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Add terrain priority rendering mode in Atlas. Fix terrain painting in Atlas to be less profligate with priority values. Support hotloading of blend textures. Clean up some trivial things. This was SVN commit r8872.
769 lines
21 KiB
C++
769 lines
21 KiB
C++
/* Copyright (C) 2011 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include <set>
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#include <algorithm>
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#include "graphics/GameView.h"
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#include "graphics/LightEnv.h"
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#include "graphics/Patch.h"
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#include "graphics/Terrain.h"
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#include "lib/res/graphics/unifont.h"
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#include "maths/MathUtil.h"
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#include "ps/CLogger.h"
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#include "ps/Game.h"
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#include "ps/Profile.h"
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#include "ps/Pyrogenesis.h"
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#include "ps/World.h"
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#include "ps/GameSetup/Config.h"
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#include "renderer/AlphaMapCalculator.h"
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#include "renderer/PatchRData.h"
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#include "renderer/Renderer.h"
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#include "simulation2/Simulation2.h"
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#include "simulation2/components/ICmpRangeManager.h"
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const ssize_t BlendOffsets[9][2] = {
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{ 0, -1 },
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{ -1, -1 },
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{ -1, 0 },
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{ -1, 1 },
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{ 0, 1 },
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{ 1, 1 },
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{ 1, 0 },
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{ 1, -1 },
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{ 0, 0 }
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};
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///////////////////////////////////////////////////////////////////
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// CPatchRData constructor
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CPatchRData::CPatchRData(CPatch* patch) : m_Patch(patch), m_VBBase(0), m_VBBlends(0), m_Vertices(0)
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{
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debug_assert(patch);
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Build();
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}
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///////////////////////////////////////////////////////////////////
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// CPatchRData destructor
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CPatchRData::~CPatchRData()
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{
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// delete copy of vertex data
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delete[] m_Vertices;
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// release vertex buffer chunks
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if (m_VBBase) g_VBMan.Release(m_VBBase);
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if (m_VBBlends) g_VBMan.Release(m_VBBlends);
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}
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const float uvFactor = 0.125f / sqrt(2.f);
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static void CalculateUV(float uv[2], ssize_t x, ssize_t z)
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{
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// The UV axes are offset 45 degrees from XZ
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uv[0] = ( x-z)*uvFactor;
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uv[1] = (-x-z)*uvFactor;
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}
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/**
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* Represents a blend for a single tile, texture and shape.
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*/
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struct STileBlend
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{
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CTerrainTextureEntry* m_Texture;
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int m_Priority;
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u16 m_TileMask; // bit n set if this blend contains neighbour tile BlendOffsets[n]
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struct DecreasingPriority
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{
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bool operator()(const STileBlend& a, const STileBlend& b) const
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{
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if (a.m_Priority > b.m_Priority)
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return true;
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if (a.m_Priority < b.m_Priority)
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return false;
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if (a.m_Texture && b.m_Texture)
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return a.m_Texture->GetTag() > b.m_Texture->GetTag();
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return false;
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}
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};
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struct CurrentTile
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{
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bool operator()(const STileBlend& a) const
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{
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return a.m_TileMask & (1 << 8);
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}
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};
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};
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/**
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* Represents the ordered collection of blends drawn on a particular tile.
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*/
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struct STileBlendStack
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{
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u8 i, j;
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std::vector<STileBlend> blends; // back of vector is lowest-priority texture
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};
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/**
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* Represents a batched collection of blends using the same texture.
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*/
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struct SBlendLayer
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{
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struct Tile
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{
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u8 i, j;
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u8 shape;
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};
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CTerrainTextureEntry* m_Texture;
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std::vector<Tile> m_Tiles;
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};
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void CPatchRData::BuildBlends()
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{
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m_BlendIndices.clear();
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m_BlendSplats.clear();
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m_BlendVertices.clear();
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m_BlendVertexIndices.clear();
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CTerrain* terrain = m_Patch->m_Parent;
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std::vector<STileBlendStack> blendStacks;
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blendStacks.reserve(PATCH_SIZE*PATCH_SIZE);
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// For each tile in patch ..
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for (ssize_t j = 0; j < PATCH_SIZE; ++j)
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{
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for (ssize_t i = 0; i < PATCH_SIZE; ++i)
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{
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ssize_t gx = m_Patch->m_X * PATCH_SIZE + i;
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ssize_t gz = m_Patch->m_Z * PATCH_SIZE + j;
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std::vector<STileBlend> blends;
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blends.reserve(9);
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// Compute a blend for every tile in the 3x3 square around this tile
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for (size_t n = 0; n < 9; ++n)
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{
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ssize_t ox = gx + BlendOffsets[n][1];
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ssize_t oz = gz + BlendOffsets[n][0];
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CMiniPatch* nmp = terrain->GetTile(ox, oz);
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if (!nmp)
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continue;
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STileBlend blend;
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blend.m_Texture = nmp->GetTextureEntry();
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blend.m_Priority = nmp->GetPriority();
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blend.m_TileMask = 1 << n;
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blends.push_back(blend);
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}
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// Sort the blends, highest priority first
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std::sort(blends.begin(), blends.end(), STileBlend::DecreasingPriority());
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STileBlendStack blendStack;
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blendStack.i = i;
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blendStack.j = j;
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// Put the blends into the tile's stack, merging any adjacent blends with the same texture
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for (size_t k = 0; k < blends.size(); ++k)
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{
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if (!blendStack.blends.empty() && blendStack.blends.back().m_Texture == blends[k].m_Texture)
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blendStack.blends.back().m_TileMask |= blends[k].m_TileMask;
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else
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blendStack.blends.push_back(blends[k]);
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}
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// Remove blends that are after (i.e. lower priority than) the current tile
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// (including the current tile), since we don't want to render them on top of
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// the tile's base texture
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blendStack.blends.erase(
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std::find_if(blendStack.blends.begin(), blendStack.blends.end(), STileBlend::CurrentTile()),
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blendStack.blends.end());
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blendStacks.push_back(blendStack);
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}
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}
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// Given the blend stack per tile, we want to batch together as many blends as possible.
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// Group them into a series of layers (each of which has a single texture):
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std::vector<SBlendLayer> blendLayers;
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while (true)
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{
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if (!blendLayers.empty())
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{
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// Try to grab as many tiles as possible that match our current layer,
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// from off the blend stacks of all the tiles
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CTerrainTextureEntry* tex = blendLayers.back().m_Texture;
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for (size_t k = 0; k < blendStacks.size(); ++k)
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{
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if (!blendStacks[k].blends.empty() && blendStacks[k].blends.back().m_Texture == tex)
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{
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SBlendLayer::Tile t = { blendStacks[k].i, blendStacks[k].j, blendStacks[k].blends.back().m_TileMask };
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blendLayers.back().m_Tiles.push_back(t);
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blendStacks[k].blends.pop_back();
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}
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// (We've already merged adjacent entries of the same texture in each stack,
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// so we don't need to bother looping to check the next entry in this stack again)
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}
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}
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// We've grabbed as many tiles as possible; now we need to start a new layer.
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// The new layer's texture could come from the back of any non-empty stack;
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// choose the longest stack as a heuristic to reduce the number of layers
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CTerrainTextureEntry* bestTex = NULL;
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size_t bestStackSize = 0;
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for (size_t k = 0; k < blendStacks.size(); ++k)
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{
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if (blendStacks[k].blends.size() > bestStackSize)
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{
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bestStackSize = blendStacks[k].blends.size();
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bestTex = blendStacks[k].blends.back().m_Texture;
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}
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}
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// If all our stacks were empty, we're done
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if (bestStackSize == 0)
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break;
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// Otherwise add the new layer, then loop back and start filling it in
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SBlendLayer layer;
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layer.m_Texture = bestTex;
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blendLayers.push_back(layer);
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}
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// Now build outgoing splats
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m_BlendSplats.resize(blendLayers.size());
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for (size_t k = 0; k < blendLayers.size(); ++k)
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{
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SSplat& splat = m_BlendSplats[k];
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splat.m_IndexStart = m_BlendIndices.size();
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splat.m_Texture = blendLayers[k].m_Texture;
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for (size_t t = 0; t < blendLayers[k].m_Tiles.size(); ++t)
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{
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SBlendLayer::Tile& tile = blendLayers[k].m_Tiles[t];
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ssize_t index = AddBlend(tile.i, tile.j, tile.shape);
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if (index != -1)
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{
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// (These indices will get incremented by the VB base offset later)
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m_BlendIndices.push_back(index + 0);
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m_BlendIndices.push_back(index + 1);
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m_BlendIndices.push_back(index + 2);
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m_BlendIndices.push_back(index + 3);
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splat.m_IndexCount += 4;
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}
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}
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}
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// Release existing vertex buffer chunk
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if (m_VBBlends)
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{
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g_VBMan.Release(m_VBBlends);
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m_VBBlends = 0;
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}
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if (m_BlendVertices.size())
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{
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// Construct vertex buffer
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m_VBBlends = g_VBMan.Allocate(sizeof(SBlendVertex), m_BlendVertices.size(), true);
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m_VBBlends->m_Owner->UpdateChunkVertices(m_VBBlends, &m_BlendVertices[0]);
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debug_assert(m_VBBlends->m_Index < 65536);
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unsigned short base = (unsigned short)m_VBBlends->m_Index;
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// Update the indices to include the base offset
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for (size_t k = 0; k < m_BlendIndices.size(); ++k)
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m_BlendIndices[k] += base;
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}
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}
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ssize_t CPatchRData::AddBlend(u16 i, u16 j, u8 shape)
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{
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ssize_t gx = m_Patch->m_X * PATCH_SIZE + i;
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ssize_t gz = m_Patch->m_Z * PATCH_SIZE + j;
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// uses the current neighbour texture
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BlendShape8 shape8;
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for (size_t m = 0; m < 8; ++m)
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shape8[m] = (shape & (1 << m)) ? 0 : 1;
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// calculate the required alphamap and the required rotation of the alphamap from blendshape
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unsigned int alphamapflags;
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int alphamap = CAlphaMapCalculator::Calculate(shape8, alphamapflags);
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// now actually render the blend tile (if we need one)
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if (alphamap == -1)
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return -1;
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float u0 = g_Renderer.m_AlphaMapCoords[alphamap].u0;
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float u1 = g_Renderer.m_AlphaMapCoords[alphamap].u1;
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float v0 = g_Renderer.m_AlphaMapCoords[alphamap].v0;
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float v1 = g_Renderer.m_AlphaMapCoords[alphamap].v1;
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if (alphamapflags & BLENDMAP_FLIPU)
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std::swap(u0, u1);
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if (alphamapflags & BLENDMAP_FLIPV)
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std::swap(v0, v1);
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int base = 0;
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if (alphamapflags & BLENDMAP_ROTATE90)
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base = 1;
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else if (alphamapflags & BLENDMAP_ROTATE180)
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base = 2;
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else if (alphamapflags & BLENDMAP_ROTATE270)
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base = 3;
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SBlendVertex vtx[4];
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vtx[(base + 0) % 4].m_AlphaUVs[0] = u0;
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vtx[(base + 0) % 4].m_AlphaUVs[1] = v0;
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vtx[(base + 1) % 4].m_AlphaUVs[0] = u1;
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vtx[(base + 1) % 4].m_AlphaUVs[1] = v0;
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vtx[(base + 2) % 4].m_AlphaUVs[0] = u1;
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vtx[(base + 2) % 4].m_AlphaUVs[1] = v1;
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vtx[(base + 3) % 4].m_AlphaUVs[0] = u0;
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vtx[(base + 3) % 4].m_AlphaUVs[1] = v1;
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ssize_t vsize = PATCH_SIZE + 1;
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SBlendVertex dst;
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const size_t vindex = m_BlendVertices.size();
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const SBaseVertex& vtx0 = m_Vertices[(j * vsize) + i];
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CalculateUV(dst.m_UVs, gx, gz);
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dst.m_AlphaUVs[0] = vtx[0].m_AlphaUVs[0];
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dst.m_AlphaUVs[1] = vtx[0].m_AlphaUVs[1];
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dst.m_LOSColor = vtx0.m_LOSColor;
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dst.m_Position = vtx0.m_Position;
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m_BlendVertices.push_back(dst);
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m_BlendVertexIndices.push_back((j * vsize) + i);
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const SBaseVertex& vtx1 = m_Vertices[(j * vsize) + i + 1];
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CalculateUV(dst.m_UVs, gx + 1, gz);
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dst.m_AlphaUVs[0] = vtx[1].m_AlphaUVs[0];
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dst.m_AlphaUVs[1] = vtx[1].m_AlphaUVs[1];
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dst.m_LOSColor = vtx1.m_LOSColor;
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dst.m_Position = vtx1.m_Position;
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m_BlendVertices.push_back(dst);
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m_BlendVertexIndices.push_back((j * vsize) + i + 1);
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const SBaseVertex& vtx2 = m_Vertices[((j + 1) * vsize) + i + 1];
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CalculateUV(dst.m_UVs, gx + 1, gz + 1);
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dst.m_AlphaUVs[0] = vtx[2].m_AlphaUVs[0];
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dst.m_AlphaUVs[1] = vtx[2].m_AlphaUVs[1];
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dst.m_LOSColor = vtx2.m_LOSColor;
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dst.m_Position = vtx2.m_Position;
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m_BlendVertices.push_back(dst);
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m_BlendVertexIndices.push_back(((j + 1) * vsize) + i + 1);
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const SBaseVertex& vtx3 = m_Vertices[((j + 1) * vsize) + i];
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CalculateUV(dst.m_UVs, gx, gz + 1);
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dst.m_AlphaUVs[0] = vtx[3].m_AlphaUVs[0];
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dst.m_AlphaUVs[1] = vtx[3].m_AlphaUVs[1];
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dst.m_LOSColor = vtx3.m_LOSColor;
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dst.m_Position = vtx3.m_Position;
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m_BlendVertices.push_back(dst);
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m_BlendVertexIndices.push_back(((j + 1) * vsize) + i);
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return vindex;
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}
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void CPatchRData::BuildIndices()
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{
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// must have allocated some vertices before trying to build corresponding indices
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debug_assert(m_VBBase);
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// number of vertices in each direction in each patch
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ssize_t vsize=PATCH_SIZE+1;
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// release existing indices and bins
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m_Indices.clear();
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m_ShadowMapIndices.clear();
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m_Splats.clear();
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// build grid of textures on this patch and boundaries of adjacent patches
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std::vector<CTerrainTextureEntry*> textures;
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CTerrainTextureEntry* texgrid[PATCH_SIZE][PATCH_SIZE];
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for (ssize_t j=0;j<PATCH_SIZE;j++) {
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for (ssize_t i=0;i<PATCH_SIZE;i++) {
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CTerrainTextureEntry* tex=m_Patch->m_MiniPatches[j][i].GetTextureEntry();
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texgrid[j][i]=tex;
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if (std::find(textures.begin(),textures.end(),tex)==textures.end()) {
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textures.push_back(tex);
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}
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}
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}
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// now build base splats from interior textures
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m_Splats.resize(textures.size());
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// build indices for base splats
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size_t base=m_VBBase->m_Index;
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for (size_t i=0;i<m_Splats.size();i++) {
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CTerrainTextureEntry* tex=textures[i];
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SSplat& splat=m_Splats[i];
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splat.m_Texture=tex;
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splat.m_IndexStart=m_Indices.size();
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for (ssize_t j=0;j<PATCH_SIZE;j++) {
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for (ssize_t i=0;i<PATCH_SIZE;i++) {
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if (texgrid[j][i]==tex){
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m_Indices.push_back(u16(((j+0)*vsize+(i+0))+base));
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m_Indices.push_back(u16(((j+0)*vsize+(i+1))+base));
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m_Indices.push_back(u16(((j+1)*vsize+(i+1))+base));
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m_Indices.push_back(u16(((j+1)*vsize+(i+0))+base));
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}
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}
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}
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splat.m_IndexCount=m_Indices.size()-splat.m_IndexStart;
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}
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// build indices for the shadow map pass
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for (ssize_t j=0;j<PATCH_SIZE;j++) {
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for (ssize_t i=0;i<PATCH_SIZE;i++) {
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m_ShadowMapIndices.push_back(u16(((j+0)*vsize+(i+0))+base));
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m_ShadowMapIndices.push_back(u16(((j+0)*vsize+(i+1))+base));
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m_ShadowMapIndices.push_back(u16(((j+1)*vsize+(i+1))+base));
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m_ShadowMapIndices.push_back(u16(((j+1)*vsize+(i+0))+base));
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}
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}
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}
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void CPatchRData::BuildVertices()
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{
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// create both vertices and lighting colors
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CVector3D normal;
|
|
|
|
// number of vertices in each direction in each patch
|
|
ssize_t vsize=PATCH_SIZE+1;
|
|
|
|
if (!m_Vertices) {
|
|
m_Vertices=new SBaseVertex[vsize*vsize];
|
|
}
|
|
SBaseVertex* vertices=m_Vertices;
|
|
|
|
|
|
// get index of this patch
|
|
ssize_t px=m_Patch->m_X;
|
|
ssize_t pz=m_Patch->m_Z;
|
|
|
|
CTerrain* terrain=m_Patch->m_Parent;
|
|
const CLightEnv& lightEnv = g_Renderer.GetLightEnv();
|
|
|
|
// build vertices
|
|
for (ssize_t j=0;j<vsize;j++) {
|
|
for (ssize_t i=0;i<vsize;i++) {
|
|
ssize_t ix=px*PATCH_SIZE+i;
|
|
ssize_t iz=pz*PATCH_SIZE+j;
|
|
ssize_t v=(j*vsize)+i;
|
|
|
|
// calculate vertex data
|
|
terrain->CalcPosition(ix,iz,vertices[v].m_Position);
|
|
vertices[v].m_LOSColor = SColor4ub(0, 0, 0, 0); // will be set to the proper value in Update()
|
|
CalculateUV(vertices[v].m_UVs, ix, iz);
|
|
|
|
// Calculate diffuse lighting for this vertex
|
|
// Ambient is added by the lighting pass (since ambient is the same
|
|
// for all vertices, it need not be stored in the vertex structure)
|
|
terrain->CalcNormal(ix,iz,normal);
|
|
|
|
RGBColor diffuse;
|
|
lightEnv.EvaluateDirect(normal, diffuse);
|
|
vertices[v].m_DiffuseColor = ConvertRGBColorTo4ub(diffuse);
|
|
}
|
|
}
|
|
|
|
// upload to vertex buffer
|
|
if (!m_VBBase) {
|
|
m_VBBase=g_VBMan.Allocate(sizeof(SBaseVertex),vsize*vsize,true);
|
|
}
|
|
m_VBBase->m_Owner->UpdateChunkVertices(m_VBBase,m_Vertices);
|
|
}
|
|
|
|
void CPatchRData::Build()
|
|
{
|
|
BuildVertices();
|
|
BuildIndices();
|
|
BuildBlends();
|
|
}
|
|
|
|
void CPatchRData::Update()
|
|
{
|
|
if (m_UpdateFlags!=0) {
|
|
// TODO,RC 11/04/04 - need to only rebuild necessary bits of renderdata rather
|
|
// than everything; it's complicated slightly because the blends are dependent
|
|
// on both vertex and index data
|
|
BuildVertices();
|
|
BuildIndices();
|
|
BuildBlends();
|
|
|
|
m_UpdateFlags=0;
|
|
}
|
|
|
|
// Update vertex colors, which are affected by LOS
|
|
|
|
ssize_t px=m_Patch->m_X;
|
|
ssize_t pz=m_Patch->m_Z;
|
|
|
|
CTerrain* terrain=m_Patch->m_Parent;
|
|
ssize_t vsize=PATCH_SIZE+1;
|
|
SColor4ub baseColour = terrain->GetBaseColour();
|
|
|
|
CmpPtr<ICmpRangeManager> cmpRangeManager(*g_Game->GetSimulation2(), SYSTEM_ENTITY);
|
|
if (cmpRangeManager.null())
|
|
{
|
|
for (ssize_t j = 0; j < vsize; ++j)
|
|
{
|
|
for (ssize_t i = 0; i < vsize; ++i)
|
|
{
|
|
ssize_t v = (j*vsize)+i;
|
|
m_Vertices[v].m_LOSColor = baseColour;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ICmpRangeManager::CLosQuerier los (cmpRangeManager->GetLosQuerier(g_Game->GetPlayerID()));
|
|
|
|
// this is very similar to BuildVertices(), but just for color
|
|
for (ssize_t j = 0; j < vsize; j++)
|
|
{
|
|
for (ssize_t i = 0; i < vsize; i++)
|
|
{
|
|
ssize_t ix = px * PATCH_SIZE + i;
|
|
ssize_t iz = pz * PATCH_SIZE + j;
|
|
ssize_t v = (j * vsize) + i;
|
|
|
|
SColor4ub losMod;
|
|
if (los.IsVisible(ix, iz))
|
|
losMod = baseColour;
|
|
else if (los.IsExplored(ix, iz))
|
|
losMod = SColor4ub(178, 178, 178, 255);
|
|
else
|
|
losMod = SColor4ub(0, 0, 0, 255);
|
|
|
|
m_Vertices[v].m_LOSColor = losMod;
|
|
}
|
|
}
|
|
}
|
|
|
|
// upload base vertices into their vertex buffer
|
|
m_VBBase->m_Owner->UpdateChunkVertices(m_VBBase,m_Vertices);
|
|
|
|
// update blend colors by copying them from vertex colors
|
|
for(size_t i=0; i<m_BlendVertices.size(); i++)
|
|
{
|
|
m_BlendVertices[i].m_LOSColor = m_Vertices[m_BlendVertexIndices[i]].m_LOSColor;
|
|
}
|
|
|
|
// upload blend vertices into their vertex buffer too
|
|
if(m_BlendVertices.size())
|
|
{
|
|
m_VBBlends->m_Owner->UpdateChunkVertices(m_VBBlends,&m_BlendVertices[0]);
|
|
}
|
|
}
|
|
|
|
void CPatchRData::RenderBase(bool losColor)
|
|
{
|
|
debug_assert(m_UpdateFlags==0);
|
|
|
|
SBaseVertex *base=(SBaseVertex *)m_VBBase->m_Owner->Bind();
|
|
|
|
// setup data pointers
|
|
GLsizei stride=sizeof(SBaseVertex);
|
|
glVertexPointer(3,GL_FLOAT,stride,&base->m_Position[0]);
|
|
glColorPointer(4,GL_UNSIGNED_BYTE,stride,losColor ? &base->m_LOSColor : &base->m_DiffuseColor);
|
|
glTexCoordPointer(2,GL_FLOAT,stride,&base->m_UVs[0]);
|
|
|
|
// render each splat
|
|
for (size_t i=0;i<m_Splats.size();i++) {
|
|
SSplat& splat=m_Splats[i];
|
|
|
|
if (splat.m_Texture)
|
|
splat.m_Texture->GetTexture()->Bind();
|
|
else
|
|
g_Renderer.GetTextureManager().GetErrorTexture()->Bind();
|
|
|
|
if (!g_Renderer.m_SkipSubmit) {
|
|
glDrawElements(GL_QUADS, (GLsizei)splat.m_IndexCount,
|
|
GL_UNSIGNED_SHORT, &m_Indices[splat.m_IndexStart]);
|
|
}
|
|
|
|
// bump stats
|
|
g_Renderer.m_Stats.m_DrawCalls++;
|
|
g_Renderer.m_Stats.m_TerrainTris+=splat.m_IndexCount/2;
|
|
}
|
|
|
|
CVertexBuffer::Unbind();
|
|
}
|
|
|
|
void CPatchRData::RenderStreams(int streamflags, bool losColor)
|
|
{
|
|
debug_assert(m_UpdateFlags==0);
|
|
|
|
SBaseVertex* base=(SBaseVertex *)m_VBBase->m_Owner->Bind();
|
|
|
|
// setup data pointers
|
|
GLsizei stride=sizeof(SBaseVertex);
|
|
glVertexPointer(3, GL_FLOAT, stride, &base->m_Position);
|
|
if (streamflags & STREAM_UV0) {
|
|
glTexCoordPointer(2, GL_FLOAT, stride, &base->m_UVs);
|
|
} else if (streamflags & STREAM_POSTOUV0) {
|
|
glTexCoordPointer(3, GL_FLOAT, stride, &base->m_Position);
|
|
}
|
|
if (streamflags & STREAM_COLOR)
|
|
{
|
|
glColorPointer(4,GL_UNSIGNED_BYTE,stride,losColor ? &base->m_LOSColor : &base->m_DiffuseColor);
|
|
}
|
|
|
|
// render all base splats at once
|
|
if (!g_Renderer.m_SkipSubmit) {
|
|
glDrawElements(GL_QUADS,(GLsizei)m_Indices.size(),GL_UNSIGNED_SHORT,&m_Indices[0]);
|
|
}
|
|
|
|
// bump stats
|
|
g_Renderer.m_Stats.m_DrawCalls++;
|
|
g_Renderer.m_Stats.m_TerrainTris+=m_Indices.size()/2;
|
|
|
|
CVertexBuffer::Unbind();
|
|
}
|
|
|
|
|
|
void CPatchRData::RenderBlends()
|
|
{
|
|
debug_assert(m_UpdateFlags==0);
|
|
|
|
if (m_BlendVertices.empty())
|
|
return;
|
|
|
|
u8* base=m_VBBlends->m_Owner->Bind();
|
|
|
|
// setup data pointers
|
|
GLsizei stride=sizeof(SBlendVertex);
|
|
// ((GCC warns about offsetof: SBlendVertex contains a CVector3D which has
|
|
// a constructor, and so is not a POD type, and so offsetof is theoretically
|
|
// invalid - see http://gcc.gnu.org/ml/gcc/2003-11/msg00281.html - but it
|
|
// doesn't seem to be worth changing this code since it works anyway.))
|
|
glVertexPointer(3,GL_FLOAT,stride,base+offsetof(SBlendVertex,m_Position));
|
|
glColorPointer(4,GL_UNSIGNED_BYTE,stride,base+offsetof(SBlendVertex,m_LOSColor));
|
|
|
|
pglClientActiveTextureARB(GL_TEXTURE0);
|
|
glTexCoordPointer(2,GL_FLOAT,stride,base+offsetof(SBlendVertex,m_UVs[0]));
|
|
|
|
pglClientActiveTextureARB(GL_TEXTURE1);
|
|
glTexCoordPointer(2,GL_FLOAT,stride,base+offsetof(SBlendVertex,m_AlphaUVs[0]));
|
|
|
|
for (size_t i=0;i<m_BlendSplats.size();i++) {
|
|
SSplat& splat=m_BlendSplats[i];
|
|
|
|
if (splat.m_Texture)
|
|
splat.m_Texture->GetTexture()->Bind();
|
|
else
|
|
g_Renderer.GetTextureManager().GetErrorTexture()->Bind();
|
|
|
|
if (!g_Renderer.m_SkipSubmit) {
|
|
glDrawElements(GL_QUADS, (GLsizei)splat.m_IndexCount,
|
|
GL_UNSIGNED_SHORT, &m_BlendIndices[splat.m_IndexStart]);
|
|
}
|
|
|
|
// bump stats
|
|
g_Renderer.m_Stats.m_DrawCalls++;
|
|
g_Renderer.m_Stats.m_BlendSplats++;
|
|
g_Renderer.m_Stats.m_TerrainTris+=splat.m_IndexCount/2;
|
|
}
|
|
|
|
CVertexBuffer::Unbind();
|
|
}
|
|
|
|
void CPatchRData::RenderOutline()
|
|
{
|
|
size_t vsize=PATCH_SIZE+1;
|
|
|
|
glBegin(GL_LINES);
|
|
for (ssize_t i=0;i<PATCH_SIZE;i++) {
|
|
glVertex3fv(&m_Vertices[i].m_Position.X);
|
|
glVertex3fv(&m_Vertices[i+1].m_Position.X);
|
|
}
|
|
glEnd();
|
|
glBegin(GL_LINES);
|
|
for (ssize_t i=0;i<PATCH_SIZE;i++) {
|
|
glVertex3fv(&m_Vertices[PATCH_SIZE+(i*(PATCH_SIZE+1))].m_Position.X);
|
|
glVertex3fv(&m_Vertices[PATCH_SIZE+((i+1)*(PATCH_SIZE+1))].m_Position.X);
|
|
}
|
|
glEnd();
|
|
glBegin(GL_LINES);
|
|
for (ssize_t i=1;i<PATCH_SIZE;i++) {
|
|
glVertex3fv(&m_Vertices[(vsize*vsize)-i].m_Position.X);
|
|
glVertex3fv(&m_Vertices[(vsize*vsize)-(i+1)].m_Position.X);
|
|
}
|
|
glEnd();
|
|
glBegin(GL_LINES);
|
|
for (ssize_t i=1;i<PATCH_SIZE;i++) {
|
|
glVertex3fv(&m_Vertices[(vsize*(vsize-1))-(i*vsize)].m_Position.X);
|
|
glVertex3fv(&m_Vertices[(vsize*(vsize-1))-((i+1)*vsize)].m_Position.X);
|
|
}
|
|
glEnd();
|
|
}
|
|
|
|
void CPatchRData::RenderPriorities()
|
|
{
|
|
CTerrain* terrain = m_Patch->m_Parent;
|
|
CCamera* camera = g_Game->GetView()->GetCamera();
|
|
|
|
for (ssize_t j = 0; j < PATCH_SIZE; ++j)
|
|
{
|
|
for (ssize_t i = 0; i < PATCH_SIZE; ++i)
|
|
{
|
|
ssize_t gx = m_Patch->m_X * PATCH_SIZE + i;
|
|
ssize_t gz = m_Patch->m_Z * PATCH_SIZE + j;
|
|
|
|
CVector3D pos;
|
|
terrain->CalcPosition(gx, gz, pos);
|
|
|
|
// Move a bit towards the center of the tile
|
|
pos.X += CELL_SIZE/4.f;
|
|
pos.Z += CELL_SIZE/4.f;
|
|
|
|
float x, y;
|
|
camera->GetScreenCoordinates(pos, x, y);
|
|
|
|
glPushMatrix();
|
|
glTranslatef(x, g_yres - y, 0.f);
|
|
|
|
// Draw the text upside-down, because it's aligned with
|
|
// the GUI (which uses the top-left as (0,0))
|
|
glScalef(1.0f, -1.0f, 1.0f);
|
|
|
|
glwprintf(L"%d", m_Patch->m_MiniPatches[j][i].Priority);
|
|
glPopMatrix();
|
|
}
|
|
}
|
|
}
|