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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "SMFReadMap.h"
#include "SMFGroundDrawer.h"
#include "SMFGroundTextures.h"
#include "SMFRenderState.h"
#include "Game/Camera.h"
#include "Map/MapInfo.h"
#include "Map/ReadMap.h"
#include "Map/SMF/Legacy/LegacyMeshDrawer.h"
#include "Map/SMF/ROAM/RoamMeshDrawer.h"
#include "Rendering/GlobalRendering.h"
#include "Rendering/ShadowHandler.h"
#include "Rendering/Env/ISky.h"
#include "Rendering/GL/myGL.h"
#include "Rendering/GL/VertexArray.h"
#include "Rendering/Shaders/Shader.h"
#include "System/Config/ConfigHandler.h"
#include "System/EventHandler.h"
#include "System/FastMath.h"
#include "System/Log/ILog.h"
#include "System/myMath.h"
#include "System/TimeProfiler.h"
CONFIG(int, GroundDetail).defaultValue(60).headlessValue(0).minimumValue(0).maximumValue(200).description("Controls how detailed the map geometry will be. On lowered settings, cliffs may appear to be jagged or \"melting\".");
CONFIG(bool, MapBorder).defaultValue(true).description("Draws a solid border at the edges of the map.");
CONFIG(int, MaxDynamicMapLights)
.defaultValue(1)
.minimumValue(0);
CONFIG(bool, AdvMapShading).defaultValue(true).safemodeValue(false).description("Enable shaders for terrain rendering and enable so more effects.");
CONFIG(bool, AllowDeferredMapRendering).defaultValue(false).safemodeValue(false);
CONFIG(int, ROAM)
.defaultValue(Patch::VBO)
.safemodeValue(Patch::DL)
.minimumValue(0)
.maximumValue(Patch::VA)
.description("Use ROAM for terrain mesh rendering. 0:=disable ROAM, 1=VBO mode, 2=DL mode, 3=VA mode");
CSMFGroundDrawer::CSMFGroundDrawer(CSMFReadMap* rm)
: smfMap(rm)
, meshDrawer(NULL)
{
groundTextures = new CSMFGroundTextures(smfMap);
meshDrawer = SwitchMeshDrawer((configHandler->GetInt("ROAM") != 0) ? SMF_MESHDRAWER_ROAM : SMF_MESHDRAWER_LEGACY);
smfRenderStates.resize(RENDER_STATE_CNT, nullptr);
smfRenderStates[RENDER_STATE_SSP] = ISMFRenderState::GetInstance(globalRendering->haveARB, globalRendering->haveGLSL, false);
smfRenderStates[RENDER_STATE_FFP] = ISMFRenderState::GetInstance( false, false, false);
smfRenderStates[RENDER_STATE_LUA] = ISMFRenderState::GetInstance( false, true, true);
// LH must be initialized before render-state is initialized
lightHandler.Init(2U, configHandler->GetInt("MaxDynamicMapLights"));
geomBuffer.SetName("GROUNDDRAWER-GBUFFER");
drawForward = true;
drawDeferred = geomBuffer.Valid();
drawMapEdges = configHandler->GetBool("MapBorder");
groundDetail = configHandler->GetInt("GroundDetail");
// NOTE:
// advShading can NOT change at runtime if initially false
// (see AdvMapShadingActionExecutor), so we will always use
// states[FFP] (in ::Draw) in that special case and it does
// not matter whether states[SSP] is initialized
if ((advShading = smfRenderStates[RENDER_STATE_SSP]->Init(this)))
smfRenderStates[RENDER_STATE_SSP]->Update(this, nullptr);
// always initialize this state; defer Update (allows re-use)
smfRenderStates[RENDER_STATE_LUA]->Init(this);
// note: state must be pre-selected before the first drawn frame
// Sun*Changed can be called first, e.g. if DynamicSun is enabled
smfRenderStates[RENDER_STATE_SEL] = SelectRenderState(DrawPass::Normal);
waterPlaneDispLists[0] = 0;
waterPlaneDispLists[1] = 0;
if (mapInfo->water.hasWaterPlane) {
glNewList((waterPlaneDispLists[0] = glGenLists(1)), GL_COMPILE);
CreateWaterPlanes(true);
glEndList();
glNewList((waterPlaneDispLists[1] = glGenLists(1)), GL_COMPILE);
CreateWaterPlanes(false);
glEndList();
}
if (drawDeferred) {
drawDeferred &= UpdateGeometryBuffer(true);
}
}
CSMFGroundDrawer::~CSMFGroundDrawer()
{
// if ROAM _was_ enabled, the configvar is written in CRoamMeshDrawer's dtor
if (dynamic_cast<CRoamMeshDrawer*>(meshDrawer) == nullptr)
configHandler->Set("ROAM", 0);
smfRenderStates[RENDER_STATE_FFP]->Kill(); ISMFRenderState::FreeInstance(smfRenderStates[RENDER_STATE_FFP]);
smfRenderStates[RENDER_STATE_SSP]->Kill(); ISMFRenderState::FreeInstance(smfRenderStates[RENDER_STATE_SSP]);
smfRenderStates[RENDER_STATE_LUA]->Kill(); ISMFRenderState::FreeInstance(smfRenderStates[RENDER_STATE_LUA]);
smfRenderStates.clear();
SafeDelete(groundTextures);
SafeDelete(meshDrawer);
// individually generated, individually deleted
glDeleteLists(waterPlaneDispLists[0], 1);
glDeleteLists(waterPlaneDispLists[1], 1);
}
IMeshDrawer* CSMFGroundDrawer::SwitchMeshDrawer(int mode)
{
const int curMode = ((dynamic_cast<CRoamMeshDrawer*>(meshDrawer) != nullptr) ? SMF_MESHDRAWER_ROAM : SMF_MESHDRAWER_LEGACY);
// mode == -1: toggle modes
if (mode < 0) {
mode = curMode + 1;
mode %= SMF_MESHDRAWER_LAST;
}
if ((curMode == mode) && (meshDrawer != nullptr))
return meshDrawer;
delete meshDrawer;
switch (mode) {
case SMF_MESHDRAWER_LEGACY:
LOG("Switching to Legacy Mesh Rendering");
meshDrawer = new CLegacyMeshDrawer(smfMap, this);
break;
default:
LOG("Switching to ROAM Mesh Rendering");
meshDrawer = new CRoamMeshDrawer(smfMap, this);
break;
}
return meshDrawer;
}
void CSMFGroundDrawer::CreateWaterPlanes(bool camOufOfMap) {
glDisable(GL_TEXTURE_2D);
glDepthMask(GL_FALSE);
const float xsize = (smfMap->mapSizeX) >> 2;
const float ysize = (smfMap->mapSizeZ) >> 2;
const float size = std::min(xsize, ysize);
CVertexArray* va = GetVertexArray();
va->Initialize();
const unsigned char fogColor[4] = {
(unsigned char)(255 * sky->fogColor[0]),
(unsigned char)(255 * sky->fogColor[1]),
(unsigned char)(255 * sky->fogColor[2]),
255
};
const unsigned char planeColor[4] = {
(unsigned char)(255 * mapInfo->water.planeColor[0]),
(unsigned char)(255 * mapInfo->water.planeColor[1]),
(unsigned char)(255 * mapInfo->water.planeColor[2]),
255
};
const float alphainc = fastmath::PI2 / 32;
float alpha,r1,r2;
float3 p(0.0f, 0.0f, 0.0f);
for (int n = (camOufOfMap) ? 0 : 1; n < 4 ; ++n) {
if ((n == 1) && !camOufOfMap) {
// don't render vertices under the map
r1 = 2 * size;
} else {
r1 = n*n * size;
}
if (n == 3) {
// last stripe: make it thinner (looks better with fog)
r2 = (n+0.5)*(n+0.5) * size;
} else {
r2 = (n+1)*(n+1) * size;
}
for (alpha = 0.0f; (alpha - fastmath::PI2) < alphainc ; alpha += alphainc) {
p.x = r1 * fastmath::sin(alpha) + 2 * xsize;
p.z = r1 * fastmath::cos(alpha) + 2 * ysize;
va->AddVertexC(p, planeColor );
p.x = r2 * fastmath::sin(alpha) + 2 * xsize;
p.z = r2 * fastmath::cos(alpha) + 2 * ysize;
va->AddVertexC(p, (n==3) ? fogColor : planeColor);
}
}
va->DrawArrayC(GL_TRIANGLE_STRIP);
glDepthMask(GL_TRUE);
}
inline void CSMFGroundDrawer::DrawWaterPlane(bool drawWaterReflection) {
if (drawWaterReflection)
return;
glPushMatrix();
glTranslatef(0.f, std::min(-200.0f, smfMap->GetCurrMinHeight() - 400.0f), 0.f);
glCallList(waterPlaneDispLists[camera->GetPos().IsInBounds() && !mapInfo->map.voidWater]);
glPopMatrix();
}
ISMFRenderState* CSMFGroundDrawer::SelectRenderState(const DrawPass::e& drawPass)
{
// [0] := Lua GLSL, must have a valid shader for this pass
// [1] := default ARB *or* GLSL, same condition
const unsigned int stateEnums[2] = {RENDER_STATE_LUA, RENDER_STATE_SSP};
for (unsigned int n = 0; n < 2; n++) {
ISMFRenderState* state = smfRenderStates[ stateEnums[n] ];
if (!state->CanEnable(this))
continue;
if (!state->HasValidShader(drawPass))
continue;
return (smfRenderStates[RENDER_STATE_SEL] = state);
}
// fallback
return (smfRenderStates[RENDER_STATE_SEL] = smfRenderStates[RENDER_STATE_FFP]);
}
bool CSMFGroundDrawer::HaveLuaRenderState() const
{
return (smfRenderStates[RENDER_STATE_SEL] == smfRenderStates[RENDER_STATE_LUA]);
}
void CSMFGroundDrawer::DrawDeferredPass(const DrawPass::e& drawPass, bool alphaTest)
{
if (!geomBuffer.Valid())
return;
// some water renderers use FBO's for the reflection pass
if (drawPass == DrawPass::WaterReflection)
return;
// some water renderers use FBO's for the refraction pass
if (drawPass == DrawPass::WaterRefraction)
return;
// CubeMapHandler also uses an FBO for this pass
if (drawPass == DrawPass::TerrainReflection)
return;
// deferred pass must be executed with GLSL shaders
// if the FFP or ARB state was selected, bail early
if (!SelectRenderState(DrawPass::TerrainDeferred)->CanDrawDeferred())
return;
{
geomBuffer.Bind();
geomBuffer.Clear();
smfRenderStates[RENDER_STATE_SEL]->SetCurrentShader(DrawPass::TerrainDeferred);
smfRenderStates[RENDER_STATE_SEL]->Enable(this, DrawPass::TerrainDeferred);
if (alphaTest) {
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, mapInfo->map.voidAlphaMin);
}
if (HaveLuaRenderState())
eventHandler.DrawGroundPreDeferred();
meshDrawer->DrawMesh(drawPass);
if (alphaTest) {
glDisable(GL_ALPHA_TEST);
}
smfRenderStates[RENDER_STATE_SEL]->Disable(this, drawPass);
smfRenderStates[RENDER_STATE_SEL]->SetCurrentShader(DrawPass::Normal);
geomBuffer.UnBind();
}
#if 0
geomBuffer.DrawDebug(geomBuffer.GetBufferTexture(GL::GeometryBuffer::ATTACHMENT_NORMTEX));
#endif
// must be after the unbind
if (!drawForward) {
eventHandler.DrawGroundPostDeferred();
}
}
void CSMFGroundDrawer::DrawForwardPass(const DrawPass::e& drawPass, bool alphaTest)
{
if (!SelectRenderState(drawPass)->CanDrawForward())
return;
{
smfRenderStates[RENDER_STATE_SEL]->SetCurrentShader(drawPass);
smfRenderStates[RENDER_STATE_SEL]->Enable(this, drawPass);
if (wireframe) {
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
}
if (alphaTest) {
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, mapInfo->map.voidAlphaMin);
}
if (HaveLuaRenderState())
eventHandler.DrawGroundPreForward();
meshDrawer->DrawMesh(drawPass);
if (alphaTest) {
glDisable(GL_ALPHA_TEST);
}
if (wireframe) {
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
smfRenderStates[RENDER_STATE_SEL]->Disable(this, drawPass);
smfRenderStates[RENDER_STATE_SEL]->SetCurrentShader(DrawPass::Normal);
}
}
void CSMFGroundDrawer::Draw(const DrawPass::e& drawPass)
{
// must be here because water renderers also call us
if (!globalRendering->drawGround)
return;
// if entire map is under voidwater, no need to draw *ground*
if (readMap->HasOnlyVoidWater())
return;
glDisable(GL_BLEND);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
if (drawDeferred) {
// do the deferred pass first, will allow us to re-use
// its output at some future point and eventually draw
// the entire map deferred
DrawDeferredPass(drawPass, mapInfo->map.voidGround || (mapInfo->map.voidWater && drawPass != DrawPass::WaterReflection));
}
if (drawForward) {
DrawForwardPass(drawPass, mapInfo->map.voidGround || (mapInfo->map.voidWater && drawPass != DrawPass::WaterReflection));
}
glDisable(GL_CULL_FACE);
if (drawPass == DrawPass::Normal) {
if (mapInfo->water.hasWaterPlane) {
DrawWaterPlane(false);
}
if (drawMapEdges) {
SCOPED_TIMER("CSMFGroundDrawer::DrawBorder");
DrawBorder(drawPass);
}
}
}
void CSMFGroundDrawer::DrawBorder(const DrawPass::e drawPass)
{
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
ISMFRenderState* prvState = smfRenderStates[RENDER_STATE_SEL];
smfRenderStates[RENDER_STATE_SEL] = smfRenderStates[RENDER_STATE_FFP];
// smfRenderStates[RENDER_STATE_SEL]->Enable(this, drawPass);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glActiveTexture(GL_TEXTURE2);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, smfMap->GetDetailTexture());
//glMultiTexCoord4f(GL_TEXTURE2_ARB, 1.0f, 1.0f, 1.0f, 1.0f);
//SetTexGen(1.0f / (mapDims.pwr2mapx * SQUARE_SIZE), 1.0f / (mapDims.pwr2mapy * SQUARE_SIZE), -0.5f / mapDims.pwr2mapx, -0.5f / mapDims.pwr2mapy);
static const GLfloat planeX[] = {0.005f, 0.0f, 0.005f, 0.5f};
static const GLfloat planeZ[] = {0.0f, 0.005f, 0.0f, 0.5f};
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
glTexGenfv(GL_S, GL_EYE_PLANE, planeX);
glEnable(GL_TEXTURE_GEN_S);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
glTexGenfv(GL_T, GL_EYE_PLANE, planeZ);
glEnable(GL_TEXTURE_GEN_T);
glActiveTexture(GL_TEXTURE3); glDisable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE1); glDisable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE0); glEnable(GL_TEXTURE_2D); // needed for the non-shader case
glEnable(GL_BLEND);
if (wireframe) {
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
}
/*
if (mapInfo->map.voidWater && (drawPass != DrawPass::WaterReflection)) {
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, 0.9f);
}
*/
meshDrawer->DrawBorderMesh(drawPass);
/*
if (mapInfo->map.voidWater && (drawPass != DrawPass::WaterReflection)) {
glDisable(GL_ALPHA_TEST);
}
*/
if (wireframe) {
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
glDisable(GL_BLEND);
glActiveTexture(GL_TEXTURE2);
glDisable(GL_TEXTURE_2D);
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glActiveTexture(GL_TEXTURE0);
glDisable(GL_TEXTURE_2D);
smfRenderStates[RENDER_STATE_SEL]->Disable(this, drawPass);
smfRenderStates[RENDER_STATE_SEL] = prvState;
glDisable(GL_CULL_FACE);
}
void CSMFGroundDrawer::DrawShadowPass()
{
if (!globalRendering->drawGround)
return;
if (readMap->HasOnlyVoidWater())
return;
Shader::IProgramObject* po = shadowHandler->GetShadowGenProg(CShadowHandler::SHADOWGEN_PROGRAM_MAP);
glEnable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(-1.0f, -1.0f);
po->Enable();
meshDrawer->DrawMesh(DrawPass::Shadow);
po->Disable();
glDisable(GL_POLYGON_OFFSET_FILL);
}
void CSMFGroundDrawer::SetLuaShader(const LuaMapShaderData* luaMapShaderData)
{
smfRenderStates[RENDER_STATE_LUA]->Update(this, luaMapShaderData);
}
void CSMFGroundDrawer::SetupBigSquare(const int bigSquareX, const int bigSquareY)
{
groundTextures->BindSquareTexture(bigSquareX, bigSquareY);
smfRenderStates[RENDER_STATE_SEL]->SetSquareTexGen(bigSquareX, bigSquareY);
}
void CSMFGroundDrawer::Update()
{
if (readMap->HasOnlyVoidWater())
return;
groundTextures->DrawUpdate();
// done by DrawMesh; needs to know the actual draw-pass
// meshDrawer->Update();
if (drawDeferred) {
drawDeferred &= UpdateGeometryBuffer(false);
}
}
void CSMFGroundDrawer::UpdateRenderState()
{
smfRenderStates[RENDER_STATE_SSP]->Update(this, nullptr);
}
void CSMFGroundDrawer::SunChanged() {
// Lua has gl.GetSun
if (HaveLuaRenderState())
return;
// always update, SSMF shader needs current sundir even when shadows are disabled
// note: only the active state is notified of a given change
smfRenderStates[RENDER_STATE_SEL]->UpdateCurrentShaderSky(sky->GetLight());
}
bool CSMFGroundDrawer::UpdateGeometryBuffer(bool init)
{
static const bool drawDeferredAllowed = configHandler->GetBool("AllowDeferredMapRendering");
if (!drawDeferredAllowed)
return false;
return (geomBuffer.Update(init));
}
void CSMFGroundDrawer::IncreaseDetail()
{
configHandler->Set("GroundDetail", groundDetail += 2);
LOG("GroundDetail is now %i", groundDetail);
}
void CSMFGroundDrawer::DecreaseDetail()
{
if (groundDetail > 4) {
configHandler->Set("GroundDetail", groundDetail -= 2);
LOG("GroundDetail is now %i", groundDetail);
}
}
void CSMFGroundDrawer::SetDetail(int newGroundDetail)
{
if (newGroundDetail < 4)
newGroundDetail = 4;
groundDetail = newGroundDetail;
configHandler->Set("GroundDetail", groundDetail);
LOG("GroundDetail is now %i", groundDetail);
}
int CSMFGroundDrawer::GetGroundDetail(const DrawPass::e& drawPass) const
{
int detail = groundDetail;
switch (drawPass) {
case DrawPass::TerrainReflection:
detail *= LODScaleTerrainReflection;
break;
case DrawPass::WaterReflection:
detail *= LODScaleReflection;
break;
case DrawPass::WaterRefraction:
detail *= LODScaleRefraction;
break;
case DrawPass::Shadow:
// TODO:
// render a contour mesh for the SP? z-fighting / p-panning occur
// when the regular and shadow-mesh tessellations differ too much,
// more visible on larger or hillier maps
// detail *= LODScaleShadow;
break;
default:
break;
}
return std::max(4, detail);
}
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