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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#ifndef UNIT_DRAWER_H
#define UNIT_DRAWER_H
#include <set>
#include <vector>
#include <list>
#include <string>
#include <map>
#include "Rendering/GL/myGL.h"
#include "Rendering/GL/LightHandler.h"
#include "System/EventClient.h"
#include "lib/gml/ThreadSafeContainers.h"
struct S3DModel;
struct UnitDef;
class CWorldObject;
class IWorldObjectModelRenderer;
class CUnit;
class CFeature;
struct Command;
struct BuildInfo;
struct BuildingGroundDecal;
namespace Shader {
struct IProgramObject;
}
struct GhostBuilding {
BuildingGroundDecal* decal;
float3 pos;
S3DModel* model;
int facing;
int team;
};
class CUnitDrawer: public CEventClient
{
public:
//! CEventClient interface
bool WantsEvent(const std::string& eventName) {
return
(eventName == "RenderUnitCreated" || eventName == "RenderUnitDestroyed") ||
(eventName == "RenderUnitCloakChanged" || eventName == "RenderUnitLOSChanged") ||
(eventName == "SunChanged");
}
bool GetFullRead() const { return true; }
int GetReadAllyTeam() const { return AllAccessTeam; }
void RenderUnitCreated(const CUnit*, int cloaked);
void RenderUnitDestroyed(const CUnit*);
void RenderUnitLOSChanged(const CUnit* unit, int allyTeam, int newStatus);
void RenderUnitCloakChanged(const CUnit* unit, int cloaked);
void SunChanged(const float3& sunDir);
public:
CUnitDrawer();
~CUnitDrawer();
void Update();
void Draw(bool drawReflection, bool drawRefraction = false);
/// cloaked units must be drawn after all others
void DrawCloakedUnits(bool noAdvShading = false);
void DrawShadowPass();
static void DrawUnitRaw(CUnit* unit);
static void DrawUnitRawModel(CUnit* unit);
void DrawUnitWithLists(CUnit* unit, unsigned int preList, unsigned int postList);
static void DrawUnitRawWithLists(CUnit* unit, unsigned int preList, unsigned int postList);
void SetTeamColour(int team, float alpha = 1.0f) const;
void SetupForUnitDrawing();
void CleanUpUnitDrawing() const;
void SetupForGhostDrawing() const;
void CleanUpGhostDrawing() const;
void SetUnitDrawDist(float dist);
void SetUnitIconDist(float dist);
bool ShowUnitBuildSquare(const BuildInfo& buildInfo);
bool ShowUnitBuildSquare(const BuildInfo& buildInfo, const std::vector<Command>& commands);
void CreateSpecularFace(unsigned int glType, int size, float3 baseDir, float3 xDif, float3 yDif, float3 sunDir, float exponent, float3 sunColor);
void DrawBuildingSample(const UnitDef* unitdef, int side, float3 pos, int facing = 0);
static void DrawUnitDef(const UnitDef* unitDef, int team);
void UnitDrawingTexturesOff();
void UnitDrawingTexturesOn();
/** CGame::DrawDirectControlHud, **/
void DrawIndividual(CUnit* unit);
static unsigned int CalcUnitLOD(const CUnit* unit, unsigned int lastLOD);
static unsigned int CalcUnitShadowLOD(const CUnit* unit, unsigned int lastLOD);
static void SetUnitLODCount(CUnit* unit, unsigned int count);
const std::set<CUnit*>& GetUnsortedUnits() const { return unsortedUnits; }
IWorldObjectModelRenderer* GetOpaqueModelRenderer(int modelType) { return opaqueModelRenderers[modelType]; }
IWorldObjectModelRenderer* GetCloakedModelRenderer(int modelType) { return cloakedModelRenderers[modelType]; }
GL::LightHandler* GetLightHandler() { return &lightHandler; }
#ifdef USE_GML
bool multiThreadDrawUnit;
bool multiThreadDrawUnitShadow;
volatile bool mt_drawReflection;
volatile bool mt_drawRefraction;
const CUnit* volatile mt_excludeUnit;
bool showHealthBars;
static void DrawOpaqueUnitMT(void* c, CUnit* unit) {
CUnitDrawer* const ud = (CUnitDrawer*) c;
ud->DrawOpaqueUnit(unit, ud->mt_excludeUnit, ud->mt_drawReflection, ud->mt_drawRefraction);
}
static void DrawOpaqueUnitShadowMT(void* c, CUnit* unit) {
((CUnitDrawer*) c)->DrawOpaqueUnitShadow(unit);
}
void DrawUnitStats(CUnit* unit);
#endif
private:
bool LoadModelShaders();
bool DrawUnitLOD(CUnit* unit);
void DrawOpaqueUnit(CUnit* unit, const CUnit* excludeUnit, bool drawReflection, bool drawRefraction);
void DrawOpaqueUnitShadow(CUnit* unit);
void DrawOpaqueUnitsShadow(int modelType);
void DrawOpaqueUnits(int modelType, const CUnit* excludeUnit, bool drawReflection, bool drawRefraction);
void DrawOpaqueShaderUnits();
void DrawCloakedShaderUnits();
void DrawShadowShaderUnits();
void DrawOpaqueAIUnits();
void DrawCloakedAIUnits();
void DrawGhostedBuildings(int modelType);
void DrawUnitIcons(bool drawReflection);
// note: make these static?
void DrawUnitBeingBuilt(CUnit* unit);
static void DrawUnitModel(CUnit* unit);
void DrawUnitNow(CUnit* unit);
void UpdateUnitIconState(CUnit* unit);
static void UpdateUnitDrawPos(CUnit* unit);
static void SetBasicTeamColour(int team, float alpha = 1.0f);
static void SetupBasicS3OTexture0();
static void SetupBasicS3OTexture1();
static void CleanupBasicS3OTexture1();
static void CleanupBasicS3OTexture0();
static void DrawIcon(CUnit* unit, bool asRadarBlip);
void DrawCloakedUnitsHelper(int modelType);
void DrawCloakedUnit(CUnit* unit, int modelType, bool drawGhostBuildingsPass);
/// Returns true if the given unit should be drawn as icon in the current frame.
bool DrawAsIcon(const CUnit* unit, const float sqUnitCamDist) const;
public:
bool advShading;
bool advFade;
float LODScale;
float LODScaleShadow;
float LODScaleReflection;
float LODScaleRefraction;
float unitDrawDist;
float unitDrawDistSqr;
float unitIconDist;
float iconLength;
float3 unitAmbientColor;
float3 unitSunColor;
struct TempDrawUnit {
const UnitDef* unitdef;
int team;
float3 pos;
float rotation;
int facing;
bool drawBorder;
};
std::multimap<int, TempDrawUnit> tempDrawUnits;
std::multimap<int, TempDrawUnit> tempTransparentDrawUnits;
float3 camNorm; ///< used to draw far-textures
private:
bool useDistToGroundForIcons;
float sqCamDistToGroundForIcons;
float cloakAlpha;
float cloakAlpha1;
float cloakAlpha2;
float cloakAlpha3;
enum ModelShaderProgram {
MODEL_SHADER_S3O_SHADOW, ///< S3O model shader (V+F) with self-shadowing
MODEL_SHADER_S3O_BASIC, ///< S3O model shader (V+F) without self-shadowing
MODEL_SHADER_S3O_ACTIVE, ///< currently active S3O shader
MODEL_SHADER_S3O_LAST
};
std::vector<Shader::IProgramObject*> modelShaders;
std::vector<IWorldObjectModelRenderer*> opaqueModelRenderers;
std::vector<IWorldObjectModelRenderer*> cloakedModelRenderers;
/**
* units being rendered (note that this is a completely
* unsorted set of 3DO, S3O, opaque, and cloaked models!)
*/
std::set<CUnit*> unsortedUnits;
/// buildings that were in LOS_PREVLOS when they died and not in LOS since
std::vector<std::set<GhostBuilding*> > deadGhostBuildings;
/// buildings that left LOS but are still alive
std::vector<std::set<CUnit*> > liveGhostBuildings;
std::set<CUnit*> drawIcon;
#ifdef USE_GML
std::set<CUnit*> drawStat;
#endif
std::vector<std::set<CUnit*> > unitRadarIcons;
GL::LightHandler lightHandler;
};
extern CUnitDrawer* unitDrawer;
#endif // UNIT_DRAWER_H
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