| 1 | /* Copyright (C) 2011 Wildfire Games.
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| 2 | * This file is part of 0 A.D.
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| 3 | *
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| 4 | * 0 A.D. is free software: you can redistribute it and/or modify
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| 5 | * it under the terms of the GNU General Public License as published by
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| 6 | * the Free Software Foundation, either version 2 of the License, or
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| 7 | * (at your option) any later version.
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| 8 | *
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| 9 | * 0 A.D. is distributed in the hope that it will be useful,
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| 10 | * but WITHOUT ANY WARRANTY; without even the implied warranty of
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| 11 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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| 12 | * GNU General Public License for more details.
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| 13 | *
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| 14 | * You should have received a copy of the GNU General Public License
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| 15 | * along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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| 16 | */
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| 17 |
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| 18 | #include "precompiled.h"
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| 19 |
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| 20 | #include <set>
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| 21 | #include <algorithm>
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| 22 | #include <numeric>
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| 23 |
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| 24 | #include "graphics/GameView.h"
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| 25 | #include "graphics/LightEnv.h"
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| 26 | #include "graphics/Patch.h"
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| 27 | #include "graphics/Terrain.h"
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| 28 | #include "lib/alignment.h"
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| 29 | #include "lib/allocators/pool.h"
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| 30 | #include "lib/res/graphics/unifont.h"
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| 31 | #include "maths/MathUtil.h"
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| 32 | #include "ps/CLogger.h"
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| 33 | #include "ps/Game.h"
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| 34 | #include "ps/Profile.h"
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| 35 | #include "ps/Pyrogenesis.h"
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| 36 | #include "ps/World.h"
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| 37 | #include "ps/GameSetup/Config.h"
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| 38 | #include "renderer/AlphaMapCalculator.h"
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| 39 | #include "renderer/PatchRData.h"
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| 40 | #include "renderer/Renderer.h"
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| 41 | #include "renderer/WaterManager.h"
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| 42 | #include "simulation2/Simulation2.h"
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| 43 | #include "simulation2/components/ICmpWaterManager.h"
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| 44 |
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| 45 | const ssize_t BlendOffsets[9][2] = {
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| 46 | { 0, -1 },
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| 47 | { -1, -1 },
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| 48 | { -1, 0 },
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| 49 | { -1, 1 },
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| 50 | { 0, 1 },
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| 51 | { 1, 1 },
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| 52 | { 1, 0 },
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| 53 | { 1, -1 },
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| 54 | { 0, 0 }
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| 55 | };
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| 56 |
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| 57 | ///////////////////////////////////////////////////////////////////
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| 58 | // CPatchRData constructor
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| 59 | CPatchRData::CPatchRData(CPatch* patch) :
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| 60 | m_Patch(patch), m_VBSides(0), m_VBBase(0), m_VBBaseIndices(0), m_VBBlends(0), m_VBBlendIndices(0)
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| 61 | {
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| 62 | ENSURE(patch);
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| 63 | Build();
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| 64 | }
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| 65 |
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| 66 | ///////////////////////////////////////////////////////////////////
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| 67 | // CPatchRData destructor
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| 68 | CPatchRData::~CPatchRData()
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| 69 | {
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| 70 | // release vertex buffer chunks
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| 71 | if (m_VBSides) g_VBMan.Release(m_VBSides);
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| 72 | if (m_VBBase) g_VBMan.Release(m_VBBase);
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| 73 | if (m_VBBaseIndices) g_VBMan.Release(m_VBBaseIndices);
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| 74 | if (m_VBBlends) g_VBMan.Release(m_VBBlends);
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| 75 | if (m_VBBlendIndices) g_VBMan.Release(m_VBBlendIndices);
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| 76 | }
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| 77 |
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| 78 | const float uvFactor = 0.125f / sqrt(2.f);
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| 79 | static void CalculateUV(float uv[2], ssize_t x, ssize_t z)
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| 80 | {
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| 81 | // The UV axes are offset 45 degrees from XZ
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| 82 | uv[0] = ( x-z)*uvFactor;
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| 83 | uv[1] = (-x-z)*uvFactor;
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| 84 | }
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| 85 |
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| 86 | /**
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| 87 | * Represents a blend for a single tile, texture and shape.
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| 88 | */
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| 89 | struct STileBlend
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| 90 | {
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| 91 | CTerrainTextureEntry* m_Texture;
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| 92 | int m_Priority;
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| 93 | u16 m_TileMask; // bit n set if this blend contains neighbour tile BlendOffsets[n]
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| 94 |
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| 95 | struct DecreasingPriority
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| 96 | {
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| 97 | bool operator()(const STileBlend& a, const STileBlend& b) const
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| 98 | {
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| 99 | if (a.m_Priority > b.m_Priority)
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| 100 | return true;
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| 101 | if (a.m_Priority < b.m_Priority)
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| 102 | return false;
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| 103 | if (a.m_Texture && b.m_Texture)
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| 104 | return a.m_Texture->GetTag() > b.m_Texture->GetTag();
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| 105 | return false;
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| 106 | }
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| 107 | };
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| 108 |
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| 109 | struct CurrentTile
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| 110 | {
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| 111 | bool operator()(const STileBlend& a) const
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| 112 | {
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| 113 | return (a.m_TileMask & (1 << 8)) != 0;
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| 114 | }
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| 115 | };
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| 116 | };
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| 117 |
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| 118 | /**
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| 119 | * Represents the ordered collection of blends drawn on a particular tile.
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| 120 | */
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| 121 | struct STileBlendStack
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| 122 | {
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| 123 | u8 i, j;
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| 124 | std::vector<STileBlend> blends; // back of vector is lowest-priority texture
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| 125 | };
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| 126 |
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| 127 | /**
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| 128 | * Represents a batched collection of blends using the same texture.
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| 129 | */
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| 130 | struct SBlendLayer
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| 131 | {
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| 132 | struct Tile
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| 133 | {
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| 134 | u8 i, j;
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| 135 | u8 shape;
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| 136 | };
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| 137 |
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| 138 | CTerrainTextureEntry* m_Texture;
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| 139 | std::vector<Tile> m_Tiles;
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| 140 | };
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| 141 |
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| 142 | void CPatchRData::BuildBlends()
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| 143 | {
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| 144 | m_BlendSplats.clear();
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| 145 |
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| 146 | std::vector<SBlendVertex> blendVertices;
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| 147 | std::vector<u16> blendIndices;
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| 148 |
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| 149 | CTerrain* terrain = m_Patch->m_Parent;
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| 150 |
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| 151 | std::vector<STileBlendStack> blendStacks;
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| 152 | blendStacks.reserve(PATCH_SIZE*PATCH_SIZE);
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| 153 |
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| 154 | // For each tile in patch ..
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| 155 | for (ssize_t j = 0; j < PATCH_SIZE; ++j)
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| 156 | {
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| 157 | for (ssize_t i = 0; i < PATCH_SIZE; ++i)
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| 158 | {
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| 159 | ssize_t gx = m_Patch->m_X * PATCH_SIZE + i;
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| 160 | ssize_t gz = m_Patch->m_Z * PATCH_SIZE + j;
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| 161 |
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| 162 | std::vector<STileBlend> blends;
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| 163 | blends.reserve(9);
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| 164 |
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| 165 | // Compute a blend for every tile in the 3x3 square around this tile
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| 166 | for (size_t n = 0; n < 9; ++n)
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| 167 | {
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| 168 | ssize_t ox = gx + BlendOffsets[n][1];
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| 169 | ssize_t oz = gz + BlendOffsets[n][0];
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| 170 |
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| 171 | CMiniPatch* nmp = terrain->GetTile(ox, oz);
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| 172 | if (!nmp)
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| 173 | continue;
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| 174 |
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| 175 | STileBlend blend;
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| 176 | blend.m_Texture = nmp->GetTextureEntry();
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| 177 | blend.m_Priority = nmp->GetPriority();
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| 178 | blend.m_TileMask = 1 << n;
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| 179 | blends.push_back(blend);
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| 180 | }
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| 181 |
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| 182 | // Sort the blends, highest priority first
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| 183 | std::sort(blends.begin(), blends.end(), STileBlend::DecreasingPriority());
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| 184 |
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| 185 | STileBlendStack blendStack;
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| 186 | blendStack.i = i;
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| 187 | blendStack.j = j;
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| 188 |
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| 189 | // Put the blends into the tile's stack, merging any adjacent blends with the same texture
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| 190 | for (size_t k = 0; k < blends.size(); ++k)
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| 191 | {
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| 192 | if (!blendStack.blends.empty() && blendStack.blends.back().m_Texture == blends[k].m_Texture)
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| 193 | blendStack.blends.back().m_TileMask |= blends[k].m_TileMask;
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| 194 | else
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| 195 | blendStack.blends.push_back(blends[k]);
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| 196 | }
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| 197 |
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| 198 | // Remove blends that are after (i.e. lower priority than) the current tile
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| 199 | // (including the current tile), since we don't want to render them on top of
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| 200 | // the tile's base texture
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| 201 | blendStack.blends.erase(
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| 202 | std::find_if(blendStack.blends.begin(), blendStack.blends.end(), STileBlend::CurrentTile()),
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| 203 | blendStack.blends.end());
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| 204 |
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| 205 | blendStacks.push_back(blendStack);
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| 206 | }
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| 207 | }
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| 208 |
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| 209 | // Given the blend stack per tile, we want to batch together as many blends as possible.
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| 210 | // Group them into a series of layers (each of which has a single texture):
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| 211 | // (This is effectively a topological sort / linearisation of the partial order induced
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| 212 | // by the per-tile stacks, preferring to make tiles with equal textures adjacent.)
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| 213 |
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| 214 | std::vector<SBlendLayer> blendLayers;
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| 215 |
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| 216 | while (true)
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| 217 | {
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| 218 | if (!blendLayers.empty())
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| 219 | {
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| 220 | // Try to grab as many tiles as possible that match our current layer,
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| 221 | // from off the blend stacks of all the tiles
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| 222 |
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| 223 | CTerrainTextureEntry* tex = blendLayers.back().m_Texture;
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| 224 |
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| 225 | for (size_t k = 0; k < blendStacks.size(); ++k)
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| 226 | {
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| 227 | if (!blendStacks[k].blends.empty() && blendStacks[k].blends.back().m_Texture == tex)
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| 228 | {
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| 229 | SBlendLayer::Tile t = { blendStacks[k].i, blendStacks[k].j, blendStacks[k].blends.back().m_TileMask };
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| 230 | blendLayers.back().m_Tiles.push_back(t);
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| 231 | blendStacks[k].blends.pop_back();
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| 232 | }
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| 233 | // (We've already merged adjacent entries of the same texture in each stack,
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| 234 | // so we don't need to bother looping to check the next entry in this stack again)
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| 235 | }
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| 236 | }
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| 237 |
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| 238 | // We've grabbed as many tiles as possible; now we need to start a new layer.
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| 239 | // The new layer's texture could come from the back of any non-empty stack;
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| 240 | // choose the longest stack as a heuristic to reduce the number of layers
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| 241 | CTerrainTextureEntry* bestTex = NULL;
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| 242 | size_t bestStackSize = 0;
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| 243 |
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| 244 | for (size_t k = 0; k < blendStacks.size(); ++k)
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| 245 | {
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| 246 | if (blendStacks[k].blends.size() > bestStackSize)
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| 247 | {
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| 248 | bestStackSize = blendStacks[k].blends.size();
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| 249 | bestTex = blendStacks[k].blends.back().m_Texture;
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| 250 | }
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| 251 | }
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| 252 |
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| 253 | // If all our stacks were empty, we're done
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| 254 | if (bestStackSize == 0)
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| 255 | break;
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| 256 |
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| 257 | // Otherwise add the new layer, then loop back and start filling it in
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| 258 |
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| 259 | SBlendLayer layer;
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| 260 | layer.m_Texture = bestTex;
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| 261 | blendLayers.push_back(layer);
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| 262 | }
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| 263 |
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| 264 | // Now build outgoing splats
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| 265 | m_BlendSplats.resize(blendLayers.size());
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| 266 |
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| 267 | for (size_t k = 0; k < blendLayers.size(); ++k)
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| 268 | {
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| 269 | SSplat& splat = m_BlendSplats[k];
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| 270 | splat.m_IndexStart = blendIndices.size();
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| 271 | splat.m_Texture = blendLayers[k].m_Texture;
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| 272 |
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| 273 | for (size_t t = 0; t < blendLayers[k].m_Tiles.size(); ++t)
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| 274 | {
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| 275 | SBlendLayer::Tile& tile = blendLayers[k].m_Tiles[t];
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| 276 | AddBlend(blendVertices, blendIndices, tile.i, tile.j, tile.shape);
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| 277 | }
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| 278 |
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| 279 | splat.m_IndexCount = blendIndices.size() - splat.m_IndexStart;
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| 280 | }
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| 281 |
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| 282 | // Release existing vertex buffer chunks
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| 283 | if (m_VBBlends)
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| 284 | {
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| 285 | g_VBMan.Release(m_VBBlends);
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| 286 | m_VBBlends = 0;
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| 287 | }
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| 288 |
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| 289 | if (m_VBBlendIndices)
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| 290 | {
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| 291 | g_VBMan.Release(m_VBBlendIndices);
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| 292 | m_VBBlendIndices = 0;
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| 293 | }
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| 294 |
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| 295 | if (blendVertices.size())
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| 296 | {
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| 297 | // Construct vertex buffer
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| 298 |
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| 299 | m_VBBlends = g_VBMan.Allocate(sizeof(SBlendVertex), blendVertices.size(), GL_STATIC_DRAW, GL_ARRAY_BUFFER);
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| 300 | m_VBBlends->m_Owner->UpdateChunkVertices(m_VBBlends, &blendVertices[0]);
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| 301 |
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| 302 | // Update the indices to include the base offset of the vertex data
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| 303 | for (size_t k = 0; k < blendIndices.size(); ++k)
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| 304 | blendIndices[k] += m_VBBlends->m_Index;
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| 305 |
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| 306 | m_VBBlendIndices = g_VBMan.Allocate(sizeof(u16), blendIndices.size(), GL_STATIC_DRAW, GL_ELEMENT_ARRAY_BUFFER);
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| 307 | m_VBBlendIndices->m_Owner->UpdateChunkVertices(m_VBBlendIndices, &blendIndices[0]);
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| 308 | }
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| 309 | }
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| 310 |
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| 311 | void CPatchRData::AddBlend(std::vector<SBlendVertex>& blendVertices, std::vector<u16>& blendIndices, u16 i, u16 j, u8 shape)
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| 312 | {
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| 313 | CTerrain* terrain = m_Patch->m_Parent;
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| 314 |
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| 315 | ssize_t gx = m_Patch->m_X * PATCH_SIZE + i;
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| 316 | ssize_t gz = m_Patch->m_Z * PATCH_SIZE + j;
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| 317 |
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| 318 | // uses the current neighbour texture
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| 319 | BlendShape8 shape8;
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| 320 | for (size_t m = 0; m < 8; ++m)
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| 321 | shape8[m] = (shape & (1 << m)) ? 0 : 1;
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| 322 |
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| 323 | // calculate the required alphamap and the required rotation of the alphamap from blendshape
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| 324 | unsigned int alphamapflags;
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| 325 | int alphamap = CAlphaMapCalculator::Calculate(shape8, alphamapflags);
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| 326 |
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| 327 | // now actually render the blend tile (if we need one)
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| 328 | if (alphamap == -1)
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| 329 | return;
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| 330 |
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| 331 | float u0 = g_Renderer.m_AlphaMapCoords[alphamap].u0;
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| 332 | float u1 = g_Renderer.m_AlphaMapCoords[alphamap].u1;
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| 333 | float v0 = g_Renderer.m_AlphaMapCoords[alphamap].v0;
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| 334 | float v1 = g_Renderer.m_AlphaMapCoords[alphamap].v1;
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| 335 |
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| 336 | if (alphamapflags & BLENDMAP_FLIPU)
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| 337 | std::swap(u0, u1);
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| 338 |
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| 339 | if (alphamapflags & BLENDMAP_FLIPV)
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| 340 | std::swap(v0, v1);
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| 341 |
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| 342 | int base = 0;
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| 343 | if (alphamapflags & BLENDMAP_ROTATE90)
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| 344 | base = 1;
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| 345 | else if (alphamapflags & BLENDMAP_ROTATE180)
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| 346 | base = 2;
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| 347 | else if (alphamapflags & BLENDMAP_ROTATE270)
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| 348 | base = 3;
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| 349 |
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| 350 | SBlendVertex vtx[4];
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| 351 | vtx[(base + 0) % 4].m_AlphaUVs[0] = u0;
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| 352 | vtx[(base + 0) % 4].m_AlphaUVs[1] = v0;
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| 353 | vtx[(base + 1) % 4].m_AlphaUVs[0] = u1;
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| 354 | vtx[(base + 1) % 4].m_AlphaUVs[1] = v0;
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| 355 | vtx[(base + 2) % 4].m_AlphaUVs[0] = u1;
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| 356 | vtx[(base + 2) % 4].m_AlphaUVs[1] = v1;
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| 357 | vtx[(base + 3) % 4].m_AlphaUVs[0] = u0;
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| 358 | vtx[(base + 3) % 4].m_AlphaUVs[1] = v1;
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| 359 |
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| 360 | SBlendVertex dst;
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| 361 |
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| 362 | const CLightEnv& lightEnv = g_Renderer.GetLightEnv();
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| 363 | CVector3D normal;
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| 364 |
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| 365 | bool includeSunColor = (g_Renderer.GetRenderPath() != CRenderer::RP_SHADER);
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| 366 |
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| 367 | size_t index = blendVertices.size();
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| 368 |
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| 369 | CalculateUV(dst.m_UVs, gx, gz);
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| 370 | terrain->CalcPosition(gx, gz, dst.m_Position);
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| 371 | terrain->CalcNormal(gx, gz, normal);
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| 372 | dst.m_DiffuseColor = lightEnv.EvaluateDiffuse(normal, includeSunColor);
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| 373 | dst.m_AlphaUVs[0] = vtx[0].m_AlphaUVs[0];
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| 374 | dst.m_AlphaUVs[1] = vtx[0].m_AlphaUVs[1];
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| 375 | blendVertices.push_back(dst);
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| 376 |
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| 377 | CalculateUV(dst.m_UVs, gx + 1, gz);
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| 378 | terrain->CalcPosition(gx + 1, gz, dst.m_Position);
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| 379 | terrain->CalcNormal(gx + 1, gz, normal);
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| 380 | dst.m_DiffuseColor = lightEnv.EvaluateDiffuse(normal, includeSunColor);
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| 381 | dst.m_AlphaUVs[0] = vtx[1].m_AlphaUVs[0];
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| 382 | dst.m_AlphaUVs[1] = vtx[1].m_AlphaUVs[1];
|
|---|
| 383 | blendVertices.push_back(dst);
|
|---|
| 384 |
|
|---|
| 385 | CalculateUV(dst.m_UVs, gx + 1, gz + 1);
|
|---|
| 386 | terrain->CalcPosition(gx + 1, gz + 1, dst.m_Position);
|
|---|
| 387 | terrain->CalcNormal(gx + 1, gz + 1, normal);
|
|---|
| 388 | dst.m_DiffuseColor = lightEnv.EvaluateDiffuse(normal, includeSunColor);
|
|---|
| 389 | dst.m_AlphaUVs[0] = vtx[2].m_AlphaUVs[0];
|
|---|
| 390 | dst.m_AlphaUVs[1] = vtx[2].m_AlphaUVs[1];
|
|---|
| 391 | blendVertices.push_back(dst);
|
|---|
| 392 |
|
|---|
| 393 | CalculateUV(dst.m_UVs, gx, gz + 1);
|
|---|
| 394 | terrain->CalcPosition(gx, gz + 1, dst.m_Position);
|
|---|
| 395 | terrain->CalcNormal(gx, gz + 1, normal);
|
|---|
| 396 | dst.m_DiffuseColor = lightEnv.EvaluateDiffuse(normal, includeSunColor);
|
|---|
| 397 | dst.m_AlphaUVs[0] = vtx[3].m_AlphaUVs[0];
|
|---|
| 398 | dst.m_AlphaUVs[1] = vtx[3].m_AlphaUVs[1];
|
|---|
| 399 | blendVertices.push_back(dst);
|
|---|
| 400 |
|
|---|
| 401 | bool dir = terrain->GetTriangulationDir(gx, gz);
|
|---|
| 402 | if (dir)
|
|---|
| 403 | {
|
|---|
| 404 | blendIndices.push_back(index+0);
|
|---|
| 405 | blendIndices.push_back(index+1);
|
|---|
| 406 | blendIndices.push_back(index+3);
|
|---|
| 407 |
|
|---|
| 408 | blendIndices.push_back(index+1);
|
|---|
| 409 | blendIndices.push_back(index+2);
|
|---|
| 410 | blendIndices.push_back(index+3);
|
|---|
| 411 | }
|
|---|
| 412 | else
|
|---|
| 413 | {
|
|---|
| 414 | blendIndices.push_back(index+0);
|
|---|
| 415 | blendIndices.push_back(index+1);
|
|---|
| 416 | blendIndices.push_back(index+2);
|
|---|
| 417 |
|
|---|
| 418 | blendIndices.push_back(index+2);
|
|---|
| 419 | blendIndices.push_back(index+3);
|
|---|
| 420 | blendIndices.push_back(index+0);
|
|---|
| 421 | }
|
|---|
| 422 | }
|
|---|
| 423 |
|
|---|
| 424 | void CPatchRData::BuildIndices()
|
|---|
| 425 | {
|
|---|
| 426 | CTerrain* terrain = m_Patch->m_Parent;
|
|---|
| 427 |
|
|---|
| 428 | ssize_t px = m_Patch->m_X * PATCH_SIZE;
|
|---|
| 429 | ssize_t pz = m_Patch->m_Z * PATCH_SIZE;
|
|---|
| 430 |
|
|---|
| 431 | // must have allocated some vertices before trying to build corresponding indices
|
|---|
| 432 | ENSURE(m_VBBase);
|
|---|
| 433 |
|
|---|
| 434 | // number of vertices in each direction in each patch
|
|---|
| 435 | ssize_t vsize=PATCH_SIZE+1;
|
|---|
| 436 |
|
|---|
| 437 | std::vector<unsigned short> indices;
|
|---|
| 438 | indices.reserve(PATCH_SIZE * PATCH_SIZE * 4);
|
|---|
| 439 |
|
|---|
| 440 | // release existing splats
|
|---|
| 441 | m_Splats.clear();
|
|---|
| 442 |
|
|---|
| 443 | // build grid of textures on this patch
|
|---|
| 444 | std::vector<CTerrainTextureEntry*> textures;
|
|---|
| 445 | CTerrainTextureEntry* texgrid[PATCH_SIZE][PATCH_SIZE];
|
|---|
| 446 | for (ssize_t j=0;j<PATCH_SIZE;j++) {
|
|---|
| 447 | for (ssize_t i=0;i<PATCH_SIZE;i++) {
|
|---|
| 448 | CTerrainTextureEntry* tex=m_Patch->m_MiniPatches[j][i].GetTextureEntry();
|
|---|
| 449 | texgrid[j][i]=tex;
|
|---|
| 450 | if (std::find(textures.begin(),textures.end(),tex)==textures.end()) {
|
|---|
| 451 | textures.push_back(tex);
|
|---|
| 452 | }
|
|---|
| 453 | }
|
|---|
| 454 | }
|
|---|
| 455 |
|
|---|
| 456 | // now build base splats from interior textures
|
|---|
| 457 | m_Splats.resize(textures.size());
|
|---|
| 458 | // build indices for base splats
|
|---|
| 459 | size_t base=m_VBBase->m_Index;
|
|---|
| 460 | ENSURE(base + vsize*vsize < 65536); // mustn't overflow u16 indexes
|
|---|
| 461 | for (size_t i=0;i<m_Splats.size();i++) {
|
|---|
| 462 | CTerrainTextureEntry* tex=textures[i];
|
|---|
| 463 |
|
|---|
| 464 | SSplat& splat=m_Splats[i];
|
|---|
| 465 | splat.m_Texture=tex;
|
|---|
| 466 | splat.m_IndexStart=indices.size();
|
|---|
| 467 |
|
|---|
| 468 | for (ssize_t j = 0; j < PATCH_SIZE; j++)
|
|---|
| 469 | {
|
|---|
| 470 | for (ssize_t i = 0; i < PATCH_SIZE; i++)
|
|---|
| 471 | {
|
|---|
| 472 | if (texgrid[j][i] == tex)
|
|---|
| 473 | {
|
|---|
| 474 | bool dir = terrain->GetTriangulationDir(px+i, pz+j);
|
|---|
| 475 | if (dir)
|
|---|
| 476 | {
|
|---|
| 477 | indices.push_back(u16(((j+0)*vsize+(i+0))+base));
|
|---|
| 478 | indices.push_back(u16(((j+0)*vsize+(i+1))+base));
|
|---|
| 479 | indices.push_back(u16(((j+1)*vsize+(i+0))+base));
|
|---|
| 480 |
|
|---|
| 481 | indices.push_back(u16(((j+0)*vsize+(i+1))+base));
|
|---|
| 482 | indices.push_back(u16(((j+1)*vsize+(i+1))+base));
|
|---|
| 483 | indices.push_back(u16(((j+1)*vsize+(i+0))+base));
|
|---|
| 484 | }
|
|---|
| 485 | else
|
|---|
| 486 | {
|
|---|
| 487 | indices.push_back(u16(((j+0)*vsize+(i+0))+base));
|
|---|
| 488 | indices.push_back(u16(((j+0)*vsize+(i+1))+base));
|
|---|
| 489 | indices.push_back(u16(((j+1)*vsize+(i+1))+base));
|
|---|
| 490 |
|
|---|
| 491 | indices.push_back(u16(((j+1)*vsize+(i+1))+base));
|
|---|
| 492 | indices.push_back(u16(((j+1)*vsize+(i+0))+base));
|
|---|
| 493 | indices.push_back(u16(((j+0)*vsize+(i+0))+base));
|
|---|
| 494 | }
|
|---|
| 495 | }
|
|---|
| 496 | }
|
|---|
| 497 | }
|
|---|
| 498 | splat.m_IndexCount=indices.size()-splat.m_IndexStart;
|
|---|
| 499 | }
|
|---|
| 500 |
|
|---|
| 501 | // Release existing vertex buffer chunk
|
|---|
| 502 | if (m_VBBaseIndices)
|
|---|
| 503 | {
|
|---|
| 504 | g_VBMan.Release(m_VBBaseIndices);
|
|---|
| 505 | m_VBBaseIndices = 0;
|
|---|
| 506 | }
|
|---|
| 507 |
|
|---|
| 508 | ENSURE(indices.size());
|
|---|
| 509 |
|
|---|
| 510 | // Construct vertex buffer
|
|---|
| 511 | m_VBBaseIndices = g_VBMan.Allocate(sizeof(u16), indices.size(), GL_STATIC_DRAW, GL_ELEMENT_ARRAY_BUFFER);
|
|---|
| 512 | m_VBBaseIndices->m_Owner->UpdateChunkVertices(m_VBBaseIndices, &indices[0]);
|
|---|
| 513 | }
|
|---|
| 514 |
|
|---|
| 515 |
|
|---|
| 516 | void CPatchRData::BuildVertices()
|
|---|
| 517 | {
|
|---|
| 518 | // create both vertices and lighting colors
|
|---|
| 519 |
|
|---|
| 520 | // number of vertices in each direction in each patch
|
|---|
| 521 | ssize_t vsize=PATCH_SIZE+1;
|
|---|
| 522 |
|
|---|
| 523 | std::vector<SBaseVertex> vertices;
|
|---|
| 524 | vertices.resize(vsize*vsize);
|
|---|
| 525 |
|
|---|
| 526 | // get index of this patch
|
|---|
| 527 | ssize_t px=m_Patch->m_X;
|
|---|
| 528 | ssize_t pz=m_Patch->m_Z;
|
|---|
| 529 |
|
|---|
| 530 | CTerrain* terrain=m_Patch->m_Parent;
|
|---|
| 531 | const CLightEnv& lightEnv = g_Renderer.GetLightEnv();
|
|---|
| 532 |
|
|---|
| 533 | bool includeSunColor = (g_Renderer.GetRenderPath() != CRenderer::RP_SHADER);
|
|---|
| 534 |
|
|---|
| 535 | // build vertices
|
|---|
| 536 | for (ssize_t j=0;j<vsize;j++) {
|
|---|
| 537 | for (ssize_t i=0;i<vsize;i++) {
|
|---|
| 538 | ssize_t ix=px*PATCH_SIZE+i;
|
|---|
| 539 | ssize_t iz=pz*PATCH_SIZE+j;
|
|---|
| 540 | ssize_t v=(j*vsize)+i;
|
|---|
| 541 |
|
|---|
| 542 | // calculate vertex data
|
|---|
| 543 | terrain->CalcPosition(ix,iz,vertices[v].m_Position);
|
|---|
| 544 | CalculateUV(vertices[v].m_UVs, ix, iz);
|
|---|
| 545 |
|
|---|
| 546 | // Calculate diffuse lighting for this vertex
|
|---|
| 547 | // Ambient is added by the lighting pass (since ambient is the same
|
|---|
| 548 | // for all vertices, it need not be stored in the vertex structure)
|
|---|
| 549 | CVector3D normal;
|
|---|
| 550 | terrain->CalcNormal(ix,iz,normal);
|
|---|
| 551 |
|
|---|
| 552 | vertices[v].m_DiffuseColor = lightEnv.EvaluateDiffuse(normal, includeSunColor);
|
|---|
| 553 | }
|
|---|
| 554 | }
|
|---|
| 555 |
|
|---|
| 556 | // upload to vertex buffer
|
|---|
| 557 | if (!m_VBBase)
|
|---|
| 558 | m_VBBase = g_VBMan.Allocate(sizeof(SBaseVertex), vsize * vsize, GL_STATIC_DRAW, GL_ARRAY_BUFFER);
|
|---|
| 559 |
|
|---|
| 560 | m_VBBase->m_Owner->UpdateChunkVertices(m_VBBase, &vertices[0]);
|
|---|
| 561 | }
|
|---|
| 562 |
|
|---|
| 563 | void CPatchRData::BuildSide(std::vector<SSideVertex>& vertices, CPatchSideFlags side)
|
|---|
| 564 | {
|
|---|
| 565 | ssize_t vsize = PATCH_SIZE + 1;
|
|---|
| 566 | CTerrain* terrain = m_Patch->m_Parent;
|
|---|
| 567 | CmpPtr<ICmpWaterManager> cmpWaterManager(*g_Game->GetSimulation2(), SYSTEM_ENTITY);
|
|---|
| 568 |
|
|---|
| 569 | for (ssize_t k = 0; k < vsize; k++)
|
|---|
| 570 | {
|
|---|
| 571 | ssize_t gx = m_Patch->m_X * PATCH_SIZE;
|
|---|
| 572 | ssize_t gz = m_Patch->m_Z * PATCH_SIZE;
|
|---|
| 573 | switch (side)
|
|---|
| 574 | {
|
|---|
| 575 | case CPATCH_SIDE_NEGX: gz += k; break;
|
|---|
| 576 | case CPATCH_SIDE_POSX: gx += PATCH_SIZE; gz += PATCH_SIZE-k; break;
|
|---|
| 577 | case CPATCH_SIDE_NEGZ: gx += PATCH_SIZE-k; break;
|
|---|
| 578 | case CPATCH_SIDE_POSZ: gz += PATCH_SIZE; gx += k; break;
|
|---|
| 579 | }
|
|---|
| 580 |
|
|---|
| 581 | CVector3D pos;
|
|---|
| 582 | terrain->CalcPosition(gx, gz, pos);
|
|---|
| 583 |
|
|---|
| 584 | // Clamp the height to the water level
|
|---|
| 585 | float waterHeight = 0.f;
|
|---|
| 586 | if (!cmpWaterManager.null())
|
|---|
| 587 | waterHeight = cmpWaterManager->GetExactWaterLevel(pos.X, pos.Z);
|
|---|
| 588 | pos.Y = std::max(pos.Y, waterHeight);
|
|---|
| 589 |
|
|---|
| 590 | SSideVertex v0, v1;
|
|---|
| 591 | v0.m_Position = pos;
|
|---|
| 592 | v1.m_Position = pos;
|
|---|
| 593 | v1.m_Position.Y = 0;
|
|---|
| 594 |
|
|---|
| 595 | // If this is the start of this tristrip, but we've already got a partial
|
|---|
| 596 | // tristrip, add a couple of degenerate triangles to join the strips properly
|
|---|
| 597 | if (k == 0 && !vertices.empty())
|
|---|
| 598 | {
|
|---|
| 599 | vertices.push_back(vertices.back());
|
|---|
| 600 | vertices.push_back(v1);
|
|---|
| 601 | }
|
|---|
| 602 |
|
|---|
| 603 | // Now add the new triangles
|
|---|
| 604 | vertices.push_back(v1);
|
|---|
| 605 | vertices.push_back(v0);
|
|---|
| 606 | }
|
|---|
| 607 | }
|
|---|
| 608 |
|
|---|
| 609 | void CPatchRData::BuildSides()
|
|---|
| 610 | {
|
|---|
| 611 | std::vector<SSideVertex> sideVertices;
|
|---|
| 612 |
|
|---|
| 613 | int sideFlags = m_Patch->GetSideFlags();
|
|---|
| 614 |
|
|---|
| 615 | // If no sides are enabled, we don't need to do anything
|
|---|
| 616 | if (!sideFlags)
|
|---|
| 617 | return;
|
|---|
| 618 |
|
|---|
| 619 | // For each side, generate a tristrip by adding a vertex at ground/water
|
|---|
| 620 | // level and a vertex underneath at height 0.
|
|---|
| 621 |
|
|---|
| 622 | if (sideFlags & CPATCH_SIDE_NEGX)
|
|---|
| 623 | BuildSide(sideVertices, CPATCH_SIDE_NEGX);
|
|---|
| 624 |
|
|---|
| 625 | if (sideFlags & CPATCH_SIDE_POSX)
|
|---|
| 626 | BuildSide(sideVertices, CPATCH_SIDE_POSX);
|
|---|
| 627 |
|
|---|
| 628 | if (sideFlags & CPATCH_SIDE_NEGZ)
|
|---|
| 629 | BuildSide(sideVertices, CPATCH_SIDE_NEGZ);
|
|---|
| 630 |
|
|---|
| 631 | if (sideFlags & CPATCH_SIDE_POSZ)
|
|---|
| 632 | BuildSide(sideVertices, CPATCH_SIDE_POSZ);
|
|---|
| 633 |
|
|---|
| 634 | if (sideVertices.empty())
|
|---|
| 635 | return;
|
|---|
| 636 |
|
|---|
| 637 | if (!m_VBSides)
|
|---|
| 638 | m_VBSides = g_VBMan.Allocate(sizeof(SSideVertex), sideVertices.size(), GL_STATIC_DRAW, GL_ARRAY_BUFFER);
|
|---|
| 639 | m_VBSides->m_Owner->UpdateChunkVertices(m_VBSides, &sideVertices[0]);
|
|---|
| 640 | }
|
|---|
| 641 |
|
|---|
| 642 | void CPatchRData::Build()
|
|---|
| 643 | {
|
|---|
| 644 | BuildVertices();
|
|---|
| 645 | BuildSides();
|
|---|
| 646 | BuildIndices();
|
|---|
| 647 | BuildBlends();
|
|---|
| 648 | }
|
|---|
| 649 |
|
|---|
| 650 | void CPatchRData::Update()
|
|---|
| 651 | {
|
|---|
| 652 | if (m_UpdateFlags!=0) {
|
|---|
| 653 | // TODO,RC 11/04/04 - need to only rebuild necessary bits of renderdata rather
|
|---|
| 654 | // than everything; it's complicated slightly because the blends are dependent
|
|---|
| 655 | // on both vertex and index data
|
|---|
| 656 | BuildVertices();
|
|---|
| 657 | BuildSides();
|
|---|
| 658 | BuildIndices();
|
|---|
| 659 | BuildBlends();
|
|---|
| 660 |
|
|---|
| 661 | m_UpdateFlags=0;
|
|---|
| 662 | }
|
|---|
| 663 | }
|
|---|
| 664 |
|
|---|
| 665 | // Types used for glMultiDrawElements batching:
|
|---|
| 666 |
|
|---|
| 667 | // To minimise the cost of memory allocations, everything used for computing
|
|---|
| 668 | // batches uses a pool allocator. (All allocations are short-lived so we can
|
|---|
| 669 | // just throw away the whole pool at the end of each frame.)
|
|---|
| 670 |
|
|---|
| 671 | // std::map types with appropriate pool allocators and default comparison operator
|
|---|
| 672 | #define POOLED_BATCH_MAP(Key, Value) \
|
|---|
| 673 | std::map<Key, Value, std::less<Key>, pool_allocator<std::pair<Key const, Value> > >
|
|---|
| 674 |
|
|---|
| 675 | // Equivalent to "m[k]", when it returns a pool-allocated std::map (since we can't
|
|---|
| 676 | // use the default constructor in that case)
|
|---|
| 677 | template<typename M>
|
|---|
| 678 | typename M::mapped_type& PooledMapGet(M& m, const typename M::key_type& k, RawPoolAllocator& pool)
|
|---|
| 679 | {
|
|---|
| 680 | return m.insert(std::make_pair(k,
|
|---|
| 681 | typename M::mapped_type(typename M::mapped_type::key_compare(), typename M::mapped_type::allocator_type(pool))
|
|---|
| 682 | )).first->second;
|
|---|
| 683 | }
|
|---|
| 684 |
|
|---|
| 685 | // Equivalent to "m[k]", when it returns a std::pair of pool-allocated std::vectors
|
|---|
| 686 | template<typename M>
|
|---|
| 687 | typename M::mapped_type& PooledPairGet(M& m, const typename M::key_type& k, RawPoolAllocator& pool)
|
|---|
| 688 | {
|
|---|
| 689 | return m.insert(std::make_pair(k, std::make_pair(
|
|---|
| 690 | typename M::mapped_type::first_type(typename M::mapped_type::first_type::allocator_type(pool)),
|
|---|
| 691 | typename M::mapped_type::second_type(typename M::mapped_type::second_type::allocator_type(pool))
|
|---|
| 692 | ))).first->second;
|
|---|
| 693 | }
|
|---|
| 694 |
|
|---|
| 695 | static const size_t POOL_SIZE = 4*MiB; // this should be enough for fairly huge maps
|
|---|
| 696 |
|
|---|
| 697 | // Each multidraw batch has a list of index counts, and a list of pointers-to-first-indexes
|
|---|
| 698 | typedef std::pair<std::vector<GLint, pool_allocator<GLint> >, std::vector<void*, pool_allocator<void*> > > BatchElements;
|
|---|
| 699 |
|
|---|
| 700 | // Group batches by index buffer
|
|---|
| 701 | typedef POOLED_BATCH_MAP(CVertexBuffer*, BatchElements) IndexBufferBatches;
|
|---|
| 702 |
|
|---|
| 703 | // Group batches by vertex buffer
|
|---|
| 704 | typedef POOLED_BATCH_MAP(CVertexBuffer*, IndexBufferBatches) VertexBufferBatches;
|
|---|
| 705 |
|
|---|
| 706 | // Group batches by texture
|
|---|
| 707 | typedef POOLED_BATCH_MAP(CTerrainTextureEntry*, VertexBufferBatches) TextureBatches;
|
|---|
| 708 |
|
|---|
| 709 | void CPatchRData::RenderBases(const std::vector<CPatchRData*>& patches)
|
|---|
| 710 | {
|
|---|
| 711 | RawPoolAllocator pool(POOL_SIZE);
|
|---|
| 712 |
|
|---|
| 713 | TextureBatches batches (TextureBatches::key_compare(), (TextureBatches::allocator_type(pool)));
|
|---|
| 714 |
|
|---|
| 715 | PROFILE_START("compute batches");
|
|---|
| 716 |
|
|---|
| 717 | // Collect all the patches' base splats into their appropriate batches
|
|---|
| 718 | for (size_t i = 0; i < patches.size(); ++i)
|
|---|
| 719 | {
|
|---|
| 720 | CPatchRData* patch = patches[i];
|
|---|
| 721 | for (size_t j = 0; j < patch->m_Splats.size(); ++j)
|
|---|
| 722 | {
|
|---|
| 723 | SSplat& splat = patch->m_Splats[j];
|
|---|
| 724 |
|
|---|
| 725 | BatchElements& batch = PooledPairGet(
|
|---|
| 726 | PooledMapGet(
|
|---|
| 727 | PooledMapGet(batches, splat.m_Texture, pool),
|
|---|
| 728 | patch->m_VBBase->m_Owner, pool
|
|---|
| 729 | ),
|
|---|
| 730 | patch->m_VBBaseIndices->m_Owner, pool
|
|---|
| 731 | );
|
|---|
| 732 |
|
|---|
| 733 | batch.first.push_back(splat.m_IndexCount);
|
|---|
| 734 |
|
|---|
| 735 | u8* indexBase = patch->m_VBBaseIndices->m_Owner->GetBindAddress();
|
|---|
| 736 | batch.second.push_back(indexBase + sizeof(u16)*(patch->m_VBBaseIndices->m_Index + splat.m_IndexStart));
|
|---|
| 737 | }
|
|---|
| 738 | }
|
|---|
| 739 |
|
|---|
| 740 | PROFILE_END("compute batches");
|
|---|
| 741 |
|
|---|
| 742 | // Render each batch
|
|---|
| 743 | for (TextureBatches::iterator itt = batches.begin(); itt != batches.end(); ++itt)
|
|---|
| 744 | {
|
|---|
| 745 | if (itt->first)
|
|---|
| 746 | itt->first->GetTexture()->Bind();
|
|---|
| 747 | else
|
|---|
| 748 | g_Renderer.GetTextureManager().GetErrorTexture()->Bind();
|
|---|
| 749 |
|
|---|
| 750 | for (VertexBufferBatches::iterator itv = itt->second.begin(); itv != itt->second.end(); ++itv)
|
|---|
| 751 | {
|
|---|
| 752 | GLsizei stride = sizeof(SBaseVertex);
|
|---|
| 753 | SBaseVertex *base = (SBaseVertex *)itv->first->Bind();
|
|---|
| 754 | glVertexPointer(3, GL_FLOAT, stride, &base->m_Position[0]);
|
|---|
| 755 | glColorPointer(4, GL_UNSIGNED_BYTE, stride, &base->m_DiffuseColor);
|
|---|
| 756 | glTexCoordPointer(2, GL_FLOAT, stride, &base->m_UVs[0]);
|
|---|
| 757 |
|
|---|
| 758 | for (IndexBufferBatches::iterator it = itv->second.begin(); it != itv->second.end(); ++it)
|
|---|
| 759 | {
|
|---|
| 760 | it->first->Bind();
|
|---|
| 761 |
|
|---|
| 762 | BatchElements& batch = it->second;
|
|---|
| 763 |
|
|---|
| 764 | if (!g_Renderer.m_SkipSubmit)
|
|---|
| 765 | {
|
|---|
| 766 | // Don't use glMultiDrawElements here since it doesn't have a significant
|
|---|
| 767 | // performance impact and it suffers from various driver bugs (e.g. it breaks
|
|---|
| 768 | // in Mesa 7.10 swrast with index VBOs)
|
|---|
| 769 | for (size_t i = 0; i < batch.first.size(); ++i)
|
|---|
| 770 | glDrawElements(GL_TRIANGLES, batch.first[i], GL_UNSIGNED_SHORT, batch.second[i]);
|
|---|
| 771 | }
|
|---|
| 772 |
|
|---|
| 773 | g_Renderer.m_Stats.m_DrawCalls++;
|
|---|
| 774 | g_Renderer.m_Stats.m_TerrainTris += std::accumulate(batch.first.begin(), batch.first.end(), 0) / 3;
|
|---|
| 775 | }
|
|---|
| 776 | }
|
|---|
| 777 | }
|
|---|
| 778 |
|
|---|
| 779 | CVertexBuffer::Unbind();
|
|---|
| 780 | }
|
|---|
| 781 |
|
|---|
| 782 | /**
|
|---|
| 783 | * Helper structure for RenderBlends.
|
|---|
| 784 | */
|
|---|
| 785 | struct SBlendBatch
|
|---|
| 786 | {
|
|---|
| 787 | SBlendBatch(RawPoolAllocator& pool) :
|
|---|
| 788 | m_Batches(VertexBufferBatches::key_compare(), VertexBufferBatches::allocator_type(pool))
|
|---|
| 789 | {
|
|---|
| 790 | }
|
|---|
| 791 |
|
|---|
| 792 | CTerrainTextureEntry* m_Texture;
|
|---|
| 793 | VertexBufferBatches m_Batches;
|
|---|
| 794 | };
|
|---|
| 795 |
|
|---|
| 796 | /**
|
|---|
| 797 | * Helper structure for RenderBlends.
|
|---|
| 798 | */
|
|---|
| 799 | struct SBlendStackItem
|
|---|
| 800 | {
|
|---|
| 801 | SBlendStackItem(CVertexBuffer::VBChunk* v, CVertexBuffer::VBChunk* i,
|
|---|
| 802 | const std::vector<CPatchRData::SSplat>& s, RawPoolAllocator& pool) :
|
|---|
| 803 | vertices(v), indices(i), splats(s.begin(), s.end(), SplatStack::allocator_type(pool))
|
|---|
| 804 | {
|
|---|
| 805 | }
|
|---|
| 806 |
|
|---|
| 807 | typedef std::vector<CPatchRData::SSplat, pool_allocator<CPatchRData::SSplat*> > SplatStack;
|
|---|
| 808 | CVertexBuffer::VBChunk* vertices;
|
|---|
| 809 | CVertexBuffer::VBChunk* indices;
|
|---|
| 810 | SplatStack splats;
|
|---|
| 811 | };
|
|---|
| 812 |
|
|---|
| 813 | void CPatchRData::RenderBlends(const std::vector<CPatchRData*>& patches)
|
|---|
| 814 | {
|
|---|
| 815 | RawPoolAllocator pool(POOL_SIZE);
|
|---|
| 816 |
|
|---|
| 817 | typedef std::vector<SBlendBatch, pool_allocator<SBlendBatch*> > BatchesStack;
|
|---|
| 818 | BatchesStack batches((BatchesStack::allocator_type(pool)));
|
|---|
| 819 |
|
|---|
| 820 | PROFILE_START("compute batches");
|
|---|
| 821 |
|
|---|
| 822 | // Reserve an arbitrary size that's probably big enough in most cases,
|
|---|
| 823 | // to avoid heavy reallocations
|
|---|
| 824 | batches.reserve(256);
|
|---|
| 825 |
|
|---|
| 826 | typedef std::vector<SBlendStackItem, pool_allocator<SBlendStackItem*> > BlendStacks;
|
|---|
| 827 | BlendStacks blendStacks((BlendStacks::allocator_type(pool)));
|
|---|
| 828 | blendStacks.reserve(patches.size());
|
|---|
| 829 |
|
|---|
| 830 | // Extract all the blend splats from each patch
|
|---|
| 831 | for (size_t i = 0; i < patches.size(); ++i)
|
|---|
| 832 | {
|
|---|
| 833 | CPatchRData* patch = patches[i];
|
|---|
| 834 | if (!patch->m_BlendSplats.empty())
|
|---|
| 835 | {
|
|---|
| 836 |
|
|---|
| 837 | blendStacks.push_back(SBlendStackItem(patch->m_VBBlends, patch->m_VBBlendIndices, patch->m_BlendSplats, pool));
|
|---|
| 838 | // Reverse the splats so the first to be rendered is at the back of the list
|
|---|
| 839 | std::reverse(blendStacks.back().splats.begin(), blendStacks.back().splats.end());
|
|---|
| 840 | }
|
|---|
| 841 | }
|
|---|
| 842 |
|
|---|
| 843 | // Rearrange the collection of splats to be grouped by texture, preserving
|
|---|
| 844 | // order of splats within each patch:
|
|---|
| 845 | // (This is exactly the same algorithm used in CPatchRData::BuildBlends,
|
|---|
| 846 | // but applied to patch-sized splats rather than to tile-sized splats;
|
|---|
| 847 | // see that function for comments on the algorithm.)
|
|---|
| 848 | while (true)
|
|---|
| 849 | {
|
|---|
| 850 | if (!batches.empty())
|
|---|
| 851 | {
|
|---|
| 852 | CTerrainTextureEntry* tex = batches.back().m_Texture;
|
|---|
| 853 |
|
|---|
| 854 | for (size_t k = 0; k < blendStacks.size(); ++k)
|
|---|
| 855 | {
|
|---|
| 856 | SBlendStackItem::SplatStack& splats = blendStacks[k].splats;
|
|---|
| 857 | if (!splats.empty() && splats.back().m_Texture == tex)
|
|---|
| 858 | {
|
|---|
| 859 | CVertexBuffer::VBChunk* vertices = blendStacks[k].vertices;
|
|---|
| 860 | CVertexBuffer::VBChunk* indices = blendStacks[k].indices;
|
|---|
| 861 |
|
|---|
| 862 | BatchElements& batch = PooledPairGet(PooledMapGet(batches.back().m_Batches, vertices->m_Owner, pool), indices->m_Owner, pool);
|
|---|
| 863 | batch.first.push_back(splats.back().m_IndexCount);
|
|---|
| 864 |
|
|---|
| 865 | u8* indexBase = indices->m_Owner->GetBindAddress();
|
|---|
| 866 | batch.second.push_back(indexBase + sizeof(u16)*(indices->m_Index + splats.back().m_IndexStart));
|
|---|
| 867 |
|
|---|
| 868 | splats.pop_back();
|
|---|
| 869 | }
|
|---|
| 870 | }
|
|---|
| 871 | }
|
|---|
| 872 |
|
|---|
| 873 | CTerrainTextureEntry* bestTex = NULL;
|
|---|
| 874 | size_t bestStackSize = 0;
|
|---|
| 875 |
|
|---|
| 876 | for (size_t k = 0; k < blendStacks.size(); ++k)
|
|---|
| 877 | {
|
|---|
| 878 | SBlendStackItem::SplatStack& splats = blendStacks[k].splats;
|
|---|
| 879 | if (splats.size() > bestStackSize)
|
|---|
| 880 | {
|
|---|
| 881 | bestStackSize = splats.size();
|
|---|
| 882 | bestTex = splats.back().m_Texture;
|
|---|
| 883 | }
|
|---|
| 884 | }
|
|---|
| 885 |
|
|---|
| 886 | if (bestStackSize == 0)
|
|---|
| 887 | break;
|
|---|
| 888 |
|
|---|
| 889 | SBlendBatch layer(pool);
|
|---|
| 890 | layer.m_Texture = bestTex;
|
|---|
| 891 | batches.push_back(layer);
|
|---|
| 892 | }
|
|---|
| 893 |
|
|---|
| 894 | PROFILE_END("compute batches");
|
|---|
| 895 |
|
|---|
| 896 | CVertexBuffer* lastVB = NULL;
|
|---|
| 897 |
|
|---|
| 898 | for (BatchesStack::iterator itt = batches.begin(); itt != batches.end(); ++itt)
|
|---|
| 899 | {
|
|---|
| 900 | if (itt->m_Texture)
|
|---|
| 901 | itt->m_Texture->GetTexture()->Bind();
|
|---|
| 902 | else
|
|---|
| 903 | g_Renderer.GetTextureManager().GetErrorTexture()->Bind();
|
|---|
| 904 |
|
|---|
| 905 | for (VertexBufferBatches::iterator itv = itt->m_Batches.begin(); itv != itt->m_Batches.end(); ++itv)
|
|---|
| 906 | {
|
|---|
| 907 | // Rebind the VB only if it changed since the last batch
|
|---|
| 908 | if (itv->first != lastVB)
|
|---|
| 909 | {
|
|---|
| 910 | lastVB = itv->first;
|
|---|
| 911 | GLsizei stride = sizeof(SBlendVertex);
|
|---|
| 912 | SBlendVertex *base = (SBlendVertex *)itv->first->Bind();
|
|---|
| 913 |
|
|---|
| 914 | glVertexPointer(3, GL_FLOAT, stride, &base->m_Position[0]);
|
|---|
| 915 |
|
|---|
| 916 | glColorPointer(4, GL_UNSIGNED_BYTE, stride, &base->m_DiffuseColor);
|
|---|
| 917 |
|
|---|
| 918 | pglClientActiveTextureARB(GL_TEXTURE0);
|
|---|
| 919 | glTexCoordPointer(2, GL_FLOAT, stride, &base->m_UVs[0]);
|
|---|
| 920 |
|
|---|
| 921 | pglClientActiveTextureARB(GL_TEXTURE1);
|
|---|
| 922 | glTexCoordPointer(2, GL_FLOAT, stride, &base->m_AlphaUVs[0]);
|
|---|
| 923 | }
|
|---|
| 924 |
|
|---|
| 925 | for (IndexBufferBatches::iterator it = itv->second.begin(); it != itv->second.end(); ++it)
|
|---|
| 926 | {
|
|---|
| 927 | it->first->Bind();
|
|---|
| 928 |
|
|---|
| 929 | BatchElements& batch = it->second;
|
|---|
| 930 |
|
|---|
| 931 | if (!g_Renderer.m_SkipSubmit)
|
|---|
| 932 | {
|
|---|
| 933 | for (size_t i = 0; i < batch.first.size(); ++i)
|
|---|
| 934 | glDrawElements(GL_TRIANGLES, batch.first[i], GL_UNSIGNED_SHORT, batch.second[i]);
|
|---|
| 935 | }
|
|---|
| 936 |
|
|---|
| 937 | g_Renderer.m_Stats.m_DrawCalls++;
|
|---|
| 938 | g_Renderer.m_Stats.m_BlendSplats++;
|
|---|
| 939 | g_Renderer.m_Stats.m_TerrainTris += std::accumulate(batch.first.begin(), batch.first.end(), 0) / 3;
|
|---|
| 940 | }
|
|---|
| 941 | }
|
|---|
| 942 | }
|
|---|
| 943 |
|
|---|
| 944 | pglClientActiveTextureARB(GL_TEXTURE0);
|
|---|
| 945 |
|
|---|
| 946 | CVertexBuffer::Unbind();
|
|---|
| 947 | }
|
|---|
| 948 |
|
|---|
| 949 | void CPatchRData::RenderStreams(const std::vector<CPatchRData*>& patches, int streamflags)
|
|---|
| 950 | {
|
|---|
| 951 | // Each batch has a list of index counts, and a list of pointers-to-first-indexes
|
|---|
| 952 | typedef std::pair<std::vector<GLint>, std::vector<void*> > BatchElements;
|
|---|
| 953 |
|
|---|
| 954 | // Group batches by index buffer
|
|---|
| 955 | typedef std::map<CVertexBuffer*, BatchElements> IndexBufferBatches;
|
|---|
| 956 |
|
|---|
| 957 | // Group batches by vertex buffer
|
|---|
| 958 | typedef std::map<CVertexBuffer*, IndexBufferBatches> VertexBufferBatches;
|
|---|
| 959 |
|
|---|
| 960 | VertexBufferBatches batches;
|
|---|
| 961 |
|
|---|
| 962 | PROFILE_START("compute batches");
|
|---|
| 963 |
|
|---|
| 964 | // Collect all the patches into their appropriate batches
|
|---|
| 965 | for (size_t i = 0; i < patches.size(); ++i)
|
|---|
| 966 | {
|
|---|
| 967 | CPatchRData* patch = patches[i];
|
|---|
| 968 | BatchElements& batch = batches[patch->m_VBBase->m_Owner][patch->m_VBBaseIndices->m_Owner];
|
|---|
| 969 |
|
|---|
| 970 | batch.first.push_back(patch->m_VBBaseIndices->m_Count);
|
|---|
| 971 |
|
|---|
| 972 | u8* indexBase = patch->m_VBBaseIndices->m_Owner->GetBindAddress();
|
|---|
| 973 | batch.second.push_back(indexBase + sizeof(u16)*(patch->m_VBBaseIndices->m_Index));
|
|---|
| 974 | }
|
|---|
| 975 |
|
|---|
| 976 | PROFILE_END("compute batches");
|
|---|
| 977 |
|
|---|
| 978 | // Render each batch
|
|---|
| 979 | for (VertexBufferBatches::iterator itv = batches.begin(); itv != batches.end(); ++itv)
|
|---|
| 980 | {
|
|---|
| 981 | GLsizei stride = sizeof(SBaseVertex);
|
|---|
| 982 | SBaseVertex *base = (SBaseVertex *)itv->first->Bind();
|
|---|
| 983 |
|
|---|
| 984 | glVertexPointer(3, GL_FLOAT, stride, &base->m_Position);
|
|---|
| 985 | if (streamflags & STREAM_UV0)
|
|---|
| 986 | {
|
|---|
| 987 | pglClientActiveTextureARB(GL_TEXTURE0);
|
|---|
| 988 | glTexCoordPointer(2, GL_FLOAT, stride, &base->m_UVs);
|
|---|
| 989 | }
|
|---|
| 990 | if (streamflags & STREAM_POSTOUV0)
|
|---|
| 991 | {
|
|---|
| 992 | pglClientActiveTextureARB(GL_TEXTURE0);
|
|---|
| 993 | glTexCoordPointer(3, GL_FLOAT, stride, &base->m_Position);
|
|---|
| 994 | }
|
|---|
| 995 | if (streamflags & STREAM_POSTOUV1)
|
|---|
| 996 | {
|
|---|
| 997 | pglClientActiveTextureARB(GL_TEXTURE1);
|
|---|
| 998 | glTexCoordPointer(3, GL_FLOAT, stride, &base->m_Position);
|
|---|
| 999 | }
|
|---|
| 1000 | if (streamflags & STREAM_POSTOUV2)
|
|---|
| 1001 | {
|
|---|
| 1002 | pglClientActiveTextureARB(GL_TEXTURE2);
|
|---|
| 1003 | glTexCoordPointer(3, GL_FLOAT, stride, &base->m_Position);
|
|---|
| 1004 | }
|
|---|
| 1005 | if (streamflags & STREAM_POSTOUV3)
|
|---|
| 1006 | {
|
|---|
| 1007 | pglClientActiveTextureARB(GL_TEXTURE3);
|
|---|
| 1008 | glTexCoordPointer(3, GL_FLOAT, stride, &base->m_Position);
|
|---|
| 1009 | }
|
|---|
| 1010 | if (streamflags & STREAM_COLOR)
|
|---|
| 1011 | {
|
|---|
| 1012 | glColorPointer(4, GL_UNSIGNED_BYTE, stride, &base->m_DiffuseColor);
|
|---|
| 1013 | }
|
|---|
| 1014 |
|
|---|
| 1015 | for (IndexBufferBatches::iterator it = itv->second.begin(); it != itv->second.end(); ++it)
|
|---|
| 1016 | {
|
|---|
| 1017 | it->first->Bind();
|
|---|
| 1018 |
|
|---|
| 1019 | BatchElements& batch = it->second;
|
|---|
| 1020 |
|
|---|
| 1021 | if (!g_Renderer.m_SkipSubmit)
|
|---|
| 1022 | {
|
|---|
| 1023 | for (size_t i = 0; i < batch.first.size(); ++i)
|
|---|
| 1024 | glDrawElements(GL_TRIANGLES, batch.first[i], GL_UNSIGNED_SHORT, batch.second[i]);
|
|---|
| 1025 | }
|
|---|
| 1026 |
|
|---|
| 1027 | g_Renderer.m_Stats.m_DrawCalls++;
|
|---|
| 1028 | g_Renderer.m_Stats.m_TerrainTris += std::accumulate(batch.first.begin(), batch.first.end(), 0) / 3;
|
|---|
| 1029 | }
|
|---|
| 1030 | }
|
|---|
| 1031 |
|
|---|
| 1032 | pglClientActiveTextureARB(GL_TEXTURE0);
|
|---|
| 1033 |
|
|---|
| 1034 | CVertexBuffer::Unbind();
|
|---|
| 1035 | }
|
|---|
| 1036 |
|
|---|
| 1037 | void CPatchRData::RenderOutline()
|
|---|
| 1038 | {
|
|---|
| 1039 | CTerrain* terrain = m_Patch->m_Parent;
|
|---|
| 1040 | ssize_t gx = m_Patch->m_X * PATCH_SIZE;
|
|---|
| 1041 | ssize_t gz = m_Patch->m_Z * PATCH_SIZE;
|
|---|
| 1042 |
|
|---|
| 1043 | CVector3D pos;
|
|---|
| 1044 | std::vector<CVector3D> line;
|
|---|
| 1045 |
|
|---|
| 1046 | ssize_t i, j;
|
|---|
| 1047 |
|
|---|
| 1048 | for (i = 0, j = 0; i <= PATCH_SIZE; ++i)
|
|---|
| 1049 | {
|
|---|
| 1050 | terrain->CalcPosition(gx + i, gz + j, pos);
|
|---|
| 1051 | line.push_back(pos);
|
|---|
| 1052 | }
|
|---|
| 1053 | for (i = PATCH_SIZE, j = 1; j <= PATCH_SIZE; ++j)
|
|---|
| 1054 | {
|
|---|
| 1055 | terrain->CalcPosition(gx + i, gz + j, pos);
|
|---|
| 1056 | line.push_back(pos);
|
|---|
| 1057 | }
|
|---|
| 1058 | for (i = PATCH_SIZE-1, j = PATCH_SIZE; i >= 0; --i)
|
|---|
| 1059 | {
|
|---|
| 1060 | terrain->CalcPosition(gx + i, gz + j, pos);
|
|---|
| 1061 | line.push_back(pos);
|
|---|
| 1062 | }
|
|---|
| 1063 | for (i = 0, j = PATCH_SIZE-1; j >= 0; --j)
|
|---|
| 1064 | {
|
|---|
| 1065 | terrain->CalcPosition(gx + i, gz + j, pos);
|
|---|
| 1066 | line.push_back(pos);
|
|---|
| 1067 | }
|
|---|
| 1068 |
|
|---|
| 1069 | glVertexPointer(3, GL_FLOAT, sizeof(CVector3D), &line[0]);
|
|---|
| 1070 | glDrawArrays(GL_LINE_STRIP, 0, line.size());
|
|---|
| 1071 | }
|
|---|
| 1072 |
|
|---|
| 1073 | void CPatchRData::RenderSides()
|
|---|
| 1074 | {
|
|---|
| 1075 | ENSURE(m_UpdateFlags==0);
|
|---|
| 1076 |
|
|---|
| 1077 | if (!m_VBSides)
|
|---|
| 1078 | return;
|
|---|
| 1079 |
|
|---|
| 1080 | SSideVertex *base = (SSideVertex *)m_VBSides->m_Owner->Bind();
|
|---|
| 1081 |
|
|---|
| 1082 | // setup data pointers
|
|---|
| 1083 | GLsizei stride = sizeof(SSideVertex);
|
|---|
| 1084 | glVertexPointer(3, GL_FLOAT, stride, &base->m_Position);
|
|---|
| 1085 |
|
|---|
| 1086 | if (!g_Renderer.m_SkipSubmit)
|
|---|
| 1087 | glDrawArrays(GL_TRIANGLE_STRIP, m_VBSides->m_Index, (GLsizei)m_VBSides->m_Count);
|
|---|
| 1088 |
|
|---|
| 1089 | // bump stats
|
|---|
| 1090 | g_Renderer.m_Stats.m_DrawCalls++;
|
|---|
| 1091 | g_Renderer.m_Stats.m_TerrainTris += m_VBSides->m_Count - 2;
|
|---|
| 1092 |
|
|---|
| 1093 | CVertexBuffer::Unbind();
|
|---|
| 1094 | }
|
|---|
| 1095 |
|
|---|
| 1096 | void CPatchRData::RenderPriorities()
|
|---|
| 1097 | {
|
|---|
| 1098 | CTerrain* terrain = m_Patch->m_Parent;
|
|---|
| 1099 | CCamera* camera = g_Game->GetView()->GetCamera();
|
|---|
| 1100 |
|
|---|
| 1101 | for (ssize_t j = 0; j < PATCH_SIZE; ++j)
|
|---|
| 1102 | {
|
|---|
| 1103 | for (ssize_t i = 0; i < PATCH_SIZE; ++i)
|
|---|
| 1104 | {
|
|---|
| 1105 | ssize_t gx = m_Patch->m_X * PATCH_SIZE + i;
|
|---|
| 1106 | ssize_t gz = m_Patch->m_Z * PATCH_SIZE + j;
|
|---|
| 1107 |
|
|---|
| 1108 | CVector3D pos;
|
|---|
| 1109 | terrain->CalcPosition(gx, gz, pos);
|
|---|
| 1110 |
|
|---|
| 1111 | // Move a bit towards the center of the tile
|
|---|
| 1112 | pos.X += CELL_SIZE/4.f;
|
|---|
| 1113 | pos.Z += CELL_SIZE/4.f;
|
|---|
| 1114 |
|
|---|
| 1115 | float x, y;
|
|---|
| 1116 | camera->GetScreenCoordinates(pos, x, y);
|
|---|
| 1117 |
|
|---|
| 1118 | glPushMatrix();
|
|---|
| 1119 | glTranslatef(x, g_yres - y, 0.f);
|
|---|
| 1120 |
|
|---|
| 1121 | // Draw the text upside-down, because it's aligned with
|
|---|
| 1122 | // the GUI (which uses the top-left as (0,0))
|
|---|
| 1123 | glScalef(1.0f, -1.0f, 1.0f);
|
|---|
| 1124 |
|
|---|
| 1125 | glwprintf(L"%d", m_Patch->m_MiniPatches[j][i].Priority);
|
|---|
| 1126 | glPopMatrix();
|
|---|
| 1127 | }
|
|---|
| 1128 | }
|
|---|
| 1129 | }
|
|---|