forked from 0ad/0ad
632 lines
20 KiB
C++
632 lines
20 KiB
C++
/* Copyright (C) 2013 Wildfire Games.
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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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#include "precompiled.h"
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#include "OverlayRenderer.h"
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#include <boost/unordered_map.hpp>
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#include "graphics/LOSTexture.h"
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#include "graphics/Overlay.h"
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#include "graphics/Terrain.h"
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#include "graphics/TextureManager.h"
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#include "lib/ogl.h"
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#include "maths/MathUtil.h"
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#include "maths/Quaternion.h"
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#include "ps/Game.h"
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#include "ps/Profile.h"
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#include "renderer/Renderer.h"
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#include "renderer/TexturedLineRData.h"
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#include "renderer/VertexArray.h"
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#include "renderer/VertexBuffer.h"
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#include "renderer/VertexBufferManager.h"
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#include "simulation2/Simulation2.h"
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#include "simulation2/components/ICmpWaterManager.h"
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#include "simulation2/system/SimContext.h"
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/**
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* Key used to group quads into batches for more efficient rendering. Currently groups by the combination
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* of the main texture and the texture mask, to minimize texture swapping during rendering.
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*/
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struct QuadBatchKey
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{
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QuadBatchKey (const CTexturePtr& texture, const CTexturePtr& textureMask)
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: m_Texture(texture), m_TextureMask(textureMask)
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{ }
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bool operator==(const QuadBatchKey& other) const
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{
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return (m_Texture == other.m_Texture && m_TextureMask == other.m_TextureMask);
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}
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CTexturePtr m_Texture;
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CTexturePtr m_TextureMask;
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};
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/**
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* Holds information about a single quad rendering batch.
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*/
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class QuadBatchData : public CRenderData
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{
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public:
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QuadBatchData() : m_IndicesBase(0), m_NumRenderQuads(0) { }
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/// Holds the quad overlay structures requested to be rendered in this batch. Must be cleared
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/// after each frame.
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std::vector<SOverlayQuad*> m_Quads;
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/// Start index of this batch into the dedicated quad indices VertexArray (see OverlayInternals).
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size_t m_IndicesBase;
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/// Amount of quads to actually render in this batch. Potentially (although unlikely to be)
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/// different from m_Quads.size() due to restrictions on the total amount of quads that can be
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/// rendered. Must be reset after each frame.
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size_t m_NumRenderQuads;
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};
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struct OverlayRendererInternals
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{
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typedef boost::unordered_map<QuadBatchKey, QuadBatchData> QuadBatchMap;
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OverlayRendererInternals();
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~OverlayRendererInternals(){ }
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std::vector<SOverlayLine*> lines;
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std::vector<SOverlayTexturedLine*> texlines;
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std::vector<SOverlaySprite*> sprites;
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std::vector<SOverlayQuad*> quads;
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QuadBatchMap quadBatchMap;
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// Dedicated vertex/index buffers for rendering all quads (to within the limits set by
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// MAX_QUAD_OVERLAYS).
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VertexArray quadVertices;
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VertexArray::Attribute quadAttributePos;
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VertexArray::Attribute quadAttributeColor;
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VertexArray::Attribute quadAttributeUV;
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VertexIndexArray quadIndices;
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/// Maximum amount of quad overlays we support for rendering. This limit is set to be able to
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/// render all quads from a single dedicated VB without having to reallocate it, which is much
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/// faster in the typical case of rendering only a handful of quads. When modifying this value,
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/// you must take care for the new amount of quads to fit in a single VBO (which is not likely
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/// to be a problem).
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static const size_t MAX_QUAD_OVERLAYS = 1024;
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// Sets of commonly-(re)used shader defines.
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CShaderDefines defsOverlayLineNormal;
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CShaderDefines defsOverlayLineAlwaysVisible;
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CShaderDefines defsQuadOverlay;
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/// Performs one-time setup. Called from CRenderer::Open, after graphics capabilities have
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/// been detected. Note that no VBOs must be created before this is called, since the shader
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/// path and graphics capabilities are not guaranteed to be stable before this point.
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void Initialize();
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};
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const float OverlayRenderer::OVERLAY_VOFFSET = 0.2f;
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OverlayRendererInternals::OverlayRendererInternals()
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: quadVertices(GL_DYNAMIC_DRAW), quadIndices(GL_DYNAMIC_DRAW)
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{
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quadAttributePos.elems = 3;
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quadAttributePos.type = GL_FLOAT;
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quadVertices.AddAttribute(&quadAttributePos);
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quadAttributeColor.elems = 4;
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quadAttributeColor.type = GL_FLOAT;
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quadVertices.AddAttribute(&quadAttributeColor);
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quadAttributeUV.elems = 2;
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quadAttributeUV.type = GL_SHORT; // don't use GL_UNSIGNED_SHORT here, TexCoordPointer won't accept it
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quadVertices.AddAttribute(&quadAttributeUV);
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// Note that we're reusing the textured overlay line shader for the quad overlay rendering. This
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// is because their code is almost identical; the only difference is that for the quad overlays
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// we want to use a vertex color stream as opposed to an objectColor uniform. To this end, the
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// shader has been set up to switch between the two behaviours based on the USE_OBJECTCOLOR define.
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defsOverlayLineNormal.Add("USE_OBJECTCOLOR", "1");
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defsOverlayLineAlwaysVisible.Add("USE_OBJECTCOLOR", "1");
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defsOverlayLineAlwaysVisible.Add("IGNORE_LOS", "1");
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}
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void OverlayRendererInternals::Initialize()
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{
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// Perform any initialization after graphics capabilities have been detected. Notably,
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// only at this point can we safely allocate VBOs (in contrast to e.g. in the constructor),
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// because their creation depends on the shader path, which is not reliably set before this point.
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quadVertices.SetNumVertices(MAX_QUAD_OVERLAYS * 4);
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quadVertices.Layout(); // allocate backing store
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quadIndices.SetNumVertices(MAX_QUAD_OVERLAYS * 6);
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quadIndices.Layout(); // allocate backing store
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// Since the quads in the vertex array are independent and always consist of exactly 4 vertices per quad, the
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// indices are always the same; we can therefore fill in all the indices once and pretty much forget about
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// them. We then also no longer need its backing store, since we never change any indices afterwards.
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VertexArrayIterator<u16> index = quadIndices.GetIterator();
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for (size_t i = 0; i < MAX_QUAD_OVERLAYS; ++i)
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{
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*index++ = i*4 + 0;
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*index++ = i*4 + 1;
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*index++ = i*4 + 2;
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*index++ = i*4 + 2;
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*index++ = i*4 + 3;
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*index++ = i*4 + 0;
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}
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quadIndices.Upload();
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quadIndices.FreeBackingStore();
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}
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static size_t hash_value(const QuadBatchKey& d)
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{
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size_t seed = 0;
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boost::hash_combine(seed, d.m_Texture);
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boost::hash_combine(seed, d.m_TextureMask);
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return seed;
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}
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OverlayRenderer::OverlayRenderer()
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{
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m = new OverlayRendererInternals();
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}
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OverlayRenderer::~OverlayRenderer()
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{
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delete m;
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}
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void OverlayRenderer::Initialize()
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{
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m->Initialize();
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}
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void OverlayRenderer::Submit(SOverlayLine* line)
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{
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ENSURE(line->m_Coords.size() % 3 == 0);
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m->lines.push_back(line);
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}
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void OverlayRenderer::Submit(SOverlayTexturedLine* line)
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{
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// Simplify the rest of the code by guaranteeing non-empty lines
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if (line->m_Coords.empty())
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return;
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ENSURE(line->m_Coords.size() % 2 == 0);
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m->texlines.push_back(line);
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}
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void OverlayRenderer::Submit(SOverlaySprite* overlay)
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{
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m->sprites.push_back(overlay);
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}
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void OverlayRenderer::Submit(SOverlayQuad* overlay)
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{
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m->quads.push_back(overlay);
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}
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void OverlayRenderer::EndFrame()
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{
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m->lines.clear();
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m->texlines.clear();
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m->sprites.clear();
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m->quads.clear();
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// this should leave the capacity unchanged, which is okay since it
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// won't be very large or very variable
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// Empty the batch rendering data structures, but keep their key mappings around for the next frames
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for (OverlayRendererInternals::QuadBatchMap::iterator it = m->quadBatchMap.begin(); it != m->quadBatchMap.end(); ++it)
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{
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QuadBatchData& quadBatchData = (it->second);
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quadBatchData.m_Quads.clear();
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quadBatchData.m_NumRenderQuads = 0;
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quadBatchData.m_IndicesBase = 0;
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}
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}
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void OverlayRenderer::PrepareForRendering()
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{
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PROFILE3("prepare overlays");
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// This is where we should do something like sort the overlays by
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// colour/sprite/etc for more efficient rendering
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for (size_t i = 0; i < m->texlines.size(); ++i)
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{
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SOverlayTexturedLine* line = m->texlines[i];
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if (!line->m_RenderData)
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{
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line->m_RenderData = shared_ptr<CTexturedLineRData>(new CTexturedLineRData());
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line->m_RenderData->Update(*line);
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// We assume the overlay line will get replaced by the caller
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// if terrain changes, so we don't need to detect that here and
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// call Update again. Also we assume the caller won't change
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// any of the parameters after first submitting the line.
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}
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}
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// Group quad overlays by their texture/mask combination for efficient rendering
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// TODO: consider doing this directly in Submit()
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for (size_t i = 0; i < m->quads.size(); ++i)
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{
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SOverlayQuad* const quad = m->quads[i];
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QuadBatchKey textures(quad->m_Texture, quad->m_TextureMask);
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QuadBatchData& batchRenderData = m->quadBatchMap[textures]; // will create entry if it doesn't already exist
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// add overlay to list of quads
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batchRenderData.m_Quads.push_back(quad);
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}
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const CVector3D vOffset(0, OverlayRenderer::OVERLAY_VOFFSET, 0);
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// Write quad overlay vertices/indices to VA backing store
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VertexArrayIterator<CVector3D> vertexPos = m->quadAttributePos.GetIterator<CVector3D>();
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VertexArrayIterator<CVector4D> vertexColor = m->quadAttributeColor.GetIterator<CVector4D>();
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VertexArrayIterator<short[2]> vertexUV = m->quadAttributeUV.GetIterator<short[2]>();
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size_t indicesIdx = 0;
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size_t totalNumQuads = 0;
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for (OverlayRendererInternals::QuadBatchMap::iterator it = m->quadBatchMap.begin(); it != m->quadBatchMap.end(); ++it)
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{
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QuadBatchData& batchRenderData = (it->second);
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batchRenderData.m_NumRenderQuads = 0;
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if (batchRenderData.m_Quads.empty())
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continue;
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// Remember the current index into the (entire) indices array as our base offset for this batch
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batchRenderData.m_IndicesBase = indicesIdx;
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// points to the index where each iteration's vertices will be appended
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for (size_t i = 0; i < batchRenderData.m_Quads.size() && totalNumQuads < OverlayRendererInternals::MAX_QUAD_OVERLAYS; i++)
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{
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const SOverlayQuad* quad = batchRenderData.m_Quads[i];
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// TODO: this is kind of ugly, the iterator should use a type that can have quad->m_Color assigned
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// to it directly
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const CVector4D quadColor(quad->m_Color.r, quad->m_Color.g, quad->m_Color.b, quad->m_Color.a);
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*vertexPos++ = quad->m_Corners[0] + vOffset;
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*vertexPos++ = quad->m_Corners[1] + vOffset;
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*vertexPos++ = quad->m_Corners[2] + vOffset;
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*vertexPos++ = quad->m_Corners[3] + vOffset;
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(*vertexUV)[0] = 0;
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(*vertexUV)[1] = 0;
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++vertexUV;
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(*vertexUV)[0] = 0;
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(*vertexUV)[1] = 1;
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++vertexUV;
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(*vertexUV)[0] = 1;
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(*vertexUV)[1] = 1;
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++vertexUV;
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(*vertexUV)[0] = 1;
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(*vertexUV)[1] = 0;
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++vertexUV;
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*vertexColor++ = quadColor;
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*vertexColor++ = quadColor;
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*vertexColor++ = quadColor;
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*vertexColor++ = quadColor;
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indicesIdx += 6;
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totalNumQuads++;
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batchRenderData.m_NumRenderQuads++;
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}
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}
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m->quadVertices.Upload();
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// don't free the backing store! we'll overwrite it on the next frame to save a reallocation.
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}
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void OverlayRenderer::RenderOverlaysBeforeWater()
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{
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PROFILE3_GPU("overlays (before)");
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#if CONFIG2_GLES
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#warning TODO: implement OverlayRenderer::RenderOverlaysBeforeWater for GLES
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#else
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pglActiveTextureARB(GL_TEXTURE0);
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glDisable(GL_TEXTURE_2D);
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glEnable(GL_BLEND);
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// Ignore z so that we draw behind terrain (but don't disable GL_DEPTH_TEST
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// since we still want to write to the z buffer)
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glDepthFunc(GL_ALWAYS);
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for (size_t i = 0; i < m->lines.size(); ++i)
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{
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SOverlayLine* line = m->lines[i];
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if (line->m_Coords.empty())
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continue;
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ENSURE(line->m_Coords.size() % 3 == 0);
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glColor4fv(line->m_Color.FloatArray());
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glLineWidth((float)line->m_Thickness);
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glInterleavedArrays(GL_V3F, sizeof(float)*3, &line->m_Coords[0]);
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glDrawArrays(GL_LINE_STRIP, 0, (GLsizei)line->m_Coords.size()/3);
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}
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glDisableClientState(GL_VERTEX_ARRAY);
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glLineWidth(1.f);
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glDepthFunc(GL_LEQUAL);
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glDisable(GL_BLEND);
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#endif
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}
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void OverlayRenderer::RenderOverlaysAfterWater()
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{
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PROFILE3_GPU("overlays (after)");
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RenderTexturedOverlayLines();
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RenderQuadOverlays();
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}
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void OverlayRenderer::RenderTexturedOverlayLines()
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{
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#if CONFIG2_GLES
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#warning TODO: implement OverlayRenderer::RenderTexturedOverlayLines for GLES
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return;
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#endif
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if (m->texlines.empty())
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return;
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ogl_WarnIfError();
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glEnable(GL_TEXTURE_2D);
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glEnable(GL_BLEND);
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glDepthMask(0);
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const char* shaderName;
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if (g_Renderer.GetRenderPath() == CRenderer::RP_SHADER)
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shaderName = "arb/overlayline";
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else
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shaderName = "fixed:overlayline";
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CLOSTexture& los = g_Renderer.GetScene().GetLOSTexture();
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CShaderManager& shaderManager = g_Renderer.GetShaderManager();
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CShaderProgramPtr shaderTexLineNormal(shaderManager.LoadProgram(shaderName, m->defsOverlayLineNormal));
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CShaderProgramPtr shaderTexLineAlwaysVisible(shaderManager.LoadProgram(shaderName, m->defsOverlayLineAlwaysVisible));
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// ----------------------------------------------------------------------------------------
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if (shaderTexLineNormal)
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{
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shaderTexLineNormal->Bind();
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shaderTexLineNormal->BindTexture("losTex", los.GetTexture());
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shaderTexLineNormal->Uniform("losTransform", los.GetTextureMatrix()[0], los.GetTextureMatrix()[12], 0.f, 0.f);
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// batch render only the non-always-visible overlay lines using the normal shader
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RenderTexturedOverlayLines(shaderTexLineNormal, false);
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shaderTexLineNormal->Unbind();
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}
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// ----------------------------------------------------------------------------------------
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if (shaderTexLineAlwaysVisible)
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{
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shaderTexLineAlwaysVisible->Bind();
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// TODO: losTex and losTransform are unused in the always visible shader; see if these can be safely omitted
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shaderTexLineAlwaysVisible->BindTexture("losTex", los.GetTexture());
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shaderTexLineAlwaysVisible->Uniform("losTransform", los.GetTextureMatrix()[0], los.GetTextureMatrix()[12], 0.f, 0.f);
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// batch render only the always-visible overlay lines using the LoS-ignored shader
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RenderTexturedOverlayLines(shaderTexLineAlwaysVisible, true);
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shaderTexLineAlwaysVisible->Unbind();
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}
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// ----------------------------------------------------------------------------------------
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// TODO: the shaders should probably be responsible for unbinding their textures
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g_Renderer.BindTexture(1, 0);
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g_Renderer.BindTexture(0, 0);
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CVertexBuffer::Unbind();
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glDepthMask(1);
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glDisable(GL_BLEND);
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}
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void OverlayRenderer::RenderTexturedOverlayLines(CShaderProgramPtr shader, bool alwaysVisible)
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{
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for (size_t i = 0; i < m->texlines.size(); ++i)
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{
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SOverlayTexturedLine* line = m->texlines[i];
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// render only those lines matching the requested alwaysVisible status
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if (!line->m_RenderData || line->m_AlwaysVisible != alwaysVisible)
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continue;
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ENSURE(line->m_RenderData);
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line->m_RenderData->Render(*line, shader);
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}
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}
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void OverlayRenderer::RenderQuadOverlays()
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{
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if (m->quadBatchMap.empty())
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return;
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ogl_WarnIfError();
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glEnable(GL_TEXTURE_2D);
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glEnable(GL_BLEND);
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glDepthMask(0);
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const char* shaderName;
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if (g_Renderer.GetRenderPath() == CRenderer::RP_SHADER)
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shaderName = "arb/overlayline";
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else
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shaderName = "fixed:overlayline";
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CLOSTexture& los = g_Renderer.GetScene().GetLOSTexture();
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CShaderManager& shaderManager = g_Renderer.GetShaderManager();
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CShaderProgramPtr shader(shaderManager.LoadProgram(shaderName, m->defsQuadOverlay));
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// ----------------------------------------------------------------------------------------
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if (shader)
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{
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shader->Bind();
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shader->BindTexture("losTex", los.GetTexture());
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shader->Uniform("losTransform", los.GetTextureMatrix()[0], los.GetTextureMatrix()[12], 0.f, 0.f);
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// Base offsets (in bytes) of the two backing stores relative to their owner VBO
|
|
u8* indexBase = m->quadIndices.Bind();
|
|
u8* vertexBase = m->quadVertices.Bind();
|
|
GLsizei indexStride = m->quadIndices.GetStride();
|
|
GLsizei vertexStride = m->quadVertices.GetStride();
|
|
|
|
for (OverlayRendererInternals::QuadBatchMap::iterator it = m->quadBatchMap.begin(); it != m->quadBatchMap.end(); ++it)
|
|
{
|
|
QuadBatchData& batchRenderData = it->second;
|
|
const size_t batchNumQuads = batchRenderData.m_NumRenderQuads;
|
|
|
|
// Careful; some drivers don't like drawing calls with 0 stuff to draw.
|
|
if (batchNumQuads == 0)
|
|
continue;
|
|
|
|
const QuadBatchKey& maskPair = it->first;
|
|
|
|
shader->BindTexture("baseTex", maskPair.m_Texture->GetHandle());
|
|
shader->BindTexture("maskTex", maskPair.m_TextureMask->GetHandle());
|
|
|
|
int streamflags = shader->GetStreamFlags();
|
|
|
|
if (streamflags & STREAM_POS)
|
|
shader->VertexPointer(m->quadAttributePos.elems, m->quadAttributePos.type, vertexStride, vertexBase + m->quadAttributePos.offset);
|
|
|
|
if (streamflags & STREAM_UV0)
|
|
shader->TexCoordPointer(GL_TEXTURE0, m->quadAttributeUV.elems, m->quadAttributeUV.type, vertexStride, vertexBase + m->quadAttributeUV.offset);
|
|
|
|
if (streamflags & STREAM_UV1)
|
|
shader->TexCoordPointer(GL_TEXTURE1, m->quadAttributeUV.elems, m->quadAttributeUV.type, vertexStride, vertexBase + m->quadAttributeUV.offset);
|
|
|
|
if (streamflags & STREAM_COLOR)
|
|
shader->ColorPointer(m->quadAttributeColor.elems, m->quadAttributeColor.type, vertexStride, vertexBase + m->quadAttributeColor.offset);
|
|
|
|
shader->AssertPointersBound();
|
|
glDrawElements(GL_TRIANGLES, (GLsizei)(batchNumQuads * 6), GL_UNSIGNED_SHORT, indexBase + indexStride * batchRenderData.m_IndicesBase);
|
|
|
|
g_Renderer.GetStats().m_DrawCalls++;
|
|
g_Renderer.GetStats().m_OverlayTris += batchNumQuads*2;
|
|
}
|
|
|
|
shader->Unbind();
|
|
}
|
|
|
|
// ----------------------------------------------------------------------------------------
|
|
|
|
// TODO: the shader should probably be responsible for unbinding its textures
|
|
g_Renderer.BindTexture(1, 0);
|
|
g_Renderer.BindTexture(0, 0);
|
|
|
|
CVertexBuffer::Unbind();
|
|
|
|
glDepthMask(1);
|
|
glDisable(GL_BLEND);
|
|
}
|
|
|
|
void OverlayRenderer::RenderForegroundOverlays(const CCamera& viewCamera)
|
|
{
|
|
PROFILE3_GPU("overlays (fg)");
|
|
|
|
#if CONFIG2_GLES
|
|
#warning TODO: implement OverlayRenderer::RenderForegroundOverlays for GLES
|
|
#else
|
|
glEnable(GL_TEXTURE_2D);
|
|
glEnable(GL_BLEND);
|
|
glDisable(GL_DEPTH_TEST);
|
|
|
|
CVector3D right = -viewCamera.m_Orientation.GetLeft();
|
|
CVector3D up = viewCamera.m_Orientation.GetUp();
|
|
|
|
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
|
|
|
|
glEnableClientState(GL_VERTEX_ARRAY);
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
|
|
CShaderProgramPtr shader;
|
|
CShaderTechniquePtr tech;
|
|
|
|
if (g_Renderer.GetRenderPath() == CRenderer::RP_SHADER)
|
|
{
|
|
tech = g_Renderer.GetShaderManager().LoadEffect("foreground_overlay");
|
|
tech->BeginPass();
|
|
shader = tech->GetShader();
|
|
}
|
|
|
|
float uvs[8] = { 0,0, 1,0, 1,1, 0,1 };
|
|
|
|
if (g_Renderer.GetRenderPath() == CRenderer::RP_SHADER)
|
|
shader->TexCoordPointer(GL_TEXTURE0, 2, GL_FLOAT, sizeof(float)*2, &uvs[0]);
|
|
else
|
|
glTexCoordPointer(2, GL_FLOAT, sizeof(float)*2, &uvs);
|
|
|
|
for (size_t i = 0; i < m->sprites.size(); ++i)
|
|
{
|
|
SOverlaySprite* sprite = m->sprites[i];
|
|
|
|
if (g_Renderer.GetRenderPath() == CRenderer::RP_SHADER)
|
|
shader->BindTexture("baseTex", sprite->m_Texture);
|
|
else
|
|
sprite->m_Texture->Bind();
|
|
|
|
CVector3D pos[4] = {
|
|
sprite->m_Position + right*sprite->m_X0 + up*sprite->m_Y0,
|
|
sprite->m_Position + right*sprite->m_X1 + up*sprite->m_Y0,
|
|
sprite->m_Position + right*sprite->m_X1 + up*sprite->m_Y1,
|
|
sprite->m_Position + right*sprite->m_X0 + up*sprite->m_Y1
|
|
};
|
|
|
|
if (g_Renderer.GetRenderPath() == CRenderer::RP_SHADER)
|
|
shader->VertexPointer(3, GL_FLOAT, sizeof(float)*3, &pos[0].X);
|
|
else
|
|
glVertexPointer(3, GL_FLOAT, sizeof(float)*3, &pos[0].X);
|
|
|
|
glDrawArrays(GL_QUADS, 0, (GLsizei)4);
|
|
|
|
g_Renderer.GetStats().m_DrawCalls++;
|
|
g_Renderer.GetStats().m_OverlayTris += 2;
|
|
}
|
|
|
|
if (g_Renderer.GetRenderPath() == CRenderer::RP_SHADER)
|
|
tech->EndPass();
|
|
|
|
glDisableClientState(GL_VERTEX_ARRAY);
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
|
|
glEnable(GL_DEPTH_TEST);
|
|
glDisable(GL_BLEND);
|
|
glDisable(GL_TEXTURE_2D);
|
|
#endif
|
|
}
|