0ad/source/renderer/ParticleRenderer.cpp
Ykkrosh 6bc33fe8bd Update renderer design to be more flexible and data-driven based on material and shader definitions.
Support conditional expressions in shader effect XML files.
Consolidate fixed-function model rendering into the shader system.
Remove lots of now-obsolete renderer code.
Move shader defines from std::map to new class with interned data, for
performance.
Move texture from model into material.
Alleviate singletonitis.
Remove obsolete lodbias setting.
Remove unused terrain shadow transparency.

This was SVN commit r11423.
2012-04-03 18:44:46 +00:00

155 lines
4.1 KiB
C++

/* Copyright (C) 2011 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "ParticleRenderer.h"
#include "graphics/ParticleEmitter.h"
#include "graphics/ShaderManager.h"
#include "graphics/TextureManager.h"
#include "ps/Profile.h"
#include "renderer/Renderer.h"
struct ParticleRendererInternals
{
CShaderTechniquePtr shader;
CShaderTechniquePtr shaderSolid;
std::vector<CParticleEmitter*> emitters;
};
ParticleRenderer::ParticleRenderer()
{
m = new ParticleRendererInternals();
}
ParticleRenderer::~ParticleRenderer()
{
delete m;
}
void ParticleRenderer::Submit(CParticleEmitter* emitter)
{
m->emitters.push_back(emitter);
}
void ParticleRenderer::EndFrame()
{
m->emitters.clear();
// this should leave the capacity unchanged, which is okay since it
// won't be very large or very variable
}
struct SortEmitterDistance
{
SortEmitterDistance(const CMatrix3D& m) : worldToCam(m) { }
// TODO: if this is slow, we should pre-compute the distance for each emitter
bool operator()(CParticleEmitter* const& a, CParticleEmitter* const& b)
{
CVector3D posa = a->GetPosition();
CVector3D posb = b->GetPosition();
if (posa == posb)
return false;
float dista = worldToCam.Transform(posa).LengthSquared();
float distb = worldToCam.Transform(posb).LengthSquared();
return distb < dista;
}
CMatrix3D worldToCam;
};
void ParticleRenderer::PrepareForRendering(const CShaderDefines& context)
{
PROFILE3("prepare particles");
// Can't load the shader in the constructor because it's called before the
// renderer initialisation is complete, so load it the first time through here
if (!m->shader)
{
// Only construct the shaders when shaders are supported and enabled; otherwise
// RenderParticles will never be called so it's safe to leave the shaders as null
if (g_Renderer.GetRenderPath() == CRenderer::RP_SHADER)
{
m->shader = g_Renderer.GetShaderManager().LoadEffect(CStrIntern("particle"), context, CShaderDefines());
m->shaderSolid = g_Renderer.GetShaderManager().LoadEffect(CStrIntern("particle_solid"), context, CShaderDefines());
}
}
{
PROFILE("update emitters");
for (size_t i = 0; i < m->emitters.size(); ++i)
{
CParticleEmitter* emitter = m->emitters[i];
emitter->UpdateArrayData();
}
}
{
// Sort back-to-front by distance from camera
PROFILE("sort emitters");
CMatrix3D worldToCam;
g_Renderer.GetViewCamera().m_Orientation.GetInverse(worldToCam);
std::stable_sort(m->emitters.begin(), m->emitters.end(), SortEmitterDistance(worldToCam));
}
// TODO: should batch by texture here when possible, maybe
}
void ParticleRenderer::RenderParticles(bool solidColor)
{
CShaderTechniquePtr shader = solidColor ? m->shaderSolid : m->shader;
shader->BeginPass();
shader->GetShader()->Uniform("transform", g_Renderer.GetViewCamera().GetViewProjection());
if (!solidColor)
glEnable(GL_BLEND);
glDepthMask(0);
for (size_t i = 0; i < m->emitters.size(); ++i)
{
CParticleEmitter* emitter = m->emitters[i];
emitter->Bind();
emitter->RenderArray(shader->GetShader());
}
CVertexBuffer::Unbind();
pglBlendEquationEXT(GL_FUNC_ADD);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_BLEND);
glDepthMask(1);
shader->EndPass();
}
void ParticleRenderer::RenderBounds(CShaderProgramPtr& shader)
{
for (size_t i = 0; i < m->emitters.size(); ++i)
{
CParticleEmitter* emitter = m->emitters[i];
CBoundingBoxAligned bounds = emitter->m_Type->CalculateBounds(emitter->GetPosition(), emitter->GetParticleBounds());
bounds.Render(shader);
}
}