forked from 0ad/0ad
janwas
c0ed950657
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.
637 lines
21 KiB
C++
637 lines
21 KiB
C++
/**
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* =========================================================================
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* File : TerrainRenderer.cpp
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* Project : Pyrogenesis
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* Description : Terrain rendering (everything related to patches and
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* : water) is encapsulated in TerrainRenderer
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* =========================================================================
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*/
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#include "precompiled.h"
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#include "graphics/Camera.h"
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#include "graphics/LightEnv.h"
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#include "graphics/Patch.h"
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#include "graphics/Terrain.h"
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#include "graphics/GameView.h"
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#include "maths/MathUtil.h"
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#include "ps/Game.h"
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#include "ps/Profile.h"
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#include "ps/Pyrogenesis.h" // MICROLOG
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#include "ps/World.h"
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#include "simulation/LOSManager.h"
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#include "renderer/PatchRData.h"
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#include "renderer/Renderer.h"
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#include "renderer/ShadowMap.h"
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#include "renderer/TerrainRenderer.h"
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#include "renderer/WaterManager.h"
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#include "lib/res/graphics/ogl_shader.h"
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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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/**
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* VisiblePatches: Patches that were submitted for this frame
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*
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* @todo Merge this list with CPatchRData list
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*/
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std::vector<CPatch*> visiblePatches;
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/// Fancy water shader
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Handle fancyWaterShader;
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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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m->fancyWaterShader = 0;
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}
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TerrainRenderer::~TerrainRenderer()
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{
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if( m->fancyWaterShader )
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{
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ogl_program_free( m->fancyWaterShader );
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}
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delete m;
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}
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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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debug_assert(m->phase == Phase_Submit);
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CPatchRData* data=(CPatchRData*) patch->GetRenderData();
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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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data = new CPatchRData(patch);
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patch->SetRenderData(data);
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}
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data->Update();
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m->visiblePatches.push_back(patch);
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}
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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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debug_assert(m->phase == Phase_Submit);
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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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debug_assert(m->phase == Phase_Render);
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m->visiblePatches.clear();
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m->phase = Phase_Submit;
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}
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///////////////////////////////////////////////////////////////////
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// Query if patches have been submitted this frame
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bool TerrainRenderer::HaveSubmissions()
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{
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return !m->visiblePatches.empty();
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}
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///////////////////////////////////////////////////////////////////
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// Full-featured terrain rendering with blending and everything
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void TerrainRenderer::RenderTerrain(ShadowMap* shadow)
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{
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debug_assert(m->phase == Phase_Render);
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// switch on required client states
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_COLOR_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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// render everything fullbright
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// set up texture environment for base pass
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MICROLOG(L"base splat textures");
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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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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
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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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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PRIMARY_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_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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static const float one[4] = { 1.f, 1.f, 1.f, 1.f };
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glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, one);
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for(size_t i = 0; i < m->visiblePatches.size(); ++i)
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{
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CPatchRData* patchdata = (CPatchRData*)m->visiblePatches[i]->GetRenderData();
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patchdata->RenderBase(true); // with LOS color
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}
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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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glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
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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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// render blend passes for each patch
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for(size_t i = 0; i < m->visiblePatches.size(); ++i)
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{
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CPatchRData* patchdata = (CPatchRData*)m->visiblePatches[i]->GetRenderData();
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patchdata->RenderBlends();
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}
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// Disable second texcoord array
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pglClientActiveTextureARB(GL_TEXTURE1);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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// Now apply lighting
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const CLightEnv& lightEnv = g_Renderer.GetLightEnv();
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glBlendFunc(GL_DST_COLOR, GL_ZERO);
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// GL_TEXTURE_ENV_COLOR requires four floats, so we shouldn't use the RGBColor directly
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float terrainAmbientColor[4] = {
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lightEnv.m_TerrainAmbientColor.X,
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lightEnv.m_TerrainAmbientColor.Y,
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lightEnv.m_TerrainAmbientColor.Z,
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1.f
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};
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if (!shadow)
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{
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pglActiveTextureARB(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, 0);
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// Shadow rendering disabled: Ambient + Diffuse
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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_ADD);
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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_SOURCE1_RGB_ARB, GL_CONSTANT);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_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_PREVIOUS);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
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glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, terrainAmbientColor);
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}
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else
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{
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const CMatrix3D& texturematrix = shadow->GetTextureMatrix();
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pglActiveTextureARB(GL_TEXTURE0);
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glMatrixMode(GL_TEXTURE);
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glLoadMatrixf(&texturematrix._11);
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glMatrixMode(GL_MODELVIEW);
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glBindTexture(GL_TEXTURE_2D, shadow->GetTexture());
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if (shadow->GetUseDepthTexture())
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{
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// Ambient + ShTranslucency * Diffuse * (1 - Shadow) + Diffuse * Shadow
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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_MODULATE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PRIMARY_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_CONSTANT);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_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_PREVIOUS);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
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float shadowTransp = g_Renderer.GetLightEnv().GetTerrainShadowTransparency();
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float color[4] = { shadowTransp, shadowTransp, shadowTransp, 1.0 };
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glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);
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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_INTERPOLATE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PRIMARY_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE0);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_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_PREVIOUS);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
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pglActiveTextureARB(GL_TEXTURE2);
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, shadow->GetTexture()); // Need a valid texture or the unit will be disabled
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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_ADD);
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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_SOURCE1_RGB_ARB, GL_CONSTANT);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_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_PREVIOUS);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
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glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, terrainAmbientColor);
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}
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else
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{
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// Ambient + Diffuse * Shadow
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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_MODULATE);
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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_SOURCE1_RGB_ARB, GL_TEXTURE);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_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_PREVIOUS);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
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pglActiveTextureARB(GL_TEXTURE1); // + Ambient
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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_ADD);
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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_SOURCE1_RGB_ARB, GL_CONSTANT);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_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_PREVIOUS);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
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glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, terrainAmbientColor);
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}
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}
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pglActiveTextureARB(GL_TEXTURE0);
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pglClientActiveTextureARB(GL_TEXTURE0);
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for (size_t i = 0; i < m->visiblePatches.size(); ++i)
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{
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CPatchRData* patchdata = (CPatchRData*)m->visiblePatches[i]->GetRenderData();
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patchdata->RenderStreams(STREAM_POS|STREAM_COLOR|STREAM_POSTOUV0, false);
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}
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity();
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glMatrixMode(GL_MODELVIEW);
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// restore OpenGL state
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if (shadow)
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{
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if (shadow->GetUseDepthTexture())
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g_Renderer.BindTexture(2,0);
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}
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g_Renderer.BindTexture(1,0);
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pglClientActiveTextureARB(GL_TEXTURE0);
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pglActiveTextureARB(GL_TEXTURE0);
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glDepthMask(1);
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glDisable(GL_BLEND);
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glDisableClientState(GL_COLOR_ARRAY);
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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}
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///////////////////////////////////////////////////////////////////
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// Render un-textured patches as polygons
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void TerrainRenderer::RenderPatches()
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{
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debug_assert(m->phase == Phase_Render);
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glEnableClientState(GL_VERTEX_ARRAY);
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for(size_t i = 0; i < m->visiblePatches.size(); ++i)
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{
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CPatchRData* patchdata = (CPatchRData*)m->visiblePatches[i]->GetRenderData();
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patchdata->RenderStreams(STREAM_POS, true);
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}
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glDisableClientState(GL_VERTEX_ARRAY);
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}
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///////////////////////////////////////////////////////////////////
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// Render outlines of submitted patches as lines
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void TerrainRenderer::RenderOutlines()
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{
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glEnableClientState(GL_VERTEX_ARRAY);
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for(size_t i = 0; i < m->visiblePatches.size(); ++i)
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{
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CPatchRData* patchdata = (CPatchRData*)m->visiblePatches[i]->GetRenderData();
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patchdata->RenderOutline();
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}
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glDisableClientState(GL_VERTEX_ARRAY);
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}
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///////////////////////////////////////////////////////////////////
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// Render water that is part of the terrain
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void TerrainRenderer::RenderWater()
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{
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PROFILE( "render water" );
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bool fancy = g_Renderer.m_Options.m_FancyWater;
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// If we're using fancy water, make sure its shader is loaded
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if(fancy && !m->fancyWaterShader)
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{
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m->fancyWaterShader = ogl_program_load( "shaders/water_high.xml" );
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}
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//(Crappy) fresnel effect
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CCamera* Camera=g_Game->GetView()->GetCamera();
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CVector3D CamFace=Camera->m_Orientation.GetIn();
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CamFace.Normalize();
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float FresnelScalar = CamFace.Dot( CVector3D(0.0f, -1.0f, 0.0f) );
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//Invert and set boundaries
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FresnelScalar = (1 - FresnelScalar) * 0.4f + 0.6f;
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CTerrain* terrain = g_Game->GetWorld()->GetTerrain();
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int mapSize = terrain->GetVerticesPerSide();
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CLOSManager* losMgr = g_Game->GetWorld()->GetLOSManager();
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WaterManager* WaterMgr = g_Renderer.GetWaterManager();
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LEQUAL);
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double time = WaterMgr->m_WaterTexTimer;
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double period = 1.6;
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int curTex = (int)(time*60/period) % 60;
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if(fancy)
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{
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ogl_tex_bind(WaterMgr->m_NormalMap[curTex], 0);
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}
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else
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{
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ogl_tex_bind(WaterMgr->m_WaterTexture[curTex], 0);
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}
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// Shift the texture coordinates by these amounts to make the water "flow"
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float tx = -fmod(time, 81.0)/81.0;
|
|
float ty = -fmod(time, 34.0)/34.0;
|
|
|
|
if(!fancy)
|
|
{
|
|
// Perform the shifting by modifying the texture matrix
|
|
glMatrixMode(GL_TEXTURE);
|
|
glLoadIdentity();
|
|
glTranslatef(tx, ty, 0);
|
|
|
|
// Set up texture environment to multiply vertex RGB by texture RGB and use vertex alpha
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PRIMARY_COLOR_ARB);
|
|
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);
|
|
}
|
|
|
|
// Set the proper LOD bias
|
|
glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, g_Renderer.m_Options.m_LodBias);
|
|
|
|
// Some offsets used to go around counterclockwise while keeping code concise
|
|
const int DX[] = {1,1,0,0};
|
|
const int DZ[] = {0,1,1,0};
|
|
|
|
GLint vertexDepth = 0; // water depth attribute, if using fancy water
|
|
GLint losMultiplier = 0; // LOS multiplier, if using fancy water
|
|
|
|
if(fancy)
|
|
{
|
|
// Bind reflection and refraction textures on texture units 1 and 2
|
|
pglActiveTextureARB( GL_TEXTURE1_ARB );
|
|
glEnable( GL_TEXTURE_2D );
|
|
glBindTexture( GL_TEXTURE_2D, WaterMgr->m_ReflectionTexture );
|
|
pglActiveTextureARB( GL_TEXTURE2_ARB );
|
|
glEnable( GL_TEXTURE_2D );
|
|
glBindTexture( GL_TEXTURE_2D, WaterMgr->m_RefractionTexture );
|
|
|
|
// Bind water shader and set arguments
|
|
ogl_program_use( m->fancyWaterShader );
|
|
|
|
GLint ambient = ogl_program_get_uniform_location( m->fancyWaterShader, "ambient" );
|
|
GLint sunDir = ogl_program_get_uniform_location( m->fancyWaterShader, "sunDir" );
|
|
GLint sunColor = ogl_program_get_uniform_location( m->fancyWaterShader, "sunColor" );
|
|
GLint cameraPos = ogl_program_get_uniform_location( m->fancyWaterShader, "cameraPos" );
|
|
GLint shininess = ogl_program_get_uniform_location( m->fancyWaterShader, "shininess" );
|
|
GLint specularStrength = ogl_program_get_uniform_location( m->fancyWaterShader, "specularStrength" );
|
|
GLint waviness = ogl_program_get_uniform_location( m->fancyWaterShader, "waviness" );
|
|
GLint murkiness = ogl_program_get_uniform_location( m->fancyWaterShader, "murkiness" );
|
|
GLint fullDepth = ogl_program_get_uniform_location( m->fancyWaterShader, "fullDepth" );
|
|
GLint tint = ogl_program_get_uniform_location( m->fancyWaterShader, "tint" );
|
|
GLint reflectionTint = ogl_program_get_uniform_location( m->fancyWaterShader, "reflectionTint" );
|
|
GLint reflectionTintStrength = ogl_program_get_uniform_location( m->fancyWaterShader, "reflectionTintStrength" );
|
|
GLint translation = ogl_program_get_uniform_location( m->fancyWaterShader, "translation" );
|
|
GLint reflectionMatrix = ogl_program_get_uniform_location( m->fancyWaterShader, "reflectionMatrix" );
|
|
GLint refractionMatrix = ogl_program_get_uniform_location( m->fancyWaterShader, "refractionMatrix" );
|
|
GLint normalMap = ogl_program_get_uniform_location( m->fancyWaterShader, "normalMap" );
|
|
GLint reflectionMap = ogl_program_get_uniform_location( m->fancyWaterShader, "reflectionMap" );
|
|
GLint refractionMap = ogl_program_get_uniform_location( m->fancyWaterShader, "refractionMap" );
|
|
|
|
const CLightEnv& lightEnv = g_Renderer.GetLightEnv();
|
|
pglUniform3fvARB( ambient, 1, &lightEnv.m_TerrainAmbientColor.X );
|
|
pglUniform3fvARB( sunDir, 1, &lightEnv.GetSunDir().X );
|
|
pglUniform3fvARB( sunColor, 1, &lightEnv.m_SunColor.X );
|
|
pglUniform1fARB( shininess, WaterMgr->m_Shininess );
|
|
pglUniform1fARB( specularStrength, WaterMgr->m_SpecularStrength );
|
|
pglUniform1fARB( waviness, WaterMgr->m_Waviness );
|
|
pglUniform1fARB( murkiness, WaterMgr->m_Murkiness );
|
|
pglUniform1fARB( fullDepth, WaterMgr->m_WaterFullDepth );
|
|
pglUniform3fvARB( tint, 1, WaterMgr->m_WaterTint.FloatArray() );
|
|
pglUniform1fARB( reflectionTintStrength, WaterMgr->m_ReflectionTintStrength );
|
|
pglUniform3fvARB( reflectionTint, 1, WaterMgr->m_ReflectionTint.FloatArray() );
|
|
pglUniform4fARB( translation, tx, ty, 0, 0 );
|
|
pglUniformMatrix4fvARB( reflectionMatrix, 1, false, &WaterMgr->m_ReflectionMatrix._11 );
|
|
pglUniformMatrix4fvARB( refractionMatrix, 1, false, &WaterMgr->m_RefractionMatrix._11 );
|
|
pglUniform1iARB( normalMap, 0 ); // texture unit 0
|
|
pglUniform1iARB( reflectionMap, 1 ); // texture unit 1
|
|
pglUniform1iARB( refractionMap, 2 ); // texture unit 2
|
|
|
|
const CCamera& camera = g_Renderer.GetViewCamera();
|
|
CVector3D camPos = camera.m_Orientation.GetTranslation();
|
|
pglUniform3fvARB( cameraPos, 1, &camPos.X );
|
|
|
|
vertexDepth = ogl_program_get_attrib_location( m->fancyWaterShader, "vertexDepth" );
|
|
losMultiplier = ogl_program_get_attrib_location( m->fancyWaterShader, "losMultiplier" );
|
|
}
|
|
|
|
float repeatPeriod = (fancy ? WaterMgr->m_RepeatPeriod : 16.0f);
|
|
|
|
glBegin(GL_QUADS);
|
|
|
|
for(size_t i=0; i<m->visiblePatches.size(); i++)
|
|
{
|
|
CPatch* patch = m->visiblePatches[i];
|
|
|
|
for(int dx=0; dx<PATCH_SIZE; dx++)
|
|
{
|
|
for(int dz=0; dz<PATCH_SIZE; dz++)
|
|
{
|
|
int x = (patch->m_X*PATCH_SIZE + dx);
|
|
int z = (patch->m_Z*PATCH_SIZE + dz);
|
|
|
|
// is any corner of the tile below the water height? if not, no point rendering it
|
|
bool shouldRender = false;
|
|
for(int j=0; j<4; j++)
|
|
{
|
|
float terrainHeight = terrain->GetVertexGroundLevel(x + DX[j], z + DZ[j]);
|
|
if( terrainHeight < WaterMgr->m_WaterHeight )
|
|
{
|
|
shouldRender = true;
|
|
break;
|
|
}
|
|
}
|
|
if(!shouldRender)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
for(int j=0; j<4; j++)
|
|
{
|
|
int ix = x + DX[j];
|
|
int iz = z + DZ[j];
|
|
|
|
float vertX = ix * CELL_SIZE;
|
|
float vertZ = iz * CELL_SIZE;
|
|
|
|
float terrainHeight = terrain->GetVertexGroundLevel(ix, iz);
|
|
|
|
float alpha = clamp(
|
|
(WaterMgr->m_WaterHeight - terrainHeight) / WaterMgr->m_WaterFullDepth + WaterMgr->m_WaterAlphaOffset,
|
|
-100.0f, WaterMgr->m_WaterMaxAlpha);
|
|
|
|
float losMod = 1.0f;
|
|
for(size_t k=0; k<4; k++)
|
|
{
|
|
ssize_t tx = ix - DX[k];
|
|
ssize_t tz = iz - DZ[k];
|
|
|
|
if(tx >= 0 && tz >= 0 && tx <= mapSize-2 && tz <= mapSize-2)
|
|
{
|
|
ELOSStatus s = losMgr->GetStatus(tx, tz, g_Game->GetLocalPlayer());
|
|
if(s == LOS_EXPLORED && losMod > 0.7f)
|
|
losMod = 0.7f;
|
|
else if(s==LOS_UNEXPLORED && losMod > 0.0f)
|
|
losMod = 0.0f;
|
|
}
|
|
}
|
|
|
|
if(fancy)
|
|
{
|
|
pglVertexAttrib1fARB( vertexDepth, WaterMgr->m_WaterHeight - terrainHeight );
|
|
pglVertexAttrib1fARB( losMultiplier, losMod );
|
|
}
|
|
else
|
|
{
|
|
glColor4f(WaterMgr->m_WaterColor.r*losMod, WaterMgr->m_WaterColor.g*losMod,
|
|
WaterMgr->m_WaterColor.b*losMod, alpha * FresnelScalar);
|
|
}
|
|
pglMultiTexCoord2fARB(GL_TEXTURE0, vertX/repeatPeriod, vertZ/repeatPeriod);
|
|
glVertex3f(vertX, WaterMgr->m_WaterHeight, vertZ);
|
|
}
|
|
} //end of x loop
|
|
} //end of z loop
|
|
}
|
|
glEnd();
|
|
|
|
if(fancy)
|
|
{
|
|
// Unbind the refraction/reflection textures and the shader
|
|
|
|
pglActiveTextureARB( GL_TEXTURE1_ARB );
|
|
glBindTexture( GL_TEXTURE_2D, 0 );
|
|
glDisable( GL_TEXTURE_2D );
|
|
|
|
pglActiveTextureARB( GL_TEXTURE2_ARB );
|
|
glBindTexture( GL_TEXTURE_2D, 0 );
|
|
glDisable( GL_TEXTURE_2D );
|
|
|
|
pglActiveTextureARB( GL_TEXTURE0_ARB );
|
|
|
|
ogl_program_use( 0 );
|
|
}
|
|
|
|
if(!fancy)
|
|
{
|
|
// Clean up the texture matrix and blend mode
|
|
glLoadIdentity();
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
|
}
|
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glDisable(GL_BLEND);
|
|
glDisable(GL_TEXTURE_2D);
|
|
}
|
|
|
|
|