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https://gitea.wildfiregames.com/0ad/0ad
synced 2026-06-16 05:13:58 -07:00
Change lighting model for new maps to allow better overbrightness. Cache player colours instead of loading from scripts every time the renderer wants them. This was SVN commit r9123.
1065 lines
30 KiB
C++
1065 lines
30 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 <boost/tuple/tuple.hpp>
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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 "renderer/WaterManager.h"
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#include "simulation2/Simulation2.h"
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#include "simulation2/components/ICmpWaterManager.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) :
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m_Patch(patch), m_VBSides(0), m_VBBase(0), m_VBBaseIndices(0), m_VBBlends(0), m_VBBlendIndices(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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// release vertex buffer chunks
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if (m_VBSides) g_VBMan.Release(m_VBSides);
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if (m_VBBase) g_VBMan.Release(m_VBBase);
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if (m_VBBaseIndices) g_VBMan.Release(m_VBBaseIndices);
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if (m_VBBlends) g_VBMan.Release(m_VBBlends);
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if (m_VBBlendIndices) g_VBMan.Release(m_VBBlendIndices);
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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)) != 0;
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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_BlendSplats.clear();
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std::vector<SBlendVertex> blendVertices;
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std::vector<u16> blendIndices;
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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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// (This is effectively a topological sort / linearisation of the partial order induced
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// by the per-tile stacks, preferring to make tiles with equal textures adjacent.)
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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 = 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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AddBlend(blendVertices, blendIndices, tile.i, tile.j, tile.shape);
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}
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splat.m_IndexCount = blendIndices.size() - splat.m_IndexStart;
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}
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// Release existing vertex buffer chunks
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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_VBBlendIndices)
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{
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g_VBMan.Release(m_VBBlendIndices);
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m_VBBlendIndices = 0;
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}
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if (blendVertices.size())
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{
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// Construct vertex buffer
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m_VBBlends = g_VBMan.Allocate(sizeof(SBlendVertex), blendVertices.size(), GL_STATIC_DRAW, GL_ARRAY_BUFFER);
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m_VBBlends->m_Owner->UpdateChunkVertices(m_VBBlends, &blendVertices[0]);
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// Update the indices to include the base offset of the vertex data
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for (size_t k = 0; k < blendIndices.size(); ++k)
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blendIndices[k] += m_VBBlends->m_Index;
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m_VBBlendIndices = g_VBMan.Allocate(sizeof(u16), blendIndices.size(), GL_STATIC_DRAW, GL_ELEMENT_ARRAY_BUFFER);
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m_VBBlendIndices->m_Owner->UpdateChunkVertices(m_VBBlendIndices, &blendIndices[0]);
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}
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}
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void CPatchRData::AddBlend(std::vector<SBlendVertex>& blendVertices, std::vector<u16>& blendIndices, u16 i, u16 j, u8 shape)
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{
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CTerrain* terrain = m_Patch->m_Parent;
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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;
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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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SBlendVertex dst;
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const CLightEnv& lightEnv = g_Renderer.GetLightEnv();
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CVector3D normal;
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bool includeSunColor = (g_Renderer.GetRenderPath() != CRenderer::RP_SHADER);
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size_t index = blendVertices.size();
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CalculateUV(dst.m_UVs, gx, gz);
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terrain->CalcPosition(gx, gz, dst.m_Position);
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terrain->CalcNormal(gx, gz, normal);
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dst.m_DiffuseColor = lightEnv.EvaluateDiffuse(normal, includeSunColor);
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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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blendVertices.push_back(dst);
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CalculateUV(dst.m_UVs, gx + 1, gz);
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terrain->CalcPosition(gx + 1, gz, dst.m_Position);
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terrain->CalcNormal(gx + 1, gz, normal);
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dst.m_DiffuseColor = lightEnv.EvaluateDiffuse(normal, includeSunColor);
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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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blendVertices.push_back(dst);
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CalculateUV(dst.m_UVs, gx + 1, gz + 1);
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terrain->CalcPosition(gx + 1, gz + 1, dst.m_Position);
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terrain->CalcNormal(gx + 1, gz + 1, normal);
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dst.m_DiffuseColor = lightEnv.EvaluateDiffuse(normal, includeSunColor);
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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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blendVertices.push_back(dst);
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CalculateUV(dst.m_UVs, gx, gz + 1);
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terrain->CalcPosition(gx, gz + 1, dst.m_Position);
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terrain->CalcNormal(gx, gz + 1, normal);
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dst.m_DiffuseColor = lightEnv.EvaluateDiffuse(normal, includeSunColor);
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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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blendVertices.push_back(dst);
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bool dir = terrain->GetTriangulationDir(gx, gz);
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if (dir)
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{
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blendIndices.push_back(index+0);
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blendIndices.push_back(index+1);
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blendIndices.push_back(index+3);
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blendIndices.push_back(index+1);
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blendIndices.push_back(index+2);
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blendIndices.push_back(index+3);
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}
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else
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{
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blendIndices.push_back(index+0);
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blendIndices.push_back(index+1);
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blendIndices.push_back(index+2);
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blendIndices.push_back(index+2);
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blendIndices.push_back(index+3);
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blendIndices.push_back(index+0);
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}
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}
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void CPatchRData::BuildIndices()
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{
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CTerrain* terrain = m_Patch->m_Parent;
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ssize_t px = m_Patch->m_X * PATCH_SIZE;
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ssize_t pz = m_Patch->m_Z * PATCH_SIZE;
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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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std::vector<unsigned short> indices;
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indices.reserve(PATCH_SIZE * PATCH_SIZE * 4);
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// release existing splats
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m_Splats.clear();
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// build grid of textures on this patch
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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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debug_assert(base + vsize*vsize < 65536); // mustn't overflow u16 indexes
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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;
|
|
splat.m_IndexStart=indices.size();
|
|
|
|
for (ssize_t j = 0; j < PATCH_SIZE; j++)
|
|
{
|
|
for (ssize_t i = 0; i < PATCH_SIZE; i++)
|
|
{
|
|
if (texgrid[j][i] == tex)
|
|
{
|
|
bool dir = terrain->GetTriangulationDir(px+i, pz+j);
|
|
if (dir)
|
|
{
|
|
indices.push_back(u16(((j+0)*vsize+(i+0))+base));
|
|
indices.push_back(u16(((j+0)*vsize+(i+1))+base));
|
|
indices.push_back(u16(((j+1)*vsize+(i+0))+base));
|
|
|
|
indices.push_back(u16(((j+0)*vsize+(i+1))+base));
|
|
indices.push_back(u16(((j+1)*vsize+(i+1))+base));
|
|
indices.push_back(u16(((j+1)*vsize+(i+0))+base));
|
|
}
|
|
else
|
|
{
|
|
indices.push_back(u16(((j+0)*vsize+(i+0))+base));
|
|
indices.push_back(u16(((j+0)*vsize+(i+1))+base));
|
|
indices.push_back(u16(((j+1)*vsize+(i+1))+base));
|
|
|
|
indices.push_back(u16(((j+1)*vsize+(i+1))+base));
|
|
indices.push_back(u16(((j+1)*vsize+(i+0))+base));
|
|
indices.push_back(u16(((j+0)*vsize+(i+0))+base));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
splat.m_IndexCount=indices.size()-splat.m_IndexStart;
|
|
}
|
|
|
|
// Release existing vertex buffer chunk
|
|
if (m_VBBaseIndices)
|
|
{
|
|
g_VBMan.Release(m_VBBaseIndices);
|
|
m_VBBaseIndices = 0;
|
|
}
|
|
|
|
debug_assert(indices.size());
|
|
|
|
// Construct vertex buffer
|
|
m_VBBaseIndices = g_VBMan.Allocate(sizeof(u16), indices.size(), GL_STATIC_DRAW, GL_ELEMENT_ARRAY_BUFFER);
|
|
m_VBBaseIndices->m_Owner->UpdateChunkVertices(m_VBBaseIndices, &indices[0]);
|
|
}
|
|
|
|
|
|
void CPatchRData::BuildVertices()
|
|
{
|
|
// create both vertices and lighting colors
|
|
|
|
// number of vertices in each direction in each patch
|
|
ssize_t vsize=PATCH_SIZE+1;
|
|
|
|
std::vector<SBaseVertex> vertices;
|
|
vertices.resize(vsize*vsize);
|
|
|
|
// 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();
|
|
|
|
bool includeSunColor = (g_Renderer.GetRenderPath() != CRenderer::RP_SHADER);
|
|
|
|
// 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);
|
|
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)
|
|
CVector3D normal;
|
|
terrain->CalcNormal(ix,iz,normal);
|
|
|
|
vertices[v].m_DiffuseColor = lightEnv.EvaluateDiffuse(normal, includeSunColor);
|
|
}
|
|
}
|
|
|
|
// upload to vertex buffer
|
|
if (!m_VBBase)
|
|
m_VBBase = g_VBMan.Allocate(sizeof(SBaseVertex), vsize * vsize, GL_STATIC_DRAW, GL_ARRAY_BUFFER);
|
|
|
|
m_VBBase->m_Owner->UpdateChunkVertices(m_VBBase, &vertices[0]);
|
|
}
|
|
|
|
void CPatchRData::BuildSide(std::vector<SSideVertex>& vertices, CPatchSideFlags side)
|
|
{
|
|
ssize_t vsize = PATCH_SIZE + 1;
|
|
CTerrain* terrain = m_Patch->m_Parent;
|
|
CmpPtr<ICmpWaterManager> cmpWaterManager(*g_Game->GetSimulation2(), SYSTEM_ENTITY);
|
|
|
|
for (ssize_t k = 0; k < vsize; k++)
|
|
{
|
|
ssize_t gx = m_Patch->m_X * PATCH_SIZE;
|
|
ssize_t gz = m_Patch->m_Z * PATCH_SIZE;
|
|
switch (side)
|
|
{
|
|
case CPATCH_SIDE_NEGX: gz += k; break;
|
|
case CPATCH_SIDE_POSX: gx += PATCH_SIZE; gz += PATCH_SIZE-k; break;
|
|
case CPATCH_SIDE_NEGZ: gx += PATCH_SIZE-k; break;
|
|
case CPATCH_SIDE_POSZ: gz += PATCH_SIZE; gx += k; break;
|
|
}
|
|
|
|
CVector3D pos;
|
|
terrain->CalcPosition(gx, gz, pos);
|
|
|
|
// Clamp the height to the water level
|
|
float waterHeight = 0.f;
|
|
if (!cmpWaterManager.null())
|
|
waterHeight = cmpWaterManager->GetExactWaterLevel(pos.X, pos.Z);
|
|
pos.Y = std::max(pos.Y, waterHeight);
|
|
|
|
SSideVertex v0, v1;
|
|
v0.m_Position = pos;
|
|
v1.m_Position = pos;
|
|
v1.m_Position.Y = 0;
|
|
|
|
// If this is the start of this tristrip, but we've already got a partial
|
|
// tristrip, and a couple of degenerate triangles to join the strips properly
|
|
if (k == 0 && !vertices.empty())
|
|
{
|
|
vertices.push_back(vertices.back());
|
|
vertices.push_back(v1);
|
|
}
|
|
|
|
// Now add the new triangles
|
|
vertices.push_back(v1);
|
|
vertices.push_back(v0);
|
|
}
|
|
}
|
|
|
|
void CPatchRData::BuildSides()
|
|
{
|
|
std::vector<SSideVertex> sideVertices;
|
|
|
|
int sideFlags = m_Patch->GetSideFlags();
|
|
|
|
// If no sides are enabled, we don't need to do anything
|
|
if (!sideFlags)
|
|
return;
|
|
|
|
// For each side, generate a tristrip by adding a vertex at ground/water
|
|
// level and a vertex underneath at height 0.
|
|
|
|
if (sideFlags & CPATCH_SIDE_NEGX)
|
|
BuildSide(sideVertices, CPATCH_SIDE_NEGX);
|
|
|
|
if (sideFlags & CPATCH_SIDE_POSX)
|
|
BuildSide(sideVertices, CPATCH_SIDE_POSX);
|
|
|
|
if (sideFlags & CPATCH_SIDE_NEGZ)
|
|
BuildSide(sideVertices, CPATCH_SIDE_NEGZ);
|
|
|
|
if (sideFlags & CPATCH_SIDE_POSZ)
|
|
BuildSide(sideVertices, CPATCH_SIDE_POSZ);
|
|
|
|
if (sideVertices.empty())
|
|
return;
|
|
|
|
if (!m_VBSides)
|
|
m_VBSides = g_VBMan.Allocate(sizeof(SSideVertex), sideVertices.size(), GL_STATIC_DRAW, GL_ARRAY_BUFFER);
|
|
m_VBSides->m_Owner->UpdateChunkVertices(m_VBSides, &sideVertices[0]);
|
|
}
|
|
|
|
void CPatchRData::Build()
|
|
{
|
|
BuildVertices();
|
|
BuildSides();
|
|
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();
|
|
BuildSides();
|
|
BuildIndices();
|
|
BuildBlends();
|
|
|
|
m_UpdateFlags=0;
|
|
}
|
|
}
|
|
|
|
// Types used for glMultiDrawElements batching:
|
|
|
|
// Each multidraw batch has a list of index counts, and a list of pointers-to-first-indexes
|
|
typedef std::pair<std::vector<GLint>, std::vector<void*> > BatchElements;
|
|
|
|
// Group batches by index buffer
|
|
typedef std::map<CVertexBuffer*, BatchElements> IndexBufferBatches;
|
|
|
|
// Group batches by vertex buffer
|
|
typedef std::map<CVertexBuffer*, IndexBufferBatches> VertexBufferBatches;
|
|
|
|
// Group batches by texture
|
|
typedef std::map<CTerrainTextureEntry*, VertexBufferBatches> TextureBatches;
|
|
|
|
void CPatchRData::RenderBases(const std::vector<CPatchRData*>& patches)
|
|
{
|
|
TextureBatches batches;
|
|
|
|
PROFILE_START("compute batches");
|
|
|
|
// Collect all the patches' base splats into their appropriate batches
|
|
for (size_t i = 0; i < patches.size(); ++i)
|
|
{
|
|
CPatchRData* patch = patches[i];
|
|
for (size_t j = 0; j < patch->m_Splats.size(); ++j)
|
|
{
|
|
SSplat& splat = patch->m_Splats[j];
|
|
|
|
BatchElements& batch = batches[splat.m_Texture][patch->m_VBBase->m_Owner][patch->m_VBBaseIndices->m_Owner];
|
|
|
|
batch.first.push_back(splat.m_IndexCount);
|
|
|
|
u8* indexBase = patch->m_VBBaseIndices->m_Owner->GetBindAddress();
|
|
batch.second.push_back(indexBase + sizeof(u16)*(patch->m_VBBaseIndices->m_Index + splat.m_IndexStart));
|
|
}
|
|
}
|
|
|
|
PROFILE_END("compute batches");
|
|
|
|
// Render each batch
|
|
for (TextureBatches::iterator itt = batches.begin(); itt != batches.end(); ++itt)
|
|
{
|
|
if (itt->first)
|
|
itt->first->GetTexture()->Bind();
|
|
else
|
|
g_Renderer.GetTextureManager().GetErrorTexture()->Bind();
|
|
|
|
for (VertexBufferBatches::iterator itv = itt->second.begin(); itv != itt->second.end(); ++itv)
|
|
{
|
|
GLsizei stride = sizeof(SBaseVertex);
|
|
SBaseVertex *base = (SBaseVertex *)itv->first->Bind();
|
|
glVertexPointer(3, GL_FLOAT, stride, &base->m_Position[0]);
|
|
glColorPointer(4, GL_UNSIGNED_BYTE, stride, &base->m_DiffuseColor);
|
|
glTexCoordPointer(2, GL_FLOAT, stride, &base->m_UVs[0]);
|
|
|
|
for (IndexBufferBatches::iterator it = itv->second.begin(); it != itv->second.end(); ++it)
|
|
{
|
|
it->first->Bind();
|
|
|
|
BatchElements& batch = it->second;
|
|
|
|
if (!g_Renderer.m_SkipSubmit)
|
|
{
|
|
// Don't use glMultiDrawElements here since it doesn't have a significant
|
|
// performance impact and it suffers from various driver bugs (e.g. it breaks
|
|
// in Mesa 7.10 swrast with index VBOs)
|
|
for (size_t i = 0; i < batch.first.size(); ++i)
|
|
glDrawElements(GL_TRIANGLES, batch.first[i], GL_UNSIGNED_SHORT, batch.second[i]);
|
|
}
|
|
|
|
g_Renderer.m_Stats.m_DrawCalls++;
|
|
g_Renderer.m_Stats.m_TerrainTris += std::accumulate(batch.first.begin(), batch.first.end(), 0) / 3;
|
|
}
|
|
}
|
|
}
|
|
|
|
CVertexBuffer::Unbind();
|
|
}
|
|
|
|
/**
|
|
* Helper structure for RenderBlends.
|
|
*/
|
|
struct SBlendBatch
|
|
{
|
|
CTerrainTextureEntry* m_Texture;
|
|
VertexBufferBatches m_Batches;
|
|
};
|
|
|
|
void CPatchRData::RenderBlends(const std::vector<CPatchRData*>& patches)
|
|
{
|
|
std::vector<SBlendBatch> batches;
|
|
|
|
PROFILE_START("compute batches");
|
|
|
|
// Reserve an arbitrary size that's probably big enough in most cases,
|
|
// to avoid heavy reallocations
|
|
batches.reserve(256);
|
|
|
|
// Each patch has a vertex buffer, index buffer, and stack of splats
|
|
std::vector<boost::tuple<CVertexBuffer::VBChunk*, CVertexBuffer::VBChunk*, std::vector<SSplat> > > blendStacks;
|
|
blendStacks.reserve(patches.size());
|
|
|
|
// Extract all the blend splats from each patch
|
|
for (size_t i = 0; i < patches.size(); ++i)
|
|
{
|
|
CPatchRData* patch = patches[i];
|
|
if (!patch->m_BlendSplats.empty())
|
|
{
|
|
blendStacks.push_back(boost::make_tuple(patch->m_VBBlends, patch->m_VBBlendIndices, patch->m_BlendSplats));
|
|
// Reverse the splats so the first to be rendered is at the back of the list
|
|
std::reverse(blendStacks.back().get<2>().begin(), blendStacks.back().get<2>().end());
|
|
}
|
|
}
|
|
|
|
// Rearrange the collection of splats to be grouped by texture, preserving
|
|
// order of splats within each patch:
|
|
// (This is exactly the same algorithm used in CPatchRData::BuildBlends,
|
|
// but applied to patch-sized splats rather than to tile-sized splats;
|
|
// see that function for comments on the algorithm.)
|
|
while (true)
|
|
{
|
|
if (!batches.empty())
|
|
{
|
|
CTerrainTextureEntry* tex = batches.back().m_Texture;
|
|
|
|
for (size_t k = 0; k < blendStacks.size(); ++k)
|
|
{
|
|
std::vector<SSplat>& splats = blendStacks[k].get<2>();
|
|
if (!splats.empty() && splats.back().m_Texture == tex)
|
|
{
|
|
CVertexBuffer::VBChunk* vertices = blendStacks[k].get<0>();
|
|
CVertexBuffer::VBChunk* indices = blendStacks[k].get<1>();
|
|
|
|
BatchElements& batch = batches.back().m_Batches[vertices->m_Owner][indices->m_Owner];
|
|
|
|
batch.first.push_back(splats.back().m_IndexCount);
|
|
|
|
u8* indexBase = indices->m_Owner->GetBindAddress();
|
|
batch.second.push_back(indexBase + sizeof(u16)*(indices->m_Index + splats.back().m_IndexStart));
|
|
|
|
splats.pop_back();
|
|
}
|
|
}
|
|
}
|
|
|
|
CTerrainTextureEntry* bestTex = NULL;
|
|
size_t bestStackSize = 0;
|
|
|
|
for (size_t k = 0; k < blendStacks.size(); ++k)
|
|
{
|
|
std::vector<SSplat>& splats = blendStacks[k].get<2>();
|
|
if (splats.size() > bestStackSize)
|
|
{
|
|
bestStackSize = splats.size();
|
|
bestTex = splats.back().m_Texture;
|
|
}
|
|
}
|
|
|
|
if (bestStackSize == 0)
|
|
break;
|
|
|
|
SBlendBatch layer;
|
|
layer.m_Texture = bestTex;
|
|
batches.push_back(layer);
|
|
}
|
|
|
|
PROFILE_END("compute batches");
|
|
|
|
CVertexBuffer* lastVB = NULL;
|
|
|
|
for (std::vector<SBlendBatch>::iterator itt = batches.begin(); itt != batches.end(); ++itt)
|
|
{
|
|
if (itt->m_Texture)
|
|
itt->m_Texture->GetTexture()->Bind();
|
|
else
|
|
g_Renderer.GetTextureManager().GetErrorTexture()->Bind();
|
|
|
|
for (VertexBufferBatches::iterator itv = itt->m_Batches.begin(); itv != itt->m_Batches.end(); ++itv)
|
|
{
|
|
// Rebind the VB only if it changed since the last batch
|
|
if (itv->first != lastVB)
|
|
{
|
|
lastVB = itv->first;
|
|
GLsizei stride = sizeof(SBlendVertex);
|
|
SBlendVertex *base = (SBlendVertex *)itv->first->Bind();
|
|
|
|
glVertexPointer(3, GL_FLOAT, stride, &base->m_Position[0]);
|
|
|
|
glColorPointer(4, GL_UNSIGNED_BYTE, stride, &base->m_DiffuseColor);
|
|
|
|
pglClientActiveTextureARB(GL_TEXTURE0);
|
|
glTexCoordPointer(2, GL_FLOAT, stride, &base->m_UVs[0]);
|
|
|
|
pglClientActiveTextureARB(GL_TEXTURE1);
|
|
glTexCoordPointer(2, GL_FLOAT, stride, &base->m_AlphaUVs[0]);
|
|
}
|
|
|
|
for (IndexBufferBatches::iterator it = itv->second.begin(); it != itv->second.end(); ++it)
|
|
{
|
|
it->first->Bind();
|
|
|
|
BatchElements& batch = it->second;
|
|
|
|
if (!g_Renderer.m_SkipSubmit)
|
|
{
|
|
for (size_t i = 0; i < batch.first.size(); ++i)
|
|
glDrawElements(GL_TRIANGLES, batch.first[i], GL_UNSIGNED_SHORT, batch.second[i]);
|
|
}
|
|
|
|
g_Renderer.m_Stats.m_DrawCalls++;
|
|
g_Renderer.m_Stats.m_BlendSplats++;
|
|
g_Renderer.m_Stats.m_TerrainTris += std::accumulate(batch.first.begin(), batch.first.end(), 0) / 3;
|
|
}
|
|
}
|
|
}
|
|
|
|
pglClientActiveTextureARB(GL_TEXTURE0);
|
|
|
|
CVertexBuffer::Unbind();
|
|
}
|
|
|
|
void CPatchRData::RenderStreams(const std::vector<CPatchRData*>& patches, int streamflags)
|
|
{
|
|
// Each batch has a list of index counts, and a list of pointers-to-first-indexes
|
|
typedef std::pair<std::vector<GLint>, std::vector<void*> > BatchElements;
|
|
|
|
// Group batches by index buffer
|
|
typedef std::map<CVertexBuffer*, BatchElements> IndexBufferBatches;
|
|
|
|
// Group batches by vertex buffer
|
|
typedef std::map<CVertexBuffer*, IndexBufferBatches> VertexBufferBatches;
|
|
|
|
VertexBufferBatches batches;
|
|
|
|
PROFILE_START("compute batches");
|
|
|
|
// Collect all the patches into their appropriate batches
|
|
for (size_t i = 0; i < patches.size(); ++i)
|
|
{
|
|
CPatchRData* patch = patches[i];
|
|
BatchElements& batch = batches[patch->m_VBBase->m_Owner][patch->m_VBBaseIndices->m_Owner];
|
|
|
|
batch.first.push_back(patch->m_VBBaseIndices->m_Count);
|
|
|
|
u8* indexBase = patch->m_VBBaseIndices->m_Owner->GetBindAddress();
|
|
batch.second.push_back(indexBase + sizeof(u16)*(patch->m_VBBaseIndices->m_Index));
|
|
}
|
|
|
|
PROFILE_END("compute batches");
|
|
|
|
// Render each batch
|
|
for (VertexBufferBatches::iterator itv = batches.begin(); itv != batches.end(); ++itv)
|
|
{
|
|
GLsizei stride = sizeof(SBaseVertex);
|
|
SBaseVertex *base = (SBaseVertex *)itv->first->Bind();
|
|
|
|
glVertexPointer(3, GL_FLOAT, stride, &base->m_Position);
|
|
if (streamflags & STREAM_UV0)
|
|
{
|
|
pglClientActiveTextureARB(GL_TEXTURE0);
|
|
glTexCoordPointer(2, GL_FLOAT, stride, &base->m_UVs);
|
|
}
|
|
if (streamflags & STREAM_POSTOUV0)
|
|
{
|
|
pglClientActiveTextureARB(GL_TEXTURE0);
|
|
glTexCoordPointer(3, GL_FLOAT, stride, &base->m_Position);
|
|
}
|
|
if (streamflags & STREAM_POSTOUV1)
|
|
{
|
|
pglClientActiveTextureARB(GL_TEXTURE1);
|
|
glTexCoordPointer(3, GL_FLOAT, stride, &base->m_Position);
|
|
}
|
|
if (streamflags & STREAM_POSTOUV2)
|
|
{
|
|
pglClientActiveTextureARB(GL_TEXTURE2);
|
|
glTexCoordPointer(3, GL_FLOAT, stride, &base->m_Position);
|
|
}
|
|
if (streamflags & STREAM_POSTOUV3)
|
|
{
|
|
pglClientActiveTextureARB(GL_TEXTURE3);
|
|
glTexCoordPointer(3, GL_FLOAT, stride, &base->m_Position);
|
|
}
|
|
if (streamflags & STREAM_COLOR)
|
|
{
|
|
glColorPointer(4, GL_UNSIGNED_BYTE, stride, &base->m_DiffuseColor);
|
|
}
|
|
|
|
for (IndexBufferBatches::iterator it = itv->second.begin(); it != itv->second.end(); ++it)
|
|
{
|
|
it->first->Bind();
|
|
|
|
BatchElements& batch = it->second;
|
|
|
|
if (!g_Renderer.m_SkipSubmit)
|
|
{
|
|
for (size_t i = 0; i < batch.first.size(); ++i)
|
|
glDrawElements(GL_TRIANGLES, batch.first[i], GL_UNSIGNED_SHORT, batch.second[i]);
|
|
}
|
|
|
|
g_Renderer.m_Stats.m_DrawCalls++;
|
|
g_Renderer.m_Stats.m_TerrainTris += std::accumulate(batch.first.begin(), batch.first.end(), 0) / 3;
|
|
}
|
|
}
|
|
|
|
pglClientActiveTextureARB(GL_TEXTURE0);
|
|
|
|
CVertexBuffer::Unbind();
|
|
}
|
|
|
|
void CPatchRData::RenderOutline()
|
|
{
|
|
CTerrain* terrain = m_Patch->m_Parent;
|
|
ssize_t gx = m_Patch->m_X * PATCH_SIZE;
|
|
ssize_t gz = m_Patch->m_Z * PATCH_SIZE;
|
|
|
|
CVector3D pos;
|
|
std::vector<CVector3D> line;
|
|
|
|
ssize_t i, j;
|
|
|
|
for (i = 0, j = 0; i <= PATCH_SIZE; ++i)
|
|
{
|
|
terrain->CalcPosition(gx + i, gz + j, pos);
|
|
line.push_back(pos);
|
|
}
|
|
for (i = PATCH_SIZE, j = 1; j <= PATCH_SIZE; ++j)
|
|
{
|
|
terrain->CalcPosition(gx + i, gz + j, pos);
|
|
line.push_back(pos);
|
|
}
|
|
for (i = PATCH_SIZE-1, j = PATCH_SIZE; i >= 0; --i)
|
|
{
|
|
terrain->CalcPosition(gx + i, gz + j, pos);
|
|
line.push_back(pos);
|
|
}
|
|
for (i = 0, j = PATCH_SIZE-1; j >= 0; --j)
|
|
{
|
|
terrain->CalcPosition(gx + i, gz + j, pos);
|
|
line.push_back(pos);
|
|
}
|
|
|
|
glVertexPointer(3, GL_FLOAT, sizeof(CVector3D), &line[0]);
|
|
glDrawArrays(GL_LINE_STRIP, 0, line.size());
|
|
}
|
|
|
|
void CPatchRData::RenderSides()
|
|
{
|
|
debug_assert(m_UpdateFlags==0);
|
|
|
|
if (!m_VBSides)
|
|
return;
|
|
|
|
SSideVertex *base = (SSideVertex *)m_VBSides->m_Owner->Bind();
|
|
|
|
// setup data pointers
|
|
GLsizei stride = sizeof(SSideVertex);
|
|
glVertexPointer(3, GL_FLOAT, stride, &base->m_Position);
|
|
|
|
if (!g_Renderer.m_SkipSubmit)
|
|
glDrawArrays(GL_TRIANGLE_STRIP, m_VBSides->m_Index, (GLsizei)m_VBSides->m_Count);
|
|
|
|
// bump stats
|
|
g_Renderer.m_Stats.m_DrawCalls++;
|
|
g_Renderer.m_Stats.m_TerrainTris += m_VBSides->m_Count - 2;
|
|
|
|
CVertexBuffer::Unbind();
|
|
}
|
|
|
|
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();
|
|
}
|
|
}
|
|
}
|