader is loaded
|
2013-07-14 14:17:07 +02:00
|
|
|
if (!m->fancyWaterShader || WaterMgr->m_NeedsReloading)
|
2006-05-25 07:46:17 +02:00
|
|
|
{
|
2013-09-29 15:19:52 +02:00
|
|
|
if (WaterMgr->m_WaterNormal)
|
|
|
|
defines.Add(str_USE_NORMALS, str_1);
|
|
|
|
if (WaterMgr->m_WaterRealDepth)
|
|
|
|
defines.Add(str_USE_REAL_DEPTH, str_1);
|
2014-01-05 17:15:20 +01:00
|
|
|
if (WaterMgr->m_WaterFoam)
|
2013-09-29 15:19:52 +02:00
|
|
|
defines.Add(str_USE_FOAM, str_1);
|
2014-01-05 17:41:50 +01:00
|
|
|
if (WaterMgr->m_WaterCoastalWaves && false)
|
2013-09-29 15:19:52 +02:00
|
|
|
defines.Add(str_USE_WAVES, str_1);
|
|
|
|
if (WaterMgr->m_WaterRefraction)
|
|
|
|
defines.Add(str_USE_REFRACTION, str_1);
|
|
|
|
if (WaterMgr->m_WaterReflection)
|
|
|
|
defines.Add(str_USE_REFLECTION, str_1);
|
|
|
|
if (shadow && WaterMgr->m_WaterShadows)
|
|
|
|
defines.Add(str_USE_SHADOWS, str_1);
|
2012-11-04 16:54:36 +01:00
|
|
|
|
|
|
|
m->wavesShader = g_Renderer.GetShaderManager().LoadProgram("glsl/waves", defines);
|
|
|
|
if (!m->wavesShader)
|
|
|
|
{
|
|
|
|
LOGERROR(L"Failed to load waves shader. Deactivating waves.\n");
|
|
|
|
g_Renderer.SetOptionBool(CRenderer::OPT_WATERCOASTALWAVES, false);
|
2013-09-29 15:19:52 +02:00
|
|
|
defines.Add(str_USE_WAVES, str_0);
|
2012-11-04 16:54:36 +01:00
|
|
|
}
|
2012-10-31 19:42:17 +01:00
|
|
|
|
|
|
|
// haven't updated the ARB shader yet so I'll always load the GLSL
|
|
|
|
/*if (!g_Renderer.m_Options.m_PreferGLSL && !superFancy)
|
|
|
|
m->fancyWaterShader = g_Renderer.GetShaderManager().LoadProgram("arb/water_high", defines);
|
|
|
|
else*/
|
|
|
|
m->fancyWaterShader = g_Renderer.GetShaderManager().LoadProgram("glsl/water_high", defines);
|
|
|
|
|
2012-01-29 13:04:39 +01:00
|
|
|
if (!m->fancyWaterShader)
|
2009-03-24 22:00:41 +01:00
|
|
|
{
|
2010-12-05 09:41:55 +01:00
|
|
|
LOGERROR(L"Failed to load water shader. Falling back to non-fancy water.\n");
|
2012-11-04 16:54:36 +01:00
|
|
|
WaterMgr->m_RenderWater = false;
|
2011-07-13 01:48:05 +02:00
|
|
|
return false;
|
2009-03-24 22:00:41 +01:00
|
|
|
}
|
2013-04-27 14:20:42 +02:00
|
|
|
WaterMgr->m_NeedsReloading = false;
|
2006-05-25 07:46:17 +02:00
|
|
|
}
|
2006-03-31 05:30:34 +02:00
|
|
|
|
2012-10-31 19:42:17 +01:00
|
|
|
CLOSTexture& losTexture = g_Renderer.GetScene().GetLOSTexture();
|
|
|
|
|
|
|
|
GLuint depthTex;
|
2012-11-04 16:54:36 +01:00
|
|
|
// creating the real depth texture using the depth buffer.
|
|
|
|
if (WaterMgr->m_WaterRealDepth)
|
2012-10-31 19:42:17 +01:00
|
|
|
{
|
|
|
|
if (WaterMgr->m_depthTT == 0)
|
|
|
|
{
|
|
|
|
glGenTextures(1, (GLuint*)&depthTex);
|
|
|
|
WaterMgr->m_depthTT = depthTex;
|
|
|
|
glBindTexture(GL_TEXTURE_2D, WaterMgr->m_depthTT);
|
2013-11-12 02:17:16 +01:00
|
|
|
|
|
|
|
#if CONFIG2_GLES
|
|
|
|
GLenum format = GL_DEPTH_COMPONENT;
|
|
|
|
#else
|
|
|
|
GLenum format = GL_DEPTH_COMPONENT32;
|
|
|
|
#endif
|
|
|
|
|
2013-08-15 20:25:32 +02:00
|
|
|
// TODO: use POT texture
|
2013-11-12 02:17:16 +01:00
|
|
|
glTexImage2D(GL_TEXTURE_2D, 0, format, g_Renderer.GetWidth(), g_Renderer.GetHeight(),
|
2012-10-31 19:42:17 +01:00
|
|
|
0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE,NULL);
|
|
|
|
}
|
|
|
|
glBindTexture(GL_TEXTURE_2D, WaterMgr->m_depthTT);
|
2013-11-12 02:17:16 +01:00
|
|
|
#if !CONFIG2_GLES
|
2012-10-31 19:42:17 +01:00
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
|
2013-11-12 02:17:16 +01:00
|
|
|
#endif
|
2012-10-31 19:42:17 +01:00
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
2013-11-12 02:17:16 +01:00
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
2012-10-31 19:42:17 +01:00
|
|
|
|
|
|
|
glCopyTexImage2D(GL_TEXTURE_2D,0,GL_DEPTH_COMPONENT, 0, 0, g_Renderer.GetWidth(), g_Renderer.GetHeight(), 0);
|
|
|
|
|
|
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
|
}
|
2012-11-04 16:54:36 +01:00
|
|
|
// Calculating the advanced informations about Foam and all if the quality calls for it.
|
2013-08-18 11:27:11 +02:00
|
|
|
/*if (WaterMgr->m_NeedInfoUpdate && (WaterMgr->m_WaterFoam || WaterMgr->m_WaterCoastalWaves))
|
2013-04-27 14:20:42 +02:00
|
|
|
{
|
2013-08-18 11:27:11 +02:00
|
|
|
WaterMgr->m_NeedInfoUpdate = false;
|
2012-11-04 16:54:36 +01:00
|
|
|
WaterMgr->CreateSuperfancyInfo();
|
2013-04-27 14:20:42 +02:00
|
|
|
}*/
|
|
|
|
|
2006-01-07 02:04:26 +01:00
|
|
|
glEnable(GL_BLEND);
|
2012-04-03 20:44:46 +02:00
|
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
2006-05-29 02:49:09 +02:00
|
|
|
glEnable(GL_DEPTH_TEST);
|
|
|
|
glDepthFunc(GL_LEQUAL);
|
2006-01-07 02:04:26 +01:00
|
|
|
|
2006-01-22 00:27:42 +01:00
|
|
|
double time = WaterMgr->m_WaterTexTimer;
|
2012-10-31 19:42:17 +01:00
|
|
|
double period = 8;
|
had to remove uint and ulong from lib/types.h due to conflict with other library.
this snowballed into a massive search+destroy of the hodgepodge of
mostly equivalent types we had in use (int, uint, unsigned, unsigned
int, i32, u32, ulong, uintN).
it is more efficient to use 64-bit types in 64-bit mode, so the
preferred default is size_t (for anything remotely resembling a size or
index). tile coordinates are ssize_t to allow more efficient conversion
to/from floating point. flags are int because we almost never need more
than 15 distinct bits, bit test/set is not slower and int is fastest to
type. finally, some data that is pretty much directly passed to OpenGL
is now typed accordingly.
after several hours, the code now requires fewer casts and less
guesswork.
other changes:
- unit and player IDs now have an "invalid id" constant in the
respective class to avoid casting and -1
- fix some endian/64-bit bugs in the map (un)packing. added a
convenience function to write/read a size_t.
- ia32: change CPUID interface to allow passing in ecx (required for
cache topology detection, which I need at work). remove some unneeded
functions from asm, replace with intrinsics where possible.
This was SVN commit r5942.
2008-05-11 20:48:32 +02:00
|
|
|
int curTex = (int)(time*60/period) % 60;
|
2012-10-31 19:42:17 +01:00
|
|
|
int nexTex = (curTex + 1) % 60;
|
2006-01-07 02:04:26 +01:00
|
|
|
|
2012-10-31 19:42:17 +01:00
|
|
|
GLuint FramebufferName = 0;
|
|
|
|
|
2012-11-04 16:54:36 +01:00
|
|
|
// rendering waves to a framebuffer
|
2014-01-05 17:15:20 +01:00
|
|
|
// TODO: reactivate this with something that looks good.
|
|
|
|
if (false && WaterMgr->m_WaterCoastalWaves && WaterMgr->m_VBWaves && !g_AtlasGameLoop->running)
|
2012-10-31 19:42:17 +01:00
|
|
|
{
|
|
|
|
// Save the post-processing framebuffer.
|
|
|
|
GLint fbo;
|
|
|
|
glGetIntegerv(GL_FRAMEBUFFER_BINDING_EXT, &fbo);
|
|
|
|
|
|
|
|
pglGenFramebuffersEXT(1, &FramebufferName);
|
|
|
|
pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, FramebufferName);
|
|
|
|
|
|
|
|
GLuint renderedTexture;
|
|
|
|
if (WaterMgr->m_waveTT == 0)
|
|
|
|
{
|
|
|
|
glGenTextures(1, &renderedTexture);
|
|
|
|
WaterMgr->m_waveTT = renderedTexture;
|
|
|
|
|
|
|
|
glBindTexture(GL_TEXTURE_2D, WaterMgr->m_waveTT);
|
2013-08-15 20:25:32 +02:00
|
|
|
// TODO: use POT texture
|
2012-10-31 19:42:17 +01:00
|
|
|
glTexImage2D(GL_TEXTURE_2D, 0,GL_RGBA, (float)g_Renderer.GetWidth(), (float)g_Renderer.GetHeight(), 0,GL_RGBA, GL_UNSIGNED_BYTE, 0);
|
|
|
|
|
|
|
|
}
|
|
|
|
glBindTexture(GL_TEXTURE_2D, WaterMgr->m_waveTT);
|
|
|
|
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
|
|
|
|
|
|
pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, WaterMgr->m_waveTT, 0);
|
|
|
|
|
|
|
|
glClearColor(0.5f,0.5f,1.0f,0.0f);
|
|
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
|
|
|
|
|
|
// rendering
|
|
|
|
m->wavesShader->Bind();
|
2013-09-29 15:19:52 +02:00
|
|
|
m->wavesShader->BindTexture(str_waveTex, WaterMgr->m_Wave);
|
|
|
|
m->wavesShader->Uniform(str_time, (float)time);
|
|
|
|
m->wavesShader->Uniform(str_waviness, WaterMgr->m_Waviness);
|
|
|
|
m->wavesShader->Uniform(str_mapSize, (float)(WaterMgr->m_TexSize));
|
2012-10-31 19:42:17 +01:00
|
|
|
|
|
|
|
SWavesVertex *base=(SWavesVertex *)WaterMgr->m_VBWaves->m_Owner->Bind();
|
|
|
|
GLsizei stride = sizeof(SWavesVertex);
|
|
|
|
m->wavesShader->VertexPointer(3, GL_FLOAT, stride, &base[WaterMgr->m_VBWaves->m_Index].m_Position);
|
|
|
|
m->wavesShader->TexCoordPointer(GL_TEXTURE0,2,GL_BYTE, stride,&base[WaterMgr->m_VBWaves->m_Index].m_UV);
|
|
|
|
m->wavesShader->AssertPointersBound();
|
2013-11-12 02:25:32 +01:00
|
|
|
|
2012-10-31 19:42:17 +01:00
|
|
|
u8* indexBase = WaterMgr->m_VBWavesIndices->m_Owner->Bind();
|
2013-11-12 02:25:32 +01:00
|
|
|
glDrawElements(GL_TRIANGLES, (GLsizei) WaterMgr->m_VBWavesIndices->m_Count, GL_UNSIGNED_SHORT, indexBase + sizeof(u16)*(WaterMgr->m_VBWavesIndices->m_Index));
|
|
|
|
|
2012-10-31 19:42:17 +01:00
|
|
|
g_Renderer.m_Stats.m_DrawCalls++;
|
|
|
|
CVertexBuffer::Unbind();
|
|
|
|
m->wavesShader->Unbind();
|
|
|
|
|
|
|
|
// rebind post-processing frambuffer.
|
|
|
|
pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);
|
|
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
|
|
|
|
|
}
|
|
|
|
|
2012-01-29 13:04:39 +01:00
|
|
|
m->fancyWaterShader->Bind();
|
|
|
|
|
2012-10-31 19:42:17 +01:00
|
|
|
|
2006-09-12 00:35:44 +02:00
|
|
|
// Shift the texture coordinates by these amounts to make the water "flow"
|
2012-10-31 19:42:17 +01:00
|
|
|
float tx = -fmod(time, 81.0 / (WaterMgr->m_Waviness/20.0 + 0.8) )/(81.0/ (WaterMgr->m_Waviness/20.0 + 0.8) );
|
|
|
|
float ty = -fmod(time, 34.0 / (WaterMgr->m_Waviness/20.0 + 0.8) )/(34.0/ (WaterMgr->m_Waviness/20.0 + 0.8) );
|
2012-11-04 16:54:36 +01:00
|
|
|
|
2011-07-13 01:48:05 +02:00
|
|
|
float repeatPeriod = WaterMgr->m_RepeatPeriod;
|
2012-11-04 16:54:36 +01:00
|
|
|
|
2010-08-29 16:13:39 +02:00
|
|
|
const CCamera& camera = g_Renderer.GetViewCamera();
|
|
|
|
CVector3D camPos = camera.m_Orientation.GetTranslation();
|
2006-05-25 07:46:17 +02:00
|
|
|
|
2013-09-29 15:19:52 +02:00
|
|
|
m->fancyWaterShader->BindTexture(str_normalMap, WaterMgr->m_NormalMap[curTex]);
|
|
|
|
m->fancyWaterShader->BindTexture(str_normalMap2, WaterMgr->m_NormalMap[nexTex]);
|
2012-11-05 13:14:04 +01:00
|
|
|
|
2012-11-04 16:54:36 +01:00
|
|
|
if (WaterMgr->m_WaterFoam || WaterMgr->m_WaterCoastalWaves)
|
|
|
|
{
|
2013-09-29 15:19:52 +02:00
|
|
|
m->fancyWaterShader->BindTexture(str_Foam, WaterMgr->m_Foam);
|
|
|
|
m->fancyWaterShader->Uniform(str_mapSize, (float)(WaterMgr->m_TexSize));
|
2012-11-04 16:54:36 +01:00
|
|
|
}
|
|
|
|
if (WaterMgr->m_WaterRealDepth)
|
2013-09-29 15:19:52 +02:00
|
|
|
m->fancyWaterShader->BindTexture(str_depthTex, WaterMgr->m_depthTT);
|
2012-11-04 16:54:36 +01:00
|
|
|
if (WaterMgr->m_WaterCoastalWaves)
|
2013-09-29 15:19:52 +02:00
|
|
|
m->fancyWaterShader->BindTexture(str_waveTex, WaterMgr->m_waveTT);
|
2012-11-04 16:54:36 +01:00
|
|
|
if (WaterMgr->m_WaterReflection)
|
2013-09-29 15:19:52 +02:00
|
|
|
m->fancyWaterShader->BindTexture(str_reflectionMap, WaterMgr->m_ReflectionTexture);
|
2012-11-04 16:54:36 +01:00
|
|
|
if (WaterMgr->m_WaterRefraction)
|
2013-09-29 15:19:52 +02:00
|
|
|
m->fancyWaterShader->BindTexture(str_refractionMap, WaterMgr->m_RefractionTexture);
|
2012-01-29 13:04:39 +01:00
|
|
|
|
2013-09-29 15:19:52 +02:00
|
|
|
m->fancyWaterShader->BindTexture(str_losMap, losTexture.GetTextureSmooth());
|
2011-07-13 01:48:05 +02:00
|
|
|
|
|
|
|
const CLightEnv& lightEnv = g_Renderer.GetLightEnv();
|
2012-10-31 19:42:17 +01:00
|
|
|
|
2012-11-04 16:54:36 +01:00
|
|
|
// TODO: only bind what's really needed for that.
|
2013-09-29 15:19:52 +02:00
|
|
|
m->fancyWaterShader->Uniform(str_sunDir, lightEnv.GetSunDir());
|
|
|
|
m->fancyWaterShader->Uniform(str_sunColor, lightEnv.m_SunColor.X);
|
|
|
|
m->fancyWaterShader->Uniform(str_color, WaterMgr->m_WaterColor);
|
|
|
|
m->fancyWaterShader->Uniform(str_specularStrength, WaterMgr->m_SpecularStrength);
|
|
|
|
m->fancyWaterShader->Uniform(str_waviness, WaterMgr->m_Waviness);
|
|
|
|
m->fancyWaterShader->Uniform(str_murkiness, WaterMgr->m_Murkiness);
|
|
|
|
m->fancyWaterShader->Uniform(str_tint, WaterMgr->m_WaterTint);
|
|
|
|
m->fancyWaterShader->Uniform(str_reflectionTintStrength, WaterMgr->m_ReflectionTintStrength);
|
|
|
|
m->fancyWaterShader->Uniform(str_reflectionTint, WaterMgr->m_ReflectionTint);
|
|
|
|
m->fancyWaterShader->Uniform(str_translation, tx, ty);
|
|
|
|
m->fancyWaterShader->Uniform(str_repeatScale, 1.0f / repeatPeriod);
|
|
|
|
m->fancyWaterShader->Uniform(str_reflectionMatrix, WaterMgr->m_ReflectionMatrix);
|
|
|
|
m->fancyWaterShader->Uniform(str_refractionMatrix, WaterMgr->m_RefractionMatrix);
|
|
|
|
m->fancyWaterShader->Uniform(str_losMatrix, losTexture.GetTextureMatrix());
|
|
|
|
m->fancyWaterShader->Uniform(str_cameraPos, camPos);
|
|
|
|
m->fancyWaterShader->Uniform(str_fogColor, lightEnv.m_FogColor);
|
|
|
|
m->fancyWaterShader->Uniform(str_fogParams, lightEnv.m_FogFactor, lightEnv.m_FogMax, 0.f, 0.f);
|
|
|
|
m->fancyWaterShader->Uniform(str_time, (float)time);
|
|
|
|
m->fancyWaterShader->Uniform(str_screenSize, (float)g_Renderer.GetWidth(), (float)g_Renderer.GetHeight(), 0.0f, 0.0f);
|
|
|
|
m->fancyWaterShader->BindTexture(str_skyCube, g_Renderer.GetSkyManager()->GetSkyCube());
|
2013-08-24 16:44:38 +02:00
|
|
|
|
2012-11-04 16:54:36 +01:00
|
|
|
if (shadow && WaterMgr->m_WaterShadows)
|
2012-10-31 19:42:17 +01:00
|
|
|
{
|
2013-09-29 15:19:52 +02:00
|
|
|
m->fancyWaterShader->BindTexture(str_shadowTex, shadow->GetTexture());
|
|
|
|
m->fancyWaterShader->Uniform(str_shadowTransform, shadow->GetTextureMatrix());
|
2012-10-31 19:42:17 +01:00
|
|
|
int width = shadow->GetWidth();
|
|
|
|
int height = shadow->GetHeight();
|
2013-09-29 15:19:52 +02:00
|
|
|
m->fancyWaterShader->Uniform(str_shadowScale, width, height, 1.0f / width, 1.0f / height);
|
2012-10-31 19:42:17 +01:00
|
|
|
}
|
2006-05-25 07:46:17 +02:00
|
|
|
|
2011-07-13 01:48:05 +02:00
|
|
|
for (size_t i = 0; i < m->visiblePatches.size(); ++i)
|
2006-05-25 07:46:17 +02:00
|
|
|
{
|
2011-07-13 01:48:05 +02:00
|
|
|
CPatchRData* data = m->visiblePatches[i];
|
2012-02-13 15:02:14 +01:00
|
|
|
data->RenderWater(m->fancyWaterShader);
|
2006-05-25 07:46:17 +02:00
|
|
|
}
|
|
|
|
|
2012-01-29 13:23:16 +01:00
|
|
|
m->fancyWaterShader->Unbind();
|
2006-01-07 02:04:26 +01:00
|
|
|
|
2012-02-13 15:02:14 +01:00
|
|
|
pglActiveTextureARB(GL_TEXTURE0);
|
2012-10-31 19:42:17 +01:00
|
|
|
pglDeleteFramebuffersEXT(1, &FramebufferName);
|
2006-01-07 02:04:26 +01:00
|
|
|
|
2011-07-13 01:48:05 +02:00
|
|
|
glDisable(GL_BLEND);
|
2006-05-28 04:13:32 +02:00
|
|
|
|
2011-07-13 01:48:05 +02:00
|
|
|
return true;
|
|
|
|
}
|
2006-05-28 04:13:32 +02:00
|
|
|
|
2011-07-13 01:48:05 +02:00
|
|
|
void TerrainRenderer::RenderSimpleWater()
|
|
|
|
{
|
2012-02-13 15:02:14 +01:00
|
|
|
#if !CONFIG2_GLES
|
2011-11-09 14:09:01 +01:00
|
|
|
PROFILE3_GPU("simple water");
|
2006-05-25 07:46:17 +02:00
|
|
|
|
2011-07-13 01:48:05 +02:00
|
|
|
WaterManager* WaterMgr = g_Renderer.GetWaterManager();
|
|
|
|
CLOSTexture& losTexture = g_Game->GetView()->GetLOSTexture();
|
|
|
|
|
|
|
|
glEnable(GL_BLEND);
|
|
|
|
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
glEnable(GL_DEPTH_TEST);
|
|
|
|
glDepthFunc(GL_LEQUAL);
|
|
|
|
|
|
|
|
double time = WaterMgr->m_WaterTexTimer;
|
|
|
|
double period = 1.6f;
|
|
|
|
int curTex = (int)(time*60/period) % 60;
|
|
|
|
|
|
|
|
WaterMgr->m_WaterTexture[curTex]->Bind();
|
|
|
|
|
|
|
|
// Shift the texture coordinates by these amounts to make the water "flow"
|
|
|
|
float tx = -fmod(time, 81.0)/81.0;
|
|
|
|
float ty = -fmod(time, 34.0)/34.0;
|
|
|
|
float repeatPeriod = 16.0f;
|
|
|
|
|
|
|
|
// Perform the shifting by using texture coordinate generation
|
|
|
|
GLfloat texgenS0[4] = { 1/repeatPeriod, 0, 0, tx };
|
|
|
|
GLfloat texgenT0[4] = { 0, 0, 1/repeatPeriod, ty };
|
|
|
|
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
|
|
|
|
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
|
|
|
|
glTexGenfv(GL_S, GL_OBJECT_PLANE, texgenS0);
|
|
|
|
glTexGenfv(GL_T, GL_OBJECT_PLANE, texgenT0);
|
|
|
|
glEnable(GL_TEXTURE_GEN_S);
|
|
|
|
glEnable(GL_TEXTURE_GEN_T);
|
|
|
|
|
|
|
|
// Set up texture environment to multiply vertex RGB by texture RGB and use vertex alpha
|
|
|
|
GLfloat waterColor[4] = { WaterMgr->m_WaterColor.r, WaterMgr->m_WaterColor.g, WaterMgr->m_WaterColor.b, 1.0f };
|
|
|
|
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, waterColor);
|
|
|
|
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_CONSTANT);
|
|
|
|
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_PRIMARY_COLOR_ARB);
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
|
|
|
|
|
|
|
|
// Multiply by LOS texture
|
|
|
|
losTexture.BindTexture(1);
|
2012-01-29 13:04:39 +01:00
|
|
|
CMatrix3D losMatrix = losTexture.GetTextureMatrix();
|
2011-07-13 01:48:05 +02:00
|
|
|
GLfloat texgenS1[4] = { losMatrix[0], losMatrix[4], losMatrix[8], losMatrix[12] };
|
|
|
|
GLfloat texgenT1[4] = { losMatrix[1], losMatrix[5], losMatrix[9], losMatrix[13] };
|
|
|
|
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
|
|
|
|
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
|
|
|
|
glTexGenfv(GL_S, GL_OBJECT_PLANE, texgenS1);
|
|
|
|
glTexGenfv(GL_T, GL_OBJECT_PLANE, texgenT1);
|
|
|
|
glEnable(GL_TEXTURE_GEN_S);
|
|
|
|
glEnable(GL_TEXTURE_GEN_T);
|
|
|
|
|
|
|
|
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_ALPHA);
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS);
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
|
2011-02-03 02:12:24 +01:00
|
|
|
|
2012-04-03 20:44:46 +02:00
|
|
|
CShaderProgramPtr dummyShader = g_Renderer.GetShaderManager().LoadProgram("fixed:dummy", CShaderDefines());
|
2012-02-13 15:02:14 +01:00
|
|
|
dummyShader->Bind();
|
|
|
|
|
2011-07-13 01:48:05 +02:00
|
|
|
glEnableClientState(GL_VERTEX_ARRAY);
|
|
|
|
glEnableClientState(GL_COLOR_ARRAY);
|
2011-02-03 02:12:24 +01:00
|
|
|
|
2011-07-13 01:48:05 +02:00
|
|
|
for (size_t i = 0; i < m->visiblePatches.size(); ++i)
|
|
|
|
{
|
|
|
|
CPatchRData* data = m->visiblePatches[i];
|
2012-02-13 15:02:14 +01:00
|
|
|
data->RenderWater(dummyShader);
|
2006-05-28 23:58:56 +02:00
|
|
|
}
|
|
|
|
|
2011-07-13 01:48:05 +02:00
|
|
|
glDisableClientState(GL_COLOR_ARRAY);
|
|
|
|
glDisableClientState(GL_VERTEX_ARRAY);
|
|
|
|
|
2012-02-13 15:02:14 +01:00
|
|
|
dummyShader->Unbind();
|
|
|
|
|
2011-07-13 01:48:05 +02:00
|
|
|
g_Renderer.BindTexture(1, 0);
|
|
|
|
|
|
|
|
glDisable(GL_TEXTURE_GEN_S);
|
|
|
|
glDisable(GL_TEXTURE_GEN_T);
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
|
|
|
|
|
|
|
pglActiveTextureARB(GL_TEXTURE0_ARB);
|
|
|
|
|
|
|
|
// Clean up the texture matrix and blend mode
|
|
|
|
glDisable(GL_TEXTURE_GEN_S);
|
|
|
|
glDisable(GL_TEXTURE_GEN_T);
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
|
|
|
|
2006-01-07 02:04:26 +01:00
|
|
|
glDisable(GL_BLEND);
|
|
|
|
glDisable(GL_TEXTURE_2D);
|
2012-02-13 15:02:14 +01:00
|
|
|
#endif
|
2006-01-07 02:04:26 +01:00
|
|
|
}
|
2011-01-29 17:31:48 +01:00
|
|
|
|
2011-07-13 01:48:05 +02:00
|
|
|
///////////////////////////////////////////////////////////////////
|
|
|
|
// Render water that is part of the terrain
|
2012-10-31 19:42:17 +01:00
|
|
|
void TerrainRenderer::RenderWater(const CShaderDefines& context, ShadowMap* shadow)
|
2011-07-13 01:48:05 +02:00
|
|
|
{
|
|
|
|
WaterManager* WaterMgr = g_Renderer.GetWaterManager();
|
|
|
|
|
2012-11-04 16:54:36 +01:00
|
|
|
if (!WaterMgr->WillRenderFancyWater())
|
2011-07-13 01:48:05 +02:00
|
|
|
RenderSimpleWater();
|
2012-11-04 16:54:36 +01:00
|
|
|
else
|
|
|
|
RenderFancyWater(context, shadow);
|
2011-07-13 01:48:05 +02:00
|
|
|
}
|
|
|
|
|
2011-01-29 17:31:48 +01:00
|
|
|
void TerrainRenderer::RenderPriorities()
|
|
|
|
{
|
2011-11-09 14:09:01 +01:00
|
|
|
PROFILE("priorities");
|
2011-01-29 17:31:48 +01:00
|
|
|
|
2011-04-30 15:01:45 +02:00
|
|
|
ENSURE(m->phase == Phase_Render);
|
2011-01-30 03:14:44 +01:00
|
|
|
|
2013-09-29 15:19:52 +02:00
|
|
|
CShaderTechniquePtr tech = g_Renderer.GetShaderManager().LoadEffect(str_gui_text);
|
2012-02-12 21:45:31 +01:00
|
|
|
tech->BeginPass();
|
|
|
|
CTextRenderer textRenderer(tech->GetShader());
|
2011-01-29 17:31:48 +01:00
|
|
|
|
2013-10-18 18:15:42 +02:00
|
|
|
textRenderer.Font(CStrIntern("mono-stroke-10"));
|
2012-02-12 21:45:31 +01:00
|
|
|
textRenderer.Color(1.0f, 1.0f, 0.0f);
|
2011-01-29 17:31:48 +01:00
|
|
|
|
|
|
|
for (size_t i = 0; i < m->visiblePatches.size(); ++i)
|
2012-02-12 21:45:31 +01:00
|
|
|
m->visiblePatches[i]->RenderPriorities(textRenderer);
|
|
|
|
|
|
|
|
textRenderer.Render();
|
|
|
|
tech->EndPass();
|
2011-01-29 17:31:48 +01:00
|
|
|
}
|