Index: ps/trunk/source/renderer/PatchRData.cpp
===================================================================
--- ps/trunk/source/renderer/PatchRData.cpp (revision 26222)
+++ ps/trunk/source/renderer/PatchRData.cpp (revision 26223)
@@ -1,1423 +1,1424 @@
/* Copyright (C) 2022 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 "renderer/PatchRData.h"
#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/TerrainTextureEntry.h"
#include "graphics/TextRenderer.h"
#include "graphics/TextureManager.h"
#include "lib/allocators/DynamicArena.h"
#include "lib/allocators/STLAllocators.h"
#include "maths/MathUtil.h"
#include "ps/CLogger.h"
#include "ps/CStrInternStatic.h"
#include "ps/Game.h"
#include "ps/GameSetup/Config.h"
#include "ps/Profile.h"
#include "ps/Pyrogenesis.h"
#include "ps/VideoMode.h"
#include "ps/World.h"
#include "renderer/AlphaMapCalculator.h"
#include "renderer/DebugRenderer.h"
#include "renderer/Renderer.h"
#include "renderer/SceneRenderer.h"
#include "renderer/TerrainRenderer.h"
#include "renderer/WaterManager.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::CPatchRData(CPatch* patch, CSimulation2* simulation) :
m_Patch(patch), m_Simulation(simulation)
{
ENSURE(patch);
Build();
}
CPatchRData::~CPatchRData() = default;
/**
* 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);
std::vector blends;
blends.reserve(9);
// 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;
blends.clear();
// 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
m_VBBlends.Reset();
m_VBBlendIndices.Reset();
if (blendVertices.size())
{
// Construct vertex buffer
m_VBBlends = g_VBMan.AllocateChunk(sizeof(SBlendVertex), blendVertices.size(), GL_STATIC_DRAW, GL_ARRAY_BUFFER, nullptr, CVertexBufferManager::Group::TERRAIN);
m_VBBlends->m_Owner->UpdateChunkVertices(m_VBBlends.Get(), &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] += static_cast(m_VBBlends->m_Index);
m_VBBlendIndices = g_VBMan.AllocateChunk(sizeof(u16), blendIndices.size(), GL_STATIC_DRAW, GL_ELEMENT_ARRAY_BUFFER, nullptr, CVertexBufferManager::Group::TERRAIN);
m_VBBlendIndices->m_Owner->UpdateChunkVertices(m_VBBlendIndices.Get(), &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;
CVector3D normal;
u16 index = static_cast(blendVertices.size());
terrain->CalcPosition(gx, gz, dst.m_Position);
terrain->CalcNormal(gx, gz, normal);
dst.m_Normal = 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_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_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_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 k = 0; k < m_Splats.size(); ++k)
{
CTerrainTextureEntry* tex = textures[k];
SSplat& splat=m_Splats[k];
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
m_VBBaseIndices.Reset();
ENSURE(indices.size());
// Construct vertex buffer
m_VBBaseIndices = g_VBMan.AllocateChunk(sizeof(u16), indices.size(), GL_STATIC_DRAW, GL_ELEMENT_ARRAY_BUFFER, nullptr, CVertexBufferManager::Group::TERRAIN);
m_VBBaseIndices->m_Owner->UpdateChunkVertices(m_VBBaseIndices.Get(), &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;
// 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);
CVector3D normal;
terrain->CalcNormal(ix, iz, normal);
vertices[v].m_Normal = normal;
}
}
// upload to vertex buffer
if (!m_VBBase)
m_VBBase = g_VBMan.AllocateChunk(sizeof(SBaseVertex), vsize * vsize, GL_STATIC_DRAW, GL_ARRAY_BUFFER, nullptr, CVertexBufferManager::Group::TERRAIN);
m_VBBase->m_Owner->UpdateChunkVertices(m_VBBase.Get(), &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.AllocateChunk(sizeof(SSideVertex), sideVertices.size(), GL_STATIC_DRAW, GL_ARRAY_BUFFER, nullptr, CVertexBufferManager::Group::DEFAULT);
m_VBSides->m_Owner->UpdateChunkVertices(m_VBSides.Get(), &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.)
using Arena = Allocators::DynamicArena<1 * MiB>;
// std::map types with appropriate arena allocators and default comparison operator
template
using PooledBatchMap = std::map, ProxyAllocator, Arena>>;
// 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, Arena& 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, Arena& 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
using BatchElements = std::pair>, std::vector>>;
// Group batches by index buffer
using IndexBufferBatches = PooledBatchMap;
// Group batches by vertex buffer
using VertexBufferBatches = PooledBatchMap;
// Group batches by texture
using TextureBatches = PooledBatchMap;
// Group batches by shaders.
using ShaderTechniqueBatches = PooledBatchMap;
void CPatchRData::RenderBases(
const std::vector& patches, const CShaderDefines& context, ShadowMap* shadow)
{
PROFILE3("render terrain bases");
Arena arena;
ShaderTechniqueBatches batches(ShaderTechniqueBatches::key_compare(), (ShaderTechniqueBatches::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];
const CMaterial& material = splat.m_Texture->GetMaterial();
if (material.GetShaderEffect().empty())
{
LOGERROR("Terrain renderer failed to load shader effect.\n");
continue;
}
CShaderDefines defines = context;
defines.SetMany(material.GetShaderDefines(0));
CShaderTechniquePtr techBase = g_Renderer.GetShaderManager().LoadEffect(
material.GetShaderEffect(), defines);
BatchElements& batch = PooledPairGet(
PooledMapGet(
PooledMapGet(
PooledMapGet(batches, techBase, arena),
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 = nullptr;
batch.second.push_back(indexBase + sizeof(u16)*(patch->m_VBBaseIndices->m_Index + splat.m_IndexStart));
}
}
PROFILE_END("compute batches");
// Render each batch
for (ShaderTechniqueBatches::iterator itTech = batches.begin(); itTech != batches.end(); ++itTech)
{
const CShaderTechniquePtr& techBase = itTech->first;
const int numPasses = techBase->GetNumPasses();
for (int pass = 0; pass < numPasses; ++pass)
{
techBase->BeginPass(pass);
const CShaderProgramPtr& shader = techBase->GetShader(pass);
TerrainRenderer::PrepareShader(shader, shadow);
TextureBatches& textureBatches = itTech->second;
for (TextureBatches::iterator itt = textureBatches.begin(); itt != textureBatches.end(); ++itt)
{
if (itt->first->GetMaterial().GetSamplers().size() != 0)
{
const CMaterial::SamplersVector& samplers = itt->first->GetMaterial().GetSamplers();
for(const CMaterial::TextureSampler& samp : samplers)
shader->BindTexture(samp.Name, samp.Sampler);
itt->first->GetMaterial().GetStaticUniforms().BindUniforms(shader);
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->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;
// 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;
}
}
}
techBase->EndPass();
}
}
CVertexBuffer::Unbind();
}
/**
* Helper structure for RenderBlends.
*/
struct SBlendBatch
{
SBlendBatch(Arena& arena) :
m_Batches(VertexBufferBatches::key_compare(), VertexBufferBatches::allocator_type(arena))
{
}
CTerrainTextureEntry* m_Texture;
CShaderTechniquePtr m_ShaderTech;
VertexBufferBatches m_Batches;
};
/**
* Helper structure for RenderBlends.
*/
struct SBlendStackItem
{
SBlendStackItem(CVertexBuffer::VBChunk* v, CVertexBuffer::VBChunk* i,
const std::vector& s, Arena& arena) :
vertices(v), indices(i), splats(s.begin(), s.end(), SplatStack::allocator_type(arena))
{
}
using SplatStack = std::vector>;
CVertexBuffer::VBChunk* vertices;
CVertexBuffer::VBChunk* indices;
SplatStack splats;
};
void CPatchRData::RenderBlends(
const std::vector& patches, const CShaderDefines& context, ShadowMap* shadow)
{
PROFILE3("render terrain blends");
Arena arena;
using BatchesStack = std::vector>;
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);
using BlendStacks = std::vector>;
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.Get(), patch->m_VBBlendIndices.Get(), 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 = nullptr;
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;
if (!bestTex->GetMaterial().GetSamplers().empty())
{
CShaderDefines defines = contextBlend;
defines.SetMany(bestTex->GetMaterial().GetShaderDefines(0));
layer.m_ShaderTech = g_Renderer.GetShaderManager().LoadEffect(
bestTex->GetMaterial().GetShaderEffect(), defines);
}
batches.push_back(layer);
}
PROFILE_END("compute batches");
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
CVertexBuffer* lastVB = nullptr;
CShaderProgramPtr previousShader;
for (BatchesStack::iterator itTechBegin = batches.begin(), itTechEnd = batches.begin(); itTechBegin != batches.end(); itTechBegin = itTechEnd)
{
while (itTechEnd != batches.end() && itTechEnd->m_ShaderTech == itTechBegin->m_ShaderTech)
++itTechEnd;
const CShaderTechniquePtr& techBase = itTechBegin->m_ShaderTech;
const int numPasses = techBase->GetNumPasses();
for (int pass = 0; pass < numPasses; ++pass)
{
techBase->BeginPass(pass);
const CShaderProgramPtr& shader = techBase->GetShader(pass);
TerrainRenderer::PrepareShader(shader, shadow);
Renderer::Backend::GL::CTexture* lastBlendTex = nullptr;
for (BatchesStack::iterator itt = itTechBegin; itt != itTechEnd; ++itt)
{
if (itt->m_Texture->GetMaterial().GetSamplers().empty())
continue;
if (itt->m_Texture)
{
const CMaterial::SamplersVector& samplers = itt->m_Texture->GetMaterial().GetSamplers();
for (const CMaterial::TextureSampler& samp : samplers)
shader->BindTexture(samp.Name, samp.Sampler);
Renderer::Backend::GL::CTexture* currentBlendTex = itt->m_Texture->m_TerrainAlpha->second.m_CompositeAlphaMap.get();
if (currentBlendTex != lastBlendTex)
{
shader->BindTexture(str_blendTex, currentBlendTex);
lastBlendTex = currentBlendTex;
}
itt->m_Texture->GetMaterial().GetStaticUniforms().BindUniforms(shader);
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->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;
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;
}
}
}
techBase->EndPass();
}
}
glDisable(GL_BLEND);
CVertexBuffer::Unbind();
}
void CPatchRData::RenderStreams(const std::vector& patches, const CShaderProgramPtr& shader, int streamflags)
{
PROFILE3("render terrain streams");
// Each batch has a list of index counts, and a list of pointers-to-first-indexes
using StreamBatchElements = std::pair, std::vector > ;
// Group batches by index buffer
using StreamIndexBufferBatches = std::map ;
// Group batches by vertex buffer
using StreamVertexBufferBatches = std::map ;
StreamVertexBufferBatches batches;
PROFILE_START("compute batches");
// Collect all the patches into their appropriate batches
for (const CPatchRData* patch : patches)
{
StreamBatchElements& batch = batches[patch->m_VBBase->m_Owner][patch->m_VBBaseIndices->m_Owner];
batch.first.push_back(patch->m_VBBaseIndices->m_Count);
u8* indexBase = nullptr;
batch.second.push_back(indexBase + sizeof(u16)*(patch->m_VBBaseIndices->m_Index));
}
PROFILE_END("compute batches");
ENSURE(!(streamflags & ~(STREAM_POS|STREAM_POSTOUV0|STREAM_POSTOUV1)));
// Render each batch
for (const std::pair& streamBatch : batches)
{
GLsizei stride = sizeof(SBaseVertex);
SBaseVertex *base = (SBaseVertex *)streamBatch.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);
shader->AssertPointersBound();
for (const std::pair& batchIndexBuffer : streamBatch.second)
{
batchIndexBuffer.first->Bind();
const StreamBatchElements& batch = batchIndexBuffer.second;
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;
for (ssize_t i = 0, j = 0; i <= PATCH_SIZE; ++i)
{
terrain->CalcPosition(gx + i, gz + j, pos);
line.push_back(pos);
}
for (ssize_t i = PATCH_SIZE, j = 1; j <= PATCH_SIZE; ++j)
{
terrain->CalcPosition(gx + i, gz + j, pos);
line.push_back(pos);
}
for (ssize_t i = PATCH_SIZE-1, j = PATCH_SIZE; i >= 0; --i)
{
terrain->CalcPosition(gx + i, gz + j, pos);
line.push_back(pos);
}
for (ssize_t i = 0, j = PATCH_SIZE-1; j >= 0; --j)
{
terrain->CalcPosition(gx + i, gz + j, pos);
line.push_back(pos);
}
g_Renderer.GetDebugRenderer().DrawLine(line, CColor(0.0f, 0.0f, 1.0f, 1.0f), 0.1f);
}
void CPatchRData::RenderSides(const std::vector& patches, const CShaderProgramPtr& shader)
{
PROFILE3("render terrain sides");
glDisable(GL_CULL_FACE);
CVertexBuffer* lastVB = nullptr;
for (CPatchRData* patch : patches)
{
ENSURE(patch->m_UpdateFlags == 0);
if (!patch->m_VBSides)
continue;
if (lastVB != patch->m_VBSides->m_Owner)
{
lastVB = patch->m_VBSides->m_Owner;
SSideVertex *base = (SSideVertex*)patch->m_VBSides->m_Owner->Bind();
// setup data pointers
GLsizei stride = sizeof(SSideVertex);
shader->VertexPointer(3, GL_FLOAT, stride, &base->m_Position);
}
shader->AssertPointersBound();
glDrawArrays(GL_TRIANGLE_STRIP, patch->m_VBSides->m_Index, (GLsizei)patch->m_VBSides->m_Count);
// bump stats
g_Renderer.m_Stats.m_DrawCalls++;
g_Renderer.m_Stats.m_TerrainTris += patch->m_VBSides->m_Count - 2;
}
CVertexBuffer::Unbind();
glEnable(GL_CULL_FACE);
}
void CPatchRData::RenderPriorities(CTextRenderer& textRenderer)
{
CTerrain* terrain = m_Patch->m_Parent;
const 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);
m_VBWater.Reset();
m_VBWaterIndices.Reset();
m_VBWaterShore.Reset();
m_VBWaterIndicesShore.Reset();
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));
const WaterManager& waterManager = g_Renderer.GetSceneRenderer().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}
};
// 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(waterManager.m_WindStrength[xx + zz*mapSize], depth);
water_index_map[z+moves[i][1]][x+moves[i][0]] = static_cast(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)
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 = 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]] = static_cast(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.AllocateChunk(sizeof(SWaterVertex), water_vertex_data.size(), GL_STATIC_DRAW, GL_ARRAY_BUFFER, nullptr, CVertexBufferManager::Group::WATER);
m_VBWater->m_Owner->UpdateChunkVertices(m_VBWater.Get(), &water_vertex_data[0]);
m_VBWaterIndices = g_VBMan.AllocateChunk(sizeof(GLushort), water_indices.size(), GL_STATIC_DRAW, GL_ELEMENT_ARRAY_BUFFER, nullptr, CVertexBufferManager::Group::WATER);
m_VBWaterIndices->m_Owner->UpdateChunkVertices(m_VBWaterIndices.Get(), &water_indices[0]);
}
if (!water_indices_shore.empty())
{
m_VBWaterShore = g_VBMan.AllocateChunk(sizeof(SWaterVertex), water_vertex_data_shore.size(), GL_STATIC_DRAW, GL_ARRAY_BUFFER, nullptr, CVertexBufferManager::Group::WATER);
m_VBWaterShore->m_Owner->UpdateChunkVertices(m_VBWaterShore.Get(), &water_vertex_data_shore[0]);
// Construct indices buffer
m_VBWaterIndicesShore = g_VBMan.AllocateChunk(sizeof(GLushort), water_indices_shore.size(), GL_STATIC_DRAW, GL_ELEMENT_ARRAY_BUFFER, nullptr, CVertexBufferManager::Group::WATER);
m_VBWaterIndicesShore->m_Owner->UpdateChunkVertices(m_VBWaterIndicesShore.Get(), &water_indices_shore[0]);
}
}
-void CPatchRData::RenderWaterSurface(CShaderProgramPtr& shader)
+void CPatchRData::RenderWaterSurface(CShaderProgramPtr& shader, const bool bindWaterData)
{
ASSERT(m_UpdateFlags == 0);
if (!m_VBWater)
return;
SWaterVertex* base = reinterpret_cast(m_VBWater->m_Owner->Bind());
// Setup data pointers.
const GLsizei stride = sizeof(SWaterVertex);
shader->VertexPointer(3, GL_FLOAT, stride, &base[m_VBWater->m_Index].m_Position);
- shader->VertexAttribPointer(str_a_waterInfo, 2, GL_FLOAT, false, stride, &base[m_VBWater->m_Index].m_WaterData);
+ if (bindWaterData)
+ 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, static_cast(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;
CVertexBuffer::Unbind();
}
void CPatchRData::RenderWaterShore(CShaderProgramPtr& shader)
{
ASSERT(m_UpdateFlags == 0);
if (!m_VBWaterShore)
return;
SWaterVertex* base = reinterpret_cast(m_VBWaterShore->m_Owner->Bind());
const GLsizei stride = sizeof(SWaterVertex);
shader->VertexPointer(3, GL_FLOAT, stride, &base[m_VBWaterShore->m_Index].m_Position);
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, static_cast(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();
}
Index: ps/trunk/source/renderer/PatchRData.h
===================================================================
--- ps/trunk/source/renderer/PatchRData.h (revision 26222)
+++ ps/trunk/source/renderer/PatchRData.h (revision 26223)
@@ -1,181 +1,181 @@
/* Copyright (C) 2022 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 .
*/
#ifndef INCLUDED_PATCHRDATA
#define INCLUDED_PATCHRDATA
#include "graphics/Patch.h"
#include "graphics/RenderableObject.h"
#include "graphics/ShaderProgramPtr.h"
#include "maths/Vector2D.h"
#include "maths/Vector3D.h"
#include "renderer/VertexBufferManager.h"
#include
class CPatch;
class CShaderDefines;
class CSimulation2;
class CTerrainTextureEntry;
class CTextRenderer;
class ShadowMap;
//////////////////////////////////////////////////////////////////////////////////////////////////
// CPatchRData: class encapsulating logic for rendering terrain patches; holds per
// patch data, plus some supporting static functions for batching, etc
class CPatchRData : public CRenderData
{
public:
CPatchRData(CPatch* patch, CSimulation2* simulation);
~CPatchRData();
void Update(CSimulation2* simulation);
void RenderOutline();
void RenderPriorities(CTextRenderer& textRenderer);
- void RenderWaterSurface(CShaderProgramPtr& shader);
+ void RenderWaterSurface(CShaderProgramPtr& shader, const bool bindWaterData);
void RenderWaterShore(CShaderProgramPtr& shader);
CPatch* GetPatch() { return m_Patch; }
const CBoundingBoxAligned& GetWaterBounds() const { return m_WaterBounds; }
static void RenderBases(
const std::vector& patches, const CShaderDefines& context, ShadowMap* shadow);
static void RenderBlends(
const std::vector& patches, const CShaderDefines& context, ShadowMap* shadow);
static void RenderStreams(const std::vector& patches, const CShaderProgramPtr& shader, int streamflags);
static void RenderSides(const std::vector& patches, const CShaderProgramPtr& shader);
static void PrepareShader(const CShaderProgramPtr& shader, ShadowMap* shadow);
private:
friend struct SBlendStackItem;
struct SSplat
{
SSplat() : m_Texture(0), m_IndexCount(0) {}
// texture to apply during splat
CTerrainTextureEntry* m_Texture;
// offset into the index array for this patch where splat starts
size_t m_IndexStart;
// number of indices used by splat
size_t m_IndexCount;
};
struct SBaseVertex
{
// vertex position
CVector3D m_Position;
CVector3D m_Normal;
// pad to a power of two
u8 m_Padding[8];
};
cassert(sizeof(SBaseVertex) == 32);
struct SSideVertex
{
// vertex position
CVector3D m_Position;
// pad to a power of two
u8 m_Padding[4];
};
cassert(sizeof(SSideVertex) == 16);
struct SBlendVertex
{
// vertex position
CVector3D m_Position;
// vertex uvs for alpha texture
float m_AlphaUVs[2];
CVector3D m_Normal;
};
cassert(sizeof(SBlendVertex) == 32);
// Mixed Fancy/Simple water vertex description data structure
struct SWaterVertex
{
// vertex position
CVector3D m_Position;
CVector2D m_WaterData;
// pad to a power of two
u8 m_Padding[12];
};
cassert(sizeof(SWaterVertex) == 32);
// build this renderdata object
void Build();
void AddBlend(std::vector& blendVertices, std::vector& blendIndices,
u16 i, u16 j, u8 shape, CTerrainTextureEntry* texture);
void BuildBlends();
void BuildIndices();
void BuildVertices();
void BuildSides();
void BuildSide(std::vector& vertices, CPatchSideFlags side);
// owner patch
CPatch* m_Patch;
// vertex buffer handle for side vertices
CVertexBufferManager::Handle m_VBSides;
// vertex buffer handle for base vertices
CVertexBufferManager::Handle m_VBBase;
// vertex buffer handle for base vertex indices
CVertexBufferManager::Handle m_VBBaseIndices;
// vertex buffer handle for blend vertices
CVertexBufferManager::Handle m_VBBlends;
// vertex buffer handle for blend vertex indices
CVertexBufferManager::Handle m_VBBlendIndices;
// list of base splats to apply to this patch
std::vector m_Splats;
// splats used in blend pass
std::vector m_BlendSplats;
// boundary of water in this patch
CBoundingBoxAligned m_WaterBounds;
// Water vertex buffer
CVertexBufferManager::Handle m_VBWater;
CVertexBufferManager::Handle m_VBWaterShore;
// Water indices buffer
CVertexBufferManager::Handle m_VBWaterIndices;
CVertexBufferManager::Handle m_VBWaterIndicesShore;
CSimulation2* m_Simulation;
// Build water vertices and indices (vertex buffer and data vector)
void BuildWater();
// parameter allowing a varying number of triangles per patch for LOD
// MUST be an exact divisor of PATCH_SIZE
// compiled const for the moment until/if dynamic water LOD is offered
// savings would be mostly beneficial for GPU or simple water
static const ssize_t water_cell_size = 1;
};
#endif // INCLUDED_PATCHRDATA
Index: ps/trunk/source/renderer/TerrainRenderer.cpp
===================================================================
--- ps/trunk/source/renderer/TerrainRenderer.cpp (revision 26222)
+++ ps/trunk/source/renderer/TerrainRenderer.cpp (revision 26223)
@@ -1,611 +1,611 @@
/* Copyright (C) 2022 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 "renderer/TerrainRenderer.h"
#include "graphics/Camera.h"
#include "graphics/Canvas2D.h"
#include "graphics/Decal.h"
#include "graphics/GameView.h"
#include "graphics/LightEnv.h"
#include "graphics/LOSTexture.h"
#include "graphics/Patch.h"
#include "graphics/Model.h"
#include "graphics/ShaderManager.h"
#include "graphics/TerritoryTexture.h"
#include "graphics/TextRenderer.h"
#include "maths/MathUtil.h"
#include "ps/CLogger.h"
#include "ps/CStrInternStatic.h"
#include "ps/Filesystem.h"
#include "ps/Game.h"
#include "ps/Profile.h"
#include "ps/World.h"
#include "renderer/DecalRData.h"
#include "renderer/PatchRData.h"
#include "renderer/Renderer.h"
#include "renderer/RenderingOptions.h"
#include "renderer/SceneRenderer.h"
#include "renderer/ShadowMap.h"
#include "renderer/SkyManager.h"
#include "renderer/VertexArray.h"
#include "renderer/WaterManager.h"
/**
* TerrainRenderer keeps track of which phase it is in, to detect
* when Submit, PrepareForRendering etc. are called in the wrong order.
*/
enum Phase
{
Phase_Submit,
Phase_Render
};
/**
* Struct TerrainRendererInternals: Internal variables used by the TerrainRenderer class.
*/
struct TerrainRendererInternals
{
/// Which phase (submitting or rendering patches) are we in right now?
Phase phase;
/// Patches that were submitted for this frame
std::vector visiblePatches[CSceneRenderer::CULL_MAX];
/// Decals that were submitted for this frame
std::vector visibleDecals[CSceneRenderer::CULL_MAX];
/// Fancy water shader
CShaderTechniquePtr fancyWaterTech;
CSimulation2* simulation;
};
///////////////////////////////////////////////////////////////////
// Construction/Destruction
TerrainRenderer::TerrainRenderer()
{
m = new TerrainRendererInternals();
m->phase = Phase_Submit;
}
TerrainRenderer::~TerrainRenderer()
{
delete m;
}
void TerrainRenderer::SetSimulation(CSimulation2* simulation)
{
m->simulation = simulation;
}
///////////////////////////////////////////////////////////////////
// Submit a patch for rendering
void TerrainRenderer::Submit(int cullGroup, CPatch* patch)
{
ENSURE(m->phase == Phase_Submit);
CPatchRData* data = (CPatchRData*)patch->GetRenderData();
if (data == 0)
{
// no renderdata for patch, create it now
data = new CPatchRData(patch, m->simulation);
patch->SetRenderData(data);
}
data->Update(m->simulation);
m->visiblePatches[cullGroup].push_back(data);
}
///////////////////////////////////////////////////////////////////
// Submit a decal for rendering
void TerrainRenderer::Submit(int cullGroup, CModelDecal* decal)
{
ENSURE(m->phase == Phase_Submit);
CDecalRData* data = (CDecalRData*)decal->GetRenderData();
if (data == 0)
{
// no renderdata for decal, create it now
data = new CDecalRData(decal, m->simulation);
decal->SetRenderData(data);
}
data->Update(m->simulation);
m->visibleDecals[cullGroup].push_back(data);
}
///////////////////////////////////////////////////////////////////
// Prepare for rendering
void TerrainRenderer::PrepareForRendering()
{
ENSURE(m->phase == Phase_Submit);
m->phase = Phase_Render;
}
///////////////////////////////////////////////////////////////////
// Clear submissions lists
void TerrainRenderer::EndFrame()
{
ENSURE(m->phase == Phase_Render || m->phase == Phase_Submit);
for (int i = 0; i < CSceneRenderer::CULL_MAX; ++i)
{
m->visiblePatches[i].clear();
m->visibleDecals[i].clear();
}
m->phase = Phase_Submit;
}
void TerrainRenderer::RenderTerrainOverlayTexture(int cullGroup, CMatrix3D& textureMatrix,
Renderer::Backend::GL::CTexture* texture)
{
#if CONFIG2_GLES
#warning TODO: implement TerrainRenderer::RenderTerrainOverlayTexture for GLES
UNUSED2(cullGroup);
UNUSED2(textureMatrix);
UNUSED2(texture);
#else
ENSURE(m->phase == Phase_Render);
std::vector& visiblePatches = m->visiblePatches[cullGroup];
glDepthMask(0);
glDisable(GL_DEPTH_TEST);
CShaderTechniquePtr debugOverlayTech =
g_Renderer.GetShaderManager().LoadEffect(str_debug_overlay);
debugOverlayTech->BeginPass();
CShaderProgramPtr debugOverlayShader = debugOverlayTech->GetShader();
debugOverlayShader->BindTexture(str_baseTex, texture);
debugOverlayShader->Uniform(str_transform, g_Renderer.GetSceneRenderer().GetViewCamera().GetViewProjection());
debugOverlayShader->Uniform(str_textureTransform, textureMatrix);
CPatchRData::RenderStreams(visiblePatches, debugOverlayShader, STREAM_POS | STREAM_POSTOUV0);
glEnable(GL_DEPTH_TEST);
// To make the overlay visible over water, render an additional map-sized
// water-height patch.
CBoundingBoxAligned waterBounds;
for (CPatchRData* data : visiblePatches)
waterBounds += data->GetWaterBounds();
if (!waterBounds.IsEmpty())
{
// Add a delta to avoid z-fighting.
const float height = g_Renderer.GetSceneRenderer().GetWaterManager().m_WaterHeight + 0.05f;
const float waterPos[] = {
waterBounds[0].X, height, waterBounds[0].Z,
waterBounds[1].X, height, waterBounds[0].Z,
waterBounds[0].X, height, waterBounds[1].Z,
waterBounds[1].X, height, waterBounds[1].Z
};
const GLsizei stride = sizeof(float) * 3;
debugOverlayShader->VertexPointer(3, GL_FLOAT, stride, waterPos);
debugOverlayShader->TexCoordPointer(GL_TEXTURE0, 3, GL_FLOAT, stride, waterPos);
debugOverlayShader->AssertPointersBound();
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
debugOverlayTech->EndPass();
glDepthMask(1);
#endif
}
///////////////////////////////////////////////////////////////////
/**
* Set up all the uniforms for a shader pass.
*/
void TerrainRenderer::PrepareShader(const CShaderProgramPtr& shader, ShadowMap* shadow)
{
CSceneRenderer& sceneRenderer = g_Renderer.GetSceneRenderer();
shader->Uniform(str_transform, sceneRenderer.GetViewCamera().GetViewProjection());
shader->Uniform(str_cameraPos, sceneRenderer.GetViewCamera().GetOrientation().GetTranslation());
const CLightEnv& lightEnv = sceneRenderer.GetLightEnv();
if (shadow)
shadow->BindTo(shader);
CLOSTexture& los = sceneRenderer.GetScene().GetLOSTexture();
shader->BindTexture(str_losTex, los.GetTextureSmooth());
shader->Uniform(str_losTransform, los.GetTextureMatrix()[0], los.GetTextureMatrix()[12], 0.f, 0.f);
shader->Uniform(str_ambient, lightEnv.m_AmbientColor);
shader->Uniform(str_sunColor, lightEnv.m_SunColor);
shader->Uniform(str_sunDir, lightEnv.GetSunDir());
shader->Uniform(str_fogColor, lightEnv.m_FogColor);
shader->Uniform(str_fogParams, lightEnv.m_FogFactor, lightEnv.m_FogMax, 0.f, 0.f);
}
void TerrainRenderer::RenderTerrainShader(const CShaderDefines& context, int cullGroup, ShadowMap* shadow)
{
ENSURE(m->phase == Phase_Render);
std::vector& visiblePatches = m->visiblePatches[cullGroup];
std::vector& visibleDecals = m->visibleDecals[cullGroup];
if (visiblePatches.empty() && visibleDecals.empty())
return;
// render the solid black sides of the map first
CShaderTechniquePtr techSolid = g_Renderer.GetShaderManager().LoadEffect(str_solid);
techSolid->BeginPass();
CShaderProgramPtr shaderSolid = techSolid->GetShader();
shaderSolid->Uniform(str_transform, g_Renderer.GetSceneRenderer().GetViewCamera().GetViewProjection());
shaderSolid->Uniform(str_color, 0.0f, 0.0f, 0.0f, 1.0f);
CPatchRData::RenderSides(visiblePatches, shaderSolid);
techSolid->EndPass();
CPatchRData::RenderBases(visiblePatches, context, shadow);
// no need to write to the depth buffer a second time
glDepthMask(0);
// render blend passes for each patch
CPatchRData::RenderBlends(visiblePatches, context, shadow);
CDecalRData::RenderDecals(visibleDecals, context, shadow);
// restore OpenGL state
g_Renderer.BindTexture(1, 0);
g_Renderer.BindTexture(2, 0);
g_Renderer.BindTexture(3, 0);
glDepthMask(1);
}
///////////////////////////////////////////////////////////////////
// Render un-textured patches as polygons
void TerrainRenderer::RenderPatches(int cullGroup, const CColor& color)
{
ENSURE(m->phase == Phase_Render);
std::vector& visiblePatches = m->visiblePatches[cullGroup];
if (visiblePatches.empty())
return;
#if CONFIG2_GLES
UNUSED2(color);
#warning TODO: implement TerrainRenderer::RenderPatches for GLES
#else
CShaderTechniquePtr dummyTech = g_Renderer.GetShaderManager().LoadEffect(str_dummy);
dummyTech->BeginPass();
CShaderProgramPtr dummyShader = dummyTech->GetShader();
dummyShader->Uniform(str_transform, g_Renderer.GetSceneRenderer().GetViewCamera().GetViewProjection());
dummyShader->Uniform(str_color, color);
CPatchRData::RenderStreams(visiblePatches, dummyShader, STREAM_POS);
dummyTech->EndPass();
#endif
}
///////////////////////////////////////////////////////////////////
// Render outlines of submitted patches as lines
void TerrainRenderer::RenderOutlines(int cullGroup)
{
ENSURE(m->phase == Phase_Render);
std::vector& visiblePatches = m->visiblePatches[cullGroup];
if (visiblePatches.empty())
return;
for (size_t i = 0; i < visiblePatches.size(); ++i)
visiblePatches[i]->RenderOutline();
}
///////////////////////////////////////////////////////////////////
// Scissor rectangle of water patches
CBoundingBoxAligned TerrainRenderer::ScissorWater(int cullGroup, const CCamera& camera)
{
CBoundingBoxAligned scissor;
for (const CPatchRData* data : m->visiblePatches[cullGroup])
{
const CBoundingBoxAligned& waterBounds = data->GetWaterBounds();
if (waterBounds.IsEmpty())
continue;
const CBoundingBoxAligned waterBoundsInViewPort =
camera.GetBoundsInViewPort(waterBounds);
if (!waterBoundsInViewPort.IsEmpty())
scissor += waterBoundsInViewPort;
}
return CBoundingBoxAligned(
CVector3D(Clamp(scissor[0].X, -1.0f, 1.0f), Clamp(scissor[0].Y, -1.0f, 1.0f), -1.0f),
CVector3D(Clamp(scissor[1].X, -1.0f, 1.0f), Clamp(scissor[1].Y, -1.0f, 1.0f), 1.0f));
}
// Render fancy water
bool TerrainRenderer::RenderFancyWater(const CShaderDefines& context, int cullGroup, ShadowMap* shadow)
{
PROFILE3_GPU("fancy water");
OGL_SCOPED_DEBUG_GROUP("Render Fancy Water");
CSceneRenderer& sceneRenderer = g_Renderer.GetSceneRenderer();
WaterManager& waterManager = sceneRenderer.GetWaterManager();
CShaderDefines defines = context;
// If we're using fancy water, make sure its shader is loaded
if (!m->fancyWaterTech || waterManager.m_NeedsReloading)
{
if (waterManager.m_WaterRealDepth)
defines.Add(str_USE_REAL_DEPTH, str_1);
if (waterManager.m_WaterFancyEffects)
defines.Add(str_USE_FANCY_EFFECTS, str_1);
if (waterManager.m_WaterRefraction)
defines.Add(str_USE_REFRACTION, str_1);
if (waterManager.m_WaterReflection)
defines.Add(str_USE_REFLECTION, str_1);
m->fancyWaterTech = g_Renderer.GetShaderManager().LoadEffect(str_water_high, defines);
if (!m->fancyWaterTech)
{
LOGERROR("Failed to load water shader. Falling back to a simple water.\n");
waterManager.m_RenderWater = false;
return false;
}
waterManager.m_NeedsReloading = false;
}
CLOSTexture& losTexture = sceneRenderer.GetScene().GetLOSTexture();
// Calculating the advanced informations about Foam and all if the quality calls for it.
/*if (WaterMgr->m_NeedInfoUpdate && (WaterMgr->m_WaterFoam || WaterMgr->m_WaterCoastalWaves))
{
WaterMgr->m_NeedInfoUpdate = false;
WaterMgr->CreateSuperfancyInfo();
}*/
const double time = waterManager.m_WaterTexTimer;
const float repeatPeriod = waterManager.m_RepeatPeriod;
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
#if !CONFIG2_GLES
if (g_Renderer.GetSceneRenderer().GetWaterRenderMode() == WIREFRAME)
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
#endif
m->fancyWaterTech->BeginPass();
CShaderProgramPtr fancyWaterShader = m->fancyWaterTech->GetShader();
const CCamera& camera = g_Renderer.GetSceneRenderer().GetViewCamera();
const double period = 8.0;
fancyWaterShader->BindTexture(str_normalMap, waterManager.m_NormalMap[waterManager.GetCurrentTextureIndex(period)]);
fancyWaterShader->BindTexture(str_normalMap2, waterManager.m_NormalMap[waterManager.GetNextTextureIndex(period)]);
if (waterManager.m_WaterFancyEffects)
{
fancyWaterShader->BindTexture(str_waterEffectsTex, waterManager.m_FancyTexture.get());
}
if (waterManager.m_WaterRefraction && waterManager.m_WaterRealDepth)
{
fancyWaterShader->BindTexture(str_depthTex, waterManager.m_RefrFboDepthTexture.get());
fancyWaterShader->Uniform(str_projInvTransform, waterManager.m_RefractionProjInvMatrix);
fancyWaterShader->Uniform(str_viewInvTransform, waterManager.m_RefractionViewInvMatrix);
}
if (waterManager.m_WaterRefraction)
fancyWaterShader->BindTexture(str_refractionMap, waterManager.m_RefractionTexture.get());
if (waterManager.m_WaterReflection)
fancyWaterShader->BindTexture(str_reflectionMap, waterManager.m_ReflectionTexture.get());
fancyWaterShader->BindTexture(str_losTex, losTexture.GetTextureSmooth());
const CLightEnv& lightEnv = sceneRenderer.GetLightEnv();
fancyWaterShader->Uniform(str_transform, sceneRenderer.GetViewCamera().GetViewProjection());
fancyWaterShader->BindTexture(str_skyCube, sceneRenderer.GetSkyManager().GetSkyCube());
// TODO: check that this rotates in the right direction.
CMatrix3D skyBoxRotation;
skyBoxRotation.SetIdentity();
skyBoxRotation.RotateY(M_PI + lightEnv.GetRotation());
fancyWaterShader->Uniform(str_skyBoxRot, skyBoxRotation);
if (waterManager.m_WaterRefraction)
fancyWaterShader->Uniform(str_refractionMatrix, waterManager.m_RefractionMatrix);
if (waterManager.m_WaterReflection)
fancyWaterShader->Uniform(str_reflectionMatrix, waterManager.m_ReflectionMatrix);
fancyWaterShader->Uniform(str_ambient, lightEnv.m_AmbientColor);
fancyWaterShader->Uniform(str_sunDir, lightEnv.GetSunDir());
fancyWaterShader->Uniform(str_sunColor, lightEnv.m_SunColor);
fancyWaterShader->Uniform(str_color, waterManager.m_WaterColor);
fancyWaterShader->Uniform(str_tint, waterManager.m_WaterTint);
fancyWaterShader->Uniform(str_waviness, waterManager.m_Waviness);
fancyWaterShader->Uniform(str_murkiness, waterManager.m_Murkiness);
fancyWaterShader->Uniform(str_windAngle, waterManager.m_WindAngle);
fancyWaterShader->Uniform(str_repeatScale, 1.0f / repeatPeriod);
fancyWaterShader->Uniform(str_losTransform, losTexture.GetTextureMatrix()[0], losTexture.GetTextureMatrix()[12], 0.f, 0.f);
fancyWaterShader->Uniform(str_cameraPos, camera.GetOrientation().GetTranslation());
fancyWaterShader->Uniform(str_fogColor, lightEnv.m_FogColor);
fancyWaterShader->Uniform(str_fogParams, lightEnv.m_FogFactor, lightEnv.m_FogMax, 0.f, 0.f);
fancyWaterShader->Uniform(str_time, (float)time);
fancyWaterShader->Uniform(str_screenSize, (float)g_Renderer.GetWidth(), (float)g_Renderer.GetHeight(), 0.0f, 0.0f);
if (waterManager.m_WaterType == L"clap")
{
fancyWaterShader->Uniform(str_waveParams1, 30.0f,1.5f,20.0f,0.03f);
fancyWaterShader->Uniform(str_waveParams2, 0.5f,0.0f,0.0f,0.0f);
}
else if (waterManager.m_WaterType == L"lake")
{
fancyWaterShader->Uniform(str_waveParams1, 8.5f,1.5f,15.0f,0.03f);
fancyWaterShader->Uniform(str_waveParams2, 0.2f,0.0f,0.0f,0.07f);
}
else
{
fancyWaterShader->Uniform(str_waveParams1, 15.0f,0.8f,10.0f,0.1f);
fancyWaterShader->Uniform(str_waveParams2, 0.3f,0.0f,0.1f,0.3f);
}
if (shadow)
shadow->BindTo(fancyWaterShader);
std::vector& visiblePatches = m->visiblePatches[cullGroup];
for (size_t i = 0; i < visiblePatches.size(); ++i)
{
CPatchRData* data = visiblePatches[i];
- data->RenderWaterSurface(fancyWaterShader);
+ data->RenderWaterSurface(fancyWaterShader, true);
data->RenderWaterShore(fancyWaterShader);
}
m->fancyWaterTech->EndPass();
#if !CONFIG2_GLES
if (g_Renderer.GetSceneRenderer().GetWaterRenderMode() == WIREFRAME)
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
#endif
glDepthFunc(GL_LEQUAL);
return true;
}
void TerrainRenderer::RenderSimpleWater(int cullGroup)
{
#if CONFIG2_GLES
UNUSED2(cullGroup);
#else
PROFILE3_GPU("simple water");
OGL_SCOPED_DEBUG_GROUP("Render Simple Water");
const WaterManager& waterManager = g_Renderer.GetSceneRenderer().GetWaterManager();
CLOSTexture& losTexture = g_Game->GetView()->GetLOSTexture();
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
if (g_Renderer.GetSceneRenderer().GetWaterRenderMode() == WIREFRAME)
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
const double time = waterManager.m_WaterTexTimer;
CShaderTechniquePtr waterSimpleTech =
g_Renderer.GetShaderManager().LoadEffect(str_water_simple);
waterSimpleTech->BeginPass();
CShaderProgramPtr waterSimpleShader = waterSimpleTech->GetShader();
waterSimpleShader->BindTexture(str_baseTex, waterManager.m_WaterTexture[waterManager.GetCurrentTextureIndex(1.6)]);
waterSimpleShader->BindTexture(str_losTex, losTexture.GetTextureSmooth());
waterSimpleShader->Uniform(str_transform, g_Renderer.GetSceneRenderer().GetViewCamera().GetViewProjection());
waterSimpleShader->Uniform(str_losTransform, losTexture.GetTextureMatrix()[0], losTexture.GetTextureMatrix()[12], 0.f, 0.f);
waterSimpleShader->Uniform(str_time, static_cast(time));
waterSimpleShader->Uniform(str_color, waterManager.m_WaterColor);
std::vector& visiblePatches = m->visiblePatches[cullGroup];
for (size_t i = 0; i < visiblePatches.size(); ++i)
{
CPatchRData* data = visiblePatches[i];
- data->RenderWaterSurface(waterSimpleShader);
+ data->RenderWaterSurface(waterSimpleShader, false);
}
g_Renderer.BindTexture(1, 0);
glActiveTextureARB(GL_TEXTURE0_ARB);
waterSimpleTech->EndPass();
if (g_Renderer.GetSceneRenderer().GetWaterRenderMode() == WIREFRAME)
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
#endif
}
///////////////////////////////////////////////////////////////////
// Render water that is part of the terrain
void TerrainRenderer::RenderWater(const CShaderDefines& context, int cullGroup, ShadowMap* shadow)
{
const WaterManager& waterManager = g_Renderer.GetSceneRenderer().GetWaterManager();
if (!waterManager.WillRenderFancyWater())
RenderSimpleWater(cullGroup);
else
RenderFancyWater(context, cullGroup, shadow);
}
void TerrainRenderer::RenderWaterFoamOccluders(int cullGroup)
{
CSceneRenderer& sceneRenderer = g_Renderer.GetSceneRenderer();
const WaterManager& waterManager = sceneRenderer.GetWaterManager();
if (!waterManager.WillRenderFancyWater())
return;
// Render normals and foam to a framebuffer if we're using fancy effects.
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, waterManager.m_FancyEffectsFBO);
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glDisable(GL_CULL_FACE);
// Overwrite waves that would be behind the ground.
CShaderTechniquePtr dummyTech = g_Renderer.GetShaderManager().LoadEffect(str_solid);
dummyTech->BeginPass();
CShaderProgramPtr dummyShader = dummyTech->GetShader();
dummyShader->Uniform(str_transform, sceneRenderer.GetViewCamera().GetViewProjection());
dummyShader->Uniform(str_color, 0.0f, 0.0f, 0.0f, 0.0f);
for (CPatchRData* data : m->visiblePatches[cullGroup])
data->RenderWaterShore(dummyShader);
dummyTech->EndPass();
glEnable(GL_CULL_FACE);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
}
void TerrainRenderer::RenderPriorities(int cullGroup)
{
PROFILE("priorities");
ENSURE(m->phase == Phase_Render);
CCanvas2D canvas;
CTextRenderer textRenderer;
textRenderer.SetCurrentFont(CStrIntern("mono-stroke-10"));
textRenderer.SetCurrentColor(CColor(1.0f, 1.0f, 0.0f, 1.0f));
std::vector& visiblePatches = m->visiblePatches[cullGroup];
for (size_t i = 0; i < visiblePatches.size(); ++i)
visiblePatches[i]->RenderPriorities(textRenderer);
canvas.DrawText(textRenderer);
}