Example #1
0
void CConsole::DrawWindow(CShaderProgramPtr& shader)
{
	float boxVerts[] = {
		m_fWidth, 0.0f,
		1.0f, 0.0f,
		1.0f, m_fHeight-1.0f,
		m_fWidth, m_fHeight-1.0f
	};

	shader->VertexPointer(2, GL_FLOAT, 0, boxVerts);

	// Draw Background
	// Set the color to a translucent blue
	shader->Uniform(str_color, 0.0f, 0.0f, 0.5f, 0.6f);
	shader->AssertPointersBound();
	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);

	// Draw Border
	// Set the color to a translucent yellow
	shader->Uniform(str_color, 0.5f, 0.5f, 0.0f, 0.6f);
	shader->AssertPointersBound();
	glDrawArrays(GL_LINE_LOOP, 0, 4);

	if (m_fHeight > m_iFontHeight + 4)
	{
		float lineVerts[] = {
			0.0f, m_fHeight - (float)m_iFontHeight - 4.0f,
			m_fWidth, m_fHeight - (float)m_iFontHeight - 4.0f
		};
		shader->VertexPointer(2, GL_FLOAT, 0, lineVerts);
		shader->AssertPointersBound();
		glDrawArrays(GL_LINES, 0, 2);
	}
}
// Prepare UV coordinates for this modeldef
void InstancingModelRenderer::PrepareModelDef(const CShaderProgramPtr& shader, int streamflags, const CModelDef& def)
{
	m->imodeldef = (IModelDef*)def.GetRenderData(m);

	ENSURE(m->imodeldef);

	u8* base = m->imodeldef->m_Array.Bind();
	GLsizei stride = (GLsizei)m->imodeldef->m_Array.GetStride();

	m->imodeldefIndexBase = m->imodeldef->m_IndexArray.Bind();

	if (streamflags & STREAM_POS)
		shader->VertexPointer(3, GL_FLOAT, stride, base + m->imodeldef->m_Position.offset);

	if (streamflags & STREAM_NORMAL)
		shader->NormalPointer(GL_FLOAT, stride, base + m->imodeldef->m_Normal.offset);
	
	if (m->calculateTangents)
		shader->VertexAttribPointer(str_a_tangent, 4, GL_FLOAT, GL_TRUE, stride, base + m->imodeldef->m_Tangent.offset);

	if (streamflags & STREAM_UV0)
		shader->TexCoordPointer(GL_TEXTURE0, 2, GL_FLOAT, stride, base + m->imodeldef->m_UVs[0].offset);
	
	if ((streamflags & STREAM_UV1) && def.GetNumUVsPerVertex() >= 2)
		shader->TexCoordPointer(GL_TEXTURE1, 2, GL_FLOAT, stride, base + m->imodeldef->m_UVs[1].offset);

	// GPU skinning requires extra attributes to compute positions/normals
	if (m->gpuSkinning)
	{
		shader->VertexAttribPointer(str_a_skinJoints, 4, GL_UNSIGNED_BYTE, GL_FALSE, stride, base + m->imodeldef->m_BlendJoints.offset);
		shader->VertexAttribPointer(str_a_skinWeights, 4, GL_UNSIGNED_BYTE, GL_TRUE, stride, base + m->imodeldef->m_BlendWeights.offset);
	}

	shader->AssertPointersBound();
}
Example #3
0
void CMiniMap::DrawTexture(CShaderProgramPtr shader, float coordMax, float angle, float x, float y, float x2, float y2, float z)
{
	// Rotate the texture coordinates (0,0)-(coordMax,coordMax) around their center point (m,m)
	// Scale square maps to fit in circular minimap area
	const float s = sin(angle) * m_MapScale;
	const float c = cos(angle) * m_MapScale;
	const float m = coordMax / 2.f;

	float quadTex[] = {
		m*(-c + s + 1.f), m*(-c + -s + 1.f),
		m*(c + s + 1.f), m*(-c + s + 1.f),
		m*(c + -s + 1.f), m*(c + s + 1.f),

		m*(c + -s + 1.f), m*(c + s + 1.f),
		m*(-c + -s + 1.f), m*(c + -s + 1.f),
		m*(-c + s + 1.f), m*(-c + -s + 1.f)
	};
	float quadVerts[] = {
		x, y, z,
		x2, y, z,
		x2, y2, z,

		x2, y2, z,
		x, y2, z,
		x, y, z
	};

	shader->TexCoordPointer(GL_TEXTURE0, 2, GL_FLOAT, 0, quadTex);
	shader->VertexPointer(3, GL_FLOAT, 0, quadVerts);
	shader->AssertPointersBound();

	if (!g_Renderer.m_SkipSubmit)
		glDrawArrays(GL_TRIANGLES, 0, 6);
}
Example #4
0
void CParticleEmitter::RenderArray(const CShaderProgramPtr& shader)
{
	// Some drivers apparently don't like count=0 in glDrawArrays here,
	// so skip all drawing in that case
	if (m_Particles.empty())
		return;

	u8* indexBase = m_IndexArray.Bind();
	u8* base = m_VertexArray.Bind();

	GLsizei stride = (GLsizei)m_VertexArray.GetStride();

	shader->VertexPointer(3, GL_FLOAT, stride, base + m_AttributePos.offset);

	// Pass the sin/cos axis components as texcoords for no particular reason
	// other than that they fit. (Maybe this should be glVertexAttrib* instead?)
	shader->TexCoordPointer(GL_TEXTURE0, 2, GL_FLOAT, stride, base + m_AttributeUV.offset);
	shader->TexCoordPointer(GL_TEXTURE1, 2, GL_FLOAT, stride, base + m_AttributeAxis.offset);

	shader->ColorPointer(4, GL_UNSIGNED_BYTE, stride, base + m_AttributeColor.offset);

	shader->AssertPointersBound();
	glDrawElements(GL_TRIANGLES, (GLsizei)(m_Particles.size() * 6), GL_UNSIGNED_SHORT, indexBase);

	g_Renderer.GetStats().m_DrawCalls++;
	g_Renderer.GetStats().m_Particles += m_Particles.size();
}
Example #5
0
void CPatchRData::RenderWater(CShaderProgramPtr& shader)
{
	ASSERT(m_UpdateFlags==0);

	if (!m_VBWater)
		return;

	SWaterVertex *base=(SWaterVertex *)m_VBWater->m_Owner->Bind();

	// setup data pointers
	GLsizei stride = sizeof(SWaterVertex);
	shader->ColorPointer(4, GL_UNSIGNED_BYTE, stride, &base[m_VBWater->m_Index].m_DepthData);
	shader->VertexPointer(3, GL_FLOAT, stride, &base[m_VBWater->m_Index].m_Position);
	shader->TexCoordPointer(GL_TEXTURE0, 4, GL_FLOAT, stride, &base[m_VBWater->m_Index].m_WaterData);

	shader->AssertPointersBound();

	// render
	if (!g_Renderer.m_SkipSubmit)
	{
		u8* indexBase = m_VBWaterIndices->m_Owner->Bind();
#if CONFIG2_GLES
#warning TODO: fix CPatchRData::RenderWater for GLES (avoid GL_QUADS)
#else
		glDrawElements(GL_QUADS, (GLsizei) m_VBWaterIndices->m_Count,
			GL_UNSIGNED_SHORT, indexBase + sizeof(u16)*(m_VBWaterIndices->m_Index));
#endif
	}

	// bump stats
	g_Renderer.m_Stats.m_DrawCalls++;
	g_Renderer.m_Stats.m_WaterTris += m_VBWaterIndices->m_Count / 2;

	CVertexBuffer::Unbind();
}
Example #6
0
void CTexturedLineRData::Render(const SOverlayTexturedLine& line, const CShaderProgramPtr& shader)
{
	if (!m_VB || !m_VBIndices)
		return; // might have failed to allocate

	// -- render main line quad strip ----------------------

	const int streamFlags = shader->GetStreamFlags();

	shader->BindTexture("baseTex", line.m_TextureBase->GetHandle());
	shader->BindTexture("maskTex", line.m_TextureMask->GetHandle());
	shader->Uniform("objectColor", line.m_Color);

	GLsizei stride = sizeof(CTexturedLineRData::SVertex);
	CTexturedLineRData::SVertex* vertexBase = reinterpret_cast<CTexturedLineRData::SVertex*>(m_VB->m_Owner->Bind());

	if (streamFlags & STREAM_POS)
		shader->VertexPointer(3, GL_FLOAT, stride, &vertexBase->m_Position[0]);

	if (streamFlags & STREAM_UV0)
		shader->TexCoordPointer(GL_TEXTURE0, 2, GL_FLOAT, stride, &vertexBase->m_UVs[0]);

	if (streamFlags & STREAM_UV1)
		shader->TexCoordPointer(GL_TEXTURE1, 2, GL_FLOAT, stride, &vertexBase->m_UVs[0]);

	u8* indexBase = m_VBIndices->m_Owner->Bind();

	shader->AssertPointersBound();
	glDrawElements(GL_TRIANGLES, m_VBIndices->m_Count, GL_UNSIGNED_SHORT, indexBase + sizeof(u16)*m_VBIndices->m_Index); 

	g_Renderer.GetStats().m_DrawCalls++;
	g_Renderer.GetStats().m_OverlayTris += m_VBIndices->m_Count/3; 
}
Example #7
0
// This sets up and draws the rectangle on the minimap
//  which represents the view of the camera in the world.
void CMiniMap::DrawViewRect(CMatrix3D transform)
{
	// Compute the camera frustum intersected with a fixed-height plane.
	// Use the water height as a fixed base height, which should be the lowest we can go
	float h = g_Renderer.GetWaterManager()->m_WaterHeight;
	const float width = m_CachedActualSize.GetWidth();
	const float height = m_CachedActualSize.GetHeight();
	const float invTileMapSize = 1.0f / float(TERRAIN_TILE_SIZE * m_MapSize);

	CVector3D hitPt[4];
	hitPt[0] = m_Camera->GetWorldCoordinates(0, g_Renderer.GetHeight(), h);
	hitPt[1] = m_Camera->GetWorldCoordinates(g_Renderer.GetWidth(), g_Renderer.GetHeight(), h);
	hitPt[2] = m_Camera->GetWorldCoordinates(g_Renderer.GetWidth(), 0, h);
	hitPt[3] = m_Camera->GetWorldCoordinates(0, 0, h);

	float ViewRect[4][2];
	for (int i = 0; i < 4; ++i)
	{
		// convert to minimap space
		ViewRect[i][0] = (width * hitPt[i].X * invTileMapSize);
		ViewRect[i][1] = (height * hitPt[i].Z * invTileMapSize);
	}

	float viewVerts[] = {
		ViewRect[0][0], -ViewRect[0][1],
		ViewRect[1][0], -ViewRect[1][1],
		ViewRect[2][0], -ViewRect[2][1],
		ViewRect[3][0], -ViewRect[3][1]
	};

	// Enable Scissoring to restrict the rectangle to only the minimap.
	glScissor(
		m_CachedActualSize.left / g_GuiScale,
		g_Renderer.GetHeight() - m_CachedActualSize.bottom / g_GuiScale,
		width / g_GuiScale,
		height / g_GuiScale);
	glEnable(GL_SCISSOR_TEST);
	glLineWidth(2.0f);

	CShaderDefines lineDefines;
	lineDefines.Add(str_MINIMAP_LINE, str_1);
	CShaderTechniquePtr tech = g_Renderer.GetShaderManager().LoadEffect(str_minimap, g_Renderer.GetSystemShaderDefines(), lineDefines);
	tech->BeginPass();
	CShaderProgramPtr shader = tech->GetShader();
	shader->Uniform(str_transform, transform);
	shader->Uniform(str_color, 1.0f, 0.3f, 0.3f, 1.0f);

	shader->VertexPointer(2, GL_FLOAT, 0, viewVerts);
	shader->AssertPointersBound();

	if (!g_Renderer.m_SkipSubmit)
		glDrawArrays(GL_LINE_LOOP, 0, 4);

	tech->EndPass();

	glLineWidth(1.0f);
	glDisable(GL_SCISSOR_TEST);
}
void CPostprocManager::ApplyBlurDownscale2x(GLuint inTex, GLuint outTex, int inWidth, int inHeight)
{
	// Bind inTex to framebuffer for rendering.
	pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_BloomFbo);
	pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, outTex, 0);
	
	// Get bloom shader with instructions to simply copy texels.
	CShaderDefines defines;
	defines.Add(str_BLOOM_NOP, str_1);
	CShaderTechniquePtr tech = g_Renderer.GetShaderManager().LoadEffect(str_bloom,
			g_Renderer.GetSystemShaderDefines(), defines);
	
	tech->BeginPass();
	CShaderProgramPtr shader = tech->GetShader();
	
	GLuint renderedTex = inTex;
	
	// Cheat by creating high quality mipmaps for inTex, so the copying operation actually
	// produces good scaling due to hardware filtering.
	glBindTexture(GL_TEXTURE_2D, renderedTex);
	pglGenerateMipmapEXT(GL_TEXTURE_2D);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glBindTexture(GL_TEXTURE_2D, 0);
	
	shader->BindTexture(str_renderedTex, renderedTex);
	
	const SViewPort oldVp = g_Renderer.GetViewport();
	const SViewPort vp = { 0, 0, inWidth / 2, inHeight / 2 };
	g_Renderer.SetViewport(vp);
	
	float quadVerts[] = {
		1.0f, 1.0f,
		-1.0f, 1.0f,
		-1.0f, -1.0f,

		-1.0f, -1.0f,
		1.0f, -1.0f,
		1.0f, 1.0f
	};
	float quadTex[] = {
		1.0f, 1.0f,
		0.0f, 1.0f,
		0.0f, 0.0f,

		0.0f, 0.0f,
		1.0f, 0.0f,
		1.0f, 1.0f
	};
	shader->TexCoordPointer(GL_TEXTURE0, 2, GL_FLOAT, 0, quadTex);
	shader->VertexPointer(2, GL_FLOAT, 0, quadVerts);
	shader->AssertPointersBound();
	glDrawArrays(GL_TRIANGLES, 0, 6);

	g_Renderer.SetViewport(oldVp);
	
	tech->EndPass();
}
Example #9
0
void CMiniMap::DrawTexture(CShaderProgramPtr shader, float coordMax, float angle, float x, float y, float x2, float y2, float z)
{
	// Rotate the texture coordinates (0,0)-(coordMax,coordMax) around their center point (m,m)
	// Scale square maps to fit in circular minimap area
	const float s = sin(angle) * m_MapScale;
	const float c = cos(angle) * m_MapScale;
	const float m = coordMax / 2.f;

	float quadTex[] = {
		m*(-c + s + 1.f), m*(-c + -s + 1.f),
		m*(c + s + 1.f), m*(-c + s + 1.f),
		m*(c + -s + 1.f), m*(c + s + 1.f),

		m*(c + -s + 1.f), m*(c + s + 1.f),
		m*(-c + -s + 1.f), m*(c + -s + 1.f),
		m*(-c + s + 1.f), m*(-c + -s + 1.f)
	};
	float quadVerts[] = {
		x, y, z,
		x2, y, z,
		x2, y2, z,

		x2, y2, z,
		x, y2, z,
		x, y, z
	};

	if (g_Renderer.GetRenderPath() == CRenderer::RP_SHADER)
	{
		shader->TexCoordPointer(GL_TEXTURE0, 2, GL_FLOAT, 0, quadTex);
		shader->VertexPointer(3, GL_FLOAT, 0, quadVerts);
		shader->AssertPointersBound();
	}
	else
	{
		glEnableClientState(GL_TEXTURE_COORD_ARRAY);
		glEnableClientState(GL_VERTEX_ARRAY);

		glTexCoordPointer(2, GL_FLOAT, 0, quadTex);
		glVertexPointer(3, GL_FLOAT, 0, quadVerts);
	}

	glDrawArrays(GL_TRIANGLES, 0, 6);

	if (g_Renderer.GetRenderPath() == CRenderer::RP_FIXED)
	{
		glDisableClientState(GL_VERTEX_ARRAY);
		glDisableClientState(GL_TEXTURE_COORD_ARRAY);
	}
}
Example #10
0
void ShadowMap::RenderDebugTexture()
{
	glDepthMask(0);

	glDisable(GL_DEPTH_TEST);

#if !CONFIG2_GLES
	g_Renderer.BindTexture(0, m->Texture);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
#endif

	CShaderTechniquePtr texTech = g_Renderer.GetShaderManager().LoadEffect("gui_basic");
	texTech->BeginPass();
	CShaderProgramPtr texShader = texTech->GetShader();

	texShader->Uniform("transform", GetDefaultGuiMatrix());
	texShader->BindTexture("tex", m->Texture);

	float s = 256.f;
	float boxVerts[] = {
 		0,0, 0,s, s,0,
		s,0, 0,s, s,s
	};
	float boxUV[] = {
		0,0, 0,1, 1,0,
		1,0, 0,1, 1,1
	};

	texShader->VertexPointer(2, GL_FLOAT, 0, boxVerts);
	texShader->TexCoordPointer(GL_TEXTURE0, 2, GL_FLOAT, 0, boxUV);
	texShader->AssertPointersBound();
	glDrawArrays(GL_TRIANGLES, 0, 6);

	texTech->EndPass();

#if !CONFIG2_GLES
	g_Renderer.BindTexture(0, m->Texture);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
#endif

	glEnable(GL_DEPTH_TEST);
	glDepthMask(1);
}
Example #11
0
// Prepare UV coordinates for this modeldef
void InstancingModelRenderer::PrepareModelDef(CShaderProgramPtr& shader, int streamflags, const CModelDefPtr& def)
{
	m->imodeldef = (IModelDef*)def->GetRenderData(m);

	ENSURE(m->imodeldef);

	u8* base = m->imodeldef->m_Array.Bind();
	GLsizei stride = (GLsizei)m->imodeldef->m_Array.GetStride();

	m->imodeldefIndexBase = m->imodeldef->m_IndexArray.Bind();

	if (streamflags & STREAM_POS)
		shader->VertexPointer(3, GL_FLOAT, stride, base + m->imodeldef->m_Position.offset);

	if (streamflags & STREAM_NORMAL)
		shader->NormalPointer(GL_FLOAT, stride, base + m->imodeldef->m_Normal.offset);

	if (streamflags & STREAM_UV0)
		shader->TexCoordPointer(GL_TEXTURE0, 2, GL_FLOAT, stride, base + m->imodeldef->m_UV.offset);

	shader->AssertPointersBound();
}
Example #12
0
void CPatchRData::RenderSides(CShaderProgramPtr& shader)
{
	ENSURE(m_UpdateFlags==0);

	if (!m_VBSides)
		return;

	SSideVertex *base = (SSideVertex *)m_VBSides->m_Owner->Bind();

	// setup data pointers
	GLsizei stride = sizeof(SSideVertex);
	shader->VertexPointer(3, GL_FLOAT, stride, &base->m_Position);

	shader->AssertPointersBound();

	if (!g_Renderer.m_SkipSubmit)
		glDrawArrays(GL_TRIANGLE_STRIP, m_VBSides->m_Index, (GLsizei)m_VBSides->m_Count);

	// bump stats
	g_Renderer.m_Stats.m_DrawCalls++;
	g_Renderer.m_Stats.m_TerrainTris += m_VBSides->m_Count - 2;

	CVertexBuffer::Unbind();
}
void CPostprocManager::ApplyBlurGauss(GLuint inOutTex, GLuint tempTex, int inWidth, int inHeight)
{
	// Set tempTex as our rendering target.
	pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_BloomFbo);
	pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, tempTex, 0);
	
	// Get bloom shader, for a horizontal Gaussian blur pass.
	CShaderDefines defines2;
	defines2.Add(str_BLOOM_PASS_H, str_1);
	CShaderTechniquePtr tech = g_Renderer.GetShaderManager().LoadEffect(str_bloom,
			g_Renderer.GetSystemShaderDefines(), defines2);
	
	tech->BeginPass();
	CShaderProgramPtr shader = tech->GetShader();
	shader->BindTexture(str_renderedTex, inOutTex);
	shader->Uniform(str_texSize, inWidth, inHeight, 0.0f, 0.0f);
	
	const SViewPort oldVp = g_Renderer.GetViewport();
	const SViewPort vp = { 0, 0, inWidth, inHeight };
	g_Renderer.SetViewport(vp);
	
	float quadVerts[] = {
		1.0f, 1.0f,
		-1.0f, 1.0f,
		-1.0f, -1.0f,

		-1.0f, -1.0f,
		1.0f, -1.0f,
		1.0f, 1.0f
	};
	float quadTex[] = {
		1.0f, 1.0f,
		0.0f, 1.0f,
		0.0f, 0.0f,

		0.0f, 0.0f,
		1.0f, 0.0f,
		1.0f, 1.0f
	};
	shader->TexCoordPointer(GL_TEXTURE0, 2, GL_FLOAT, 0, quadTex);
	shader->VertexPointer(2, GL_FLOAT, 0, quadVerts);
	shader->AssertPointersBound();
	glDrawArrays(GL_TRIANGLES, 0, 6);

	g_Renderer.SetViewport(oldVp);

	tech->EndPass();
	
	// Set result texture as our render target.
	pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_BloomFbo);
	pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, inOutTex, 0);
	
	// Get bloom shader, for a vertical Gaussian blur pass.
	CShaderDefines defines3;
	defines3.Add(str_BLOOM_PASS_V, str_1);
	tech = g_Renderer.GetShaderManager().LoadEffect(str_bloom,
			g_Renderer.GetSystemShaderDefines(), defines3);
	
	tech->BeginPass();
	shader = tech->GetShader();
	
	// Our input texture to the shader is the output of the horizontal pass.
	shader->BindTexture(str_renderedTex, tempTex);
	shader->Uniform(str_texSize, inWidth, inHeight, 0.0f, 0.0f);
	
	g_Renderer.SetViewport(vp);
	
	shader->TexCoordPointer(GL_TEXTURE0, 2, GL_FLOAT, 0, quadTex);
	shader->VertexPointer(2, GL_FLOAT, 0, quadVerts);
	shader->AssertPointersBound();
	glDrawArrays(GL_TRIANGLES, 0, 6);

	g_Renderer.SetViewport(oldVp);

	tech->EndPass();
}
Example #14
0
void ShadowMap::RenderDebugBounds()
{
	CShaderTechniquePtr shaderTech = g_Renderer.GetShaderManager().LoadEffect("gui_solid");
	shaderTech->BeginPass();
	CShaderProgramPtr shader = shaderTech->GetShader();

	glDepthMask(0);
	glDisable(GL_CULL_FACE);

	// Render shadow bound
	shader->Uniform("transform", g_Renderer.GetViewCamera().GetViewProjection() * m->InvLightTransform);

	glEnable(GL_BLEND);
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	shader->Uniform("color", 0.0f, 0.0f, 1.0f, 0.25f);
	m->ShadowBound.Render(shader);
	glDisable(GL_BLEND);

	shader->Uniform("color", 0.0f, 0.0f, 1.0f, 1.0f);
	m->ShadowBound.RenderOutline(shader);

	// Draw a funny line/triangle direction indicator thing for unknown reasons
	float shadowLineVerts[] = {
		0.0, 0.0, 0.0,
		0.0, 0.0, 50.0,

		0.0, 0.0, 50.0,
		50.0, 0.0, 50.0,

		50.0, 0.0, 50.0,
		0.0, 50.0, 50.0,
		
		0.0, 50.0, 50.0,
		0.0, 0.0, 50.0
	};
	shader->VertexPointer(3, GL_FLOAT, 0, shadowLineVerts);
	shader->AssertPointersBound();
	glDrawArrays(GL_LINES, 0, 8);

	shaderTech->EndPass();

#if 0
	CMatrix3D InvTexTransform;

	m->TextureMatrix.GetInverse(InvTexTransform);

	// Render representative texture rectangle
	glPushMatrix();
	glMultMatrixf(&InvTexTransform._11);

	glEnable(GL_BLEND);
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	glColor4ub(255,0,0,64);
	glBegin(GL_QUADS);
		glVertex3f(0.0, 0.0, 0.0);
		glVertex3f(1.0, 0.0, 0.0);
		glVertex3f(1.0, 1.0, 0.0);
		glVertex3f(0.0, 1.0, 0.0);
	glEnd();
	glDisable(GL_BLEND);

	glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
	glColor3ub(255,0,0);
	glBegin(GL_QUADS);
		glVertex3f(0.0, 0.0, 0.0);
		glVertex3f(1.0, 0.0, 0.0);
		glVertex3f(1.0, 1.0, 0.0);
		glVertex3f(0.0, 1.0, 0.0);
	glEnd();
	glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
	glPopMatrix();
#endif

	glEnable(GL_CULL_FACE);
	glDepthMask(1);
}
Example #15
0
// Render
void CProfileViewer::RenderProfile()
{
	if (!m->profileVisible)
		return;

	if (!m->path.size())
	{
		m->profileVisible = false;
		return;
	}

	PROFILE3_GPU("profile viewer");

	glEnable(GL_BLEND);
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

	AbstractProfileTable* table = m->path[m->path.size() - 1];
	const std::vector<ProfileColumn>& columns = table->GetColumns();
	size_t numrows = table->GetNumberRows();

	CStrIntern font_name("mono-stroke-10");
	CFontMetrics font(font_name);
	int lineSpacing = font.GetLineSpacing();

	// Render background
	GLint estimate_height;
	GLint estimate_width;

	estimate_width = 50;
	for(size_t i = 0; i < columns.size(); ++i)
		estimate_width += (GLint)columns[i].width;

	estimate_height = 3 + (GLint)numrows;
	if (m->path.size() > 1)
		estimate_height += 2;
	estimate_height = lineSpacing*estimate_height;

	CShaderTechniquePtr solidTech = g_Renderer.GetShaderManager().LoadEffect(str_gui_solid);
	solidTech->BeginPass();
	CShaderProgramPtr solidShader = solidTech->GetShader();

	solidShader->Uniform(str_color, 0.0f, 0.0f, 0.0f, 0.5f);

	CMatrix3D transform = GetDefaultGuiMatrix();
	solidShader->Uniform(str_transform, transform);

	float backgroundVerts[] = {
		(float)estimate_width, 0.0f,
		0.0f, 0.0f,
		0.0f, (float)estimate_height,
		0.0f, (float)estimate_height,
		(float)estimate_width, (float)estimate_height,
		(float)estimate_width, 0.0f
	};
	solidShader->VertexPointer(2, GL_FLOAT, 0, backgroundVerts);
	solidShader->AssertPointersBound();
	glDrawArrays(GL_TRIANGLES, 0, 6);

	transform.PostTranslate(22.0f, lineSpacing*3.0f, 0.0f);
	solidShader->Uniform(str_transform, transform);

	// Draw row backgrounds
	for (size_t row = 0; row < numrows; ++row)
	{
		if (row % 2)
			solidShader->Uniform(str_color, 1.0f, 1.0f, 1.0f, 0.1f);
		else
			solidShader->Uniform(str_color, 0.0f, 0.0f, 0.0f, 0.1f);

		float rowVerts[] = {
			-22.f, 2.f,
			estimate_width-22.f, 2.f,
			estimate_width-22.f, 2.f-lineSpacing,

			estimate_width-22.f, 2.f-lineSpacing,
			-22.f, 2.f-lineSpacing,
			-22.f, 2.f
		};
		solidShader->VertexPointer(2, GL_FLOAT, 0, rowVerts);
		solidShader->AssertPointersBound();
		glDrawArrays(GL_TRIANGLES, 0, 6);

		transform.PostTranslate(0.0f, lineSpacing, 0.0f);
		solidShader->Uniform(str_transform, transform);
	}

	solidTech->EndPass();

	// Print table and column titles

	CShaderTechniquePtr textTech = g_Renderer.GetShaderManager().LoadEffect(str_gui_text);
	textTech->BeginPass();

	CTextRenderer textRenderer(textTech->GetShader());
	textRenderer.Font(font_name);
	textRenderer.Color(1.0f, 1.0f, 1.0f);

	textRenderer.PrintfAt(2.0f, lineSpacing, L"%hs", table->GetTitle().c_str());

	textRenderer.Translate(22.0f, lineSpacing*2.0f, 0.0f);

	float colX = 0.0f;
	for (size_t col = 0; col < columns.size(); ++col)
	{
		CStrW text = columns[col].title.FromUTF8();
		int w, h;
		font.CalculateStringSize(text.c_str(), w, h);

		float x = colX;
		if (col > 0) // right-align all but the first column
			x += columns[col].width - w;
		textRenderer.Put(x, 0.0f, text.c_str());
		
		colX += columns[col].width;
	}

	textRenderer.Translate(0.0f, lineSpacing, 0.0f);

	// Print rows
	int currentExpandId = 1;

	for (size_t row = 0; row < numrows; ++row)
	{
		if (table->IsHighlightRow(row))
			textRenderer.Color(1.0f, 0.5f, 0.5f);
		else
			textRenderer.Color(1.0f, 1.0f, 1.0f);

		if (table->GetChild(row))
		{
			textRenderer.PrintfAt(-15.0f, 0.0f, L"%d", currentExpandId);
			currentExpandId++;
		}

		float colX = 0.0f;
		for (size_t col = 0; col < columns.size(); ++col)
		{
			CStrW text = table->GetCellText(row, col).FromUTF8();
			int w, h;
			font.CalculateStringSize(text.c_str(), w, h);

			float x = colX;
			if (col > 0) // right-align all but the first column
				x += columns[col].width - w;
			textRenderer.Put(x, 0.0f, text.c_str());

			colX += columns[col].width;
		}

		textRenderer.Translate(0.0f, lineSpacing, 0.0f);
	}

	textRenderer.Color(1.0f, 1.0f, 1.0f);

	if (m->path.size() > 1)
	{
		textRenderer.Translate(0.0f, lineSpacing, 0.0f);
		textRenderer.Put(-15.0f, 0.0f, L"0");
		textRenderer.Put(0.0f, 0.0f, L"back to parent");
	}

	textRenderer.Render();
	textTech->EndPass();

	glDisable(GL_BLEND);

	glEnable(GL_DEPTH_TEST);
}
Example #16
0
// TODO: render the minimap in a framebuffer and just draw the frambuffer texture
//	most of the time, updating the framebuffer twice a frame.
// Here it updates as ping-pong either texture or vertex array each sec to lower gpu stalling
// (those operations cause a gpu sync, which slows down the way gpu works)
void CMiniMap::Draw()
{
	PROFILE3("render minimap");

	// The terrain isn't actually initialized until the map is loaded, which
	// happens when the game is started, so abort until then.
	if (!(GetGUI() && g_Game && g_Game->IsGameStarted()))
		return;

	CSimulation2* sim = g_Game->GetSimulation2();
	CmpPtr<ICmpRangeManager> cmpRangeManager(*sim, SYSTEM_ENTITY);
	ENSURE(cmpRangeManager);

	// Set our globals in case they hadn't been set before
	m_Camera = g_Game->GetView()->GetCamera();
	m_Terrain = g_Game->GetWorld()->GetTerrain();
	m_Width  = (u32)(m_CachedActualSize.right - m_CachedActualSize.left);
	m_Height = (u32)(m_CachedActualSize.bottom - m_CachedActualSize.top);
	m_MapSize = m_Terrain->GetVerticesPerSide();
	m_TextureSize = (GLsizei)round_up_to_pow2((size_t)m_MapSize);
	m_MapScale = (cmpRangeManager->GetLosCircular() ? 1.f : 1.414f);

	if (!m_TerrainTexture || g_GameRestarted)
		CreateTextures();


	// only update 2x / second
	// (note: since units only move a few pixels per second on the minimap,
	// we can get away with infrequent updates; this is slow)
	// TODO: Update all but camera at same speed as simulation
	static double last_time;
	const double cur_time = timer_Time();
	const bool doUpdate = cur_time - last_time > 0.5;
	if (doUpdate)
	{
		last_time = cur_time;
		if (m_TerrainDirty)
			RebuildTerrainTexture();
	}

	const float x = m_CachedActualSize.left, y = m_CachedActualSize.bottom;
	const float x2 = m_CachedActualSize.right, y2 = m_CachedActualSize.top;
	const float z = GetBufferedZ();
	const float texCoordMax = (float)(m_MapSize - 1) / (float)m_TextureSize;
	const float angle = GetAngle();
	const float unitScale = (cmpRangeManager->GetLosCircular() ? 1.f : m_MapScale/2.f);

	// Disable depth updates to prevent apparent z-fighting-related issues
	//  with some drivers causing units to get drawn behind the texture.
	glDepthMask(0);

	CShaderProgramPtr shader;
	CShaderTechniquePtr tech;

	CShaderDefines baseDefines;
	baseDefines.Add(str_MINIMAP_BASE, str_1);
	tech = g_Renderer.GetShaderManager().LoadEffect(str_minimap, g_Renderer.GetSystemShaderDefines(), baseDefines);
	tech->BeginPass();
	shader = tech->GetShader();

	// Draw the main textured quad
	shader->BindTexture(str_baseTex, m_TerrainTexture);
	const CMatrix3D baseTransform = GetDefaultGuiMatrix();
	CMatrix3D baseTextureTransform;
	baseTextureTransform.SetIdentity();
	shader->Uniform(str_transform, baseTransform);
	shader->Uniform(str_textureTransform, baseTextureTransform);

	DrawTexture(shader, texCoordMax, angle, x, y, x2, y2, z);

	// Draw territory boundaries
	glEnable(GL_BLEND);

	CTerritoryTexture& territoryTexture = g_Game->GetView()->GetTerritoryTexture();

	shader->BindTexture(str_baseTex, territoryTexture.GetTexture());
	const CMatrix3D* territoryTransform = territoryTexture.GetMinimapTextureMatrix();
	shader->Uniform(str_transform, baseTransform);
	shader->Uniform(str_textureTransform, *territoryTransform);

	DrawTexture(shader, 1.0f, angle, x, y, x2, y2, z);
	tech->EndPass();

	// Draw the LOS quad in black, using alpha values from the LOS texture
	CLOSTexture& losTexture = g_Game->GetView()->GetLOSTexture();

	CShaderDefines losDefines;
	losDefines.Add(str_MINIMAP_LOS, str_1);
	tech = g_Renderer.GetShaderManager().LoadEffect(str_minimap, g_Renderer.GetSystemShaderDefines(), losDefines);
	tech->BeginPass();
	shader = tech->GetShader();
	shader->BindTexture(str_baseTex, losTexture.GetTexture());

	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

	const CMatrix3D* losTransform = losTexture.GetMinimapTextureMatrix();
	shader->Uniform(str_transform, baseTransform);
	shader->Uniform(str_textureTransform, *losTransform);

	DrawTexture(shader, 1.0f, angle, x, y, x2, y2, z);
	tech->EndPass();

	glDisable(GL_BLEND);

	PROFILE_START("minimap units");

	CShaderDefines pointDefines;
	pointDefines.Add(str_MINIMAP_POINT, str_1);
	tech = g_Renderer.GetShaderManager().LoadEffect(str_minimap, g_Renderer.GetSystemShaderDefines(), pointDefines);
	tech->BeginPass();
	shader = tech->GetShader();
	shader->Uniform(str_transform, baseTransform);
	shader->Uniform(str_pointSize, 3.f);

	CMatrix3D unitMatrix;
	unitMatrix.SetIdentity();
	// Center the minimap on the origin of the axis of rotation.
	unitMatrix.Translate(-(x2 - x) / 2.f, -(y2 - y) / 2.f, 0.f);
	// Rotate the map.
	unitMatrix.RotateZ(angle);
	// Scale square maps to fit.
	unitMatrix.Scale(unitScale, unitScale, 1.f);
	// Move the minimap back to it's starting position.
	unitMatrix.Translate((x2 - x) / 2.f, (y2 - y) / 2.f, 0.f);
	// Move the minimap to it's final location.
	unitMatrix.Translate(x, y, z);
	// Apply the gui matrix.
	unitMatrix *= GetDefaultGuiMatrix();
	// Load the transform into the shader.
	shader->Uniform(str_transform, unitMatrix);

	const float sx = (float)m_Width / ((m_MapSize - 1) * TERRAIN_TILE_SIZE);
	const float sy = (float)m_Height / ((m_MapSize - 1) * TERRAIN_TILE_SIZE);

	CSimulation2::InterfaceList ents = sim->GetEntitiesWithInterface(IID_Minimap);

	if (doUpdate)
	{
		VertexArrayIterator<float[2]> attrPos = m_AttributePos.GetIterator<float[2]>();
		VertexArrayIterator<u8[4]> attrColor = m_AttributeColor.GetIterator<u8[4]>();

		m_EntitiesDrawn = 0;
		MinimapUnitVertex v;
		std::vector<MinimapUnitVertex> pingingVertices;
		pingingVertices.reserve(MAX_ENTITIES_DRAWN / 2);

		if (cur_time > m_NextBlinkTime)
		{
			m_BlinkState = !m_BlinkState;
			m_NextBlinkTime = cur_time + m_HalfBlinkDuration;
		}

		entity_pos_t posX, posZ;
		for (CSimulation2::InterfaceList::const_iterator it = ents.begin(); it != ents.end(); ++it)
		{
			ICmpMinimap* cmpMinimap = static_cast<ICmpMinimap*>(it->second);
			if (cmpMinimap->GetRenderData(v.r, v.g, v.b, posX, posZ))
			{
				ICmpRangeManager::ELosVisibility vis = cmpRangeManager->GetLosVisibility(it->first, g_Game->GetPlayerID());
				if (vis != ICmpRangeManager::VIS_HIDDEN)
				{
					v.a = 255;
					v.x = posX.ToFloat() * sx;
					v.y = -posZ.ToFloat() * sy;

					// Check minimap pinging to indicate something
					if (m_BlinkState && cmpMinimap->CheckPing(cur_time, m_PingDuration))
					{
						v.r = 255; // ping color is white
						v.g = 255;
						v.b = 255;
						pingingVertices.push_back(v);
					}
					else
					{
						addVertex(v, attrColor, attrPos);
						++m_EntitiesDrawn;
					}
				}
			}
		}

		// Add the pinged vertices at the end, so they are drawn on top
		for (size_t v = 0; v < pingingVertices.size(); ++v)
		{
			addVertex(pingingVertices[v], attrColor, attrPos);
			++m_EntitiesDrawn;
		}

		ENSURE(m_EntitiesDrawn < MAX_ENTITIES_DRAWN);
		m_VertexArray.Upload();
	}

	m_VertexArray.PrepareForRendering();

	if (m_EntitiesDrawn > 0)
	{
#if !CONFIG2_GLES
		if (g_Renderer.GetRenderPath() == CRenderer::RP_SHADER)
			glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
#endif

		u8* indexBase = m_IndexArray.Bind();
		u8* base = m_VertexArray.Bind();
		const GLsizei stride = (GLsizei)m_VertexArray.GetStride();

		shader->VertexPointer(2, GL_FLOAT, stride, base + m_AttributePos.offset);
		shader->ColorPointer(4, GL_UNSIGNED_BYTE, stride, base + m_AttributeColor.offset);
		shader->AssertPointersBound();

		if (!g_Renderer.m_SkipSubmit)
			glDrawElements(GL_POINTS, (GLsizei)(m_EntitiesDrawn), GL_UNSIGNED_SHORT, indexBase);

		g_Renderer.GetStats().m_DrawCalls++;
		CVertexBuffer::Unbind();

#if !CONFIG2_GLES
		if (g_Renderer.GetRenderPath() == CRenderer::RP_SHADER)
			glDisable(GL_VERTEX_PROGRAM_POINT_SIZE);
#endif
	}

	tech->EndPass();

	DrawViewRect(unitMatrix);

	PROFILE_END("minimap units");

	// Reset depth mask
	glDepthMask(1);
}
Example #17
0
void CChart::Draw()
{
	PROFILE3("render chart");

	if (!GetGUI())
		return;

	if (m_Series.empty())
		return;

	const float bz = GetBufferedZ();
	CRect rect = GetChartRect();
	const float width = rect.GetWidth();
	const float height = rect.GetHeight();

	// Disable depth updates to prevent apparent z-fighting-related issues
	//  with some drivers causing units to get drawn behind the texture.
	glDepthMask(0);

	// Setup the render state
	CMatrix3D transform = GetDefaultGuiMatrix();
	CShaderDefines lineDefines;
	CShaderTechniquePtr tech = g_Renderer.GetShaderManager().LoadEffect(str_gui_solid, g_Renderer.GetSystemShaderDefines(), lineDefines);
	tech->BeginPass();
	CShaderProgramPtr shader = tech->GetShader();
	shader->Uniform(str_transform, transform);

	CVector2D leftBottom, rightTop;
	leftBottom = rightTop = m_Series[0].m_Points[0];
	for (const CChartData& data : m_Series)
		for (const CVector2D& point : data.m_Points)
		{
			if (point.X < leftBottom.X)
				leftBottom.X = point.X;
			if (point.Y < leftBottom.Y)
				leftBottom.Y = point.Y;

			if (point.X > rightTop.X)
				rightTop.X = point.X;
			if (point.Y > rightTop.Y)
				rightTop.Y = point.Y;
		}

	CVector2D scale(width / (rightTop.X - leftBottom.X), height / (rightTop.Y - leftBottom.Y));

	for (const CChartData& data : m_Series)
	{
		if (data.m_Points.empty())
			continue;

		std::vector<float> vertices;
		vertices.reserve(data.m_Points.size() * 3);
		for (const CVector2D& point : data.m_Points)
		{
			vertices.push_back(rect.left + (point.X - leftBottom.X) * scale.X);
			vertices.push_back(rect.bottom - (point.Y - leftBottom.Y) * scale.Y);
			vertices.push_back(bz + 0.5f);
		}
		shader->Uniform(str_color, data.m_Color);
		shader->VertexPointer(3, GL_FLOAT, 0, &vertices[0]);
		shader->AssertPointersBound();

		glEnable(GL_LINE_SMOOTH);
		glLineWidth(1.1f);
		if (!g_Renderer.m_SkipSubmit)
			glDrawArrays(GL_LINE_STRIP, 0, vertices.size() / 3);
		glLineWidth(1.0f);
		glDisable(GL_LINE_SMOOTH);
	}

	tech->EndPass();

	// Reset depth mask
	glDepthMask(1);
}
void CPostprocManager::ApplyEffect(CShaderTechniquePtr &shaderTech1, int pass)
{
	// select the other FBO for rendering
	if (!m_WhichBuffer)
		pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_PingFbo);
	else
		pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_PongFbo);
	
	glDisable(GL_DEPTH_TEST);
	glDepthMask(GL_FALSE);

	shaderTech1->BeginPass(pass);
	CShaderProgramPtr shader = shaderTech1->GetShader(pass);
	
	shader->Bind();
	
	// Use the textures from the current FBO as input to the shader.
	// We also bind a bunch of other textures and parameters, but since
	// this only happens once per frame the overhead is negligible.
	if (m_WhichBuffer)
		shader->BindTexture(str_renderedTex, m_ColourTex1);
	else
		shader->BindTexture(str_renderedTex, m_ColourTex2);
	
	shader->BindTexture(str_depthTex, m_DepthTex);
	
	shader->BindTexture(str_blurTex2, m_BlurTex2a);
	shader->BindTexture(str_blurTex4, m_BlurTex4a);
	shader->BindTexture(str_blurTex8, m_BlurTex8a);
	
	shader->Uniform(str_width, m_Width);
	shader->Uniform(str_height, m_Height);
	shader->Uniform(str_zNear, g_Game->GetView()->GetNear());
	shader->Uniform(str_zFar, g_Game->GetView()->GetFar());
	
	shader->Uniform(str_brightness, g_LightEnv.m_Brightness);
	shader->Uniform(str_hdr, g_LightEnv.m_Contrast);
	shader->Uniform(str_saturation, g_LightEnv.m_Saturation);
	shader->Uniform(str_bloom, g_LightEnv.m_Bloom);
	
	float quadVerts[] = {
		1.0f, 1.0f,
		-1.0f, 1.0f,
		-1.0f, -1.0f,

		-1.0f, -1.0f,
		1.0f, -1.0f,
		1.0f, 1.0f
	};
	float quadTex[] = {
		1.0f, 1.0f,
		0.0f, 1.0f,
		0.0f, 0.0f,

		0.0f, 0.0f,
		1.0f, 0.0f,
		1.0f, 1.0f
	};
	shader->TexCoordPointer(GL_TEXTURE0, 2, GL_FLOAT, 0, quadTex);
	shader->VertexPointer(2, GL_FLOAT, 0, quadVerts);
	shader->AssertPointersBound();
	glDrawArrays(GL_TRIANGLES, 0, 6);
	
	shader->Unbind();
	
	shaderTech1->EndPass(pass);	
		
	glDepthMask(GL_TRUE);
	glEnable(GL_DEPTH_TEST);
	
	m_WhichBuffer = !m_WhichBuffer;
}
Example #19
0
// TODO: render the minimap in a framebuffer and just draw the frambuffer texture
//	most of the time, updating the framebuffer twice a frame.
// Here it updates as ping-pong either texture or vertex array each sec to lower gpu stalling
// (those operations cause a gpu sync, which slows down the way gpu works)
void CMiniMap::Draw()
{
	PROFILE3("render minimap");

	// The terrain isn't actually initialized until the map is loaded, which
	// happens when the game is started, so abort until then.
	if(!(GetGUI() && g_Game && g_Game->IsGameStarted()))
		return;

	CSimulation2* sim = g_Game->GetSimulation2();
	CmpPtr<ICmpRangeManager> cmpRangeManager(*sim, SYSTEM_ENTITY);
	ENSURE(cmpRangeManager);

	// Set our globals in case they hadn't been set before
	m_Camera      = g_Game->GetView()->GetCamera();
	m_Terrain     = g_Game->GetWorld()->GetTerrain();
	m_Width  = (u32)(m_CachedActualSize.right - m_CachedActualSize.left);
	m_Height = (u32)(m_CachedActualSize.bottom - m_CachedActualSize.top);
	m_MapSize = m_Terrain->GetVerticesPerSide();
	m_TextureSize = (GLsizei)round_up_to_pow2((size_t)m_MapSize);
	m_MapScale = (cmpRangeManager->GetLosCircular() ? 1.f : 1.414f);

	if(!m_TerrainTexture || g_GameRestarted)
		CreateTextures();


	// only update 2x / second
	// (note: since units only move a few pixels per second on the minimap,
	// we can get away with infrequent updates; this is slow)
	// TODO: store frequency in a config file?
	static double last_time;
	const double cur_time = timer_Time();
	const bool doUpdate = cur_time - last_time > 0.5;
	if(doUpdate)
	{	
		last_time = cur_time;
		if(m_TerrainDirty)
			RebuildTerrainTexture();
	}

	glMatrixMode(GL_PROJECTION);
	glPushMatrix();
	glLoadIdentity();
	glMatrixMode(GL_MODELVIEW);
	glPushMatrix();
	CMatrix3D matrix = GetDefaultGuiMatrix();
	glLoadMatrixf(&matrix._11);

	// Disable depth updates to prevent apparent z-fighting-related issues
	// with some drivers causing units to get drawn behind the texture
	glDepthMask(0);
	
	CShaderProgramPtr shader;
	CShaderTechniquePtr tech;
	
	if (g_Renderer.GetRenderPath() == CRenderer::RP_SHADER)
	{
		CShaderDefines defines;
		defines.Add(str_MINIMAP_BASE, str_1);
		tech = g_Renderer.GetShaderManager().LoadEffect(str_minimap, g_Renderer.GetSystemShaderDefines(), defines);
		tech->BeginPass();
		shader = tech->GetShader();
	}

	const float x = m_CachedActualSize.left, y = m_CachedActualSize.bottom;
	const float x2 = m_CachedActualSize.right, y2 = m_CachedActualSize.top;
	const float z = GetBufferedZ();
	const float texCoordMax = (float)(m_MapSize - 1) / (float)m_TextureSize;
	const float angle = GetAngle();

	// Draw the main textured quad
	if (g_Renderer.GetRenderPath() == CRenderer::RP_SHADER)
		shader->BindTexture(str_baseTex, m_TerrainTexture);
	else
		g_Renderer.BindTexture(0, m_TerrainTexture);
	
	glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	DrawTexture(shader, texCoordMax, angle, x, y, x2, y2, z);


	// Draw territory boundaries
	CTerritoryTexture& territoryTexture = g_Game->GetView()->GetTerritoryTexture();
	
	if (g_Renderer.GetRenderPath() == CRenderer::RP_SHADER)
		shader->BindTexture(str_baseTex, territoryTexture.GetTexture());
	else
		territoryTexture.BindTexture(0);
	
	glEnable(GL_BLEND);
	glMatrixMode(GL_TEXTURE);
	glLoadMatrixf(territoryTexture.GetMinimapTextureMatrix());
	glMatrixMode(GL_MODELVIEW);

	DrawTexture(shader, 1.0f, angle, x, y, x2, y2, z);

	glMatrixMode(GL_TEXTURE);
	glLoadIdentity();
	glMatrixMode(GL_MODELVIEW);
	glDisable(GL_BLEND);


	// Draw the LOS quad in black, using alpha values from the LOS texture
	CLOSTexture& losTexture = g_Game->GetView()->GetLOSTexture();
	
	if (g_Renderer.GetRenderPath() == CRenderer::RP_SHADER)
	{
		tech->EndPass();

		CShaderDefines defines;
		defines.Add(str_MINIMAP_LOS, str_1);
		tech = g_Renderer.GetShaderManager().LoadEffect(str_minimap, g_Renderer.GetSystemShaderDefines(), defines);
		tech->BeginPass();
		shader = tech->GetShader();
		shader->BindTexture(str_baseTex, losTexture.GetTexture());
	}
	else
	{
		losTexture.BindTexture(0);
	}
	
	glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
	glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE);
	glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PRIMARY_COLOR_ARB);
	glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
	glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
	glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
	glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_ONE_MINUS_SRC_ALPHA);
	glEnable(GL_BLEND);
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	glColor3f(0.0f, 0.0f, 0.0f);

	glMatrixMode(GL_TEXTURE);
	glLoadMatrixf(losTexture.GetMinimapTextureMatrix());
	glMatrixMode(GL_MODELVIEW);

	DrawTexture(shader, 1.0f, angle, x, y, x2, y2, z);

	glMatrixMode(GL_TEXTURE);
	glLoadIdentity();
	glMatrixMode(GL_MODELVIEW);

	glDisable(GL_BLEND);
	
	if (g_Renderer.GetRenderPath() == CRenderer::RP_SHADER)
	{
		tech->EndPass();

		CShaderDefines defines;
		defines.Add(str_MINIMAP_POINT, str_1);
		tech = g_Renderer.GetShaderManager().LoadEffect(str_minimap, g_Renderer.GetSystemShaderDefines(), defines);
		tech->BeginPass();
		shader = tech->GetShader();
	}
	
	// Set up the matrix for drawing points and lines
	glPushMatrix();
	glTranslatef(x, y, z);
	// Rotate around the center of the map
	glTranslatef((x2-x)/2.f, (y2-y)/2.f, 0.f);
	// Scale square maps to fit in circular minimap area
	float unitScale = (cmpRangeManager->GetLosCircular() ? 1.f : m_MapScale/2.f);
	glScalef(unitScale, unitScale, 1.f);
	glRotatef(angle * 180.f/M_PI, 0.f, 0.f, 1.f);
	glTranslatef(-(x2-x)/2.f, -(y2-y)/2.f, 0.f);

	PROFILE_START("minimap units");


	const float sx = (float)m_Width / ((m_MapSize - 1) * TERRAIN_TILE_SIZE);
	const float sy = (float)m_Height / ((m_MapSize - 1) * TERRAIN_TILE_SIZE);

	CSimulation2::InterfaceList ents = sim->GetEntitiesWithInterface(IID_Minimap);

	if (doUpdate)
	{

		VertexArrayIterator<float[2]> attrPos = m_AttributePos.GetIterator<float[2]>();
		VertexArrayIterator<u8[4]> attrColor = m_AttributeColor.GetIterator<u8[4]>();

		m_EntitiesDrawn = 0;
		MinimapUnitVertex v;
		std::vector<MinimapUnitVertex> pingingVertices;
		pingingVertices.reserve(MAX_ENTITIES_DRAWN/2);

		const double time = timer_Time();

		if (time > m_NextBlinkTime)
		{
			m_BlinkState = !m_BlinkState;
			m_NextBlinkTime = time + m_HalfBlinkDuration;
		}

		entity_pos_t posX, posZ;
		for (CSimulation2::InterfaceList::const_iterator it = ents.begin(); it != ents.end(); ++it)
		{
			ICmpMinimap* cmpMinimap = static_cast<ICmpMinimap*>(it->second);
			if (cmpMinimap->GetRenderData(v.r, v.g, v.b, posX, posZ))
			{
				ICmpRangeManager::ELosVisibility vis = cmpRangeManager->GetLosVisibility(it->first, g_Game->GetPlayerID());
				if (vis != ICmpRangeManager::VIS_HIDDEN)
				{
					v.a = 255;
					v.x = posX.ToFloat()*sx;
					v.y = -posZ.ToFloat()*sy;
					
					// Check minimap pinging to indicate something
					if (m_BlinkState && cmpMinimap->CheckPing(time, m_PingDuration))
					{
						v.r = 255; // ping color is white
						v.g = 255;
						v.b = 255;

						pingingVertices.push_back(v);
					}
					else
					{
						addVertex(v, attrColor, attrPos);
						++m_EntitiesDrawn;
					}
				}
			}
		}

		// Add the pinged vertices at the end, so they are drawn on top
		for (size_t v = 0; v < pingingVertices.size(); ++v)
		{
			addVertex(pingingVertices[v], attrColor, attrPos);
			++m_EntitiesDrawn;
		}

		ENSURE(m_EntitiesDrawn < MAX_ENTITIES_DRAWN);
		m_VertexArray.Upload();
	}

	if (m_EntitiesDrawn > 0)
	{		
		// Don't enable GL_POINT_SMOOTH because it's far too slow
		// (~70msec/frame on a GF4 rendering a thousand points)
		glPointSize(3.f);

		u8* indexBase = m_IndexArray.Bind();
		u8* base = m_VertexArray.Bind();
		const GLsizei stride = (GLsizei)m_VertexArray.GetStride();

		if (g_Renderer.GetRenderPath() == CRenderer::RP_SHADER)
		{
			shader->VertexPointer(2, GL_FLOAT, stride, base + m_AttributePos.offset);
			shader->ColorPointer(4, GL_UNSIGNED_BYTE, stride, base + m_AttributeColor.offset);
			shader->AssertPointersBound();
		}
		else
		{	
			glEnableClientState(GL_VERTEX_ARRAY);
			glEnableClientState(GL_COLOR_ARRAY);

			glDisable(GL_TEXTURE_2D);
			glVertexPointer(2, GL_FLOAT, stride, base + m_AttributePos.offset);
			glColorPointer(4, GL_UNSIGNED_BYTE, stride, base + m_AttributeColor.offset);
		}
		
		if (!g_Renderer.m_SkipSubmit)
		{
			glDrawElements(GL_POINTS, (GLsizei)(m_EntitiesDrawn), GL_UNSIGNED_SHORT, indexBase);
		}

		
		g_Renderer.GetStats().m_DrawCalls++;
		CVertexBuffer::Unbind();
	}

	PROFILE_END("minimap units");

	if (g_Renderer.GetRenderPath() == CRenderer::RP_SHADER)
	{
		tech->EndPass();

		CShaderDefines defines;
		defines.Add(str_MINIMAP_LINE, str_1);
		tech = g_Renderer.GetShaderManager().LoadEffect(str_minimap, g_Renderer.GetSystemShaderDefines(), defines);
		tech->BeginPass();
		shader = tech->GetShader();
	}
	else
	{
		glEnable(GL_TEXTURE_2D);
		glDisableClientState(GL_VERTEX_ARRAY);
		glDisableClientState(GL_COLOR_ARRAY);
	}

	DrawViewRect();

	glPopMatrix();
	
	glMatrixMode(GL_PROJECTION);
	glPopMatrix();
	glMatrixMode(GL_MODELVIEW);
	glPopMatrix();
	
	if (g_Renderer.GetRenderPath() == CRenderer::RP_SHADER)
	{
		tech->EndPass();
	}

	// Reset everything back to normal
	glPointSize(1.0f);
	glEnable(GL_TEXTURE_2D);
	glDepthMask(1);
}
Example #20
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
}
Example #21
0
void CPatchRData::RenderStreams(const std::vector<CPatchRData*>& patches, const CShaderProgramPtr& shader, int streamflags)
{
	// Each batch has a list of index counts, and a list of pointers-to-first-indexes
	typedef std::pair<std::vector<GLint>, std::vector<void*> > BatchElements;

	// Group batches by index buffer
	typedef std::map<CVertexBuffer*, BatchElements> IndexBufferBatches;

	// Group batches by vertex buffer
	typedef std::map<CVertexBuffer*, IndexBufferBatches> VertexBufferBatches;

 	VertexBufferBatches batches;

 	PROFILE_START("compute batches");

 	// Collect all the patches into their appropriate batches
 	for (size_t i = 0; i < patches.size(); ++i)
 	{
 		CPatchRData* patch = patches[i];
		BatchElements& batch = batches[patch->m_VBBase->m_Owner][patch->m_VBBaseIndices->m_Owner];

		batch.first.push_back(patch->m_VBBaseIndices->m_Count);

		u8* indexBase = patch->m_VBBaseIndices->m_Owner->GetBindAddress();
 		batch.second.push_back(indexBase + sizeof(u16)*(patch->m_VBBaseIndices->m_Index));
 	}

 	PROFILE_END("compute batches");

	ENSURE(!(streamflags & ~(STREAM_POS|STREAM_COLOR|STREAM_POSTOUV0|STREAM_POSTOUV1)));

 	// Render each batch
 	for (VertexBufferBatches::iterator itv = batches.begin(); itv != batches.end(); ++itv)
	{
		GLsizei stride = sizeof(SBaseVertex);
		SBaseVertex *base = (SBaseVertex *)itv->first->Bind();

		shader->VertexPointer(3, GL_FLOAT, stride, &base->m_Position);
		if (streamflags & STREAM_POSTOUV0)
			shader->TexCoordPointer(GL_TEXTURE0, 3, GL_FLOAT, stride, &base->m_Position);
		if (streamflags & STREAM_POSTOUV1)
			shader->TexCoordPointer(GL_TEXTURE1, 3, GL_FLOAT, stride, &base->m_Position);
		if (streamflags & STREAM_COLOR)
			shader->ColorPointer(4, GL_UNSIGNED_BYTE, stride, &base->m_DiffuseColor);

		shader->AssertPointersBound();

		for (IndexBufferBatches::iterator it = itv->second.begin(); it != itv->second.end(); ++it)
		{
			it->first->Bind();

			BatchElements& batch = it->second;

			if (!g_Renderer.m_SkipSubmit)
			{
				for (size_t i = 0; i < batch.first.size(); ++i)
					glDrawElements(GL_TRIANGLES, batch.first[i], GL_UNSIGNED_SHORT, batch.second[i]);
			}

			g_Renderer.m_Stats.m_DrawCalls++;
			g_Renderer.m_Stats.m_TerrainTris += std::accumulate(batch.first.begin(), batch.first.end(), 0) / 3;
		}
	}

	CVertexBuffer::Unbind();
}