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https://gitea.wildfiregames.com/0ad/0ad
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Previously we had a single culling frustum based on the main camera, and any object outside the frustum would never get rendered, even if it should actually contribute to shadows or reflections/refractions. This caused ugly pop-in effects in the shadows and reflections while scrolling. Extend the renderer to support multiple cull groups, each with a separate frustum and with separate lists of submitted objects, so that shadows and reflections will render the correctly culled sets of objects. Update the shadow map generation to compute the (hopefully) correct bounds and matrices for this new scheme. Include terrain patches in the shadow bounds, so hills can cast shadows correctly. Remove the code that tried to render objects slightly outside the camera frustum in order to reduce the pop-in effect, since that was a workaround for the lack of a proper fix. Remove the model/patch filtering code, which was used to cull objects that were in the normal camera frustum but should be excluded from reflections/refractions, since that's redundant now too. Inline DistanceToPlane to save a few hundred usecs per frame inside CCmpUnitRenderer::RenderSubmit. Fixes #504, #579. This was SVN commit r15445.
287 lines
8.5 KiB
C++
287 lines
8.5 KiB
C++
/* Copyright (C) 2012 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 "ParticleEmitter.h"
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#include "graphics/LightEnv.h"
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#include "graphics/LOSTexture.h"
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#include "graphics/ParticleEmitterType.h"
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#include "graphics/ParticleManager.h"
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#include "graphics/TextureManager.h"
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#include "renderer/Renderer.h"
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CParticleEmitter::CParticleEmitter(const CParticleEmitterTypePtr& type) :
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m_Type(type), m_Active(true), m_NextParticleIdx(0), m_EmissionRoundingError(0.f),
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m_LastUpdateTime(type->m_Manager.GetCurrentTime()),
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m_IndexArray(GL_DYNAMIC_DRAW),
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m_VertexArray(GL_DYNAMIC_DRAW),
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m_LastFrameNumber(-1)
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{
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// If we should start with particles fully emitted, pretend that we
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// were created in the past so the first update will produce lots of
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// particles.
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// TODO: instead of this, maybe it would make more sense to do a full
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// lifetime-length update of all emitters when the game first starts
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// (so that e.g. buildings constructed later on won't have fully-started
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// emitters, but those at the start will)?
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if (m_Type->m_StartFull)
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m_LastUpdateTime -= m_Type->m_MaxLifetime;
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m_Particles.reserve(m_Type->m_MaxParticles);
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m_AttributePos.type = GL_FLOAT;
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m_AttributePos.elems = 3;
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m_VertexArray.AddAttribute(&m_AttributePos);
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m_AttributeAxis.type = GL_FLOAT;
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m_AttributeAxis.elems = 2;
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m_VertexArray.AddAttribute(&m_AttributeAxis);
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m_AttributeUV.type = GL_FLOAT;
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m_AttributeUV.elems = 2;
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m_VertexArray.AddAttribute(&m_AttributeUV);
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m_AttributeColor.type = GL_UNSIGNED_BYTE;
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m_AttributeColor.elems = 4;
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m_VertexArray.AddAttribute(&m_AttributeColor);
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m_VertexArray.SetNumVertices(m_Type->m_MaxParticles * 4);
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m_VertexArray.Layout();
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m_IndexArray.SetNumVertices(m_Type->m_MaxParticles * 6);
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m_IndexArray.Layout();
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VertexArrayIterator<u16> index = m_IndexArray.GetIterator();
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for (size_t i = 0; i < m_Type->m_MaxParticles; ++i)
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{
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*index++ = i*4 + 0;
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*index++ = i*4 + 1;
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*index++ = i*4 + 2;
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*index++ = i*4 + 2;
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*index++ = i*4 + 3;
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*index++ = i*4 + 0;
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}
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m_IndexArray.Upload();
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m_IndexArray.FreeBackingStore();
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}
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void CParticleEmitter::UpdateArrayData(int frameNumber)
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{
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if (m_LastFrameNumber == frameNumber)
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return;
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m_LastFrameNumber = frameNumber;
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// Update m_Particles
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m_Type->UpdateEmitter(*this, m_Type->m_Manager.GetCurrentTime() - m_LastUpdateTime);
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m_LastUpdateTime = m_Type->m_Manager.GetCurrentTime();
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// Regenerate the vertex array data:
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VertexArrayIterator<CVector3D> attrPos = m_AttributePos.GetIterator<CVector3D>();
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VertexArrayIterator<float[2]> attrAxis = m_AttributeAxis.GetIterator<float[2]>();
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VertexArrayIterator<float[2]> attrUV = m_AttributeUV.GetIterator<float[2]>();
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VertexArrayIterator<SColor4ub> attrColor = m_AttributeColor.GetIterator<SColor4ub>();
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ENSURE(m_Particles.size() <= m_Type->m_MaxParticles);
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CBoundingBoxAligned bounds;
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for (size_t i = 0; i < m_Particles.size(); ++i)
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{
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// TODO: for more efficient rendering, maybe we should replace this with
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// a degenerate quad if alpha is 0
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bounds += m_Particles[i].pos;
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*attrPos++ = m_Particles[i].pos;
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*attrPos++ = m_Particles[i].pos;
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*attrPos++ = m_Particles[i].pos;
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*attrPos++ = m_Particles[i].pos;
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// Compute corner offsets, split into sin/cos components so the vertex
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// shader can multiply by the camera-right (or left?) and camera-up vectors
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// to get rotating billboards:
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float s = sin(m_Particles[i].angle) * m_Particles[i].size/2.f;
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float c = cos(m_Particles[i].angle) * m_Particles[i].size/2.f;
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(*attrAxis)[0] = c;
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(*attrAxis)[1] = s;
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++attrAxis;
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(*attrAxis)[0] = s;
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(*attrAxis)[1] = -c;
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++attrAxis;
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(*attrAxis)[0] = -c;
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(*attrAxis)[1] = -s;
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++attrAxis;
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(*attrAxis)[0] = -s;
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(*attrAxis)[1] = c;
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++attrAxis;
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(*attrUV)[0] = 1;
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(*attrUV)[1] = 0;
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++attrUV;
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(*attrUV)[0] = 0;
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(*attrUV)[1] = 0;
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++attrUV;
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(*attrUV)[0] = 0;
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(*attrUV)[1] = 1;
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++attrUV;
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(*attrUV)[0] = 1;
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(*attrUV)[1] = 1;
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++attrUV;
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SColor4ub color = m_Particles[i].color;
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// Special case: If the blending depends on the source colour, not the source alpha,
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// then pre-multiply by the alpha. (This is kind of a hack.)
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if (m_Type->m_BlendFuncDst == GL_ONE_MINUS_SRC_COLOR)
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{
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color.R = (color.R * color.A) / 255;
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color.G = (color.G * color.A) / 255;
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color.B = (color.B * color.A) / 255;
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}
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*attrColor++ = color;
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*attrColor++ = color;
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*attrColor++ = color;
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*attrColor++ = color;
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}
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m_ParticleBounds = bounds;
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m_VertexArray.Upload();
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}
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void CParticleEmitter::Bind(const CShaderProgramPtr& shader)
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{
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CLOSTexture& los = g_Renderer.GetScene().GetLOSTexture();
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shader->BindTexture(str_losTex, los.GetTextureSmooth());
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shader->Uniform(str_losTransform, los.GetTextureMatrix()[0], los.GetTextureMatrix()[12], 0.f, 0.f);
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const CLightEnv& lightEnv = g_Renderer.GetLightEnv();
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shader->Uniform(str_sunColor, lightEnv.m_SunColor);
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shader->Uniform(str_fogColor, lightEnv.m_FogColor);
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shader->Uniform(str_fogParams, lightEnv.m_FogFactor, lightEnv.m_FogMax, 0.f, 0.f);
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shader->BindTexture(str_baseTex, m_Type->m_Texture);
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pglBlendEquationEXT(m_Type->m_BlendEquation);
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glBlendFunc(m_Type->m_BlendFuncSrc, m_Type->m_BlendFuncDst);
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}
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void CParticleEmitter::RenderArray(const CShaderProgramPtr& shader)
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{
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// Some drivers apparently don't like count=0 in glDrawArrays here,
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// so skip all drawing in that case
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if (m_Particles.empty())
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return;
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u8* indexBase = m_IndexArray.Bind();
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u8* base = m_VertexArray.Bind();
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GLsizei stride = (GLsizei)m_VertexArray.GetStride();
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shader->VertexPointer(3, GL_FLOAT, stride, base + m_AttributePos.offset);
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// Pass the sin/cos axis components as texcoords for no particular reason
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// other than that they fit. (Maybe this should be glVertexAttrib* instead?)
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shader->TexCoordPointer(GL_TEXTURE0, 2, GL_FLOAT, stride, base + m_AttributeUV.offset);
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shader->TexCoordPointer(GL_TEXTURE1, 2, GL_FLOAT, stride, base + m_AttributeAxis.offset);
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shader->ColorPointer(4, GL_UNSIGNED_BYTE, stride, base + m_AttributeColor.offset);
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shader->AssertPointersBound();
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glDrawElements(GL_TRIANGLES, (GLsizei)(m_Particles.size() * 6), GL_UNSIGNED_SHORT, indexBase);
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g_Renderer.GetStats().m_DrawCalls++;
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g_Renderer.GetStats().m_Particles += m_Particles.size();
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}
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void CParticleEmitter::Unattach(const CParticleEmitterPtr& self)
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{
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m_Active = false;
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m_Type->m_Manager.AddUnattachedEmitter(self);
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}
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void CParticleEmitter::AddParticle(const SParticle& particle)
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{
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if (m_NextParticleIdx >= m_Particles.size())
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m_Particles.push_back(particle);
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else
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m_Particles[m_NextParticleIdx] = particle;
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m_NextParticleIdx = (m_NextParticleIdx + 1) % m_Type->m_MaxParticles;
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}
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void CParticleEmitter::SetEntityVariable(const std::string& name, float value)
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{
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m_EntityVariables[name] = value;
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}
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CModelParticleEmitter::CModelParticleEmitter(const CParticleEmitterTypePtr& type) :
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m_Type(type)
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{
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m_Emitter = CParticleEmitterPtr(new CParticleEmitter(m_Type));
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}
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CModelParticleEmitter::~CModelParticleEmitter()
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{
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m_Emitter->Unattach(m_Emitter);
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}
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void CModelParticleEmitter::SetEntityVariable(const std::string& name, float value)
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{
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m_Emitter->SetEntityVariable(name, value);
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}
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CModelAbstract* CModelParticleEmitter::Clone() const
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{
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return new CModelParticleEmitter(m_Type);
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}
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void CModelParticleEmitter::CalcBounds()
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{
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// TODO: we ought to compute sensible bounds here, probably based on the
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// current computed particle positions plus the emitter type's largest
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// potential bounding box at the current position
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m_WorldBounds = m_Type->CalculateBounds(m_Emitter->GetPosition(), m_Emitter->GetParticleBounds());
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}
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void CModelParticleEmitter::ValidatePosition()
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{
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// TODO: do we need to do anything here?
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// This is a convenient (though possibly not particularly appropriate) place
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// to invalidate bounds so they'll be recomputed from the recent particle data
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InvalidateBounds();
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}
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void CModelParticleEmitter::InvalidatePosition()
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{
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}
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void CModelParticleEmitter::SetTransform(const CMatrix3D& transform)
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{
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m_Emitter->SetPosition(transform.GetTranslation());
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m_Emitter->SetRotation(transform.GetRotation());
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}
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