forked from 0ad/0ad
Ykkrosh
994ebd9836
Switch all the constant strings in graphics code to use the new variables. This avoids the cost of instantiating CStrInterns at runtime every frame. This was SVN commit r13906.
155 lines
4.1 KiB
C++
155 lines
4.1 KiB
C++
/* Copyright (C) 2011 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 "ParticleRenderer.h"
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#include "graphics/ParticleEmitter.h"
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#include "graphics/ShaderManager.h"
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#include "graphics/TextureManager.h"
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#include "ps/Profile.h"
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#include "renderer/Renderer.h"
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struct ParticleRendererInternals
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{
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CShaderTechniquePtr shader;
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CShaderTechniquePtr shaderSolid;
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std::vector<CParticleEmitter*> emitters;
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};
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ParticleRenderer::ParticleRenderer()
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{
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m = new ParticleRendererInternals();
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}
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ParticleRenderer::~ParticleRenderer()
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{
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delete m;
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}
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void ParticleRenderer::Submit(CParticleEmitter* emitter)
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{
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m->emitters.push_back(emitter);
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}
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void ParticleRenderer::EndFrame()
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{
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m->emitters.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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}
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struct SortEmitterDistance
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{
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SortEmitterDistance(const CMatrix3D& m) : worldToCam(m) { }
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// TODO: if this is slow, we should pre-compute the distance for each emitter
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bool operator()(CParticleEmitter* const& a, CParticleEmitter* const& b)
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{
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CVector3D posa = a->GetPosition();
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CVector3D posb = b->GetPosition();
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if (posa == posb)
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return false;
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float dista = worldToCam.Transform(posa).LengthSquared();
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float distb = worldToCam.Transform(posb).LengthSquared();
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return distb < dista;
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}
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CMatrix3D worldToCam;
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};
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void ParticleRenderer::PrepareForRendering(const CShaderDefines& context)
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{
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PROFILE3("prepare particles");
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// Can't load the shader in the constructor because it's called before the
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// renderer initialisation is complete, so load it the first time through here
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if (!m->shader)
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{
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// Only construct the shaders when shaders are supported and enabled; otherwise
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// RenderParticles will never be called so it's safe to leave the shaders as null
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if (g_Renderer.GetRenderPath() == CRenderer::RP_SHADER)
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{
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m->shader = g_Renderer.GetShaderManager().LoadEffect(str_particle, context, CShaderDefines());
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m->shaderSolid = g_Renderer.GetShaderManager().LoadEffect(str_particle_solid, context, CShaderDefines());
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}
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}
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{
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PROFILE("update emitters");
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for (size_t i = 0; i < m->emitters.size(); ++i)
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{
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CParticleEmitter* emitter = m->emitters[i];
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emitter->UpdateArrayData();
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}
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}
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{
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// Sort back-to-front by distance from camera
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PROFILE("sort emitters");
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CMatrix3D worldToCam;
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g_Renderer.GetViewCamera().m_Orientation.GetInverse(worldToCam);
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std::stable_sort(m->emitters.begin(), m->emitters.end(), SortEmitterDistance(worldToCam));
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}
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// TODO: should batch by texture here when possible, maybe
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}
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void ParticleRenderer::RenderParticles(bool solidColor)
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{
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CShaderTechniquePtr shader = solidColor ? m->shaderSolid : m->shader;
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shader->BeginPass();
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shader->GetShader()->Uniform(str_transform, g_Renderer.GetViewCamera().GetViewProjection());
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if (!solidColor)
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glEnable(GL_BLEND);
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glDepthMask(0);
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for (size_t i = 0; i < m->emitters.size(); ++i)
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{
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CParticleEmitter* emitter = m->emitters[i];
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emitter->Bind(shader->GetShader());
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emitter->RenderArray(shader->GetShader());
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}
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CVertexBuffer::Unbind();
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pglBlendEquationEXT(GL_FUNC_ADD);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDisable(GL_BLEND);
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glDepthMask(1);
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shader->EndPass();
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}
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void ParticleRenderer::RenderBounds(CShaderProgramPtr& shader)
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{
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for (size_t i = 0; i < m->emitters.size(); ++i)
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{
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CParticleEmitter* emitter = m->emitters[i];
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CBoundingBoxAligned bounds = emitter->m_Type->CalculateBounds(emitter->GetPosition(), emitter->GetParticleBounds());
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bounds.Render(shader);
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}
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}
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