Ejemplo n.º 1
0
///////////////////////////////////////////////////////////
// This callback is part of the Scene interface
// Submit all objects visible in the given frustum
void CGameView::EnumerateObjects(const CFrustum& frustum, SceneCollector* c)
{
	{
	PROFILE3("submit terrain");

	CTerrain* pTerrain = m->Game->GetWorld()->GetTerrain();
	float waterHeight = g_Renderer.GetWaterManager()->m_WaterHeight + 0.001f;
	const ssize_t patchesPerSide = pTerrain->GetPatchesPerSide();

	// find out which patches will be drawn
	for (ssize_t j=0; j<patchesPerSide; ++j)
	{
		for (ssize_t i=0; i<patchesPerSide; ++i)
		{
			CPatch* patch=pTerrain->GetPatch(i,j);	// can't fail

			// If the patch is underwater, calculate a bounding box that also contains the water plane
			CBoundingBoxAligned bounds = patch->GetWorldBounds();
			if(bounds[1].Y < waterHeight)
				bounds[1].Y = waterHeight;

			if (!m->Culling || frustum.IsBoxVisible(bounds))
				c->Submit(patch);
		}
	}
	}

	m->Game->GetSimulation2()->RenderSubmit(*c, frustum, m->Culling);
}
Ejemplo n.º 2
0
void WaterManager::RenderWaves(const CFrustum& frustrum)
{
#if CONFIG2_GLES
#warning Fix WaterManager::RenderWaves on GLES
#else
	if (g_Renderer.m_SkipSubmit || !m_WaterFancyEffects)
		return;
		
	pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_FancyEffectsFBO);
		
	GLuint attachments[2] = { GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT };
	pglDrawBuffers(2, attachments);
		
	glClearColor(0.0f,0.0f, 0.0f,0.0f);
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
		
	glEnable(GL_BLEND);
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	glEnable(GL_DEPTH_TEST);
	glDepthFunc(GL_ALWAYS);
	
	CShaderDefines none;
	CShaderProgramPtr shad = g_Renderer.GetShaderManager().LoadProgram("glsl/waves", none);
	
	shad->Bind();
	
	shad->BindTexture(str_waveTex, m_WaveTex);
	shad->BindTexture(str_foamTex, m_FoamTex);
	
	shad->Uniform(str_time, (float)m_WaterTexTimer);
	shad->Uniform(str_transform, g_Renderer.GetViewCamera().GetViewProjection());

	for (size_t a = 0; a < m_ShoreWaves.size(); ++a)
	{
		if (!frustrum.IsBoxVisible(m_ShoreWaves[a]->m_AABB))
			continue;
		
		CVertexBuffer::VBChunk* VBchunk = m_ShoreWaves[a]->m_VBvertices;
		SWavesVertex* base = (SWavesVertex*)VBchunk->m_Owner->Bind();
		
		// setup data pointers
		GLsizei stride = sizeof(SWavesVertex);
		shad->VertexPointer(3, GL_FLOAT, stride, &base[VBchunk->m_Index].m_BasePosition);
		shad->TexCoordPointer(GL_TEXTURE0, 2, GL_UNSIGNED_BYTE, stride, &base[VBchunk->m_Index].m_UV);
		//	NormalPointer(gl_FLOAT, stride, &base[m_VBWater->m_Index].m_UV)
		pglVertexAttribPointerARB(2, 2, GL_FLOAT, GL_TRUE, stride, &base[VBchunk->m_Index].m_PerpVect);	// replaces commented above because my normal is vec2
		shad->VertexAttribPointer(str_a_apexPosition, 3, GL_FLOAT, false, stride, &base[VBchunk->m_Index].m_ApexPosition);
		shad->VertexAttribPointer(str_a_splashPosition, 3, GL_FLOAT, false, stride, &base[VBchunk->m_Index].m_SplashPosition);
		shad->VertexAttribPointer(str_a_retreatPosition, 3, GL_FLOAT, false, stride, &base[VBchunk->m_Index].m_RetreatPosition);
		
		shad->AssertPointersBound();
		
		shad->Uniform(str_translation, m_ShoreWaves[a]->m_TimeDiff);
		shad->Uniform(str_width, (int)m_ShoreWaves[a]->m_Width);

		u8* indexBase = m_ShoreWaves_VBIndices->m_Owner->Bind();
		glDrawElements(GL_TRIANGLES, (GLsizei) (m_ShoreWaves[a]->m_Width-1)*(7*6),
					   GL_UNSIGNED_SHORT, indexBase + sizeof(u16)*(m_ShoreWaves_VBIndices->m_Index));
		
		shad->Uniform(str_translation, m_ShoreWaves[a]->m_TimeDiff + 6.0f);
		
		// TODO: figure out why this doesn't work.
		//g_Renderer.m_Stats.m_DrawCalls++;
		//g_Renderer.m_Stats.m_WaterTris += m_ShoreWaves_VBIndices->m_Count / 3;
		
		CVertexBuffer::Unbind();
	}
	shad->Unbind();
	pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);

	glDisable(GL_BLEND);
	glDepthFunc(GL_LEQUAL);
#endif
}
Ejemplo n.º 3
0
///////////////////////////////////////////////////////////
// This callback is part of the Scene interface
// Submit all objects visible in the given frustum
void CGameView::EnumerateObjects(const CFrustum& frustum, SceneCollector* c)
{
	{
	PROFILE3("submit terrain");

	CTerrain* pTerrain = m->Game->GetWorld()->GetTerrain();
	const ssize_t patchesPerSide = pTerrain->GetPatchesPerSide();

	// find out which patches will be drawn
	for (ssize_t j=0; j<patchesPerSide; j++) {
		for (ssize_t i=0; i<patchesPerSide; i++) {
			CPatch* patch=pTerrain->GetPatch(i,j);	// can't fail

			// If the patch is underwater, calculate a bounding box that also contains the water plane
			CBoundingBoxAligned bounds = patch->GetWorldBounds();
			float waterHeight = g_Renderer.GetWaterManager()->m_WaterHeight + 0.001f;
			if(bounds[1].Y < waterHeight) {
				bounds[1].Y = waterHeight;
			}

			if (!m->Culling || frustum.IsBoxVisible (CVector3D(0,0,0), bounds)) {
				//c->Submit(patch);

				// set the renderstate for this patch
				patch->setDrawState(true);

				// set the renderstate for the neighbors
				CPatch *nPatch;

				nPatch = pTerrain->GetPatch(i-1,j-1);
				if(nPatch) nPatch->setDrawState(true);

				nPatch = pTerrain->GetPatch(i,j-1);
				if(nPatch) nPatch->setDrawState(true);

				nPatch = pTerrain->GetPatch(i+1,j-1);
				if(nPatch) nPatch->setDrawState(true);

				nPatch = pTerrain->GetPatch(i-1,j);
				if(nPatch) nPatch->setDrawState(true);

				nPatch = pTerrain->GetPatch(i+1,j);
				if(nPatch) nPatch->setDrawState(true);

				nPatch = pTerrain->GetPatch(i-1,j+1);
				if(nPatch) nPatch->setDrawState(true);

				nPatch = pTerrain->GetPatch(i,j+1);
				if(nPatch) nPatch->setDrawState(true);

				nPatch = pTerrain->GetPatch(i+1,j+1);
				if(nPatch) nPatch->setDrawState(true);
			}
		}
	}

	// draw the patches
	for (ssize_t j=0; j<patchesPerSide; j++)
	{
		for (ssize_t i=0; i<patchesPerSide; i++)
		{
			CPatch* patch=pTerrain->GetPatch(i,j);	// can't fail
			if(patch->getDrawState() == true)
			{
				c->Submit(patch);
				patch->setDrawState(false);
			}
		}
	}
	}

	m->Game->GetSimulation2()->RenderSubmit(*c, frustum, m->Culling);
}