# New territory border rendering.

Add textured line overlay rendering.
Change terrain height calculations to be triangulation-dependent for
improved accuracy.
Add triangulation-dependent terrain normal function.
Support separate S/T wrap modes for textures.
Rename CVector2D_Maths since it no longer conflicts with simulation
CVector2D.
Coalesce freed chunks in vertex buffers, to avoid excessive
fragmentation.
Add some things to help debug vertex buffer allocation a little.

This was SVN commit r9929.
This commit is contained in:
Ykkrosh 2011-07-30 00:56:45 +00:00
parent 239685d754
commit 8fee3d8ef8
36 changed files with 1084 additions and 143 deletions

View file

@ -0,0 +1,6 @@
<?xml version="1.0" encoding="utf-8"?>
<TerritoryManager>
<ImpassableCost>4</ImpassableCost>
<BorderThickness>0.5</BorderThickness>
<BorderSeparation>0.55</BorderSeparation>
</TerritoryManager>

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@ -0,0 +1,3 @@
version https://git-lfs.github.com/spec/v1
oid sha256:33520d117aae35cc5dac67fa53a1791970e6764976b7b1b0cc940cb75c29e051
size 407

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@ -0,0 +1,3 @@
version https://git-lfs.github.com/spec/v1
oid sha256:472bb478e53b988c5c68b87c2bae50adb791de2fca371a50c4a1dd1237f3b405
size 178

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@ -0,0 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<Textures>
<File pattern="territory_border.png" format="rgba"/>
</Textures>

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@ -0,0 +1,20 @@
!!ARBfp1.0
PARAM objectColor = program.local[0];
TEMP base;
TEMP mask;
TEMP color;
TEMP los;
// Combine base texture and color, using mask texture
TEX base, fragment.texcoord[0], texture[0], 2D;
TEX mask, fragment.texcoord[0], texture[1], 2D;
LRP color.rgb, mask, objectColor, base;
// Multiply by LOS texture
TEX los, fragment.texcoord[1], texture[2], 2D;
MUL result.color.rgb, color, los.a;
// Use alpha from base texture
MOV result.color.a, base.a;
END

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@ -0,0 +1,15 @@
!!ARBvp1.0
PARAM losTransform = program.local[0];
ATTRIB position = vertex.position;
DP4 result.position.x, state.matrix.mvp.row[0], position;
DP4 result.position.y, state.matrix.mvp.row[1], position;
DP4 result.position.z, state.matrix.mvp.row[2], position;
DP4 result.position.w, state.matrix.mvp.row[3], position;
MOV result.texcoord[0], vertex.texcoord[0];
MAD result.texcoord[1], position.xzzz, losTransform.x, losTransform.y;
MOV result.color, vertex.color;
END

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@ -0,0 +1,17 @@
<?xml version="1.0" encoding="utf-8"?>
<program type="arb">
<vertex file="overlayline.vp">
<stream name="pos"/>
<stream name="uv0"/>
<uniform name="losTransform" loc="0" type="vec2"/>
</vertex>
<fragment file="overlayline.fp">
<uniform name="baseTex" loc="0" type="sampler2D"/>
<uniform name="maskTex" loc="1" type="sampler2D"/>
<uniform name="losTex" loc="2" type="sampler2D"/>
<uniform name="objectColor" loc="0" type="vec3"/>
</fragment>
</program>

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@ -5,14 +5,12 @@
<uniform name="sunColor" loc="0" type="vec3"/>
<uniform name="losTransform" loc="1" type="vec2"/>
<uniform name="shadowTransform" loc="2" type="mat4"/>
<uniform name="territoryTransform" loc="6" type="vec2"/>
</vertex>
<fragment file="terrain_common.fp">
<uniform name="baseTex" loc="0" type="sampler2D"/>
<uniform name="shadowTex" loc="2" type="sampler2DShadow"/>
<uniform name="losTex" loc="3" type="sampler2D"/>
<uniform name="territoryTex" loc="4" type="sampler2D"/>
<uniform name="ambient" loc="0" type="vec3"/>
<uniform name="shadowOffsets1" loc="2" type="vec4"/>

View file

@ -7,7 +7,6 @@
<uniform name="sunColor" loc="0" type="vec3"/>
<uniform name="losTransform" loc="1" type="vec2"/>
<uniform name="shadowTransform" loc="2" type="mat4"/>
<uniform name="territoryTransform" loc="6" type="vec2"/>
</vertex>
<fragment file="terrain_common.fp">
@ -15,7 +14,6 @@
<uniform name="blendTex" loc="1" type="sampler2D"/>
<uniform name="shadowTex" loc="2" type="sampler2DShadow"/>
<uniform name="losTex" loc="3" type="sampler2D"/>
<uniform name="territoryTex" loc="4" type="sampler2D"/>
<uniform name="ambient" loc="0" type="vec3"/>
<uniform name="shadowOffsets1" loc="2" type="vec4"/>

View file

@ -81,10 +81,6 @@ TEX color, fragment.texcoord[0], texture[0], 2D;
MUL color.rgb, color, temp;
#endif
// Blend with the territory boundary texture
TEX tex, fragment.texcoord[4], texture[4], 2D;
LRP color.rgb, tex.a, tex, color;
// Multiply everything by the LOS texture
TEX tex.a, fragment.texcoord[3], texture[3], 2D;
MUL color.rgb, color, tex.a;

View file

@ -2,7 +2,6 @@
PARAM sunColor = program.local[0];
PARAM losTransform = program.local[1];
PARAM shadowTransform[4] = { program.local[2..5] };
PARAM territoryTransform = program.local[6];
TEMP lighting;
@ -39,6 +38,5 @@ MOV result.texcoord[0], vertex.texcoord[0];
#endif
MAD result.texcoord[3], position.xzzz, losTransform.x, losTransform.y;
MAD result.texcoord[4], position.xzzz, territoryTransform.x, territoryTransform.y;
END

View file

@ -7,14 +7,12 @@
<uniform name="sunColor" loc="0" type="vec3"/>
<uniform name="losTransform" loc="1" type="vec2"/>
<uniform name="shadowTransform" loc="2" type="mat4"/>
<uniform name="territoryTransform" loc="6" type="vec2"/>
</vertex>
<fragment file="terrain_common.fp">
<uniform name="baseTex" loc="0" type="sampler2D"/>
<uniform name="shadowTex" loc="2" type="sampler2DShadow"/>
<uniform name="losTex" loc="3" type="sampler2D"/>
<uniform name="territoryTex" loc="4" type="sampler2D"/>
<uniform name="ambient" loc="0" type="vec3"/>
<uniform name="shadingColor" loc="1" type="vec3"/>

View file

@ -7,6 +7,7 @@
<PassabilityClasses>
<!-- Unit pathfinding classes: -->
<unrestricted/>
<default>
<MaxWaterDepth>2</MaxWaterDepth>
<MaxTerrainSlope>1.0</MaxTerrainSlope>

View file

@ -0,0 +1,6 @@
<?xml version="1.0" encoding="utf-8"?>
<TerritoryManager>
<ImpassableCost>4</ImpassableCost>
<BorderThickness>0.5</BorderThickness>
<BorderSeparation>0.55</BorderSeparation>
</TerritoryManager>

View file

@ -1,4 +1,4 @@
/* Copyright (C) 2010 Wildfire Games.
/* Copyright (C) 2011 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -18,10 +18,13 @@
#ifndef INCLUDED_GRAPHICS_OVERLAY
#define INCLUDED_GRAPHICS_OVERLAY
#include "graphics/RenderableObject.h"
#include "graphics/Texture.h"
#include "maths/Vector3D.h"
#include "ps/Overlay.h" // CColor (TODO: that file has nothing to do with overlays, it should be renamed)
class CTerrain;
/**
* Line-based overlay, with world-space coordinates, rendered in the world
* potentially behind other objects. Designed for selection circles and debug info.
@ -35,6 +38,24 @@ struct SOverlayLine
u8 m_Thickness; // pixels
};
/**
* Textured line overlay, with world-space coordinates, rendered in the world
* onto the terrain. Designed for territory borders.
*/
struct SOverlayTexturedLine
{
SOverlayTexturedLine() : m_Terrain(NULL), m_Thickness(1.0f) { }
CTerrain* m_Terrain;
CTexturePtr m_TextureBase;
CTexturePtr m_TextureMask;
CColor m_Color;
std::vector<float> m_Coords; // (x, z) vertex coordinate pairs; y is computed automatically; shape is automatically closed
float m_Thickness; // world-space units
shared_ptr<CRenderData> m_RenderData; // cached renderer data (shared_ptr so that copies/deletes are automatic)
};
/**
* Billboard sprite overlay, with world-space coordinates, rendered on top
* of all other objects. Designed for health bars and rank icons.

View file

@ -223,6 +223,51 @@ void CTerrain::CalcNormalFixed(ssize_t i, ssize_t j, CFixedVector3D& normal) con
normal.Normalize();
}
CVector3D CTerrain::CalcExactNormal(float x, float z) const
{
// Clamp to size-2 so we can use the tiles (xi,zi)-(xi+1,zi+1)
const ssize_t xi = clamp((ssize_t)floor(x/CELL_SIZE), (ssize_t)0, m_MapSize-2);
const ssize_t zi = clamp((ssize_t)floor(z/CELL_SIZE), (ssize_t)0, m_MapSize-2);
const float xf = clamp(x/CELL_SIZE-xi, 0.0f, 1.0f);
const float zf = clamp(z/CELL_SIZE-zi, 0.0f, 1.0f);
float h00 = m_Heightmap[zi*m_MapSize + xi];
float h01 = m_Heightmap[(zi+1)*m_MapSize + xi];
float h10 = m_Heightmap[zi*m_MapSize + (xi+1)];
float h11 = m_Heightmap[(zi+1)*m_MapSize + (xi+1)];
// Determine which terrain triangle this point is on,
// then compute the normal of that triangle's plane
if (GetTriangulationDir(xi, zi))
{
if (xf + zf <= 1.f)
{
// Lower-left triangle (don't use h11)
return -CVector3D(CELL_SIZE, (h10-h00)*HEIGHT_SCALE, 0).Cross(CVector3D(0, (h01-h00)*HEIGHT_SCALE, CELL_SIZE)).Normalized();
}
else
{
// Upper-right triangle (don't use h00)
return -CVector3D(CELL_SIZE, (h11-h01)*HEIGHT_SCALE, 0).Cross(CVector3D(0, (h11-h10)*HEIGHT_SCALE, CELL_SIZE)).Normalized();
}
}
else
{
if (xf <= zf)
{
// Upper-left triangle (don't use h10)
return -CVector3D(CELL_SIZE, (h11-h01)*HEIGHT_SCALE, 0).Cross(CVector3D(0, (h01-h00)*HEIGHT_SCALE, CELL_SIZE)).Normalized();
}
else
{
// Lower-right triangle (don't use h01)
return -CVector3D(CELL_SIZE, (h10-h00)*HEIGHT_SCALE, 0).Cross(CVector3D(0, (h11-h10)*HEIGHT_SCALE, CELL_SIZE)).Normalized();
}
}
}
///////////////////////////////////////////////////////////////////////////////
// GetPatch: return the patch at (i,j) in patch space, or null if the patch is
// out of bounds
@ -298,10 +343,36 @@ float CTerrain::GetExactGroundLevel(float x, float z) const
float h01 = m_Heightmap[(zi+1)*m_MapSize + xi];
float h10 = m_Heightmap[zi*m_MapSize + (xi+1)];
float h11 = m_Heightmap[(zi+1)*m_MapSize + (xi+1)];
// Linearly interpolate
return (HEIGHT_SCALE * (
(1 - zf) * ((1 - xf) * h00 + xf * h10)
+ zf * ((1 - xf) * h01 + xf * h11)));
// Determine which terrain triangle this point is on,
// then compute the linearly-interpolated height on that triangle's plane
if (GetTriangulationDir(xi, zi))
{
if (xf + zf <= 1.f)
{
// Lower-left triangle (don't use h11)
return HEIGHT_SCALE * (h00 + (h10-h00)*xf + (h01-h00)*zf);
}
else
{
// Upper-right triangle (don't use h00)
return HEIGHT_SCALE * (h11 + (h01-h11)*(1-xf) + (h10-h11)*(1-zf));
}
}
else
{
if (xf <= zf)
{
// Upper-left triangle (don't use h10)
return HEIGHT_SCALE * (h00 + (h11-h01)*xf + (h01-h00)*zf);
}
else
{
// Lower-right triangle (don't use h01)
return HEIGHT_SCALE * (h00 + (h10-h00)*xf + (h11-h10)*zf);
}
}
}
fixed CTerrain::GetExactGroundLevelFixed(fixed x, fixed z) const
@ -328,6 +399,9 @@ fixed CTerrain::GetExactGroundLevelFixed(fixed x, fixed z) const
// Linearly interpolate
return ((one - zf).Multiply(xf1 * h00 + xf0 * h10)
+ zf.Multiply(xf1 * h01 + xf0 * h11)) / (int)(HEIGHT_UNITS_PER_METRE / 2);
// TODO: This should probably be more like GetExactGroundLevel()
// in handling triangulation properly
}
bool CTerrain::GetTriangulationDir(ssize_t i, ssize_t j) const

View file

@ -126,6 +126,8 @@ public:
void CalcNormal(ssize_t i, ssize_t j, CVector3D& normal) const;
void CalcNormalFixed(ssize_t i, ssize_t j, CFixedVector3D& normal) const;
CVector3D CalcExactNormal(float x, float z) const;
// flatten out an area of terrain (specified in world space coords); return
// the average height of the flattened area
float FlattenArea(float x0, float x1, float z0, float z1);

View file

@ -44,7 +44,8 @@ struct TPhash
std::size_t seed = 0;
boost::hash_combine(seed, a.m_Path);
boost::hash_combine(seed, a.m_Filter);
boost::hash_combine(seed, a.m_Wrap);
boost::hash_combine(seed, a.m_WrapS);
boost::hash_combine(seed, a.m_WrapT);
boost::hash_combine(seed, a.m_Aniso);
return seed;
}
@ -61,7 +62,8 @@ struct TPequal_to
bool operator()(CTextureProperties const& a, CTextureProperties const& b) const
{
return a.m_Path == b.m_Path && a.m_Filter == b.m_Filter
&& a.m_Wrap == b.m_Wrap && a.m_Aniso == b.m_Aniso;
&& a.m_WrapS == b.m_WrapS && a.m_WrapT == b.m_WrapT
&& a.m_Aniso == b.m_Aniso;
}
bool operator()(CTexturePtr const& a, CTexturePtr const& b) const
{
@ -186,7 +188,7 @@ public:
(void)ogl_tex_get_average_colour(h, &texture->m_BaseColour);
// Set GL upload properties
(void)ogl_tex_set_wrap(h, texture->m_Properties.m_Wrap);
(void)ogl_tex_set_wrap(h, texture->m_Properties.m_WrapS, texture->m_Properties.m_WrapT);
(void)ogl_tex_set_anisotropy(h, texture->m_Properties.m_Aniso);
// Prevent ogl_tex automatically generating mipmaps (which is slow and unwanted),

View file

@ -129,7 +129,8 @@ public:
* Use the given texture name, and default GL parameters.
*/
explicit CTextureProperties(const VfsPath& path) :
m_Path(path), m_Filter(GL_LINEAR_MIPMAP_LINEAR), m_Wrap(GL_REPEAT), m_Aniso(1.0f)
m_Path(path), m_Filter(GL_LINEAR_MIPMAP_LINEAR),
m_WrapS(GL_REPEAT), m_WrapT(GL_REPEAT), m_Aniso(1.0f)
{
}
@ -141,7 +142,13 @@ public:
/**
* Set wrapping mode (typically GL_REPEAT, GL_CLAMP_TO_EDGE, etc).
*/
void SetWrap(GLint wrap) { m_Wrap = wrap; }
void SetWrap(GLint wrap) { m_WrapS = wrap; m_WrapT = wrap; }
/**
* Set wrapping mode (typically GL_REPEAT, GL_CLAMP_TO_EDGE, etc),
* separately for S and T.
*/
void SetWrap(GLint wrap_s, GLint wrap_t) { m_WrapS = wrap_s; m_WrapT = wrap_t; }
/**
* Set maximum anisotropy value. Must be >= 1.0. Should be a power of 2.
@ -168,7 +175,8 @@ public:
private:
VfsPath m_Path;
GLint m_Filter;
GLint m_Wrap;
GLint m_WrapS;
GLint m_WrapT;
float m_Aniso;
};

View file

@ -275,10 +275,8 @@ struct OglTexState
// mipmaps aren't called for and filter could be NEAREST anyway).
GLint filter;
// .. wrap mode
// note: to simplify things, we assume that apps will never want to
// set S/T modes independently. it that becomes necessary,
// it's easy to add.
GLint wrap;
GLint wrap_s;
GLint wrap_t;
// .. anisotropy
// note: ignored unless EXT_texture_filter_anisotropic is supported.
GLfloat anisotropy;
@ -289,7 +287,8 @@ struct OglTexState
static void state_set_to_defaults(OglTexState* ots)
{
ots->filter = default_filter;
ots->wrap = GL_REPEAT;
ots->wrap_s = GL_REPEAT;
ots->wrap_t = GL_REPEAT;
ots->anisotropy = 1.0f;
}
@ -305,13 +304,14 @@ static void state_latch(OglTexState* ots)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, mag_filter);
// wrap
const GLint wrap = ots->wrap;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrap);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrap);
const GLint wrap_s = ots->wrap_s;
const GLint wrap_t = ots->wrap_t;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrap_s);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrap_t);
// .. only CLAMP and REPEAT are guaranteed to be available.
// if we're using one of the others, we squelch the error that
// may have resulted if this GL implementation is old.
if(wrap != GL_CLAMP && wrap != GL_REPEAT)
if((wrap_s != GL_CLAMP && wrap_s != GL_REPEAT) || (wrap_t != GL_CLAMP && wrap_t != GL_REPEAT))
ogl_SquelchError(GL_INVALID_ENUM);
// anisotropy
@ -481,16 +481,18 @@ static Status OglTex_validate(const OglTex* ot)
// texture state
if(!filter_valid(ot->state.filter))
WARN_RETURN(ERR::_14);
if(!wrap_valid(ot->state.wrap))
if(!wrap_valid(ot->state.wrap_s))
WARN_RETURN(ERR::_15);
if(!wrap_valid(ot->state.wrap_t))
WARN_RETURN(ERR::_16);
// misc
if(!q_flags_valid(ot->q_flags))
WARN_RETURN(ERR::_16);
if(ot->tmu >= 128) // unexpected that there will ever be this many
WARN_RETURN(ERR::_17);
if(ot->flags > OT_ALL_FLAGS)
if(ot->tmu >= 128) // unexpected that there will ever be this many
WARN_RETURN(ERR::_18);
if(ot->flags > OT_ALL_FLAGS)
WARN_RETURN(ERR::_19);
// .. note: don't check ot->fmt and ot->int_fmt - they aren't set
// until during ogl_tex_upload.
@ -620,19 +622,22 @@ Status ogl_tex_set_filter(Handle ht, GLint filter)
// override default wrap mode (GL_REPEAT) for this texture.
// must be called before uploading (raises a warning if called afterwards).
// wrap is as defined by OpenGL and applies to both S and T coordinates
// (rationale: see OglTexState).
Status ogl_tex_set_wrap(Handle ht, GLint wrap)
// wrap is as defined by OpenGL.
Status ogl_tex_set_wrap(Handle ht, GLint wrap_s, GLint wrap_t)
{
H_DEREF(ht, OglTex, ot);
if(!wrap_valid(wrap))
if(!wrap_valid(wrap_s))
WARN_RETURN(ERR::INVALID_PARAM);
if(ot->state.wrap != wrap)
if(!wrap_valid(wrap_t))
WARN_RETURN(ERR::INVALID_PARAM);
if(ot->state.wrap_s != wrap_s || ot->state.wrap_t != wrap_t)
{
warn_if_uploaded(ht, ot);
ot->state.wrap = wrap;
ot->state.wrap_s = wrap_s;
ot->state.wrap_t = wrap_t;
}
return INFO::OK;
}

View file

@ -289,13 +289,13 @@ extern Status ogl_tex_set_filter(Handle ht, GLint filter);
* Override default wrap mode (GL_REPEAT) for this texture.
*
* @param ht Texture handle
* @param wrap OpenGL wrap mode (for both S and T coordinates)
* (rationale: see {@link OglTexState})
* @param wrap_s OpenGL wrap mode for S coordinates
* @param wrap_t OpenGL wrap mode for T coordinates
* @return Status
*
* Must be called before uploading (raises a warning if called afterwards).
*/
extern Status ogl_tex_set_wrap(Handle ht, GLint wrap);
extern Status ogl_tex_set_wrap(Handle ht, GLint wrap_s, GLint wrap_t);
/**
* Override default maximum anisotropic filtering for this texture.

View file

@ -48,14 +48,14 @@ namespace
Noise2D::Noise2D(int f)
{
freq = f;
grads = new CVector2D_Maths*[freq];
grads = new CVector2D*[freq];
for(int i=0; i<freq; i++)
{
grads[i] = new CVector2D_Maths[freq];
grads[i] = new CVector2D[freq];
for(int j=0; j<freq; j++)
{
float a = randFloat() * 2 * (float)M_PI;
grads[i][j] = CVector2D_Maths(cos(a), sin(a));
grads[i][j] = CVector2D(cos(a), sin(a));
}
}
}
@ -86,10 +86,10 @@ float Noise2D::operator()(float x, float y)
int ix1 = (ix+1) % freq;
int iy1 = (iy+1) % freq;
float s = grads[ix][iy].Dot(CVector2D_Maths(fx, fy));
float t = grads[ix1][iy].Dot(CVector2D_Maths(fx-1, fy));
float u = grads[ix][iy1].Dot(CVector2D_Maths(fx, fy-1));
float v = grads[ix1][iy1].Dot(CVector2D_Maths(fx-1, fy-1));
float s = grads[ix][iy].Dot(CVector2D(fx, fy));
float t = grads[ix1][iy].Dot(CVector2D(fx-1, fy));
float u = grads[ix][iy1].Dot(CVector2D(fx, fy-1));
float v = grads[ix1][iy1].Dot(CVector2D(fx-1, fy-1));
float ex = easeCurve(fx);
float ey = easeCurve(fy);

View file

@ -36,7 +36,7 @@ class Noise2D
int freq;
/// freq*freq random gradient vectors in the unit cube
CVector2D_Maths** grads;
CVector2D** grads;
public:
Noise2D(int freq);
~Noise2D();

View file

@ -1,4 +1,4 @@
/* Copyright (C) 2009 Wildfire Games.
/* Copyright (C) 2011 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -27,79 +27,104 @@
#include <math.h>
///////////////////////////////////////////////////////////////////////////////
// CVector2D_Maths:
class CVector2D_Maths
// CVector2D:
class CVector2D
{
public:
CVector2D_Maths() {}
CVector2D_Maths(float x,float y) { X=x; Y=y; }
CVector2D_Maths(const CVector2D_Maths& p) { X=p.X; Y=p.Y; }
CVector2D() {}
CVector2D(float x, float y) : X(x), Y(y) {}
operator float*() {
operator float*()
{
return &X;
}
operator const float*() const {
operator const float*() const
{
return &X;
}
CVector2D_Maths operator-() const {
return CVector2D_Maths(-X, -Y);
CVector2D operator-() const
{
return CVector2D(-X, -Y);
}
CVector2D_Maths operator+(const CVector2D_Maths& t) const {
return CVector2D_Maths(X+t.X, Y+t.Y);
CVector2D operator+(const CVector2D& t) const
{
return CVector2D(X + t.X, Y + t.Y);
}
CVector2D_Maths operator-(const CVector2D_Maths& t) const {
return CVector2D_Maths(X-t.X, Y-t.Y);
CVector2D operator-(const CVector2D& t) const
{
return CVector2D(X - t.X, Y - t.Y);
}
CVector2D_Maths operator*(float f) const {
return CVector2D_Maths(X*f, Y*f);
CVector2D operator*(float f) const
{
return CVector2D(X * f, Y * f);
}
CVector2D_Maths operator/(float f) const {
float inv=1.0f/f;
return CVector2D_Maths(X*inv, Y*inv);
CVector2D operator/(float f) const
{
float inv = 1.0f / f;
return CVector2D(X * inv, Y * inv);
}
CVector2D_Maths& operator+=(const CVector2D_Maths& t) {
X+=t.X; Y+=t.Y;
return *this;
CVector2D& operator+=(const CVector2D& t)
{
X += t.X;
Y += t.Y;
return *this;
}
CVector2D_Maths& operator-=(const CVector2D_Maths& t) {
X-=t.X; Y-=t.Y;
return *this;
CVector2D& operator-=(const CVector2D& t)
{
X -= t.X;
Y -= t.Y;
return *this;
}
CVector2D_Maths& operator*=(float f) {
X*=f; Y*=f;
return *this;
CVector2D& operator*=(float f)
{
X *= f;
Y *= f;
return *this;
}
CVector2D_Maths& operator/=(float f) {
float invf=1.0f/f;
X*=invf; Y*=invf;
return *this;
CVector2D& operator/=(float f)
{
float invf = 1.0f / f;
X *= invf;
Y *= invf;
return *this;
}
float Dot(const CVector2D_Maths& a) const {
return X*a.X + Y*a.Y;
float Dot(const CVector2D& a) const
{
return X * a.X + Y * a.Y;
}
float LengthSquared() const {
return Dot(*this);
float LengthSquared() const
{
return Dot(*this);
}
float Length() const {
return (float) sqrt(LengthSquared());
float Length() const
{
return (float)sqrt(LengthSquared());
}
void Normalize() {
float mag=Length();
X/=mag; Y/=mag;
void Normalize()
{
float mag = Length();
X /= mag;
Y /= mag;
}
CVector2D Normalized()
{
float mag = Length();
return CVector2D(X / mag, Y / mag);
}
public:

View file

@ -19,17 +19,59 @@
#include "OverlayRenderer.h"
#include "graphics/LOSTexture.h"
#include "graphics/Overlay.h"
#include "graphics/ShaderManager.h"
#include "graphics/Terrain.h"
#include "graphics/TextureManager.h"
#include "lib/ogl.h"
#include "ps/Game.h"
#include "ps/Profile.h"
#include "renderer/Renderer.h"
#include "renderer/VertexBuffer.h"
#include "renderer/VertexBufferManager.h"
#include "simulation2/Simulation2.h"
#include "simulation2/components/ICmpWaterManager.h"
struct OverlayRendererInternals
{
std::vector<SOverlayLine*> lines;
std::vector<SOverlayTexturedLine*> texlines;
std::vector<SOverlaySprite*> sprites;
};
class CTexturedLineRData : public CRenderData
{
public:
CTexturedLineRData(SOverlayTexturedLine* line) :
m_Line(line), m_VB(NULL), m_VBIndices(NULL)
{
}
~CTexturedLineRData()
{
if (m_VB)
g_VBMan.Release(m_VB);
if (m_VBIndices)
g_VBMan.Release(m_VBIndices);
}
struct SVertex
{
SVertex(CVector3D pos, short u, short v) : m_Position(pos) { m_UVs[0] = u; m_UVs[1] = v; }
CVector3D m_Position;
GLshort m_UVs[2];
};
cassert(sizeof(SVertex) == 16);
void Update();
SOverlayTexturedLine* m_Line;
CVertexBuffer::VBChunk* m_VB;
CVertexBuffer::VBChunk* m_VBIndices;
};
OverlayRenderer::OverlayRenderer()
{
m = new OverlayRendererInternals();
@ -40,9 +82,22 @@ OverlayRenderer::~OverlayRenderer()
delete m;
}
void OverlayRenderer::Submit(SOverlayLine* overlay)
void OverlayRenderer::Submit(SOverlayLine* line)
{
m->lines.push_back(overlay);
ENSURE(line->m_Coords.size() % 3 == 0);
m->lines.push_back(line);
}
void OverlayRenderer::Submit(SOverlayTexturedLine* line)
{
// Simplify the rest of the code by guaranteeing non-empty lines
if (line->m_Coords.empty())
return;
ENSURE(line->m_Coords.size() % 2 == 0);
m->texlines.push_back(line);
}
void OverlayRenderer::Submit(SOverlaySprite* overlay)
@ -53,6 +108,7 @@ void OverlayRenderer::Submit(SOverlaySprite* overlay)
void OverlayRenderer::EndFrame()
{
m->lines.clear();
m->texlines.clear();
m->sprites.clear();
// this should leave the capacity unchanged, which is okay since it
// won't be very large or very variable
@ -60,12 +116,30 @@ void OverlayRenderer::EndFrame()
void OverlayRenderer::PrepareForRendering()
{
PROFILE("prepare overlays");
// This is where we should do something like sort the overlays by
// colour/sprite/etc for more efficient rendering
for (size_t i = 0; i < m->texlines.size(); ++i)
{
SOverlayTexturedLine* line = m->texlines[i];
if (!line->m_RenderData)
{
line->m_RenderData = shared_ptr<CRenderData>(new CTexturedLineRData(line));
static_cast<CTexturedLineRData*>(line->m_RenderData.get())->Update();
// We assume the overlay line will get replaced by the caller
// if terrain changes, so we don't need to detect that here and
// call Update again. Also we assume the caller won't change
// any of the parameters after first submitting the line.
}
}
}
void OverlayRenderer::RenderOverlays()
void OverlayRenderer::RenderOverlaysBeforeWater()
{
PROFILE("render overlays (before water)");
glDisable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
@ -90,8 +164,76 @@ void OverlayRenderer::RenderOverlays()
glDisable(GL_BLEND);
}
void OverlayRenderer::RenderOverlaysAfterWater()
{
PROFILE("render overlays (after water)");
// Only supported in shader modes
// (TODO: should support in non-shader too)
if (g_Renderer.GetRenderPath() != CRenderer::RP_SHADER)
return;
if (!m->texlines.empty())
{
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glDepthMask(0);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
CShaderManager& shaderManager = g_Renderer.GetShaderManager();
CShaderProgramPtr shaderTexLine(shaderManager.LoadProgram("overlayline", std::map<CStr, CStr>()));
shaderTexLine->Bind();
CLOSTexture& los = g_Renderer.GetScene().GetLOSTexture();
shaderTexLine->BindTexture("losTex", los.GetTexture());
shaderTexLine->Uniform("losTransform", los.GetTextureMatrix()[0], los.GetTextureMatrix()[12], 0.f, 0.f);
for (size_t i = 0; i < m->texlines.size(); ++i)
{
SOverlayTexturedLine* line = m->texlines[i];
if (!line->m_RenderData)
continue;
shaderTexLine->BindTexture("baseTex", line->m_TextureBase->GetHandle());
shaderTexLine->BindTexture("maskTex", line->m_TextureMask->GetHandle());
shaderTexLine->Uniform("objectColor", line->m_Color);
CTexturedLineRData* rdata = static_cast<CTexturedLineRData*>(line->m_RenderData.get());
GLsizei stride = sizeof(CTexturedLineRData::SVertex);
CTexturedLineRData::SVertex* base = reinterpret_cast<CTexturedLineRData::SVertex*>(rdata->m_VB->m_Owner->Bind());
glVertexPointer(3, GL_FLOAT, stride, &base->m_Position[0]);
glTexCoordPointer(2, GL_SHORT, stride, &base->m_UVs[0]);
u8* indexBase = rdata->m_VBIndices->m_Owner->Bind();
glDrawElements(GL_QUAD_STRIP, rdata->m_VBIndices->m_Count, GL_UNSIGNED_SHORT, indexBase + sizeof(u16)*rdata->m_VBIndices->m_Index);
g_Renderer.GetStats().m_OverlayTris += rdata->m_VBIndices->m_Count - 2;
}
shaderTexLine->Unbind();
// TODO: the shader should probably be responsible for unbinding its textures
g_Renderer.BindTexture(1, 0);
g_Renderer.BindTexture(0, 0);
CVertexBuffer::Unbind();
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDepthMask(1);
glDisable(GL_BLEND);
}
}
void OverlayRenderer::RenderForegroundOverlays(const CCamera& viewCamera)
{
PROFILE("render overlays (fg)");
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
@ -132,3 +274,126 @@ void OverlayRenderer::RenderForegroundOverlays(const CCamera& viewCamera)
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
}
void CTexturedLineRData::Update()
{
if (m_VB)
{
g_VBMan.Release(m_VB);
m_VB = NULL;
}
if (m_VBIndices)
{
g_VBMan.Release(m_VBIndices);
m_VBIndices = NULL;
}
CmpPtr<ICmpWaterManager> cmpWaterManager(*g_Game->GetSimulation2(), SYSTEM_ENTITY);
std::vector<SVertex> vertices;
std::vector<u16> indices;
short v = 0;
size_t n = m_Line->m_Coords.size() / 2;
ENSURE(n >= 1);
CTerrain* terrain = m_Line->m_Terrain;
// TODO: this assumes paths are closed loops; probably should extend this to
// handle non-closed paths too
// In each iteration, p1 is the position of vertex i, p0 is i-1, p2 is i+1.
// To avoid slightly expensive terrain computations we cycle these around and
// recompute p2 at the end of each iteration.
CVector3D p0 = CVector3D(m_Line->m_Coords[(n-1)*2], 0, m_Line->m_Coords[(n-1)*2+1]);
CVector3D p1 = CVector3D(m_Line->m_Coords[0], 0, m_Line->m_Coords[1]);
CVector3D p2 = CVector3D(m_Line->m_Coords[(1 % n)*2], 0, m_Line->m_Coords[(1 % n)*2+1]);
bool p1floating = false;
bool p2floating = false;
// Compute terrain heights, clamped to the water height (and remember whether
// each point was floating on water, for normal computation later)
// TODO: if we ever support more than one water level per map, recompute this per point
float w = cmpWaterManager->GetExactWaterLevel(p0.X, p0.Z);
p0.Y = terrain->GetExactGroundLevel(p0.X, p0.Z);
if (p0.Y < w)
p0.Y = w;
p1.Y = terrain->GetExactGroundLevel(p1.X, p1.Z);
if (p1.Y < w)
{
p1.Y = w;
p1floating = true;
}
p2.Y = terrain->GetExactGroundLevel(p2.X, p2.Z);
if (p2.Y < w)
{
p2.Y = w;
p2floating = true;
}
for (size_t i = 0; i < n; ++i)
{
// For vertex i, compute bisector of lines (i-1)..(i) and (i)..(i+1)
// perpendicular to terrain normal
// Normal is vertical if on water, else computed from terrain
CVector3D norm;
if (p1floating)
norm = CVector3D(0, 1, 0);
else
norm = m_Line->m_Terrain->CalcExactNormal(p1.X, p1.Z);
CVector3D b = ((p1 - p0).Normalized() + (p2 - p1).Normalized()).Cross(norm);
// Adjust bisector length to match the line thickness, along the line's width
float l = b.Dot((p2 - p1).Normalized().Cross(norm));
if (fabs(l) > 0.000001f) // avoid unlikely divide-by-zero
b *= m_Line->m_Thickness / l;
// Raise off the terrain a little bit
const float raised = 0.2f;
vertices.push_back(SVertex(p1 + b + norm*raised, 0, v));
indices.push_back(vertices.size() - 1);
vertices.push_back(SVertex(p1 - b + norm*raised, 1, v));
indices.push_back(vertices.size() - 1);
// Alternate V coordinate for debugging
v = 1 - v;
// Cycle the p's and compute the new p2
p0 = p1;
p1 = p2;
p1floating = p2floating;
p2 = CVector3D(m_Line->m_Coords[((i+2) % n)*2], 0, m_Line->m_Coords[((i+2) % n)*2+1]);
p2.Y = terrain->GetExactGroundLevel(p2.X, p2.Z);
if (p2.Y < w)
{
p2.Y = w;
p2floating = true;
}
else
p2floating = false;
}
// Close the path
indices.push_back(0);
indices.push_back(1);
m_VB = g_VBMan.Allocate(sizeof(SVertex), vertices.size(), GL_STATIC_DRAW, GL_ARRAY_BUFFER);
m_VB->m_Owner->UpdateChunkVertices(m_VB, &vertices[0]);
// Update the indices to include the base offset of the vertex data
for (size_t k = 0; k < indices.size(); ++k)
indices[k] += m_VB->m_Index;
m_VBIndices = g_VBMan.Allocate(sizeof(u16), indices.size(), GL_STATIC_DRAW, GL_ELEMENT_ARRAY_BUFFER);
m_VBIndices->m_Owner->UpdateChunkVertices(m_VBIndices, &indices[0]);
}

View file

@ -19,6 +19,7 @@
#define INCLUDED_OVERLAYRENDERER
struct SOverlayLine;
struct SOverlayTexturedLine;
struct SOverlaySprite;
class CCamera;
@ -39,6 +40,11 @@ public:
*/
void Submit(SOverlayLine* overlay);
/**
* Add a textured line overlay for rendering in this frame.
*/
void Submit(SOverlayTexturedLine* overlay);
/**
* Add a sprite overlay for rendering in this frame.
*/
@ -58,9 +64,17 @@ public:
/**
* Render all the submitted overlays that are embedded in the world
* (i.e. rendered behind other objects, underwater, etc).
* (i.e. rendered behind other objects in the normal 3D way)
* and should be drawn before water (i.e. may be visible under the water)
*/
void RenderOverlays();
void RenderOverlaysBeforeWater();
/**
* Render all the submitted overlays that are embedded in the world
* (i.e. rendered behind other objects in the normal 3D way)
* and should be drawn after water (i.e. may be visible on top of the water)
*/
void RenderOverlaysAfterWater();
/**
* Render all the submitted overlays that should appear on top of everything

View file

@ -106,6 +106,7 @@ private:
Row_TerrainTris,
Row_WaterTris,
Row_ModelTris,
Row_OverlayTris,
Row_BlendSplats,
Row_Particles,
Row_VBReserved,
@ -175,6 +176,12 @@ CStr CRendererStatsTable::GetCellText(size_t row, size_t col)
sprintf_s(buf, sizeof(buf), "%lu", (unsigned long)Stats.m_ModelTris);
return buf;
case Row_OverlayTris:
if (col == 0)
return "# overlay tris";
sprintf_s(buf, sizeof(buf), "%lu", (unsigned long)Stats.m_OverlayTris);
return buf;
case Row_BlendSplats:
if (col == 0)
return "# blend splats";
@ -1573,10 +1580,8 @@ void CRenderer::RenderSubmissions()
TerrainOverlay::RenderOverlays();
ogl_WarnIfError();
// render other debug-related overlays before water (so they can be displayed when underwater)
PROFILE_START("render overlays");
m->overlayRenderer.RenderOverlays();
PROFILE_END("render overlays");
// render other debug-related overlays before water (so they can be seen when underwater)
m->overlayRenderer.RenderOverlaysBeforeWater();
ogl_WarnIfError();
RenderModels();
@ -1603,6 +1608,10 @@ void CRenderer::RenderSubmissions()
ogl_WarnIfError();
}
// render some other overlays after water (so they can be displayed on top of water)
m->overlayRenderer.RenderOverlaysAfterWater();
ogl_WarnIfError();
// particles are transparent so render after water
RenderParticles();
ogl_WarnIfError();
@ -1622,9 +1631,7 @@ void CRenderer::RenderSubmissions()
}
// render overlays that should appear on top of all other objects
PROFILE_START("render fg overlays");
m->overlayRenderer.RenderForegroundOverlays(m_ViewCamera);
PROFILE_END("render fg overlays");
ogl_WarnIfError();
}
@ -1722,6 +1729,11 @@ void CRenderer::Submit(SOverlayLine* overlay)
m->overlayRenderer.Submit(overlay);
}
void CRenderer::Submit(SOverlayTexturedLine* overlay)
{
m->overlayRenderer.Submit(overlay);
}
void CRenderer::Submit(SOverlaySprite* overlay)
{
m->overlayRenderer.Submit(overlay);
@ -1932,7 +1944,7 @@ int CRenderer::LoadAlphaMaps()
(void)tex_wrap(total_w, total_h, 8, TEX_GREY, data, 0, &t);
m_hCompositeAlphaMap = ogl_tex_wrap(&t, g_VFS, key);
(void)ogl_tex_set_filter(m_hCompositeAlphaMap, GL_LINEAR);
(void)ogl_tex_set_wrap (m_hCompositeAlphaMap, GL_CLAMP_TO_EDGE);
(void)ogl_tex_set_wrap (m_hCompositeAlphaMap, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE);
int ret = ogl_tex_upload(m_hCompositeAlphaMap, 0, 0, GL_INTENSITY);
return ret;

View file

@ -116,6 +116,8 @@ public:
size_t m_WaterTris;
// number of (non-transparent) model triangles drawn
size_t m_ModelTris;
// number of overlay triangles drawn
size_t m_OverlayTris;
// number of splat passes for alphamapping
size_t m_BlendSplats;
// number of particles
@ -334,6 +336,7 @@ protected:
//BEGIN: Implementation of SceneCollector
void Submit(CPatch* patch);
void Submit(SOverlayLine* overlay);
void Submit(SOverlayTexturedLine* overlay);
void Submit(SOverlaySprite* overlay);
void Submit(CModelDecal* decal);
void Submit(CParticleEmitter* emitter);

View file

@ -37,6 +37,7 @@ class CPatch;
class CLOSTexture;
class CTerritoryTexture;
struct SOverlayLine;
struct SOverlayTexturedLine;
struct SOverlaySprite;
class SceneCollector;
@ -92,6 +93,11 @@ public:
*/
virtual void Submit(SOverlayLine* overlay) = 0;
/**
* Submit a textured line overlay.
*/
virtual void Submit(SOverlayTexturedLine* overlay) = 0;
/**
* Submit a sprite overlay.
*/

View file

@ -28,8 +28,6 @@
#include "VertexBufferManager.h"
#include "ps/CLogger.h"
///////////////////////////////////////////////////////////////////////////////
// CVertexBuffer constructor
CVertexBuffer::CVertexBuffer(size_t vertexSize, GLenum usage, GLenum target)
: m_VertexSize(vertexSize), m_Handle(0), m_SysMem(0), m_Usage(usage), m_Target(target)
{
@ -66,22 +64,27 @@ CVertexBuffer::CVertexBuffer(size_t vertexSize, GLenum usage, GLenum target)
m_FreeList.push_front(chunk);
}
///////////////////////////////////////////////////////////////////////////////
// CVertexBuffer destructor
CVertexBuffer::~CVertexBuffer()
{
if (m_Handle)
pglDeleteBuffersARB(1, &m_Handle);
if (m_SysMem)
delete[] m_SysMem;
delete[] m_SysMem;
// janwas 2004-06-14: release freelist
typedef std::list<VBChunk*>::iterator Iter;
for (Iter iter = m_FreeList.begin(); iter != m_FreeList.end(); ++iter)
delete *iter;
}
bool CVertexBuffer::CompatibleVertexType(size_t vertexSize, GLenum usage, GLenum target)
{
if (usage != m_Usage || target != m_Target || vertexSize != m_VertexSize)
return false;
return true;
}
///////////////////////////////////////////////////////////////////////////////
// Allocate: try to allocate a buffer of given number of vertices (each of
// given size), with the given type, and using the given texture - return null
@ -89,7 +92,7 @@ CVertexBuffer::~CVertexBuffer()
CVertexBuffer::VBChunk* CVertexBuffer::Allocate(size_t vertexSize, size_t numVertices, GLenum usage, GLenum target)
{
// check this is the right kind of buffer
if (usage != m_Usage || target != m_Target || vertexSize != m_VertexSize)
if (!CompatibleVertexType(vertexSize, usage, target))
return 0;
// quick check there's enough vertices spare to allocate
@ -138,11 +141,34 @@ CVertexBuffer::VBChunk* CVertexBuffer::Allocate(size_t vertexSize, size_t numVer
// Release: return given chunk to this buffer
void CVertexBuffer::Release(VBChunk* chunk)
{
// add to free list
// TODO, RC - need to merge available chunks where possible to avoid
// excessive fragmentation of vertex buffer space
m_FreeList.push_front(chunk);
// Update total free count before potentially modifying this chunk's count
m_FreeVertices += chunk->m_Count;
typedef std::list<VBChunk*>::iterator Iter;
// Coalesce with any free-list items that are adjacent to this chunk;
// merge the found chunk with the new one, and remove the old one
// from the list, and repeat until no more are found
bool coalesced;
do
{
coalesced = false;
for (Iter iter = m_FreeList.begin(); iter != m_FreeList.end(); ++iter)
{
if ((*iter)->m_Index == chunk->m_Index + chunk->m_Count
|| (*iter)->m_Index + (*iter)->m_Count == chunk->m_Index)
{
chunk->m_Index = std::min(chunk->m_Index, (*iter)->m_Index);
chunk->m_Count += (*iter)->m_Count;
m_FreeList.erase(iter);
coalesced = true;
break;
}
}
}
while (coalesced);
m_FreeList.push_front(chunk);
}
///////////////////////////////////////////////////////////////////////////////
@ -205,3 +231,17 @@ size_t CVertexBuffer::GetBytesAllocated() const
{
return (m_MaxVertices - m_FreeVertices) * m_VertexSize;
}
void CVertexBuffer::DumpStatus()
{
debug_printf(L"freeverts = %d\n", m_FreeVertices);
size_t maxSize = 0;
typedef std::list<VBChunk*>::iterator Iter;
for (Iter iter = m_FreeList.begin(); iter != m_FreeList.end(); ++iter)
{
debug_printf(L"free chunk %p: size=%d\n", *iter, (*iter)->m_Count);
maxSize = std::max((*iter)->m_Count, maxSize);
}
debug_printf(L"max size = %d\n", maxSize);
}

View file

@ -45,6 +45,13 @@ public:
size_t m_Index;
// number of vertices used by chunk
size_t m_Count;
private:
// Only CVertexBuffer can construct/delete these
// (Other people should use g_VBMan.Allocate, g_VBMan.Release)
friend class CVertexBuffer;
VBChunk() {}
~VBChunk() {}
};
public:
@ -70,6 +77,10 @@ public:
size_t GetBytesReserved() const;
size_t GetBytesAllocated() const;
bool CompatibleVertexType(size_t vertexSize, GLenum usage, GLenum target);
void DumpStatus();
protected:
friend class CVertexBufferManager; // allow allocate only via CVertexBufferManager

View file

@ -26,14 +26,10 @@
#include "lib/ogl.h"
#include "ps/CLogger.h"
#define DUMP_VB_STATS 0 // for debugging
CVertexBufferManager g_VBMan;
// janwas 2004-06-14: added dtor
CVertexBufferManager::~CVertexBufferManager()
{
}
///////////////////////////////////////////////////////////////////////////////
// Explicit shutdown of the vertex buffer subsystem.
// This avoids the ordering issues that arise when using destructors of
@ -61,9 +57,22 @@ CVertexBuffer::VBChunk* CVertexBufferManager::Allocate(size_t vertexSize, size_t
// TODO, RC - run some sanity checks on allocation request
typedef std::list<CVertexBuffer*>::iterator Iter;
#if DUMP_VB_STATS
debug_printf(L"\n============================\n# allocate vsize=%d nverts=%d\n\n", vertexSize, numVertices);
for (Iter iter = m_Buffers.begin(); iter != m_Buffers.end(); ++iter) {
CVertexBuffer* buffer = *iter;
if (buffer->CompatibleVertexType(vertexSize, usage, target))
{
debug_printf(L"%p\n", buffer);
buffer->DumpStatus();
}
}
#endif
// iterate through all existing buffers testing for one that'll
// satisfy the allocation
typedef std::list<CVertexBuffer*>::iterator Iter;
for (Iter iter = m_Buffers.begin(); iter != m_Buffers.end(); ++iter) {
CVertexBuffer* buffer = *iter;
result = buffer->Allocate(vertexSize, numVertices, usage, target);
@ -89,6 +98,9 @@ CVertexBuffer::VBChunk* CVertexBufferManager::Allocate(size_t vertexSize, size_t
void CVertexBufferManager::Release(CVertexBuffer::VBChunk* chunk)
{
ENSURE(chunk);
#if DUMP_VB_STATS
debug_printf(L"\n============================\n# release %p nverts=%d\n\n", chunk, chunk->m_Count);
#endif
chunk->m_Owner->Release(chunk);
}

View file

@ -30,9 +30,6 @@
class CVertexBufferManager
{
public:
CVertexBufferManager() {}
~CVertexBufferManager();
// Explicit shutdown of the vertex buffer subsystem
void Shutdown();

View file

@ -20,15 +20,22 @@
#include "simulation2/system/Component.h"
#include "ICmpTerritoryManager.h"
#include "graphics/Overlay.h"
#include "graphics/Terrain.h"
#include "graphics/TextureManager.h"
#include "maths/MathUtil.h"
#include "maths/Vector2D.h"
#include "ps/Overlay.h"
#include "renderer/Renderer.h"
#include "renderer/Scene.h"
#include "renderer/TerrainOverlay.h"
#include "simulation2/MessageTypes.h"
#include "simulation2/components/ICmpObstruction.h"
#include "simulation2/components/ICmpObstructionManager.h"
#include "simulation2/components/ICmpOwnership.h"
#include "simulation2/components/ICmpPathfinder.h"
#include "simulation2/components/ICmpPlayer.h"
#include "simulation2/components/ICmpPlayerManager.h"
#include "simulation2/components/ICmpPosition.h"
#include "simulation2/components/ICmpSettlement.h"
#include "simulation2/components/ICmpTerrain.h"
@ -36,6 +43,7 @@
#include "simulation2/helpers/Geometry.h"
#include "simulation2/helpers/Grid.h"
#include "simulation2/helpers/PriorityQueue.h"
#include "simulation2/helpers/Render.h"
class CCmpTerritoryManager;
@ -58,6 +66,7 @@ public:
componentManager.SubscribeGloballyToMessageType(MT_OwnershipChanged);
componentManager.SubscribeGloballyToMessageType(MT_PositionChanged);
componentManager.SubscribeToMessageType(MT_TerrainChanged);
componentManager.SubscribeToMessageType(MT_RenderSubmit);
}
DEFAULT_COMPONENT_ALLOCATOR(TerritoryManager)
@ -67,16 +76,30 @@ public:
return "<a:component type='system'/><empty/>";
}
u8 m_ImpassableCost;
float m_BorderThickness;
float m_BorderSeparation;
Grid<u8>* m_Territories;
TerritoryOverlay* m_DebugOverlay;
std::vector<SOverlayTexturedLine> m_BoundaryLines;
bool m_BoundaryLinesDirty;
virtual void Init(const CParamNode& UNUSED(paramNode))
{
m_Territories = NULL;
m_DebugOverlay = NULL;
// m_DebugOverlay = new TerritoryOverlay(*this);
m_BoundaryLinesDirty = true;
m_DirtyID = 1;
CParamNode externalParamNode;
CParamNode::LoadXML(externalParamNode, L"simulation/data/territorymanager.xml");
m_ImpassableCost = externalParamNode.GetChild("TerritoryManager").GetChild("ImpassableCost").ToInt();
m_BorderThickness = externalParamNode.GetChild("TerritoryManager").GetChild("BorderThickness").ToFixed().ToFloat();
m_BorderSeparation = externalParamNode.GetChild("TerritoryManager").GetChild("BorderSeparation").ToFixed().ToFloat();
}
virtual void Deinit()
@ -116,6 +139,12 @@ public:
MakeDirty();
break;
}
case MT_RenderSubmit:
{
const CMessageRenderSubmit& msgData = static_cast<const CMessageRenderSubmit&> (msg);
RenderSubmit(msgData.collector);
break;
}
}
}
@ -148,6 +177,7 @@ public:
{
SAFE_DELETE(m_Territories);
++m_DirtyID;
m_BoundaryLinesDirty = true;
}
virtual bool NeedUpdate(size_t* dirtyID)
@ -169,6 +199,18 @@ public:
* or 1+c if the influence have cost c (assumed between 0 and 254).
*/
void RasteriseInfluences(CComponentManager::InterfaceList& infls, Grid<u8>& grid);
struct TerritoryBoundary
{
player_id_t owner;
std::vector<CVector2D> points;
};
std::vector<TerritoryBoundary> ComputeBoundaries();
void UpdateBoundaryLines();
void RenderSubmit(SceneCollector& collector);
};
REGISTER_COMPONENT_TYPE(TerritoryManager)
@ -252,15 +294,19 @@ void CCmpTerritoryManager::CalculateTerritories()
Grid<u8> influenceGrid(tilesW, tilesH);
CmpPtr<ICmpPathfinder> cmpPathfinder(GetSimContext(), SYSTEM_ENTITY);
ICmpPathfinder::pass_class_t passClass = cmpPathfinder->GetPassabilityClass("default");
ICmpPathfinder::pass_class_t passClassUnrestricted = cmpPathfinder->GetPassabilityClass("unrestricted");
ICmpPathfinder::pass_class_t passClassDefault = cmpPathfinder->GetPassabilityClass("default");
const Grid<u16>& passGrid = cmpPathfinder->GetPassabilityGrid();
for (u32 j = 0; j < tilesH; ++j)
{
for (u32 i = 0; i < tilesW; ++i)
{
u8 g = passGrid.get(i, j);
u8 cost;
if (passGrid.get(i, j) & passClass)
cost = 4; // TODO: should come from some XML file
if (g & passClassUnrestricted)
cost = 255; // off the world; use maximum cost
else if (g & passClassDefault)
cost = m_ImpassableCost;
else
cost = 1;
influenceGrid.set(i, j, cost);
@ -425,6 +471,219 @@ void CCmpTerritoryManager::RasteriseInfluences(CComponentManager::InterfaceList&
}
}
std::vector<CCmpTerritoryManager::TerritoryBoundary> CCmpTerritoryManager::ComputeBoundaries()
{
PROFILE("ComputeBoundaries");
std::vector<CCmpTerritoryManager::TerritoryBoundary> boundaries;
CalculateTerritories();
// Copy the territories grid so we can mess with it
Grid<u8> grid (*m_Territories);
// Some constants for the border walk
CVector2D edgeOffsets[] = {
CVector2D(0.5f, 0.0f),
CVector2D(1.0f, 0.5f),
CVector2D(0.5f, 1.0f),
CVector2D(0.0f, 0.5f)
};
// Try to find an assigned tile
for (int j = 0; j < grid.m_H; ++j)
{
for (int i = 0; i < grid.m_W; ++i)
{
u8 owner = grid.get(i, j);
if (owner)
{
// Found the first tile (which must be the lowest j value of any non-zero tile);
// start at the bottom edge of it and chase anticlockwise around the border until
// we reach the starting point again
boundaries.push_back(TerritoryBoundary());
boundaries.back().owner = owner;
std::vector<CVector2D>& points = boundaries.back().points;
int dir = 0; // 0 == bottom edge of tile, 1 == right, 2 == top, 3 == left
int cdir = dir;
int ci = i, cj = j;
while (true)
{
points.push_back((CVector2D(ci, cj) + edgeOffsets[cdir]) * CELL_SIZE);
// Given that we're on an edge on a continuous boundary and aiming anticlockwise,
// we can either carry on straight or turn left or turn right, so examine each
// of the three possible cases (depending on initial direction):
switch (cdir)
{
case 0:
if (ci < grid.m_W-1 && cj > 0 && grid.get(ci+1, cj-1) == owner)
{
++ci;
--cj;
cdir = 3;
}
else if (ci < grid.m_W-1 && grid.get(ci+1, cj) == owner)
++ci;
else
cdir = 1;
break;
case 1:
if (ci < grid.m_W-1 && cj < grid.m_H-1 && grid.get(ci+1, cj+1) == owner)
{
++ci;
++cj;
cdir = 0;
}
else if (cj < grid.m_H-1 && grid.get(ci, cj+1) == owner)
++cj;
else
cdir = 2;
break;
case 2:
if (ci > 0 && cj < grid.m_H-1 && grid.get(ci-1, cj+1) == owner)
{
--ci;
++cj;
cdir = 1;
}
else if (ci > 0 && grid.get(ci-1, cj) == owner)
--ci;
else
cdir = 3;
break;
case 3:
if (ci > 0 && cj > 0 && grid.get(ci-1, cj-1) == owner)
{
--ci;
--cj;
cdir = 2;
}
else if (cj > 0 && grid.get(ci, cj-1) == owner)
--cj;
else
cdir = 0;
break;
}
// Stop when we've reached the starting point again
if (ci == i && cj == j && cdir == dir)
break;
}
// Zero out this whole territory with a simple flood fill, so we don't
// process it a second time
std::vector<std::pair<int, int> > tileStack;
#define ZERO_AND_PUSH(i, j) STMT(grid.set(i, j, 0); tileStack.push_back(std::make_pair(i, j)); )
ZERO_AND_PUSH(i, j);
while (!tileStack.empty())
{
int ti = tileStack.back().first;
int tj = tileStack.back().second;
tileStack.pop_back();
if (ti > 0 && grid.get(ti-1, tj) == owner)
ZERO_AND_PUSH(ti-1, tj);
if (ti < grid.m_W-1 && grid.get(ti+1, tj) == owner)
ZERO_AND_PUSH(ti+1, tj);
if (tj > 0 && grid.get(ti, tj-1) == owner)
ZERO_AND_PUSH(ti, tj-1);
if (tj < grid.m_H-1 && grid.get(ti, tj+1) == owner)
ZERO_AND_PUSH(ti, tj+1);
if (ti > 0 && tj > 0 && grid.get(ti-1, tj-1) == owner)
ZERO_AND_PUSH(ti-1, tj-1);
if (ti > 0 && tj < grid.m_H-1 && grid.get(ti-1, tj+1) == owner)
ZERO_AND_PUSH(ti-1, tj+1);
if (ti < grid.m_W-1 && tj > 0 && grid.get(ti+1, tj-1) == owner)
ZERO_AND_PUSH(ti+1, tj-1);
if (ti < grid.m_W-1 && tj < grid.m_H-1 && grid.get(ti+1, tj+1) == owner)
ZERO_AND_PUSH(ti+1, tj+1);
}
#undef ZERO_AND_PUSH
}
}
}
return boundaries;
}
void CCmpTerritoryManager::UpdateBoundaryLines()
{
PROFILE("update boundary lines");
m_BoundaryLines.clear();
std::vector<CCmpTerritoryManager::TerritoryBoundary> boundaries = ComputeBoundaries();
CTextureProperties texturePropsBase("art/textures/misc/territory_border.png");
texturePropsBase.SetWrap(GL_CLAMP_TO_BORDER, GL_CLAMP_TO_EDGE);
texturePropsBase.SetMaxAnisotropy(2.f);
CTexturePtr textureBase = g_Renderer.GetTextureManager().CreateTexture(texturePropsBase);
CTextureProperties texturePropsMask("art/textures/misc/territory_border_mask.png");
texturePropsMask.SetWrap(GL_CLAMP_TO_BORDER, GL_CLAMP_TO_EDGE);
texturePropsMask.SetMaxAnisotropy(2.f);
CTexturePtr textureMask = g_Renderer.GetTextureManager().CreateTexture(texturePropsMask);
CmpPtr<ICmpTerrain> cmpTerrain(GetSimContext(), SYSTEM_ENTITY);
if (cmpTerrain.null())
return;
CTerrain* terrain = cmpTerrain->GetCTerrain();
CmpPtr<ICmpPlayerManager> cmpPlayerManager(GetSimContext(), SYSTEM_ENTITY);
if (cmpPlayerManager.null())
return;
for (size_t i = 0; i < boundaries.size(); ++i)
{
if (boundaries[i].points.empty())
continue;
CColor color(1, 0, 1, 1);
CmpPtr<ICmpPlayer> cmpPlayer(GetSimContext(), cmpPlayerManager->GetPlayerByID(boundaries[i].owner));
if (!cmpPlayer.null())
color = cmpPlayer->GetColour();
m_BoundaryLines.push_back(SOverlayTexturedLine());
m_BoundaryLines.back().m_Terrain = terrain;
m_BoundaryLines.back().m_TextureBase = textureBase;
m_BoundaryLines.back().m_TextureMask = textureMask;
m_BoundaryLines.back().m_Color = color;
m_BoundaryLines.back().m_Thickness = m_BorderThickness;
SimRender::SmoothPointsAverage(boundaries[i].points, true);
SimRender::InterpolatePointsRNS(boundaries[i].points, true, m_BorderSeparation);
std::vector<float>& points = m_BoundaryLines.back().m_Coords;
for (size_t j = 0; j < boundaries[i].points.size(); ++j)
{
points.push_back(boundaries[i].points[j].X);
points.push_back(boundaries[i].points[j].Y);
}
}
}
void CCmpTerritoryManager::RenderSubmit(SceneCollector& collector)
{
if (m_BoundaryLinesDirty)
{
UpdateBoundaryLines();
m_BoundaryLinesDirty = false;
}
for (size_t i = 0; i < m_BoundaryLines.size(); ++i)
collector.Submit(&m_BoundaryLines[i]);
}
void TerritoryOverlay::StartRender()
{

View file

@ -25,12 +25,14 @@
#include "graphics/Overlay.h"
#include "graphics/Terrain.h"
#include "maths/MathUtil.h"
#include "maths/Vector2D.h"
#include "ps/Profile.h"
static const float RENDER_HEIGHT_DELTA = 0.25f; // distance above terrain
void SimRender::ConstructLineOnGround(const CSimContext& context, std::vector<float> xz,
SOverlayLine& overlay, bool floating)
void SimRender::ConstructLineOnGround(const CSimContext& context, const std::vector<float>& xz,
SOverlayLine& overlay, bool floating, float heightOffset)
{
PROFILE("ConstructLineOnGround");
overlay.m_Coords.clear();
CmpPtr<ICmpTerrain> cmpTerrain(context, SYSTEM_ENTITY);
@ -54,7 +56,7 @@ void SimRender::ConstructLineOnGround(const CSimContext& context, std::vector<fl
{
float px = xz[i];
float pz = xz[i+1];
float py = std::max(water, cmpTerrain->GetExactGroundLevel(px, pz)) + RENDER_HEIGHT_DELTA;
float py = std::max(water, cmpTerrain->GetExactGroundLevel(px, pz)) + heightOffset;
overlay.m_Coords.push_back(px);
overlay.m_Coords.push_back(py);
overlay.m_Coords.push_back(pz);
@ -62,7 +64,7 @@ void SimRender::ConstructLineOnGround(const CSimContext& context, std::vector<fl
}
void SimRender::ConstructCircleOnGround(const CSimContext& context, float x, float z, float radius,
SOverlayLine& overlay, bool floating)
SOverlayLine& overlay, bool floating, float heightOffset)
{
overlay.m_Coords.clear();
@ -88,7 +90,7 @@ void SimRender::ConstructCircleOnGround(const CSimContext& context, float x, flo
float a = i * 2 * (float)M_PI / numPoints;
float px = x + radius * sin(a);
float pz = z + radius * cos(a);
float py = std::max(water, cmpTerrain->GetExactGroundLevel(px, pz)) + RENDER_HEIGHT_DELTA;
float py = std::max(water, cmpTerrain->GetExactGroundLevel(px, pz)) + heightOffset;
overlay.m_Coords.push_back(px);
overlay.m_Coords.push_back(py);
overlay.m_Coords.push_back(pz);
@ -113,7 +115,7 @@ static void SplitLine(std::vector<std::pair<float, float> >& coords, float x1, f
}
void SimRender::ConstructSquareOnGround(const CSimContext& context, float x, float z, float w, float h, float a,
SOverlayLine& overlay, bool floating)
SOverlayLine& overlay, bool floating, float heightOffset)
{
overlay.m_Coords.clear();
@ -150,9 +152,104 @@ void SimRender::ConstructSquareOnGround(const CSimContext& context, float x, flo
{
float px = coords[i].first;
float pz = coords[i].second;
float py = std::max(water, cmpTerrain->GetExactGroundLevel(px, pz)) + RENDER_HEIGHT_DELTA;
float py = std::max(water, cmpTerrain->GetExactGroundLevel(px, pz)) + heightOffset;
overlay.m_Coords.push_back(px);
overlay.m_Coords.push_back(py);
overlay.m_Coords.push_back(pz);
}
}
void SimRender::SmoothPointsAverage(std::vector<CVector2D>& points, bool closed)
{
PROFILE("SmoothPointsAverage");
size_t n = points.size();
if (n < 2)
return; // avoid out-of-bounds array accesses, and leave the points unchanged
std::vector<CVector2D> newPoints;
newPoints.resize(points.size());
// Handle the end points appropriately
if (closed)
{
newPoints[0] = (points[n-1] + points[0] + points[1]) / 3.f;
newPoints[n-1] = (points[n-2] + points[n-1] + points[0]) / 3.f;
}
else
{
newPoints[0] = points[0];
newPoints[n-1] = points[n-1];
}
// Average all the intermediate points
for (size_t i = 1; i < n-1; ++i)
newPoints[i] = (points[i-1] + points[i] + points[i+1]) / 3.f;
points.swap(newPoints);
}
static CVector2D EvaluateSpline(float t, CVector2D a0, CVector2D a1, CVector2D a2, CVector2D a3, float offset)
{
// Compute position on spline
CVector2D p = a0*(t*t*t) + a1*(t*t) + a2*t + a3;
// Compute unit-vector direction of spline
CVector2D dp = (a0*(3*t*t) + a1*(2*t) + a2).Normalized();
// Offset position perpendicularly
return p + CVector2D(dp.Y*-offset, dp.X*offset);
}
void SimRender::InterpolatePointsRNS(std::vector<CVector2D>& points, bool closed, float offset)
{
PROFILE("InterpolatePointsRNS");
std::vector<CVector2D> newPoints;
// (This does some redundant computations for adjacent vertices,
// but it's fairly fast (<1ms typically) so we don't worry about it yet)
// TODO: Instead of doing a fixed number of line segments between each
// control point, it should probably be somewhat adaptive to get a nicer
// curve with fewer points
size_t n = points.size();
if (n < 1)
return; // can't do anything unless we have two points
size_t imax = closed ? n : n-1; // TODO: we probably need to do a bit more to handle non-closed paths
newPoints.reserve(imax*4);
for (size_t i = 0; i < imax; ++i)
{
// Get the relevant points for this spline segment
CVector2D p0 = points[(i-1+n)%n];
CVector2D p1 = points[i];
CVector2D p2 = points[(i+1)%n];
CVector2D p3 = points[(i+2)%n];
// Do the RNS computation (based on GPG4 "Nonuniform Splines")
float l1 = (p2 - p1).Length(); // length of spline segment (i)..(i+1)
CVector2D s0 = (p1 - p0).Normalized(); // unit vector of spline segment (i-1)..(i)
CVector2D s1 = (p2 - p1).Normalized(); // unit vector of spline segment (i)..(i+1)
CVector2D s2 = (p3 - p2).Normalized(); // unit vector of spline segment (i+1)..(i+2)
CVector2D v1 = (s0 + s1).Normalized() * l1; // spline velocity at i
CVector2D v2 = (s1 + s2).Normalized() * l1; // spline velocity at i+1
// Compute standard cubic spline parameters
CVector2D a0 = p1*2 + p2*-2 + v1 + v2;
CVector2D a1 = p1*-3 + p2*3 + v1*-2 + v2*-1;
CVector2D a2 = v1;
CVector2D a3 = p1;
// Interpolate at various points
newPoints.push_back(EvaluateSpline(0.f, a0, a1, a2, a3, offset));
newPoints.push_back(EvaluateSpline(1.f/4.f, a0, a1, a2, a3, offset));
newPoints.push_back(EvaluateSpline(2.f/4.f, a0, a1, a2, a3, offset));
newPoints.push_back(EvaluateSpline(3.f/4.f, a0, a1, a2, a3, offset));
}
points.swap(newPoints);
}

View file

@ -24,6 +24,7 @@
*/
class CSimContext;
class CVector2D;
struct SOverlayLine;
namespace SimRender
@ -33,18 +34,42 @@ namespace SimRender
* Updates @p overlay so that it represents the given line (a list of x, z coordinate pairs),
* flattened on the terrain (or on the water if @p floating).
*/
void ConstructLineOnGround(const CSimContext& context, std::vector<float> xz, SOverlayLine& overlay, bool floating);
void ConstructLineOnGround(const CSimContext& context, const std::vector<float>& xz,
SOverlayLine& overlay,
bool floating, float heightOffset = 0.25f);
/**
* Updates @p overlay so that it represents the given circle, flattened on the terrain.
*/
void ConstructCircleOnGround(const CSimContext& context, float x, float z, float radius, SOverlayLine& overlay, bool floating);
void ConstructCircleOnGround(const CSimContext& context, float x, float z, float radius,
SOverlayLine& overlay,
bool floating, float heightOffset = 0.25f);
/**
* Updates @p overlay so that it represents the given square, flattened on the terrain.
* @p x and @p z are position of center, @p w and @p h are size of rectangle, @p a is clockwise angle.
*/
void ConstructSquareOnGround(const CSimContext& context, float x, float z, float w, float h, float a, SOverlayLine& overlay, bool floating);
void ConstructSquareOnGround(const CSimContext& context, float x, float z, float w, float h, float a,
SOverlayLine& overlay,
bool floating, float heightOffset = 0.25f);
/**
* Updates @p points so each point is averaged with its neighbours, resulting in
* a somewhat smoother curve, assuming the points are roughly equally spaced.
* If @p closed then the points are treated as a closed path (the last is connected
* to the first).
*/
void SmoothPointsAverage(std::vector<CVector2D>& points, bool closed);
/**
* Updates @p points to include intermediate points interpolating between the original
* control points, using a rounded nonuniform spline.
* The points are also shifted by @p offset in a direction 90 degrees clockwise from
* the direction of the curve.
* If @p closed then the points are treated as a closed path (the last is connected
* to the first).
*/
void InterpolatePointsRNS(std::vector<CVector2D>& points, bool closed, float offset);
} // namespace