| 1 | /* Copyright (C) 2011 Wildfire Games.
|
|---|
| 2 | * This file is part of 0 A.D.
|
|---|
| 3 | *
|
|---|
| 4 | * 0 A.D. is free software: you can redistribute it and/or modify
|
|---|
| 5 | * it under the terms of the GNU General Public License as published by
|
|---|
| 6 | * the Free Software Foundation, either version 2 of the License, or
|
|---|
| 7 | * (at your option) any later version.
|
|---|
| 8 | *
|
|---|
| 9 | * 0 A.D. is distributed in the hope that it will be useful,
|
|---|
| 10 | * but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|---|
| 11 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|---|
| 12 | * GNU General Public License for more details.
|
|---|
| 13 | *
|
|---|
| 14 | * You should have received a copy of the GNU General Public License
|
|---|
| 15 | * along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
|
|---|
| 16 | */
|
|---|
| 17 |
|
|---|
| 18 | /*
|
|---|
| 19 | * Terrain rendering (everything related to patches and water) is
|
|---|
| 20 | * encapsulated in TerrainRenderer
|
|---|
| 21 | */
|
|---|
| 22 |
|
|---|
| 23 | #include "precompiled.h"
|
|---|
| 24 |
|
|---|
| 25 | #include "graphics/Camera.h"
|
|---|
| 26 | #include "graphics/Decal.h"
|
|---|
| 27 | #include "graphics/LightEnv.h"
|
|---|
| 28 | #include "graphics/LOSTexture.h"
|
|---|
| 29 | #include "graphics/Patch.h"
|
|---|
| 30 | #include "graphics/Terrain.h"
|
|---|
| 31 | #include "graphics/GameView.h"
|
|---|
| 32 | #include "graphics/Model.h"
|
|---|
| 33 | #include "graphics/ShaderManager.h"
|
|---|
| 34 |
|
|---|
| 35 | #include "maths/MathUtil.h"
|
|---|
| 36 |
|
|---|
| 37 | #include "ps/Filesystem.h"
|
|---|
| 38 | #include "ps/CLogger.h"
|
|---|
| 39 | #include "ps/Font.h"
|
|---|
| 40 | #include "ps/Game.h"
|
|---|
| 41 | #include "ps/Profile.h"
|
|---|
| 42 | #include "ps/World.h"
|
|---|
| 43 |
|
|---|
| 44 | #include "renderer/DecalRData.h"
|
|---|
| 45 | #include "renderer/PatchRData.h"
|
|---|
| 46 | #include "renderer/Renderer.h"
|
|---|
| 47 | #include "renderer/ShadowMap.h"
|
|---|
| 48 | #include "renderer/TerrainRenderer.h"
|
|---|
| 49 | #include "renderer/VertexArray.h"
|
|---|
| 50 | #include "renderer/WaterManager.h"
|
|---|
| 51 |
|
|---|
| 52 | #include "lib/res/graphics/ogl_shader.h"
|
|---|
| 53 |
|
|---|
| 54 |
|
|---|
| 55 | ///////////////////////////////////////////////////////////////////////////////////////////////
|
|---|
| 56 | // TerrainRenderer implementation
|
|---|
| 57 |
|
|---|
| 58 |
|
|---|
| 59 | /**
|
|---|
| 60 | * TerrainRenderer keeps track of which phase it is in, to detect
|
|---|
| 61 | * when Submit, PrepareForRendering etc. are called in the wrong order.
|
|---|
| 62 | */
|
|---|
| 63 | enum Phase {
|
|---|
| 64 | Phase_Submit,
|
|---|
| 65 | Phase_Render
|
|---|
| 66 | };
|
|---|
| 67 |
|
|---|
| 68 |
|
|---|
| 69 | /**
|
|---|
| 70 | * Struct TerrainRendererInternals: Internal variables used by the TerrainRenderer class.
|
|---|
| 71 | */
|
|---|
| 72 | struct TerrainRendererInternals
|
|---|
| 73 | {
|
|---|
| 74 | /// Which phase (submitting or rendering patches) are we in right now?
|
|---|
| 75 | Phase phase;
|
|---|
| 76 |
|
|---|
| 77 | /// Patches that were submitted for this frame
|
|---|
| 78 | std::vector<CPatchRData*> visiblePatches;
|
|---|
| 79 |
|
|---|
| 80 | /// Decals that were submitted for this frame
|
|---|
| 81 | std::vector<CDecalRData*> visibleDecals;
|
|---|
| 82 |
|
|---|
| 83 | /// Fancy water shader
|
|---|
| 84 | Handle fancyWaterShader;
|
|---|
| 85 | };
|
|---|
| 86 |
|
|---|
| 87 |
|
|---|
| 88 |
|
|---|
| 89 | ///////////////////////////////////////////////////////////////////
|
|---|
| 90 | // Construction/Destruction
|
|---|
| 91 | TerrainRenderer::TerrainRenderer()
|
|---|
| 92 | {
|
|---|
| 93 | m = new TerrainRendererInternals();
|
|---|
| 94 | m->phase = Phase_Submit;
|
|---|
| 95 | m->fancyWaterShader = 0;
|
|---|
| 96 | }
|
|---|
| 97 |
|
|---|
| 98 | TerrainRenderer::~TerrainRenderer()
|
|---|
| 99 | {
|
|---|
| 100 | if( m->fancyWaterShader )
|
|---|
| 101 | {
|
|---|
| 102 | ogl_program_free( m->fancyWaterShader );
|
|---|
| 103 | }
|
|---|
| 104 | delete m;
|
|---|
| 105 | }
|
|---|
| 106 |
|
|---|
| 107 |
|
|---|
| 108 | ///////////////////////////////////////////////////////////////////
|
|---|
| 109 | // Submit a patch for rendering
|
|---|
| 110 | void TerrainRenderer::Submit(CPatch* patch)
|
|---|
| 111 | {
|
|---|
| 112 | ENSURE(m->phase == Phase_Submit);
|
|---|
| 113 |
|
|---|
| 114 | CPatchRData* data = (CPatchRData*)patch->GetRenderData();
|
|---|
| 115 | if (data == 0)
|
|---|
| 116 | {
|
|---|
| 117 | // no renderdata for patch, create it now
|
|---|
| 118 | data = new CPatchRData(patch);
|
|---|
| 119 | patch->SetRenderData(data);
|
|---|
| 120 | }
|
|---|
| 121 | data->Update();
|
|---|
| 122 |
|
|---|
| 123 | m->visiblePatches.push_back(data);
|
|---|
| 124 | }
|
|---|
| 125 |
|
|---|
| 126 | ///////////////////////////////////////////////////////////////////
|
|---|
| 127 | // Submit a decal for rendering
|
|---|
| 128 | void TerrainRenderer::Submit(CModelDecal* decal)
|
|---|
| 129 | {
|
|---|
| 130 | ENSURE(m->phase == Phase_Submit);
|
|---|
| 131 |
|
|---|
| 132 | CDecalRData* data = (CDecalRData*)decal->GetRenderData();
|
|---|
| 133 | if (data == 0)
|
|---|
| 134 | {
|
|---|
| 135 | // no renderdata for decal, create it now
|
|---|
| 136 | data = new CDecalRData(decal);
|
|---|
| 137 | decal->SetRenderData(data);
|
|---|
| 138 | }
|
|---|
| 139 | data->Update();
|
|---|
| 140 |
|
|---|
| 141 | m->visibleDecals.push_back(data);
|
|---|
| 142 | }
|
|---|
| 143 |
|
|---|
| 144 | ///////////////////////////////////////////////////////////////////
|
|---|
| 145 | // Prepare for rendering
|
|---|
| 146 | void TerrainRenderer::PrepareForRendering()
|
|---|
| 147 | {
|
|---|
| 148 | ENSURE(m->phase == Phase_Submit);
|
|---|
| 149 |
|
|---|
| 150 | m->phase = Phase_Render;
|
|---|
| 151 | }
|
|---|
| 152 |
|
|---|
| 153 | ///////////////////////////////////////////////////////////////////
|
|---|
| 154 | // Clear submissions lists
|
|---|
| 155 | void TerrainRenderer::EndFrame()
|
|---|
| 156 | {
|
|---|
| 157 | ENSURE(m->phase == Phase_Render || m->phase == Phase_Submit);
|
|---|
| 158 |
|
|---|
| 159 | m->visiblePatches.clear();
|
|---|
| 160 | m->visibleDecals.clear();
|
|---|
| 161 |
|
|---|
| 162 | m->phase = Phase_Submit;
|
|---|
| 163 | }
|
|---|
| 164 |
|
|---|
| 165 |
|
|---|
| 166 | ///////////////////////////////////////////////////////////////////
|
|---|
| 167 | // Full-featured terrain rendering with blending and everything
|
|---|
| 168 | void TerrainRenderer::RenderTerrain()
|
|---|
| 169 | {
|
|---|
| 170 | ENSURE(m->phase == Phase_Render);
|
|---|
| 171 |
|
|---|
| 172 | // render the solid black sides of the map first
|
|---|
| 173 | g_Renderer.BindTexture(0, 0);
|
|---|
| 174 | glEnableClientState(GL_VERTEX_ARRAY);
|
|---|
| 175 | glColor3f(0, 0, 0);
|
|---|
| 176 | PROFILE_START("render terrain sides");
|
|---|
| 177 | for (size_t i = 0; i < m->visiblePatches.size(); ++i)
|
|---|
| 178 | m->visiblePatches[i]->RenderSides();
|
|---|
| 179 | PROFILE_END("render terrain sides");
|
|---|
| 180 |
|
|---|
| 181 | // switch on required client states
|
|---|
| 182 | glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|---|
| 183 |
|
|---|
| 184 | // render everything fullbright
|
|---|
| 185 | // set up texture environment for base pass
|
|---|
| 186 | pglActiveTextureARB(GL_TEXTURE0);
|
|---|
| 187 | pglClientActiveTextureARB(GL_TEXTURE0);
|
|---|
| 188 | glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
|
|---|
| 189 | glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE);
|
|---|
| 190 | glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
|
|---|
| 191 | glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
|
|---|
| 192 |
|
|---|
| 193 | // Set alpha to 1.0
|
|---|
| 194 | glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
|
|---|
| 195 | glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_CONSTANT);
|
|---|
| 196 | glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
|
|---|
| 197 | static const float one[4] = { 1.f, 1.f, 1.f, 1.f };
|
|---|
| 198 | glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, one);
|
|---|
| 199 |
|
|---|
| 200 | PROFILE_START("render terrain base");
|
|---|
| 201 | CPatchRData::RenderBases(m->visiblePatches);
|
|---|
| 202 | PROFILE_END("render terrain base");
|
|---|
| 203 |
|
|---|
| 204 | // render blends
|
|---|
| 205 | // switch on the composite alpha map texture
|
|---|
| 206 | (void)ogl_tex_bind(g_Renderer.m_hCompositeAlphaMap, 1);
|
|---|
| 207 |
|
|---|
| 208 | // switch on second uv set
|
|---|
| 209 | pglClientActiveTextureARB(GL_TEXTURE1);
|
|---|
| 210 | glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|---|
| 211 |
|
|---|
| 212 | // setup additional texenv required by blend pass
|
|---|
| 213 | pglActiveTextureARB(GL_TEXTURE1);
|
|---|
| 214 | glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
|
|---|
| 215 | glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE);
|
|---|
| 216 | glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS);
|
|---|
| 217 | glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
|
|---|
| 218 | glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
|
|---|
| 219 | glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
|
|---|
| 220 | glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_ONE_MINUS_SRC_ALPHA);
|
|---|
| 221 |
|
|---|
| 222 | // switch on blending
|
|---|
| 223 | glEnable(GL_BLEND);
|
|---|
| 224 | glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
|
|---|
| 225 |
|
|---|
| 226 | // no need to write to the depth buffer a second time
|
|---|
| 227 | glDepthMask(0);
|
|---|
| 228 |
|
|---|
| 229 | // The decal color array contains lighting data, which we don't want in this non-shader mode
|
|---|
| 230 | glDisableClientState(GL_COLOR_ARRAY);
|
|---|
| 231 |
|
|---|
| 232 | // render blend passes for each patch
|
|---|
| 233 | PROFILE_START("render terrain blends");
|
|---|
| 234 | CPatchRData::RenderBlends(m->visiblePatches);
|
|---|
| 235 | PROFILE_END("render terrain blends");
|
|---|
| 236 |
|
|---|
| 237 | // Disable second texcoord array
|
|---|
| 238 | pglClientActiveTextureARB(GL_TEXTURE1);
|
|---|
| 239 | glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|---|
| 240 |
|
|---|
| 241 |
|
|---|
| 242 | // Render terrain decals
|
|---|
| 243 |
|
|---|
| 244 | g_Renderer.BindTexture(1, 0);
|
|---|
| 245 | pglActiveTextureARB(GL_TEXTURE0);
|
|---|
| 246 | pglClientActiveTextureARB(GL_TEXTURE0);
|
|---|
| 247 | glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
|
|---|
| 248 | glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
|
|---|
| 249 | glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS);
|
|---|
| 250 | glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
|
|---|
| 251 | glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE);
|
|---|
| 252 | glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
|
|---|
| 253 | glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
|
|---|
| 254 | glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
|
|---|
| 255 | glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
|
|---|
| 256 |
|
|---|
| 257 | PROFILE_START("render terrain decals");
|
|---|
| 258 | for (size_t i = 0; i < m->visibleDecals.size(); ++i)
|
|---|
| 259 | m->visibleDecals[i]->Render(CShaderProgramPtr());
|
|---|
| 260 | PROFILE_END("render terrain decals");
|
|---|
| 261 |
|
|---|
| 262 |
|
|---|
| 263 | // Now apply lighting
|
|---|
| 264 | const CLightEnv& lightEnv = g_Renderer.GetLightEnv();
|
|---|
| 265 |
|
|---|
| 266 | pglClientActiveTextureARB(GL_TEXTURE0);
|
|---|
| 267 | glEnableClientState(GL_COLOR_ARRAY); // diffuse lighting colours
|
|---|
| 268 |
|
|---|
| 269 | glBlendFunc(GL_DST_COLOR, GL_ZERO);
|
|---|
| 270 |
|
|---|
| 271 | // GL_TEXTURE_ENV_COLOR requires four floats, so we shouldn't use the RGBColor directly
|
|---|
| 272 | float terrainAmbientColor[4] = {
|
|---|
| 273 | lightEnv.m_TerrainAmbientColor.X,
|
|---|
| 274 | lightEnv.m_TerrainAmbientColor.Y,
|
|---|
| 275 | lightEnv.m_TerrainAmbientColor.Z,
|
|---|
| 276 | 1.f
|
|---|
| 277 | };
|
|---|
| 278 |
|
|---|
| 279 | CLOSTexture& losTexture = g_Renderer.GetScene().GetLOSTexture();
|
|---|
| 280 |
|
|---|
| 281 | int streamflags = STREAM_POS|STREAM_COLOR;
|
|---|
| 282 |
|
|---|
| 283 | pglActiveTextureARB(GL_TEXTURE0);
|
|---|
| 284 | // We're not going to use a texture here, but we have to have a valid texture
|
|---|
| 285 | // bound else the texture unit will be disabled.
|
|---|
| 286 | // We should still have a bound splat texture from some earlier rendering,
|
|---|
| 287 | // so assume that's still valid to use.
|
|---|
| 288 | // (TODO: That's a bit of an ugly hack.)
|
|---|
| 289 |
|
|---|
| 290 | // No shadows: (Ambient + Diffuse) * LOS
|
|---|
| 291 | glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
|
|---|
| 292 | glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_ADD);
|
|---|
| 293 | glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS);
|
|---|
| 294 | glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
|
|---|
| 295 | glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_CONSTANT);
|
|---|
| 296 | glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
|
|---|
| 297 | glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
|
|---|
| 298 | glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS);
|
|---|
| 299 | glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
|
|---|
| 300 |
|
|---|
| 301 | glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, terrainAmbientColor);
|
|---|
| 302 |
|
|---|
| 303 | losTexture.BindTexture(1);
|
|---|
| 304 | pglClientActiveTextureARB(GL_TEXTURE1);
|
|---|
| 305 | glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|---|
| 306 | streamflags |= STREAM_POSTOUV1;
|
|---|
| 307 |
|
|---|
| 308 | glMatrixMode(GL_TEXTURE);
|
|---|
| 309 | glLoadMatrixf(losTexture.GetTextureMatrix());
|
|---|
| 310 | glMatrixMode(GL_MODELVIEW);
|
|---|
| 311 |
|
|---|
| 312 | glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
|
|---|
| 313 | glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
|
|---|
| 314 | glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS);
|
|---|
| 315 | glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
|
|---|
| 316 | glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE);
|
|---|
| 317 | glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_ALPHA);
|
|---|
| 318 | glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
|
|---|
| 319 | glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS);
|
|---|
| 320 | glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
|
|---|
| 321 |
|
|---|
| 322 | pglActiveTextureARB(GL_TEXTURE0);
|
|---|
| 323 | pglClientActiveTextureARB(GL_TEXTURE0);
|
|---|
| 324 |
|
|---|
| 325 | PROFILE_START("render terrain streams");
|
|---|
| 326 | CPatchRData::RenderStreams(m->visiblePatches, streamflags);
|
|---|
| 327 | PROFILE_END("render terrain streams");
|
|---|
| 328 |
|
|---|
| 329 | glMatrixMode(GL_TEXTURE);
|
|---|
| 330 | glLoadIdentity();
|
|---|
| 331 | glMatrixMode(GL_MODELVIEW);
|
|---|
| 332 |
|
|---|
| 333 | // restore OpenGL state
|
|---|
| 334 | g_Renderer.BindTexture(1, 0);
|
|---|
| 335 |
|
|---|
| 336 | pglClientActiveTextureARB(GL_TEXTURE1);
|
|---|
| 337 | glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|---|
| 338 | glMatrixMode(GL_TEXTURE);
|
|---|
| 339 | glLoadIdentity();
|
|---|
| 340 | glMatrixMode(GL_MODELVIEW);
|
|---|
| 341 |
|
|---|
| 342 | pglClientActiveTextureARB(GL_TEXTURE0);
|
|---|
| 343 | pglActiveTextureARB(GL_TEXTURE0);
|
|---|
| 344 | glDepthMask(1);
|
|---|
| 345 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|---|
| 346 | glDisable(GL_BLEND);
|
|---|
| 347 | glDisableClientState(GL_COLOR_ARRAY);
|
|---|
| 348 | glDisableClientState(GL_VERTEX_ARRAY);
|
|---|
| 349 | glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|---|
| 350 | }
|
|---|
| 351 |
|
|---|
| 352 |
|
|---|
| 353 | ///////////////////////////////////////////////////////////////////
|
|---|
| 354 |
|
|---|
| 355 | /**
|
|---|
| 356 | * Set up all the uniforms for a shader pass.
|
|---|
| 357 | */
|
|---|
| 358 | void TerrainRenderer::PrepareShader(const CShaderProgramPtr& shader, ShadowMap* shadow)
|
|---|
| 359 | {
|
|---|
| 360 | const CLightEnv& lightEnv = g_Renderer.GetLightEnv();
|
|---|
| 361 |
|
|---|
| 362 | if (shadow)
|
|---|
| 363 | {
|
|---|
| 364 | shader->BindTexture("shadowTex", shadow->GetTexture());
|
|---|
| 365 | shader->Uniform("shadowTransform", shadow->GetTextureMatrix());
|
|---|
| 366 | }
|
|---|
| 367 |
|
|---|
| 368 | CLOSTexture& los = g_Renderer.GetScene().GetLOSTexture();
|
|---|
| 369 | shader->BindTexture("losTex", los.GetTexture());
|
|---|
| 370 | shader->Uniform("losTransform", los.GetTextureMatrix()[0], los.GetTextureMatrix()[12], 0.f, 0.f);
|
|---|
| 371 |
|
|---|
| 372 | shader->Uniform("ambient", lightEnv.m_TerrainAmbientColor);
|
|---|
| 373 | shader->Uniform("sunColor", lightEnv.m_SunColor);
|
|---|
| 374 | }
|
|---|
| 375 |
|
|---|
| 376 | void TerrainRenderer::RenderTerrainShader(ShadowMap* shadow)
|
|---|
| 377 | {
|
|---|
| 378 | ENSURE(m->phase == Phase_Render);
|
|---|
| 379 |
|
|---|
| 380 | CShaderManager& shaderManager = g_Renderer.GetShaderManager();
|
|---|
| 381 |
|
|---|
| 382 | typedef std::map<CStr, CStr> Defines;
|
|---|
| 383 | Defines defBasic;
|
|---|
| 384 | if (shadow)
|
|---|
| 385 | {
|
|---|
| 386 | defBasic["USE_SHADOW"] = "1";
|
|---|
| 387 | if (g_Renderer.m_Caps.m_ARBProgramShadow && g_Renderer.m_Options.m_ARBProgramShadow)
|
|---|
| 388 | defBasic["USE_FP_SHADOW"] = "1";
|
|---|
| 389 | }
|
|---|
| 390 |
|
|---|
| 391 | defBasic["LIGHTING_MODEL_" + g_Renderer.GetLightEnv().GetLightingModel()] = "1";
|
|---|
| 392 |
|
|---|
| 393 | CShaderProgramPtr shaderBase(shaderManager.LoadProgram("terrain_base", defBasic));
|
|---|
| 394 | CShaderProgramPtr shaderBlend(shaderManager.LoadProgram("terrain_blend", defBasic));
|
|---|
| 395 | CShaderProgramPtr shaderDecal(shaderManager.LoadProgram("terrain_decal", defBasic));
|
|---|
| 396 |
|
|---|
| 397 | // render the solid black sides of the map first
|
|---|
| 398 | g_Renderer.BindTexture(0, 0);
|
|---|
| 399 | glEnableClientState(GL_VERTEX_ARRAY);
|
|---|
| 400 | glColor3f(0, 0, 0);
|
|---|
| 401 | PROFILE_START("render terrain sides");
|
|---|
| 402 | for (size_t i = 0; i < m->visiblePatches.size(); ++i)
|
|---|
| 403 | m->visiblePatches[i]->RenderSides();
|
|---|
| 404 | PROFILE_END("render terrain sides");
|
|---|
| 405 |
|
|---|
| 406 | // switch on required client states
|
|---|
| 407 | glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|---|
| 408 | glEnableClientState(GL_COLOR_ARRAY); // diffuse lighting colours
|
|---|
| 409 |
|
|---|
| 410 | shaderBase->Bind();
|
|---|
| 411 | PrepareShader(shaderBase, shadow);
|
|---|
| 412 |
|
|---|
| 413 | PROFILE_START("render terrain base");
|
|---|
| 414 | CPatchRData::RenderBases(m->visiblePatches);
|
|---|
| 415 | PROFILE_END("render terrain base");
|
|---|
| 416 |
|
|---|
| 417 | shaderBase->Unbind();
|
|---|
| 418 |
|
|---|
| 419 | // render blends
|
|---|
| 420 |
|
|---|
| 421 | shaderBlend->Bind();
|
|---|
| 422 | PrepareShader(shaderBlend, shadow);
|
|---|
| 423 |
|
|---|
| 424 | // switch on the composite alpha map texture
|
|---|
| 425 | (void)ogl_tex_bind(g_Renderer.m_hCompositeAlphaMap, 1);
|
|---|
| 426 |
|
|---|
| 427 | // switch on second uv set
|
|---|
| 428 | pglClientActiveTextureARB(GL_TEXTURE1);
|
|---|
| 429 | glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|---|
| 430 |
|
|---|
| 431 | // switch on blending
|
|---|
| 432 | glEnable(GL_BLEND);
|
|---|
| 433 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|---|
| 434 |
|
|---|
| 435 | // no need to write to the depth buffer a second time
|
|---|
| 436 | glDepthMask(0);
|
|---|
| 437 |
|
|---|
| 438 | // render blend passes for each patch
|
|---|
| 439 | PROFILE_START("render terrain blends");
|
|---|
| 440 | CPatchRData::RenderBlends(m->visiblePatches);
|
|---|
| 441 | PROFILE_END("render terrain blends");
|
|---|
| 442 |
|
|---|
| 443 | // Disable second texcoord array
|
|---|
| 444 | pglClientActiveTextureARB(GL_TEXTURE1);
|
|---|
| 445 | glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|---|
| 446 |
|
|---|
| 447 | shaderBlend->Unbind();
|
|---|
| 448 |
|
|---|
| 449 | // Render terrain decals
|
|---|
| 450 |
|
|---|
| 451 | shaderDecal->Bind();
|
|---|
| 452 | PrepareShader(shaderDecal, shadow);
|
|---|
| 453 |
|
|---|
| 454 | g_Renderer.BindTexture(1, 0);
|
|---|
| 455 | pglActiveTextureARB(GL_TEXTURE0);
|
|---|
| 456 | pglClientActiveTextureARB(GL_TEXTURE0);
|
|---|
| 457 |
|
|---|
| 458 | PROFILE_START("render terrain decals");
|
|---|
| 459 | for (size_t i = 0; i < m->visibleDecals.size(); ++i)
|
|---|
| 460 | m->visibleDecals[i]->Render(shaderDecal);
|
|---|
| 461 | PROFILE_END("render terrain decals");
|
|---|
| 462 |
|
|---|
| 463 | shaderDecal->Unbind();
|
|---|
| 464 |
|
|---|
| 465 | // restore OpenGL state
|
|---|
| 466 | g_Renderer.BindTexture(1, 0);
|
|---|
| 467 | g_Renderer.BindTexture(2, 0);
|
|---|
| 468 | g_Renderer.BindTexture(3, 0);
|
|---|
| 469 |
|
|---|
| 470 | pglClientActiveTextureARB(GL_TEXTURE0);
|
|---|
| 471 | pglActiveTextureARB(GL_TEXTURE0);
|
|---|
| 472 | glDepthMask(1);
|
|---|
| 473 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|---|
| 474 | glDisable(GL_BLEND);
|
|---|
| 475 | glDisableClientState(GL_COLOR_ARRAY);
|
|---|
| 476 | glDisableClientState(GL_VERTEX_ARRAY);
|
|---|
| 477 | glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|---|
| 478 | }
|
|---|
| 479 |
|
|---|
| 480 |
|
|---|
| 481 | ///////////////////////////////////////////////////////////////////
|
|---|
| 482 | // Render un-textured patches as polygons
|
|---|
| 483 | void TerrainRenderer::RenderPatches()
|
|---|
| 484 | {
|
|---|
| 485 | ENSURE(m->phase == Phase_Render);
|
|---|
| 486 |
|
|---|
| 487 | glEnableClientState(GL_VERTEX_ARRAY);
|
|---|
| 488 | CPatchRData::RenderStreams(m->visiblePatches, STREAM_POS);
|
|---|
| 489 | glDisableClientState(GL_VERTEX_ARRAY);
|
|---|
| 490 | }
|
|---|
| 491 |
|
|---|
| 492 |
|
|---|
| 493 | ///////////////////////////////////////////////////////////////////
|
|---|
| 494 | // Render outlines of submitted patches as lines
|
|---|
| 495 | void TerrainRenderer::RenderOutlines()
|
|---|
| 496 | {
|
|---|
| 497 | ENSURE(m->phase == Phase_Render);
|
|---|
| 498 |
|
|---|
| 499 | glEnableClientState(GL_VERTEX_ARRAY);
|
|---|
| 500 | for (size_t i = 0; i < m->visiblePatches.size(); ++i)
|
|---|
| 501 | m->visiblePatches[i]->RenderOutline();
|
|---|
| 502 | glDisableClientState(GL_VERTEX_ARRAY);
|
|---|
| 503 | }
|
|---|
| 504 |
|
|---|
| 505 |
|
|---|
| 506 | ///////////////////////////////////////////////////////////////////
|
|---|
| 507 | // Render water that is part of the terrain
|
|---|
| 508 | void TerrainRenderer::RenderWater()
|
|---|
| 509 | {
|
|---|
| 510 | PROFILE( "render water" );
|
|---|
| 511 |
|
|---|
| 512 | WaterManager* WaterMgr = g_Renderer.GetWaterManager();
|
|---|
| 513 |
|
|---|
| 514 | bool fancy = WaterMgr->WillRenderFancyWater();
|
|---|
| 515 |
|
|---|
| 516 | // If we're using fancy water, make sure its shader is loaded
|
|---|
| 517 | if(fancy && !m->fancyWaterShader)
|
|---|
| 518 | {
|
|---|
| 519 | Handle h = ogl_program_load(g_VFS, L"shaders/water_high.xml");
|
|---|
| 520 | if (h < 0)
|
|---|
| 521 | {
|
|---|
| 522 | LOGERROR(L"Failed to load water shader. Falling back to non-fancy water.\n");
|
|---|
| 523 | g_Renderer.m_Options.m_FancyWater = false;
|
|---|
| 524 | fancy = false;
|
|---|
| 525 | }
|
|---|
| 526 | else
|
|---|
| 527 | {
|
|---|
| 528 | m->fancyWaterShader = h;
|
|---|
| 529 | }
|
|---|
| 530 | }
|
|---|
| 531 | CTerrain* terrain = g_Game->GetWorld()->GetTerrain(); // TODO: stop using g_Game
|
|---|
| 532 |
|
|---|
| 533 | CLOSTexture& losTexture = g_Renderer.GetScene().GetLOSTexture();
|
|---|
| 534 |
|
|---|
| 535 | glEnable(GL_BLEND);
|
|---|
| 536 | glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
|
|---|
| 537 | glEnable(GL_DEPTH_TEST);
|
|---|
| 538 | glDepthFunc(GL_LEQUAL);
|
|---|
| 539 |
|
|---|
| 540 | double time = WaterMgr->m_WaterTexTimer;
|
|---|
| 541 |
|
|---|
| 542 | double period = 1.6;
|
|---|
| 543 | int curTex = (int)(time*60/period) % 60;
|
|---|
| 544 |
|
|---|
| 545 | if(fancy)
|
|---|
| 546 | {
|
|---|
| 547 | WaterMgr->m_NormalMap[curTex]->Bind();
|
|---|
| 548 | }
|
|---|
| 549 | else
|
|---|
| 550 | {
|
|---|
| 551 | WaterMgr->m_WaterTexture[curTex]->Bind();
|
|---|
| 552 | }
|
|---|
| 553 |
|
|---|
| 554 | // Shift the texture coordinates by these amounts to make the water "flow"
|
|---|
| 555 | float tx = -fmod(time, 81.0)/81.0;
|
|---|
| 556 | float ty = -fmod(time, 34.0)/34.0;
|
|---|
| 557 |
|
|---|
| 558 | if(!fancy)
|
|---|
| 559 | {
|
|---|
| 560 | // Perform the shifting by modifying the texture matrix
|
|---|
| 561 | glMatrixMode(GL_TEXTURE);
|
|---|
| 562 | glLoadIdentity();
|
|---|
| 563 | glTranslatef(tx, ty, 0);
|
|---|
| 564 |
|
|---|
| 565 | // Set up texture environment to multiply vertex RGB by texture RGB and use vertex alpha
|
|---|
| 566 | glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
|
|---|
| 567 | glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
|
|---|
| 568 | glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
|
|---|
| 569 | glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
|
|---|
| 570 | glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PRIMARY_COLOR_ARB);
|
|---|
| 571 | glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
|
|---|
| 572 | glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
|
|---|
| 573 | glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PRIMARY_COLOR_ARB);
|
|---|
| 574 | glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
|
|---|
| 575 |
|
|---|
| 576 | // Multiply by LOS texture
|
|---|
| 577 | losTexture.BindTexture(1);
|
|---|
| 578 | pglClientActiveTextureARB(GL_TEXTURE1);
|
|---|
| 579 | glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|---|
| 580 |
|
|---|
| 581 | glLoadMatrixf(losTexture.GetTextureMatrix());
|
|---|
| 582 |
|
|---|
| 583 | glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
|
|---|
| 584 | glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
|
|---|
| 585 | glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS);
|
|---|
| 586 | glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
|
|---|
| 587 | glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE);
|
|---|
| 588 | glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_ALPHA);
|
|---|
| 589 | glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
|
|---|
| 590 | glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS);
|
|---|
| 591 | glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
|
|---|
| 592 | }
|
|---|
| 593 |
|
|---|
| 594 | // Set the proper LOD bias
|
|---|
| 595 | glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, g_Renderer.m_Options.m_LodBias);
|
|---|
| 596 |
|
|---|
| 597 | const CCamera& camera = g_Renderer.GetViewCamera();
|
|---|
| 598 | CVector3D camPos = camera.m_Orientation.GetTranslation();
|
|---|
| 599 |
|
|---|
| 600 | GLint vertexDepth = 0; // water depth attribute, if using fancy water
|
|---|
| 601 |
|
|---|
| 602 | if(fancy)
|
|---|
| 603 | {
|
|---|
| 604 | // Bind reflection and refraction textures on texture units 1 and 2
|
|---|
| 605 | pglActiveTextureARB( GL_TEXTURE1_ARB );
|
|---|
| 606 | glEnable( GL_TEXTURE_2D );
|
|---|
| 607 | glBindTexture( GL_TEXTURE_2D, WaterMgr->m_ReflectionTexture );
|
|---|
| 608 | pglActiveTextureARB( GL_TEXTURE2_ARB );
|
|---|
| 609 | glEnable( GL_TEXTURE_2D );
|
|---|
| 610 | glBindTexture( GL_TEXTURE_2D, WaterMgr->m_RefractionTexture );
|
|---|
| 611 |
|
|---|
| 612 | losTexture.BindTexture(3);
|
|---|
| 613 |
|
|---|
| 614 | // Bind water shader and set arguments
|
|---|
| 615 | ogl_program_use( m->fancyWaterShader );
|
|---|
| 616 |
|
|---|
| 617 | GLint ambient = ogl_program_get_uniform_location( m->fancyWaterShader, "ambient" );
|
|---|
| 618 | GLint sunDir = ogl_program_get_uniform_location( m->fancyWaterShader, "sunDir" );
|
|---|
| 619 | GLint sunColor = ogl_program_get_uniform_location( m->fancyWaterShader, "sunColor" );
|
|---|
| 620 | GLint cameraPos = ogl_program_get_uniform_location( m->fancyWaterShader, "cameraPos" );
|
|---|
| 621 | GLint shininess = ogl_program_get_uniform_location( m->fancyWaterShader, "shininess" );
|
|---|
| 622 | GLint specularStrength = ogl_program_get_uniform_location( m->fancyWaterShader, "specularStrength" );
|
|---|
| 623 | GLint waviness = ogl_program_get_uniform_location( m->fancyWaterShader, "waviness" );
|
|---|
| 624 | GLint murkiness = ogl_program_get_uniform_location( m->fancyWaterShader, "murkiness" );
|
|---|
| 625 | GLint fullDepth = ogl_program_get_uniform_location( m->fancyWaterShader, "fullDepth" );
|
|---|
| 626 | GLint tint = ogl_program_get_uniform_location( m->fancyWaterShader, "tint" );
|
|---|
| 627 | GLint reflectionTint = ogl_program_get_uniform_location( m->fancyWaterShader, "reflectionTint" );
|
|---|
| 628 | GLint reflectionTintStrength = ogl_program_get_uniform_location( m->fancyWaterShader, "reflectionTintStrength" );
|
|---|
| 629 | GLint translation = ogl_program_get_uniform_location( m->fancyWaterShader, "translation" );
|
|---|
| 630 | GLint reflectionMatrix = ogl_program_get_uniform_location( m->fancyWaterShader, "reflectionMatrix" );
|
|---|
| 631 | GLint refractionMatrix = ogl_program_get_uniform_location( m->fancyWaterShader, "refractionMatrix" );
|
|---|
| 632 | GLint losMatrix = ogl_program_get_uniform_location( m->fancyWaterShader, "losMatrix" );
|
|---|
| 633 | GLint normalMap = ogl_program_get_uniform_location( m->fancyWaterShader, "normalMap" );
|
|---|
| 634 | GLint reflectionMap = ogl_program_get_uniform_location( m->fancyWaterShader, "reflectionMap" );
|
|---|
| 635 | GLint refractionMap = ogl_program_get_uniform_location( m->fancyWaterShader, "refractionMap" );
|
|---|
| 636 | GLint losMap = ogl_program_get_uniform_location( m->fancyWaterShader, "losMap" );
|
|---|
| 637 |
|
|---|
| 638 | const CLightEnv& lightEnv = g_Renderer.GetLightEnv();
|
|---|
| 639 | pglUniform3fvARB( ambient, 1, &lightEnv.m_TerrainAmbientColor.X );
|
|---|
| 640 | pglUniform3fvARB( sunDir, 1, &lightEnv.GetSunDir().X );
|
|---|
| 641 | pglUniform3fvARB( sunColor, 1, &lightEnv.m_SunColor.X );
|
|---|
| 642 | pglUniform1fARB( shininess, WaterMgr->m_Shininess );
|
|---|
| 643 | pglUniform1fARB( specularStrength, WaterMgr->m_SpecularStrength );
|
|---|
| 644 | pglUniform1fARB( waviness, WaterMgr->m_Waviness );
|
|---|
| 645 | pglUniform1fARB( murkiness, WaterMgr->m_Murkiness );
|
|---|
| 646 | pglUniform1fARB( fullDepth, WaterMgr->m_WaterFullDepth );
|
|---|
| 647 | pglUniform3fvARB( tint, 1, WaterMgr->m_WaterTint.FloatArray() );
|
|---|
| 648 | pglUniform1fARB( reflectionTintStrength, WaterMgr->m_ReflectionTintStrength );
|
|---|
| 649 | pglUniform3fvARB( reflectionTint, 1, WaterMgr->m_ReflectionTint.FloatArray() );
|
|---|
| 650 | pglUniform4fARB( translation, tx, ty, 0, 0 );
|
|---|
| 651 | pglUniformMatrix4fvARB( reflectionMatrix, 1, false, &WaterMgr->m_ReflectionMatrix._11 );
|
|---|
| 652 | pglUniformMatrix4fvARB( refractionMatrix, 1, false, &WaterMgr->m_RefractionMatrix._11 );
|
|---|
| 653 | pglUniformMatrix4fvARB( losMatrix, 1, false, losTexture.GetTextureMatrix() );
|
|---|
| 654 | pglUniform1iARB( normalMap, 0 ); // texture unit 0
|
|---|
| 655 | pglUniform1iARB( reflectionMap, 1 ); // texture unit 1
|
|---|
| 656 | pglUniform1iARB( refractionMap, 2 ); // texture unit 2
|
|---|
| 657 | pglUniform1iARB( losMap, 3 ); // texture unit 3
|
|---|
| 658 | pglUniform3fvARB( cameraPos, 1, &camPos.X );
|
|---|
| 659 |
|
|---|
| 660 | vertexDepth = ogl_program_get_attrib_location( m->fancyWaterShader, "vertexDepth" );
|
|---|
| 661 | }
|
|---|
| 662 |
|
|---|
| 663 | float repeatPeriod = (fancy ? WaterMgr->m_RepeatPeriod : 16.0f);
|
|---|
| 664 |
|
|---|
| 665 | glBegin(GL_QUADS);
|
|---|
| 666 |
|
|---|
| 667 | for(size_t i=0; i<m->visiblePatches.size(); i++)
|
|---|
| 668 | {
|
|---|
| 669 | CPatch* patch = m->visiblePatches[i]->GetPatch();
|
|---|
| 670 |
|
|---|
| 671 | for(ssize_t dx=0; dx<PATCH_SIZE; dx++)
|
|---|
| 672 | {
|
|---|
| 673 | for(ssize_t dz=0; dz<PATCH_SIZE; dz++)
|
|---|
| 674 | {
|
|---|
| 675 | ssize_t x = (patch->m_X*PATCH_SIZE + dx);
|
|---|
| 676 | ssize_t z = (patch->m_Z*PATCH_SIZE + dz);
|
|---|
| 677 |
|
|---|
| 678 | // Some offsets used to go around counterclockwise while keeping code concise
|
|---|
| 679 | const int DX[] = {1,1,0,0};
|
|---|
| 680 | const int DZ[] = {0,1,1,0};
|
|---|
| 681 |
|
|---|
| 682 | // is any corner of the tile below the water height? if not, no point rendering it
|
|---|
| 683 | bool shouldRender = false;
|
|---|
| 684 | for (int j = 0; j < 4; j++)
|
|---|
| 685 | {
|
|---|
| 686 | float terrainHeight = terrain->GetVertexGroundLevel(x + DX[j], z + DZ[j]);
|
|---|
| 687 | if (terrainHeight < WaterMgr->m_WaterHeight)
|
|---|
| 688 | {
|
|---|
| 689 | shouldRender = true;
|
|---|
| 690 | break;
|
|---|
| 691 | }
|
|---|
| 692 | }
|
|---|
| 693 | if (!shouldRender)
|
|---|
| 694 | continue;
|
|---|
| 695 |
|
|---|
| 696 | for (int j=0; j<4; j++)
|
|---|
| 697 | {
|
|---|
| 698 | ssize_t ix = x + DX[j];
|
|---|
| 699 | ssize_t iz = z + DZ[j];
|
|---|
| 700 |
|
|---|
| 701 | float vertX = ix * CELL_SIZE;
|
|---|
| 702 | float vertZ = iz * CELL_SIZE;
|
|---|
| 703 |
|
|---|
| 704 | float terrainHeight = terrain->GetVertexGroundLevel(ix, iz);
|
|---|
| 705 |
|
|---|
| 706 | if (fancy)
|
|---|
| 707 | {
|
|---|
| 708 | pglVertexAttrib1fARB(vertexDepth, WaterMgr->m_WaterHeight - terrainHeight);
|
|---|
| 709 | pglMultiTexCoord2fARB(GL_TEXTURE0, vertX/repeatPeriod, vertZ/repeatPeriod);
|
|---|
| 710 | glVertex3f(vertX, WaterMgr->m_WaterHeight, vertZ);
|
|---|
| 711 | }
|
|---|
| 712 | else
|
|---|
| 713 | {
|
|---|
| 714 | float alpha = clamp( (WaterMgr->m_WaterHeight - terrainHeight) / WaterMgr->m_WaterFullDepth + WaterMgr->m_WaterAlphaOffset,
|
|---|
| 715 | WaterMgr->m_WaterAlphaOffset, WaterMgr->m_WaterMaxAlpha);
|
|---|
| 716 |
|
|---|
| 717 | // (Crappy) fresnel effect
|
|---|
| 718 | CVector3D CamFaceVertex=CVector3D(vertX,WaterMgr->m_WaterHeight,vertZ)-camPos;
|
|---|
| 719 | CamFaceVertex.Normalize();
|
|---|
| 720 | float FresnelScalar = CamFaceVertex.Dot(CVector3D(0.0f, -1.0f, 0.0f));
|
|---|
| 721 | // Invert and set boundaries
|
|---|
| 722 | FresnelScalar = 1.f - (FresnelScalar * 0.6);
|
|---|
| 723 |
|
|---|
| 724 | glColor4f(WaterMgr->m_WaterColor.r,
|
|---|
| 725 | WaterMgr->m_WaterColor.g,
|
|---|
| 726 | WaterMgr->m_WaterColor.b,
|
|---|
| 727 | alpha * FresnelScalar);
|
|---|
| 728 | pglMultiTexCoord2fARB(GL_TEXTURE0, vertX/repeatPeriod, vertZ/repeatPeriod);
|
|---|
| 729 | pglMultiTexCoord3fARB(GL_TEXTURE1, vertX, WaterMgr->m_WaterHeight, vertZ);
|
|---|
| 730 | glVertex3f(vertX, WaterMgr->m_WaterHeight, vertZ);
|
|---|
| 731 | }
|
|---|
| 732 |
|
|---|
| 733 | }
|
|---|
| 734 | } //end of x loop
|
|---|
| 735 | } //end of z loop
|
|---|
| 736 | }
|
|---|
| 737 | glEnd();
|
|---|
| 738 |
|
|---|
| 739 | if (fancy)
|
|---|
| 740 | {
|
|---|
| 741 | // Unbind the LOS/refraction/reflection textures and the shader
|
|---|
| 742 |
|
|---|
| 743 | g_Renderer.BindTexture(3, 0);
|
|---|
| 744 | g_Renderer.BindTexture(2, 0);
|
|---|
| 745 | g_Renderer.BindTexture(1, 0);
|
|---|
| 746 |
|
|---|
| 747 | pglActiveTextureARB(GL_TEXTURE0_ARB);
|
|---|
| 748 |
|
|---|
| 749 | ogl_program_use(0);
|
|---|
| 750 | }
|
|---|
| 751 |
|
|---|
| 752 | if (!fancy)
|
|---|
| 753 | {
|
|---|
| 754 | g_Renderer.BindTexture(1, 0);
|
|---|
| 755 | pglClientActiveTextureARB(GL_TEXTURE1_ARB);
|
|---|
| 756 | glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|---|
| 757 |
|
|---|
| 758 | glLoadIdentity();
|
|---|
| 759 |
|
|---|
| 760 | pglActiveTextureARB(GL_TEXTURE0_ARB);
|
|---|
| 761 | pglClientActiveTextureARB(GL_TEXTURE0_ARB);
|
|---|
| 762 |
|
|---|
| 763 | // Clean up the texture matrix and blend mode
|
|---|
| 764 | glLoadIdentity();
|
|---|
| 765 | glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
|---|
| 766 | }
|
|---|
| 767 |
|
|---|
| 768 | glMatrixMode(GL_MODELVIEW);
|
|---|
| 769 | glDisable(GL_BLEND);
|
|---|
| 770 | glDisable(GL_TEXTURE_2D);
|
|---|
| 771 | }
|
|---|
| 772 |
|
|---|
| 773 | void TerrainRenderer::RenderPriorities()
|
|---|
| 774 | {
|
|---|
| 775 | PROFILE("render priorities");
|
|---|
| 776 |
|
|---|
| 777 | ENSURE(m->phase == Phase_Render);
|
|---|
| 778 |
|
|---|
| 779 | CFont font(L"mono-stroke-10");
|
|---|
| 780 | font.Bind();
|
|---|
| 781 |
|
|---|
| 782 | glColor3f(1, 1, 0);
|
|---|
| 783 |
|
|---|
| 784 | for (size_t i = 0; i < m->visiblePatches.size(); ++i)
|
|---|
| 785 | m->visiblePatches[i]->RenderPriorities();
|
|---|
| 786 | }
|
|---|