File: SMFGroundDrawer.cpp

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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);
}