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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/GroundDecalHandler.h"
#include "Rendering/GlobalRendering.h"
#include "Rendering/ProjectileDrawer.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/FastMath.h"
#include "System/Log/ILog.h"
#include "System/myMath.h"
#include "System/mmgr.h"
CONFIG(int, GroundDetail).defaultValue(60);
CONFIG(int, MaxDynamicMapLights)
.defaultValue(1)
.minimumValue(0);
CONFIG(bool, AdvMapShading).defaultValue(true).safemodeValue(false);
CONFIG(int, ROAM)
.defaultValue(VBO)
.safemodeValue(DL)
.description("Use ROAM for terrain mesh rendering. 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")) ? SMF_MESHDRAWER_ROAM : SMF_MESHDRAWER_LEGACY);
smfRenderStateSSP = ISMFRenderState::GetInstance(globalRendering->haveARB, globalRendering->haveGLSL);
smfRenderStateFFP = ISMFRenderState::GetInstance( false, false);
// set in ::Draw, but UpdateSunDir can be called first if DynamicSun is enabled
smfRenderState = smfRenderStateFFP;
// LH must be initialized before LoadMapShaders is called
lightHandler.Init(2U, configHandler->GetInt("MaxDynamicMapLights"));
groundDetail = configHandler->GetInt("GroundDetail");
advShading = LoadMapShaders();
waterPlaneCamInDispList = 0;
waterPlaneCamOutDispList = 0;
if (mapInfo->water.hasWaterPlane) {
waterPlaneCamInDispList = glGenLists(1);
glNewList(waterPlaneCamInDispList, GL_COMPILE);
CreateWaterPlanes(false);
glEndList();
waterPlaneCamOutDispList = glGenLists(1);
glNewList(waterPlaneCamOutDispList, GL_COMPILE);
CreateWaterPlanes(true);
glEndList();
}
}
CSMFGroundDrawer::~CSMFGroundDrawer()
{
// if ROAM _was_ enabled, the configvar is written in CRoamMeshDrawer's dtor
if (dynamic_cast<CRoamMeshDrawer*>(meshDrawer) == NULL)
configHandler->Set("ROAM", 0);
configHandler->Set("GroundDetail", groundDetail);
smfRenderStateSSP->Kill(); ISMFRenderState::FreeInstance(smfRenderStateSSP);
smfRenderStateFFP->Kill(); ISMFRenderState::FreeInstance(smfRenderStateFFP);
delete groundTextures;
delete meshDrawer;
if (waterPlaneCamInDispList) {
glDeleteLists(waterPlaneCamInDispList, 1);
glDeleteLists(waterPlaneCamOutDispList, 1);
}
lightHandler.Kill();
}
IMeshDrawer* CSMFGroundDrawer::SwitchMeshDrawer(int mode)
{
const int curMode = (dynamic_cast<CRoamMeshDrawer*>(meshDrawer) ? SMF_MESHDRAWER_ROAM : SMF_MESHDRAWER_LEGACY);
// mode == -1: toggle modes
if (mode < 0) {
mode = curMode + 1;
mode %= SMF_MESHDRAWER_LAST;
}
if ((curMode == mode) && (meshDrawer != NULL))
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;
}
bool CSMFGroundDrawer::LoadMapShaders() {
// NOTE:
// advShading can NOT change at runtime if initially false
// (see AdvMapShadingActionExecutor), so we will always use
// smfRenderStateFFP (in ::Draw) in that special case and it
// does not matter if smfRenderStateSSP is initialized
return (smfRenderStateSSP->Init(this));
}
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] = {
(255 * mapInfo->atmosphere.fogColor[0]),
(255 * mapInfo->atmosphere.fogColor[1]),
(255 * mapInfo->atmosphere.fogColor[2]),
255
};
const unsigned char planeColor[4] = {
(255 * mapInfo->water.planeColor[0]),
(255 * mapInfo->water.planeColor[1]),
(255 * mapInfo->water.planeColor[2]),
255
};
const float alphainc = fastmath::PI2 / 32;
float alpha,r1,r2;
float3 p(0.0f, std::min(-200.0f, smfMap->initMinHeight - 400.0f), 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) {
const bool skipUnderground = (camera->pos.IsInBounds() && !mapInfo->map.voidWater);
const unsigned int dispList = skipUnderground ? waterPlaneCamInDispList: waterPlaneCamOutDispList;
glCallList(dispList);
}
}
void CSMFGroundDrawer::Draw(const DrawPass::e& drawPass)
{
if (mapInfo->map.voidWater && readmap->currMaxHeight < 0.0f) {
return;
}
smfRenderState = smfRenderStateSSP->CanEnable(this)?
smfRenderStateSSP:
smfRenderStateFFP;
glDisable(GL_BLEND);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
UpdateCamRestraints(cam2);
smfRenderState->Enable(this, drawPass);
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->DrawMesh(drawPass);
if (mapInfo->map.voidWater && (drawPass != DrawPass::WaterReflection)) {
glDisable(GL_ALPHA_TEST);
}
if (wireframe) {
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
smfRenderState->Disable(this, drawPass);
glDisable(GL_CULL_FACE);
if (drawPass == DrawPass::Normal) {
if (mapInfo->water.hasWaterPlane) {
DrawWaterPlane(false);
}
groundDecals->Draw();
projectileDrawer->DrawGroundFlashes();
}
}
void CSMFGroundDrawer::DrawShadowPass(void)
{
if (mapInfo->map.voidWater && readmap->currMaxHeight < 0.0f) {
return;
}
Shader::IProgramObject* po = shadowHandler->GetShadowGenProg(CShadowHandler::SHADOWGEN_PROGRAM_MAP);
glEnable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(-1.f, -1.f);
po->Enable();
meshDrawer->DrawMesh(DrawPass::Shadow);
po->Disable();
glDisable(GL_POLYGON_OFFSET_FILL);
}
void CSMFGroundDrawer::SetupBaseDrawPass(void) { smfRenderStateSSP->SetCurrentShader(DrawPass::Normal); }
void CSMFGroundDrawer::SetupReflDrawPass(void) { smfRenderStateSSP->SetCurrentShader(DrawPass::WaterReflection); }
void CSMFGroundDrawer::SetupRefrDrawPass(void) { smfRenderStateSSP->SetCurrentShader(DrawPass::WaterRefraction); }
void CSMFGroundDrawer::SetupBigSquare(const int bigSquareX, const int bigSquareY)
{
groundTextures->BindSquareTexture(bigSquareX, bigSquareY);
smfRenderState->SetSquareTexGen(bigSquareX, bigSquareY);
}
void CSMFGroundDrawer::Update()
{
if (mapInfo->map.voidWater && (readmap->currMaxHeight < 0.0f)) {
return;
}
groundTextures->DrawUpdate();
meshDrawer->Update();
}
void CSMFGroundDrawer::UpdateSunDir() {
/* the GLSL shader may run even w/o shadows and depends on a correct sunDir
if (!shadowHandler->shadowsLoaded) {
return;
}
*/
smfRenderState->UpdateCurrentShader(sky->GetLight());
}
void CSMFGroundDrawer::IncreaseDetail()
{
groundDetail += 2;
LOG("GroundDetail is now %i", groundDetail);
}
void CSMFGroundDrawer::DecreaseDetail()
{
if (groundDetail > 4) {
groundDetail -= 2;
LOG("GroundDetail is now %i", groundDetail);
}
}
int CSMFGroundDrawer::GetGroundDetail(const DrawPass::e& drawPass) const
{
int detail = groundDetail;
switch (drawPass) {
case DrawPass::UnitReflection:
detail *= LODScaleUnitReflection;
break;
case DrawPass::WaterReflection:
detail *= LODScaleReflection;
break;
case DrawPass::WaterRefraction:
detail *= LODScaleRefraction;
break;
//TODO: currently the shadow mesh needs to be idential with the normal pass one
// else we get z-fighting issues in the shadows. Ideal would be a special
// shadow pass mesh renderer that reduce the mesh to `walls`/contours that cause the
// same shadows as the original terrain
//case DrawPass::Shadow:
// detail *= LODScaleShadow;
// break;
default:
break;
}
return std::max(4, detail);
}
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