Index: ps/trunk/source/renderer/PatchRData.cpp =================================================================== --- ps/trunk/source/renderer/PatchRData.cpp (revision 22333) +++ ps/trunk/source/renderer/PatchRData.cpp (revision 22334) @@ -1,1541 +1,1541 @@ -/* Copyright (C) 2017 Wildfire Games. +/* Copyright (C) 2019 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #include "precompiled.h" -#include -#include -#include - #include "graphics/GameView.h" #include "graphics/LightEnv.h" #include "graphics/LOSTexture.h" #include "graphics/Patch.h" #include "graphics/ShaderManager.h" #include "graphics/Terrain.h" #include "graphics/TextRenderer.h" #include "lib/alignment.h" #include "lib/allocators/arena.h" #include "maths/MathUtil.h" #include "ps/CLogger.h" #include "ps/Game.h" +#include "ps/GameSetup/Config.h" #include "ps/Profile.h" #include "ps/Pyrogenesis.h" #include "ps/World.h" -#include "ps/GameSetup/Config.h" #include "renderer/AlphaMapCalculator.h" #include "renderer/PatchRData.h" -#include "renderer/TerrainRenderer.h" #include "renderer/Renderer.h" +#include "renderer/TerrainRenderer.h" #include "renderer/WaterManager.h" -#include "simulation2/Simulation2.h" #include "simulation2/components/ICmpWaterManager.h" +#include "simulation2/Simulation2.h" + +#include +#include +#include const ssize_t BlendOffsets[9][2] = { { 0, -1 }, { -1, -1 }, { -1, 0 }, { -1, 1 }, { 0, 1 }, { 1, 1 }, { 1, 0 }, { 1, -1 }, { 0, 0 } }; /////////////////////////////////////////////////////////////////// // CPatchRData constructor CPatchRData::CPatchRData(CPatch* patch, CSimulation2* simulation) : m_Patch(patch), m_VBSides(0), m_VBBase(0), m_VBBaseIndices(0), m_VBBlends(0), m_VBBlendIndices(0), m_VBWater(0), m_VBWaterIndices(0), m_VBWaterShore(0), m_VBWaterIndicesShore(0), m_Simulation(simulation) { ENSURE(patch); Build(); } /////////////////////////////////////////////////////////////////// // CPatchRData destructor CPatchRData::~CPatchRData() { // release vertex buffer chunks if (m_VBSides) g_VBMan.Release(m_VBSides); if (m_VBBase) g_VBMan.Release(m_VBBase); if (m_VBBaseIndices) g_VBMan.Release(m_VBBaseIndices); if (m_VBBlends) g_VBMan.Release(m_VBBlends); if (m_VBBlendIndices) g_VBMan.Release(m_VBBlendIndices); if (m_VBWater) g_VBMan.Release(m_VBWater); if (m_VBWaterIndices) g_VBMan.Release(m_VBWaterIndices); if (m_VBWaterShore) g_VBMan.Release(m_VBWaterShore); if (m_VBWaterIndicesShore) g_VBMan.Release(m_VBWaterIndicesShore); } /** * Represents a blend for a single tile, texture and shape. */ struct STileBlend { CTerrainTextureEntry* m_Texture; int m_Priority; u16 m_TileMask; // bit n set if this blend contains neighbour tile BlendOffsets[n] struct DecreasingPriority { bool operator()(const STileBlend& a, const STileBlend& b) const { if (a.m_Priority > b.m_Priority) return true; if (a.m_Priority < b.m_Priority) return false; if (a.m_Texture && b.m_Texture) return a.m_Texture->GetTag() > b.m_Texture->GetTag(); return false; } }; struct CurrentTile { bool operator()(const STileBlend& a) const { return (a.m_TileMask & (1 << 8)) != 0; } }; }; /** * Represents the ordered collection of blends drawn on a particular tile. */ struct STileBlendStack { u8 i, j; std::vector blends; // back of vector is lowest-priority texture }; /** * Represents a batched collection of blends using the same texture. */ struct SBlendLayer { struct Tile { u8 i, j; u8 shape; }; CTerrainTextureEntry* m_Texture; std::vector m_Tiles; }; void CPatchRData::BuildBlends() { PROFILE3("build blends"); m_BlendSplats.clear(); std::vector blendVertices; std::vector blendIndices; CTerrain* terrain = m_Patch->m_Parent; std::vector blendStacks; blendStacks.reserve(PATCH_SIZE*PATCH_SIZE); // For each tile in patch .. 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; std::vector blends; blends.reserve(9); // Compute a blend for every tile in the 3x3 square around this tile for (size_t n = 0; n < 9; ++n) { ssize_t ox = gx + BlendOffsets[n][1]; ssize_t oz = gz + BlendOffsets[n][0]; CMiniPatch* nmp = terrain->GetTile(ox, oz); if (!nmp) continue; STileBlend blend; blend.m_Texture = nmp->GetTextureEntry(); blend.m_Priority = nmp->GetPriority(); blend.m_TileMask = 1 << n; blends.push_back(blend); } // Sort the blends, highest priority first std::sort(blends.begin(), blends.end(), STileBlend::DecreasingPriority()); STileBlendStack blendStack; blendStack.i = i; blendStack.j = j; // Put the blends into the tile's stack, merging any adjacent blends with the same texture for (size_t k = 0; k < blends.size(); ++k) { if (!blendStack.blends.empty() && blendStack.blends.back().m_Texture == blends[k].m_Texture) blendStack.blends.back().m_TileMask |= blends[k].m_TileMask; else blendStack.blends.push_back(blends[k]); } // Remove blends that are after (i.e. lower priority than) the current tile // (including the current tile), since we don't want to render them on top of // the tile's base texture blendStack.blends.erase( std::find_if(blendStack.blends.begin(), blendStack.blends.end(), STileBlend::CurrentTile()), blendStack.blends.end()); blendStacks.push_back(blendStack); } } // Given the blend stack per tile, we want to batch together as many blends as possible. // Group them into a series of layers (each of which has a single texture): // (This is effectively a topological sort / linearisation of the partial order induced // by the per-tile stacks, preferring to make tiles with equal textures adjacent.) std::vector blendLayers; while (true) { if (!blendLayers.empty()) { // Try to grab as many tiles as possible that match our current layer, // from off the blend stacks of all the tiles CTerrainTextureEntry* tex = blendLayers.back().m_Texture; for (size_t k = 0; k < blendStacks.size(); ++k) { if (!blendStacks[k].blends.empty() && blendStacks[k].blends.back().m_Texture == tex) { SBlendLayer::Tile t = { blendStacks[k].i, blendStacks[k].j, (u8)blendStacks[k].blends.back().m_TileMask }; blendLayers.back().m_Tiles.push_back(t); blendStacks[k].blends.pop_back(); } // (We've already merged adjacent entries of the same texture in each stack, // so we don't need to bother looping to check the next entry in this stack again) } } // We've grabbed as many tiles as possible; now we need to start a new layer. // The new layer's texture could come from the back of any non-empty stack; // choose the longest stack as a heuristic to reduce the number of layers CTerrainTextureEntry* bestTex = NULL; size_t bestStackSize = 0; for (size_t k = 0; k < blendStacks.size(); ++k) { if (blendStacks[k].blends.size() > bestStackSize) { bestStackSize = blendStacks[k].blends.size(); bestTex = blendStacks[k].blends.back().m_Texture; } } // If all our stacks were empty, we're done if (bestStackSize == 0) break; // Otherwise add the new layer, then loop back and start filling it in SBlendLayer layer; layer.m_Texture = bestTex; blendLayers.push_back(layer); } // Now build outgoing splats m_BlendSplats.resize(blendLayers.size()); for (size_t k = 0; k < blendLayers.size(); ++k) { SSplat& splat = m_BlendSplats[k]; splat.m_IndexStart = blendIndices.size(); splat.m_Texture = blendLayers[k].m_Texture; for (size_t t = 0; t < blendLayers[k].m_Tiles.size(); ++t) { SBlendLayer::Tile& tile = blendLayers[k].m_Tiles[t]; AddBlend(blendVertices, blendIndices, tile.i, tile.j, tile.shape, splat.m_Texture); } splat.m_IndexCount = blendIndices.size() - splat.m_IndexStart; } // Release existing vertex buffer chunks if (m_VBBlends) { g_VBMan.Release(m_VBBlends); m_VBBlends = 0; } if (m_VBBlendIndices) { g_VBMan.Release(m_VBBlendIndices); m_VBBlendIndices = 0; } if (blendVertices.size()) { // Construct vertex buffer m_VBBlends = g_VBMan.Allocate(sizeof(SBlendVertex), blendVertices.size(), GL_STATIC_DRAW, GL_ARRAY_BUFFER); m_VBBlends->m_Owner->UpdateChunkVertices(m_VBBlends, &blendVertices[0]); // Update the indices to include the base offset of the vertex data for (size_t k = 0; k < blendIndices.size(); ++k) blendIndices[k] += m_VBBlends->m_Index; m_VBBlendIndices = g_VBMan.Allocate(sizeof(u16), blendIndices.size(), GL_STATIC_DRAW, GL_ELEMENT_ARRAY_BUFFER); m_VBBlendIndices->m_Owner->UpdateChunkVertices(m_VBBlendIndices, &blendIndices[0]); } } void CPatchRData::AddBlend(std::vector& blendVertices, std::vector& blendIndices, u16 i, u16 j, u8 shape, CTerrainTextureEntry* texture) { CTerrain* terrain = m_Patch->m_Parent; ssize_t gx = m_Patch->m_X * PATCH_SIZE + i; ssize_t gz = m_Patch->m_Z * PATCH_SIZE + j; // uses the current neighbour texture BlendShape8 shape8; for (size_t m = 0; m < 8; ++m) shape8[m] = (shape & (1 << m)) ? 0 : 1; // calculate the required alphamap and the required rotation of the alphamap from blendshape unsigned int alphamapflags; int alphamap = CAlphaMapCalculator::Calculate(shape8, alphamapflags); // now actually render the blend tile (if we need one) if (alphamap == -1) return; float u0 = texture->m_TerrainAlpha->second.m_AlphaMapCoords[alphamap].u0; float u1 = texture->m_TerrainAlpha->second.m_AlphaMapCoords[alphamap].u1; float v0 = texture->m_TerrainAlpha->second.m_AlphaMapCoords[alphamap].v0; float v1 = texture->m_TerrainAlpha->second.m_AlphaMapCoords[alphamap].v1; if (alphamapflags & BLENDMAP_FLIPU) std::swap(u0, u1); if (alphamapflags & BLENDMAP_FLIPV) std::swap(v0, v1); int base = 0; if (alphamapflags & BLENDMAP_ROTATE90) base = 1; else if (alphamapflags & BLENDMAP_ROTATE180) base = 2; else if (alphamapflags & BLENDMAP_ROTATE270) base = 3; SBlendVertex vtx[4]; vtx[(base + 0) % 4].m_AlphaUVs[0] = u0; vtx[(base + 0) % 4].m_AlphaUVs[1] = v0; vtx[(base + 1) % 4].m_AlphaUVs[0] = u1; vtx[(base + 1) % 4].m_AlphaUVs[1] = v0; vtx[(base + 2) % 4].m_AlphaUVs[0] = u1; vtx[(base + 2) % 4].m_AlphaUVs[1] = v1; vtx[(base + 3) % 4].m_AlphaUVs[0] = u0; vtx[(base + 3) % 4].m_AlphaUVs[1] = v1; SBlendVertex dst; const CLightEnv& lightEnv = g_Renderer.GetLightEnv(); CVector3D normal; bool cpuLighting = (g_Renderer.GetRenderPath() == CRenderer::RP_FIXED); size_t index = blendVertices.size(); terrain->CalcPosition(gx, gz, dst.m_Position); terrain->CalcNormal(gx, gz, normal); dst.m_Normal = normal; dst.m_DiffuseColor = cpuLighting ? lightEnv.EvaluateTerrainDiffuseScaled(normal) : lightEnv.EvaluateTerrainDiffuseFactor(normal); dst.m_AlphaUVs[0] = vtx[0].m_AlphaUVs[0]; dst.m_AlphaUVs[1] = vtx[0].m_AlphaUVs[1]; blendVertices.push_back(dst); terrain->CalcPosition(gx + 1, gz, dst.m_Position); terrain->CalcNormal(gx + 1, gz, normal); dst.m_Normal = normal; dst.m_DiffuseColor = cpuLighting ? lightEnv.EvaluateTerrainDiffuseScaled(normal) : lightEnv.EvaluateTerrainDiffuseFactor(normal); dst.m_AlphaUVs[0] = vtx[1].m_AlphaUVs[0]; dst.m_AlphaUVs[1] = vtx[1].m_AlphaUVs[1]; blendVertices.push_back(dst); terrain->CalcPosition(gx + 1, gz + 1, dst.m_Position); terrain->CalcNormal(gx + 1, gz + 1, normal); dst.m_Normal = normal; dst.m_DiffuseColor = cpuLighting ? lightEnv.EvaluateTerrainDiffuseScaled(normal) : lightEnv.EvaluateTerrainDiffuseFactor(normal); dst.m_AlphaUVs[0] = vtx[2].m_AlphaUVs[0]; dst.m_AlphaUVs[1] = vtx[2].m_AlphaUVs[1]; blendVertices.push_back(dst); terrain->CalcPosition(gx, gz + 1, dst.m_Position); terrain->CalcNormal(gx, gz + 1, normal); dst.m_Normal = normal; dst.m_DiffuseColor = cpuLighting ? lightEnv.EvaluateTerrainDiffuseScaled(normal) : lightEnv.EvaluateTerrainDiffuseFactor(normal); dst.m_AlphaUVs[0] = vtx[3].m_AlphaUVs[0]; dst.m_AlphaUVs[1] = vtx[3].m_AlphaUVs[1]; blendVertices.push_back(dst); bool dir = terrain->GetTriangulationDir(gx, gz); if (dir) { blendIndices.push_back(index+0); blendIndices.push_back(index+1); blendIndices.push_back(index+3); blendIndices.push_back(index+1); blendIndices.push_back(index+2); blendIndices.push_back(index+3); } else { blendIndices.push_back(index+0); blendIndices.push_back(index+1); blendIndices.push_back(index+2); blendIndices.push_back(index+2); blendIndices.push_back(index+3); blendIndices.push_back(index+0); } } void CPatchRData::BuildIndices() { PROFILE3("build indices"); CTerrain* terrain = m_Patch->m_Parent; ssize_t px = m_Patch->m_X * PATCH_SIZE; ssize_t pz = m_Patch->m_Z * PATCH_SIZE; // must have allocated some vertices before trying to build corresponding indices ENSURE(m_VBBase); // number of vertices in each direction in each patch ssize_t vsize=PATCH_SIZE+1; // PATCH_SIZE must be 2^8-2 or less to not overflow u16 indices buffer. Thankfully this is always true. ENSURE(vsize*vsize < 65536); std::vector indices; indices.reserve(PATCH_SIZE * PATCH_SIZE * 4); // release existing splats m_Splats.clear(); // build grid of textures on this patch std::vector textures; CTerrainTextureEntry* texgrid[PATCH_SIZE][PATCH_SIZE]; for (ssize_t j=0;jm_MiniPatches[j][i].GetTextureEntry(); texgrid[j][i]=tex; if (std::find(textures.begin(),textures.end(),tex)==textures.end()) { textures.push_back(tex); } } } // now build base splats from interior textures m_Splats.resize(textures.size()); // build indices for base splats size_t base=m_VBBase->m_Index; for (size_t i=0;iGetTriangulationDir(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; } ENSURE(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() { PROFILE3("build vertices"); // create both vertices and lighting colors // number of vertices in each direction in each patch ssize_t vsize=PATCH_SIZE+1; std::vector 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 cpuLighting = (g_Renderer.GetRenderPath() == CRenderer::RP_FIXED); // build vertices for (ssize_t j=0;jCalcPosition(ix,iz,vertices[v].m_Position); // 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_Normal = normal; vertices[v].m_DiffuseColor = cpuLighting ? lightEnv.EvaluateTerrainDiffuseScaled(normal) : lightEnv.EvaluateTerrainDiffuseFactor(normal); } } // 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& vertices, CPatchSideFlags side) { ssize_t vsize = PATCH_SIZE + 1; CTerrain* terrain = m_Patch->m_Parent; CmpPtr cmpWaterManager(*m_Simulation, 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) 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, add 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() { PROFILE3("build sides"); std::vector 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(); BuildWater(); } void CPatchRData::Update(CSimulation2* simulation) { m_Simulation = simulation; 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(); BuildWater(); m_UpdateFlags=0; } } // Types used for glMultiDrawElements batching: // To minimise the cost of memory allocations, everything used for computing // batches uses a arena allocator. (All allocations are short-lived so we can // just throw away the whole arena at the end of each frame.) // std::map types with appropriate arena allocators and default comparison operator #define POOLED_BATCH_MAP(Key, Value) \ std::map, ProxyAllocator, Allocators::DynamicArena > > // Equivalent to "m[k]", when it returns a arena-allocated std::map (since we can't // use the default constructor in that case) template typename M::mapped_type& PooledMapGet(M& m, const typename M::key_type& k, Allocators::DynamicArena& arena) { return m.insert(std::make_pair(k, typename M::mapped_type(typename M::mapped_type::key_compare(), typename M::mapped_type::allocator_type(arena)) )).first->second; } // Equivalent to "m[k]", when it returns a std::pair of arena-allocated std::vectors template typename M::mapped_type& PooledPairGet(M& m, const typename M::key_type& k, Allocators::DynamicArena& arena) { return m.insert(std::make_pair(k, std::make_pair( typename M::mapped_type::first_type(typename M::mapped_type::first_type::allocator_type(arena)), typename M::mapped_type::second_type(typename M::mapped_type::second_type::allocator_type(arena)) ))).first->second; } // Each multidraw batch has a list of index counts, and a list of pointers-to-first-indexes typedef std::pair >, std::vector > > BatchElements; // Group batches by index buffer typedef POOLED_BATCH_MAP(CVertexBuffer*, BatchElements) IndexBufferBatches; // Group batches by vertex buffer typedef POOLED_BATCH_MAP(CVertexBuffer*, IndexBufferBatches) VertexBufferBatches; // Group batches by texture typedef POOLED_BATCH_MAP(CTerrainTextureEntry*, VertexBufferBatches) TextureBatches; void CPatchRData::RenderBases(const std::vector& patches, const CShaderDefines& context, ShadowMap* shadow, bool isDummyShader, const CShaderProgramPtr& dummy) { Allocators::DynamicArena arena(1 * MiB); TextureBatches batches (TextureBatches::key_compare(), (TextureBatches::allocator_type(arena))); 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 = PooledPairGet( PooledMapGet( PooledMapGet(batches, splat.m_Texture, arena), patch->m_VBBase->m_Owner, arena ), patch->m_VBBaseIndices->m_Owner, arena ); 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) { int numPasses = 1; CShaderTechniquePtr techBase; if (!isDummyShader) { if (itt->first->GetMaterial().GetShaderEffect().length() == 0) { LOGERROR("Terrain renderer failed to load shader effect.\n"); continue; } techBase = g_Renderer.GetShaderManager().LoadEffect(itt->first->GetMaterial().GetShaderEffect(), context, itt->first->GetMaterial().GetShaderDefines(0)); numPasses = techBase->GetNumPasses(); } for (int pass = 0; pass < numPasses; ++pass) { if (!isDummyShader) { techBase->BeginPass(pass); TerrainRenderer::PrepareShader(techBase->GetShader(), shadow); } const CShaderProgramPtr& shader = isDummyShader ? dummy : techBase->GetShader(pass); if (itt->first->GetMaterial().GetSamplers().size() != 0) { const CMaterial::SamplersVector& samplers = itt->first->GetMaterial().GetSamplers(); size_t samplersNum = samplers.size(); for (size_t s = 0; s < samplersNum; ++s) { const CMaterial::TextureSampler& samp = samplers[s]; shader->BindTexture(samp.Name, samp.Sampler); } itt->first->GetMaterial().GetStaticUniforms().BindUniforms(shader); #if !CONFIG2_GLES if (isDummyShader) { glMatrixMode(GL_TEXTURE); glLoadMatrixf(itt->first->GetTextureMatrix()); glMatrixMode(GL_MODELVIEW); } else #endif { float c = itt->first->GetTextureMatrix()[0]; float ms = itt->first->GetTextureMatrix()[8]; shader->Uniform(str_textureTransform, c, ms, -ms, 0.f); } } else { shader->BindTexture(str_baseTex, g_Renderer.GetTextureManager().GetErrorTexture()); } for (VertexBufferBatches::iterator itv = itt->second.begin(); itv != itt->second.end(); ++itv) { GLsizei stride = sizeof(SBaseVertex); SBaseVertex *base = (SBaseVertex *)itv->first->Bind(); shader->VertexPointer(3, GL_FLOAT, stride, &base->m_Position[0]); shader->ColorPointer(4, GL_UNSIGNED_BYTE, stride, &base->m_DiffuseColor); shader->NormalPointer(GL_FLOAT, stride, &base->m_Normal[0]); shader->TexCoordPointer(GL_TEXTURE0, 3, GL_FLOAT, stride, &base->m_Position[0]); shader->AssertPointersBound(); 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; } } if (!isDummyShader) techBase->EndPass(); } } #if !CONFIG2_GLES if (isDummyShader) { glMatrixMode(GL_TEXTURE); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); } #endif CVertexBuffer::Unbind(); } /** * Helper structure for RenderBlends. */ struct SBlendBatch { SBlendBatch(Allocators::DynamicArena& arena) : m_Batches(VertexBufferBatches::key_compare(), VertexBufferBatches::allocator_type(arena)) { } CTerrainTextureEntry* m_Texture; VertexBufferBatches m_Batches; }; /** * Helper structure for RenderBlends. */ struct SBlendStackItem { SBlendStackItem(CVertexBuffer::VBChunk* v, CVertexBuffer::VBChunk* i, const std::vector& s, Allocators::DynamicArena& arena) : vertices(v), indices(i), splats(s.begin(), s.end(), SplatStack::allocator_type(arena)) { } typedef std::vector > SplatStack; CVertexBuffer::VBChunk* vertices; CVertexBuffer::VBChunk* indices; SplatStack splats; }; void CPatchRData::RenderBlends(const std::vector& patches, const CShaderDefines& context, ShadowMap* shadow, bool isDummyShader, const CShaderProgramPtr& dummy) { Allocators::DynamicArena arena(1 * MiB); typedef std::vector > BatchesStack; BatchesStack batches((BatchesStack::allocator_type(arena))); CShaderDefines contextBlend = context; contextBlend.Add(str_BLEND, str_1); PROFILE_START("compute batches"); // Reserve an arbitrary size that's probably big enough in most cases, // to avoid heavy reallocations batches.reserve(256); typedef std::vector > BlendStacks; BlendStacks blendStacks((BlendStacks::allocator_type(arena))); 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(SBlendStackItem(patch->m_VBBlends, patch->m_VBBlendIndices, patch->m_BlendSplats, arena)); // Reverse the splats so the first to be rendered is at the back of the list std::reverse(blendStacks.back().splats.begin(), blendStacks.back().splats.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) { SBlendStackItem::SplatStack& splats = blendStacks[k].splats; if (!splats.empty() && splats.back().m_Texture == tex) { CVertexBuffer::VBChunk* vertices = blendStacks[k].vertices; CVertexBuffer::VBChunk* indices = blendStacks[k].indices; BatchElements& batch = PooledPairGet(PooledMapGet(batches.back().m_Batches, vertices->m_Owner, arena), indices->m_Owner, arena); 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) { SBlendStackItem::SplatStack& splats = blendStacks[k].splats; if (splats.size() > bestStackSize) { bestStackSize = splats.size(); bestTex = splats.back().m_Texture; } } if (bestStackSize == 0) break; SBlendBatch layer(arena); layer.m_Texture = bestTex; batches.push_back(layer); } PROFILE_END("compute batches"); CVertexBuffer* lastVB = NULL; for (BatchesStack::iterator itt = batches.begin(); itt != batches.end(); ++itt) { if (itt->m_Texture->GetMaterial().GetSamplers().size() == 0) continue; int numPasses = 1; CShaderTechniquePtr techBase; if (!isDummyShader) { techBase = g_Renderer.GetShaderManager().LoadEffect(itt->m_Texture->GetMaterial().GetShaderEffect(), contextBlend, itt->m_Texture->GetMaterial().GetShaderDefines(0)); numPasses = techBase->GetNumPasses(); } CShaderProgramPtr previousShader; for (int pass = 0; pass < numPasses; ++pass) { if (!isDummyShader) { techBase->BeginPass(pass); TerrainRenderer::PrepareShader(techBase->GetShader(), shadow); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } const CShaderProgramPtr& shader = isDummyShader ? dummy : techBase->GetShader(pass); if (itt->m_Texture) { const CMaterial::SamplersVector& samplers = itt->m_Texture->GetMaterial().GetSamplers(); size_t samplersNum = samplers.size(); for (size_t s = 0; s < samplersNum; ++s) { const CMaterial::TextureSampler& samp = samplers[s]; shader->BindTexture(samp.Name, samp.Sampler); } shader->BindTexture(str_blendTex, itt->m_Texture->m_TerrainAlpha->second.m_hCompositeAlphaMap); itt->m_Texture->GetMaterial().GetStaticUniforms().BindUniforms(shader); #if !CONFIG2_GLES if (isDummyShader) { pglClientActiveTextureARB(GL_TEXTURE0); glMatrixMode(GL_TEXTURE); glLoadMatrixf(itt->m_Texture->GetTextureMatrix()); glMatrixMode(GL_MODELVIEW); } else #endif { float c = itt->m_Texture->GetTextureMatrix()[0]; float ms = itt->m_Texture->GetTextureMatrix()[8]; shader->Uniform(str_textureTransform, c, ms, -ms, 0.f); } } else { shader->BindTexture(str_baseTex, g_Renderer.GetTextureManager().GetErrorTexture()); } 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 || shader != previousShader) { lastVB = itv->first; previousShader = shader; GLsizei stride = sizeof(SBlendVertex); SBlendVertex *base = (SBlendVertex *)itv->first->Bind(); shader->VertexPointer(3, GL_FLOAT, stride, &base->m_Position[0]); shader->ColorPointer(4, GL_UNSIGNED_BYTE, stride, &base->m_DiffuseColor); shader->NormalPointer(GL_FLOAT, stride, &base->m_Normal[0]); shader->TexCoordPointer(GL_TEXTURE0, 3, GL_FLOAT, stride, &base->m_Position[0]); shader->TexCoordPointer(GL_TEXTURE1, 2, GL_FLOAT, stride, &base->m_AlphaUVs[0]); } shader->AssertPointersBound(); 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; } } if (!isDummyShader) { glDisable(GL_BLEND); techBase->EndPass(); } } } #if !CONFIG2_GLES if (isDummyShader) { pglClientActiveTextureARB(GL_TEXTURE0); glMatrixMode(GL_TEXTURE); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); } #endif CVertexBuffer::Unbind(); } void CPatchRData::RenderStreams(const std::vector& patches, const CShaderProgramPtr& shader, int streamflags) { // Each batch has a list of index counts, and a list of pointers-to-first-indexes typedef std::pair, std::vector > BatchElements; // Group batches by index buffer typedef std::map IndexBufferBatches; // Group batches by vertex buffer typedef std::map 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"); ENSURE(!(streamflags & ~(STREAM_POS|STREAM_COLOR|STREAM_POSTOUV0|STREAM_POSTOUV1))); // Render each batch for (VertexBufferBatches::iterator itv = batches.begin(); itv != batches.end(); ++itv) { GLsizei stride = sizeof(SBaseVertex); SBaseVertex *base = (SBaseVertex *)itv->first->Bind(); shader->VertexPointer(3, GL_FLOAT, stride, &base->m_Position); if (streamflags & STREAM_POSTOUV0) shader->TexCoordPointer(GL_TEXTURE0, 3, GL_FLOAT, stride, &base->m_Position); if (streamflags & STREAM_POSTOUV1) shader->TexCoordPointer(GL_TEXTURE1, 3, GL_FLOAT, stride, &base->m_Position); if (streamflags & STREAM_COLOR) shader->ColorPointer(4, GL_UNSIGNED_BYTE, stride, &base->m_DiffuseColor); shader->AssertPointersBound(); 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; } } 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 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); } #if CONFIG2_GLES #warning TODO: implement CPatchRData::RenderOutlines for GLES #else glVertexPointer(3, GL_FLOAT, sizeof(CVector3D), &line[0]); glDrawArrays(GL_LINE_STRIP, 0, line.size()); #endif } void CPatchRData::RenderSides(CShaderProgramPtr& shader) { ENSURE(m_UpdateFlags==0); if (!m_VBSides) return; glDisable(GL_CULL_FACE); SSideVertex *base = (SSideVertex *)m_VBSides->m_Owner->Bind(); // setup data pointers GLsizei stride = sizeof(SSideVertex); shader->VertexPointer(3, GL_FLOAT, stride, &base->m_Position); shader->AssertPointersBound(); 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(); glEnable(GL_CULL_FACE); } void CPatchRData::RenderPriorities(CTextRenderer& textRenderer) { 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 += TERRAIN_TILE_SIZE/4.f; pos.Z += TERRAIN_TILE_SIZE/4.f; float x, y; camera->GetScreenCoordinates(pos, x, y); textRenderer.PrintfAt(x, y, L"%d", m_Patch->m_MiniPatches[j][i].Priority); } } } // // Water build and rendering // // Build vertex buffer for water vertices over our patch void CPatchRData::BuildWater() { PROFILE3("build water"); // Number of vertices in each direction in each patch ENSURE(PATCH_SIZE % water_cell_size == 0); if (m_VBWater) { g_VBMan.Release(m_VBWater); m_VBWater = nullptr; } if (m_VBWaterIndices) { g_VBMan.Release(m_VBWaterIndices); m_VBWaterIndices = nullptr; } if (m_VBWaterShore) { g_VBMan.Release(m_VBWaterShore); m_VBWaterShore = nullptr; } if (m_VBWaterIndicesShore) { g_VBMan.Release(m_VBWaterIndicesShore); m_VBWaterIndicesShore = nullptr; } m_WaterBounds.SetEmpty(); // We need to use this to access the water manager or we may not have the // actual values but some compiled-in defaults CmpPtr cmpWaterManager(*m_Simulation, SYSTEM_ENTITY); if (!cmpWaterManager) return; // Build data for water std::vector water_vertex_data; std::vector water_indices; u16 water_index_map[PATCH_SIZE+1][PATCH_SIZE+1]; memset(water_index_map, 0xFF, sizeof(water_index_map)); // Build data for shore std::vector water_vertex_data_shore; std::vector water_indices_shore; u16 water_shore_index_map[PATCH_SIZE+1][PATCH_SIZE+1]; memset(water_shore_index_map, 0xFF, sizeof(water_shore_index_map)); WaterManager* WaterMgr = g_Renderer.GetWaterManager(); CPatch* patch = m_Patch; CTerrain* terrain = patch->m_Parent; ssize_t mapSize = terrain->GetVerticesPerSide(); // Top-left coordinates of our patch. ssize_t px = m_Patch->m_X * PATCH_SIZE; ssize_t pz = m_Patch->m_Z * PATCH_SIZE; // To whoever implements different water heights, this is a TODO: water height) float waterHeight = cmpWaterManager->GetExactWaterLevel(0.0f,0.0f); // The 4 points making a water tile. int moves[4][2] = { - {0,0}, - {water_cell_size,0}, - {0,water_cell_size}, - {water_cell_size,water_cell_size} + {0, 0}, + {water_cell_size, 0}, + {0, water_cell_size}, + {water_cell_size, water_cell_size} }; // Where to look for when checking for water for shore tiles. int check[10][2] = { {0, 0}, {water_cell_size, 0}, {water_cell_size*2, 0}, {0, water_cell_size}, {0, water_cell_size*2}, {water_cell_size, water_cell_size}, {water_cell_size*2, water_cell_size*2}, {-water_cell_size, 0}, {0, -water_cell_size}, {-water_cell_size, -water_cell_size} }; // build vertices, uv, and shader varying for (ssize_t z = 0; z < PATCH_SIZE; z += water_cell_size) { for (ssize_t x = 0; x < PATCH_SIZE; x += water_cell_size) { // Check that this tile is close to water bool nearWater = false; for (size_t test = 0; test < 10; ++test) if (terrain->GetVertexGroundLevel(x + px + check[test][0], z + pz + check[test][1]) < waterHeight) nearWater = true; if (!nearWater) continue; // This is actually lying and I should call CcmpTerrain /*if (!terrain->IsOnMap(x+x1, z+z1) && !terrain->IsOnMap(x+x1, z+z1 + water_cell_size) && !terrain->IsOnMap(x+x1 + water_cell_size, z+z1) && !terrain->IsOnMap(x+x1 + water_cell_size, z+z1 + water_cell_size)) continue;*/ for (int i = 0; i < 4; ++i) { if (water_index_map[z+moves[i][1]][x+moves[i][0]] != 0xFFFF) continue; ssize_t xx = x + px + moves[i][0]; ssize_t zz = z + pz + moves[i][1]; SWaterVertex vertex; terrain->CalcPosition(xx,zz, vertex.m_Position); float depth = waterHeight - vertex.m_Position.Y; vertex.m_Position.Y = waterHeight; m_WaterBounds += vertex.m_Position; vertex.m_WaterData = CVector2D(WaterMgr->m_WindStrength[xx + zz*mapSize], depth); water_index_map[z+moves[i][1]][x+moves[i][0]] = water_vertex_data.size(); water_vertex_data.push_back(vertex); } water_indices.push_back(water_index_map[z + moves[2][1]][x + moves[2][0]]); water_indices.push_back(water_index_map[z + moves[0][1]][x + moves[0][0]]); water_indices.push_back(water_index_map[z + moves[1][1]][x + moves[1][0]]); water_indices.push_back(water_index_map[z + moves[1][1]][x + moves[1][0]]); water_indices.push_back(water_index_map[z + moves[3][1]][x + moves[3][0]]); water_indices.push_back(water_index_map[z + moves[2][1]][x + moves[2][0]]); // Check id this tile is partly over land. // If so add a square over the terrain. This is necessary to render waves that go on shore. - if (terrain->GetVertexGroundLevel(x+px, z+pz) < waterHeight - && terrain->GetVertexGroundLevel(x+px + water_cell_size, z+pz) < waterHeight - && terrain->GetVertexGroundLevel(x+px, z+pz+water_cell_size) < waterHeight - && terrain->GetVertexGroundLevel(x+px + water_cell_size, z+pz+water_cell_size) < waterHeight) + if (terrain->GetVertexGroundLevel(x+px, z+pz) < waterHeight && + terrain->GetVertexGroundLevel(x+px + water_cell_size, z+pz) < waterHeight && + terrain->GetVertexGroundLevel(x+px, z+pz+water_cell_size) < waterHeight && + terrain->GetVertexGroundLevel(x+px + water_cell_size, z+pz+water_cell_size) < waterHeight) continue; for (int i = 0; i < 4; ++i) { if (water_shore_index_map[z+moves[i][1]][x+moves[i][0]] != 0xFFFF) continue; ssize_t xx = x + px + moves[i][0]; - ssize_t zz = x + pz + moves[i][1]; + ssize_t zz = z + pz + moves[i][1]; SWaterVertex vertex; terrain->CalcPosition(xx,zz, vertex.m_Position); vertex.m_Position.Y += 0.02f; m_WaterBounds += vertex.m_Position; vertex.m_WaterData = CVector2D(0.0f, -5.0f); water_shore_index_map[z+moves[i][1]][x+moves[i][0]] = water_vertex_data_shore.size(); water_vertex_data_shore.push_back(vertex); } if (terrain->GetTriangulationDir(x + px, z + pz)) { water_indices_shore.push_back(water_shore_index_map[z + moves[2][1]][x + moves[2][0]]); water_indices_shore.push_back(water_shore_index_map[z + moves[0][1]][x + moves[0][0]]); water_indices_shore.push_back(water_shore_index_map[z + moves[1][1]][x + moves[1][0]]); water_indices_shore.push_back(water_shore_index_map[z + moves[1][1]][x + moves[1][0]]); water_indices_shore.push_back(water_shore_index_map[z + moves[3][1]][x + moves[3][0]]); water_indices_shore.push_back(water_shore_index_map[z + moves[2][1]][x + moves[2][0]]); } else { water_indices_shore.push_back(water_shore_index_map[z + moves[3][1]][x + moves[3][0]]); water_indices_shore.push_back(water_shore_index_map[z + moves[2][1]][x + moves[2][0]]); water_indices_shore.push_back(water_shore_index_map[z + moves[0][1]][x + moves[0][0]]); water_indices_shore.push_back(water_shore_index_map[z + moves[3][1]][x + moves[3][0]]); water_indices_shore.push_back(water_shore_index_map[z + moves[0][1]][x + moves[0][0]]); water_indices_shore.push_back(water_shore_index_map[z + moves[1][1]][x + moves[1][0]]); } } } // No vertex buffers if no data generated if (!water_indices.empty()) { m_VBWater = g_VBMan.Allocate(sizeof(SWaterVertex), water_vertex_data.size(), GL_STATIC_DRAW, GL_ARRAY_BUFFER); m_VBWater->m_Owner->UpdateChunkVertices(m_VBWater, &water_vertex_data[0]); m_VBWaterIndices = g_VBMan.Allocate(sizeof(GLushort), water_indices.size(), GL_STATIC_DRAW, GL_ELEMENT_ARRAY_BUFFER); m_VBWaterIndices->m_Owner->UpdateChunkVertices(m_VBWaterIndices, &water_indices[0]); } if (!water_indices_shore.empty()) { m_VBWaterShore = g_VBMan.Allocate(sizeof(SWaterVertex), water_vertex_data_shore.size(), GL_STATIC_DRAW, GL_ARRAY_BUFFER); m_VBWaterShore->m_Owner->UpdateChunkVertices(m_VBWaterShore, &water_vertex_data_shore[0]); // Construct indices buffer m_VBWaterIndicesShore = g_VBMan.Allocate(sizeof(GLushort), water_indices_shore.size(), GL_STATIC_DRAW, GL_ELEMENT_ARRAY_BUFFER); m_VBWaterIndicesShore->m_Owner->UpdateChunkVertices(m_VBWaterIndicesShore, &water_indices_shore[0]); } } void CPatchRData::RenderWater(CShaderProgramPtr& shader, bool onlyShore, bool fixedPipeline) { ASSERT(m_UpdateFlags==0); if (g_Renderer.m_SkipSubmit || (!m_VBWater && !m_VBWaterShore)) return; #if !CONFIG2_GLES if (g_Renderer.m_WaterRenderMode == WIREFRAME) glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); #endif if (m_VBWater != 0x0 && !onlyShore) { SWaterVertex *base=(SWaterVertex *)m_VBWater->m_Owner->Bind(); // setup data pointers GLsizei stride = sizeof(SWaterVertex); shader->VertexPointer(3, GL_FLOAT, stride, &base[m_VBWater->m_Index].m_Position); if (!fixedPipeline) shader->VertexAttribPointer(str_a_waterInfo, 2, GL_FLOAT, false, stride, &base[m_VBWater->m_Index].m_WaterData); shader->AssertPointersBound(); u8* indexBase = m_VBWaterIndices->m_Owner->Bind(); glDrawElements(GL_TRIANGLES, (GLsizei) m_VBWaterIndices->m_Count, GL_UNSIGNED_SHORT, indexBase + sizeof(u16)*(m_VBWaterIndices->m_Index)); g_Renderer.m_Stats.m_DrawCalls++; g_Renderer.m_Stats.m_WaterTris += m_VBWaterIndices->m_Count / 3; } if (m_VBWaterShore != 0x0 && g_Renderer.GetWaterManager()->m_WaterEffects && g_Renderer.GetWaterManager()->m_WaterFancyEffects) { SWaterVertex *base=(SWaterVertex *)m_VBWaterShore->m_Owner->Bind(); GLsizei stride = sizeof(SWaterVertex); shader->VertexPointer(3, GL_FLOAT, stride, &base[m_VBWaterShore->m_Index].m_Position); if (!fixedPipeline) shader->VertexAttribPointer(str_a_waterInfo, 2, GL_FLOAT, false, stride, &base[m_VBWaterShore->m_Index].m_WaterData); shader->AssertPointersBound(); u8* indexBase = m_VBWaterIndicesShore->m_Owner->Bind(); glDrawElements(GL_TRIANGLES, (GLsizei) m_VBWaterIndicesShore->m_Count, GL_UNSIGNED_SHORT, indexBase + sizeof(u16)*(m_VBWaterIndicesShore->m_Index)); g_Renderer.m_Stats.m_DrawCalls++; g_Renderer.m_Stats.m_WaterTris += m_VBWaterIndicesShore->m_Count / 3; } CVertexBuffer::Unbind(); #if !CONFIG2_GLES if (g_Renderer.m_WaterRenderMode == WIREFRAME) glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); #endif }