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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "Rendering/GL/myGL.h"
#include "WorldDrawer.h"
#include "Rendering/Env/CubeMapHandler.h"
#include "Rendering/Env/GrassDrawer.h"
#include "Rendering/Env/IGroundDecalDrawer.h"
#include "Rendering/Env/ISky.h"
#include "Rendering/Env/SunLighting.h"
#include "Rendering/Env/ITreeDrawer.h"
#include "Rendering/Env/IWater.h"
#include "Rendering/CommandDrawer.h"
#include "Rendering/DebugColVolDrawer.h"
#include "Rendering/FarTextureHandler.h"
#include "Rendering/LineDrawer.h"
#include "Rendering/LuaObjectDrawer.h"
#include "Rendering/FeatureDrawer.h"
#include "Rendering/Env/Particles/ProjectileDrawer.h"
#include "Rendering/UnitDrawer.h"
#include "Rendering/IPathDrawer.h"
#include "Rendering/SmoothHeightMeshDrawer.h"
#include "Rendering/InMapDrawView.h"
#include "Rendering/ShadowHandler.h"
#include "Rendering/Models/IModelParser.h"
#include "Rendering/Shaders/ShaderHandler.h"
#include "Rendering/Textures/3DOTextureHandler.h"
#include "Rendering/Textures/S3OTextureHandler.h"
#include "Lua/LuaUnsyncedCtrl.h"
#include "Map/BaseGroundDrawer.h"
#include "Map/HeightMapTexture.h"
#include "Map/MapInfo.h"
#include "Map/ReadMap.h"
#include "Game/Camera.h"
#include "Game/SelectedUnitsHandler.h"
#include "Game/Game.h"
#include "Game/LoadScreen.h"
#include "Game/UI/CommandColors.h"
#include "Game/UI/GuiHandler.h"
#include "System/EventHandler.h"
#include "System/TimeProfiler.h"
#include "System/Util.h"
CWorldDrawer::CWorldDrawer(): numUpdates(0)
{
CShaderHandler::GetInstance(0);
LuaObjectDrawer::Init();
}
CWorldDrawer::~CWorldDrawer()
{
SafeDelete(water);
SafeDelete(sky);
SafeDelete(treeDrawer);
SafeDelete(grassDrawer);
SafeDelete(pathDrawer);
SafeDelete(shadowHandler);
SafeDelete(inMapDrawerView);
SafeDelete(featureDrawer);
SafeDelete(unitDrawer); // depends on unitHandler, cubeMapHandler
SafeDelete(projectileDrawer);
modelLoader.Kill();
SafeDelete(farTextureHandler);
SafeDelete(heightMapTexture);
SafeDelete(texturehandler3DO);
SafeDelete(texturehandlerS3O);
SafeDelete(cubeMapHandler);
readMap->KillGroundDrawer();
IGroundDecalDrawer::FreeInstance();
CShaderHandler::FreeInstance(shaderHandler);
LuaObjectDrawer::Kill();
}
void CWorldDrawer::LoadPre() const
{
// these need to be loaded before featureHandler is created
// (maps with features have their models loaded at startup)
modelLoader.Init();
loadscreen->SetLoadMessage("Creating Unit Textures");
texturehandler3DO = new C3DOTextureHandler();
texturehandlerS3O = new CS3OTextureHandler();
featureDrawer = new CFeatureDrawer();
loadscreen->SetLoadMessage("Creating Sky");
sky = ISky::GetSky();
sunLighting->Init();
}
void CWorldDrawer::LoadPost() const
{
loadscreen->SetLoadMessage("Creating ShadowHandler");
cubeMapHandler = new CubeMapHandler();
shadowHandler = new CShadowHandler();
loadscreen->SetLoadMessage("Creating GroundDrawer");
readMap->InitGroundDrawer();
loadscreen->SetLoadMessage("Creating TreeDrawer");
treeDrawer = ITreeDrawer::GetTreeDrawer();
grassDrawer = new CGrassDrawer();
inMapDrawerView = new CInMapDrawView();
pathDrawer = IPathDrawer::GetInstance();
farTextureHandler = new CFarTextureHandler();
heightMapTexture = new HeightMapTexture();
IGroundDecalDrawer::Init();
loadscreen->SetLoadMessage("Creating ProjectileDrawer & UnitDrawer");
projectileDrawer = new CProjectileDrawer();
projectileDrawer->LoadWeaponTextures();
unitDrawer = new CUnitDrawer();
// see ::LoadPre
// featureDrawer = new CFeatureDrawer();
loadscreen->SetLoadMessage("Creating Water");
water = IWater::GetWater(NULL, -1);
sky->SetupFog();
}
void CWorldDrawer::Update(bool newSimFrame)
{
LuaObjectDrawer::Update(numUpdates == 0);
readMap->UpdateDraw(numUpdates == 0);
if (globalRendering->drawGround) {
SCOPED_TIMER("GroundDrawer::Update");
(readMap->GetGroundDrawer())->Update();
}
// XXX: done in CGame, needs to get updated even when !doDrawWorld
// (it updates unitdrawpos which is used for maximized minimap too)
// unitDrawer->Update();
// lineDrawer.UpdateLineStipple();
treeDrawer->Update();
featureDrawer->Update();
IWater::ApplyPushedChanges(game);
if (newSimFrame) {
projectileDrawer->UpdateTextures();
sky->Update();
sky->GetLight()->Update();
water->Update();
}
numUpdates += 1;
}
void CWorldDrawer::GenerateIBLTextures() const
{
SCOPED_GMARKER("WorldDrawer::GenerateIBLTextures");
if (shadowHandler->ShadowsLoaded()) {
SCOPED_TIMER("ShadowHandler::CreateShadows");
SCOPED_GMARKER("ShadowHandler::CreateShadows");
game->SetDrawMode(CGame::gameShadowDraw);
shadowHandler->CreateShadows();
game->SetDrawMode(CGame::gameNormalDraw);
}
{
SCOPED_TIMER("CubeMapHandler::UpdateReflTex");
SCOPED_GMARKER("CubeMapHandler::UpdateReflTex");
cubeMapHandler->UpdateReflectionTexture();
}
if (sky->GetLight()->IsDynamic()) {
{
SCOPED_TIMER("CubeMapHandler::UpdateSpecTex");
SCOPED_GMARKER("CubeMapHandler::UpdateSpecTex");
cubeMapHandler->UpdateSpecularTexture();
}
{
SCOPED_TIMER("Sky::UpdateSkyTex");
SCOPED_GMARKER("Sky::UpdateSkyTex");
sky->UpdateSkyTexture();
}
{
SCOPED_TIMER("ReadMap::UpdateShadingTex");
SCOPED_GMARKER("ReadMap::UpdateShadingTex");
readMap->UpdateShadingTexture();
}
}
if (FBO::IsSupported())
FBO::Unbind();
// restore the normal active camera's VP
camera->LoadViewPort();
}
void CWorldDrawer::ResetMVPMatrices() const
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(0, 1, 0, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glEnable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
void CWorldDrawer::Draw() const
{
SCOPED_TIMER("WorldDrawer::Total");
SCOPED_GMARKER("WorldDrawer::Draw");
glClearColor(sky->fogColor[0], sky->fogColor[1], sky->fogColor[2], 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
DrawOpaqueObjects();
DrawAlphaObjects();
{
SCOPED_TIMER("WorldDrawer::Projectiles");
SCOPED_GMARKER("WorldDrawer::Projectiles");
projectileDrawer->Draw(false);
}
sky->DrawSun();
{
SCOPED_GMARKER("EventHandler::DrawWorld");
eventHandler.DrawWorld();
}
DrawMiscObjects();
DrawBelowWaterOverlay();
glDisable(GL_FOG);
}
void CWorldDrawer::DrawOpaqueObjects() const
{
SCOPED_GMARKER("WorldDrawer::DrawOpaqueObjects");
CBaseGroundDrawer* gd = readMap->GetGroundDrawer();
sky->Draw();
if (globalRendering->drawGround) {
{
SCOPED_TIMER("WorldDrawer::Terrain");
SCOPED_GMARKER("WorldDrawer::Terrain");
gd->Draw(DrawPass::Normal);
}
{
SCOPED_TIMER("WorldDrawer::GroundDecals");
SCOPED_GMARKER("WorldDrawer::GroundDecals");
groundDecals->Draw();
projectileDrawer->DrawGroundFlashes();
}
{
SCOPED_TIMER("WorldDrawer::Foliage");
SCOPED_GMARKER("WorldDrawer::Foliage");
grassDrawer->Draw();
gd->DrawTrees();
}
smoothHeightMeshDrawer->Draw(1.0f);
}
// run occlusion query here so it has more time to finish before UpdateWater
if (globalRendering->drawWater && !mapInfo->map.voidWater) {
SCOPED_TIMER("WorldDrawer::Water::OcclusionQuery");
SCOPED_GMARKER("WorldDrawer::Water::OcclusionQuery");
water->OcclusionQuery();
}
selectedUnitsHandler.Draw();
eventHandler.DrawWorldPreUnit();
{
SCOPED_TIMER("WorldDrawer::Models");
SCOPED_GMARKER("WorldDrawer::Models");
unitDrawer->Draw(false);
featureDrawer->Draw();
DebugColVolDrawer::Draw();
pathDrawer->DrawAll();
}
}
void CWorldDrawer::DrawAlphaObjects() const
{
SCOPED_GMARKER("WorldDrawer::DrawAlphaObjects");
// transparent objects
glEnable(GL_BLEND);
glDepthFunc(GL_LEQUAL);
static const double belowPlaneEq[4] = {0.0f, -1.0f, 0.0f, 0.0f};
static const double abovePlaneEq[4] = {0.0f, 1.0f, 0.0f, 0.0f};
{
// clip in model-space
glPushMatrix();
glLoadIdentity();
glClipPlane(GL_CLIP_PLANE3, belowPlaneEq);
glPopMatrix();
glEnable(GL_CLIP_PLANE3);
// draw alpha-objects below water surface (farthest)
unitDrawer->DrawAlphaPass();
featureDrawer->DrawAlphaPass();
glDisable(GL_CLIP_PLANE3);
}
// draw water (in-between)
if (globalRendering->drawWater && !mapInfo->map.voidWater) {
SCOPED_TIMER("WorldDrawer::Water");
SCOPED_GMARKER("WorldDrawer::Water");
water->UpdateWater(game);
water->Draw();
}
{
glPushMatrix();
glLoadIdentity();
glClipPlane(GL_CLIP_PLANE3, abovePlaneEq);
glPopMatrix();
glEnable(GL_CLIP_PLANE3);
// draw alpha-objects above water surface (closest)
unitDrawer->DrawAlphaPass();
featureDrawer->DrawAlphaPass();
glDisable(GL_CLIP_PLANE3);
}
}
void CWorldDrawer::DrawMiscObjects() const
{
SCOPED_GMARKER("WorldDrawer::DrawMiscObjects");
{
// note: duplicated in CMiniMap::DrawWorldStuff()
commandDrawer->DrawLuaQueuedUnitSetCommands();
if (cmdColors.AlwaysDrawQueue() || guihandler->GetQueueKeystate()) {
selectedUnitsHandler.DrawCommands();
}
}
// either draw from here, or make {Dyn,Bump}Water use blending
// pro: icons are drawn only once per frame, not every pass
// con: looks somewhat worse for underwater / obscured icons
unitDrawer->DrawUnitIcons();
lineDrawer.DrawAll();
cursorIcons.Draw();
mouse->DrawSelectionBox();
guihandler->DrawMapStuff(false);
if (globalRendering->drawMapMarks && !game->hideInterface) {
inMapDrawerView->Draw();
}
}
void CWorldDrawer::DrawBelowWaterOverlay() const
{
SCOPED_GMARKER("WorldDrawer::DrawBelowWaterOverlay");
if (!globalRendering->drawWater)
return;
if (mapInfo->map.voidWater)
return;
if (camera->GetPos().y >= 0.0f)
return;
{
glEnableClientState(GL_VERTEX_ARRAY);
const float3& cpos = camera->GetPos();
const float vr = globalRendering->viewRange * 0.5f;
glDepthMask(GL_FALSE);
glDisable(GL_TEXTURE_2D);
glColor4f(0.0f, 0.5f, 0.3f, 0.50f);
{
const float3 verts[] = {
float3(cpos.x - vr, 0.0f, cpos.z - vr),
float3(cpos.x - vr, 0.0f, cpos.z + vr),
float3(cpos.x + vr, 0.0f, cpos.z + vr),
float3(cpos.x + vr, 0.0f, cpos.z - vr)
};
glVertexPointer(3, GL_FLOAT, 0, verts);
glDrawArrays(GL_QUADS, 0, 4);
}
{
const float3 verts[] = {
float3(cpos.x - vr, 0.0f, cpos.z - vr),
float3(cpos.x - vr, -vr, cpos.z - vr),
float3(cpos.x - vr, 0.0f, cpos.z + vr),
float3(cpos.x - vr, -vr, cpos.z + vr),
float3(cpos.x + vr, 0.0f, cpos.z + vr),
float3(cpos.x + vr, -vr, cpos.z + vr),
float3(cpos.x + vr, 0.0f, cpos.z - vr),
float3(cpos.x + vr, -vr, cpos.z - vr),
float3(cpos.x - vr, 0.0f, cpos.z - vr),
float3(cpos.x - vr, -vr, cpos.z - vr),
};
glVertexPointer(3, GL_FLOAT, 0, verts);
glDrawArrays(GL_QUAD_STRIP, 0, 10);
}
glDepthMask(GL_TRUE);
glDisableClientState(GL_VERTEX_ARRAY);
}
{
// draw water-coloration quad in raw screenspace
ResetMVPMatrices();
glEnableClientState(GL_VERTEX_ARRAY);
glDisable(GL_TEXTURE_2D);
glColor4f(0.0f, 0.2f, 0.8f, 0.333f);
const float3 verts[] = {
float3(0.0f, 0.0f, -1.0f),
float3(1.0f, 0.0f, -1.0f),
float3(1.0f, 1.0f, -1.0f),
float3(0.0f, 1.0f, -1.0f),
};
glVertexPointer(3, GL_FLOAT, 0, verts);
glDrawArrays(GL_QUADS, 0, 4);
glDisableClientState(GL_VERTEX_ARRAY);
}
}
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