Exemple #1
0
//Note: models get some ambient colour added when dark as the camera moves closer
void CityOnPlanet::Render(Graphics::Renderer *r, const Camera *camera, const SpaceStation *station, const vector3d &viewCoords, const matrix4x4d &viewTransform, double illumination, double minIllumination)
{
	matrix4x4d rot[4];
	station->GetRotMatrix(rot[0]);

	// change detail level if necessary
	if (m_detailLevel != Pi::detail.cities) {
		RemoveStaticGeomsFromCollisionSpace();
		AddStaticGeomsToCollisionSpace();
	}

	rot[0] = viewTransform * rot[0];
	for (int i=1; i<4; i++) {
		rot[i] = rot[0] * matrix4x4d::RotateYMatrix(M_PI*0.5*double(i));
	}

	const Graphics::Frustum frustum = Graphics::Frustum::FromGLState();
	//modelview seems to be always identity

	memset(&cityobj_params, 0, sizeof(LmrObjParams));
	cityobj_params.time = Pi::game->GetTime();
	
	for (std::vector<BuildingDef>::const_iterator i = m_buildings.begin();
			i != m_buildings.end(); ++i) {

		if (!(*i).isEnabled) continue;
		
		vector3d pos = viewTransform * (*i).pos;
		if (!frustum.TestPoint(pos, (*i).clipRadius))
			continue;

		const Color oldSceneAmbientColor = r->GetAmbientColor();

		// fade conditions for models
		double fadeInEnd, fadeInLength;
		if (Graphics::AreShadersEnabled()) {
			fadeInEnd = 10.0;
			fadeInLength = 500.0;
		}
		else {
			fadeInEnd = 2000.0;
			fadeInLength = 6000.0;
		}

		FadeInModelIfDark(r, (*i).clipRadius, pos.Length(), fadeInEnd, fadeInLength, illumination, minIllumination);

		matrix4x4f _rot;
		for (int e=0; e<16; e++) _rot[e] = float(rot[(*i).rotation][e]);
		_rot[12] = float(pos.x);
		_rot[13] = float(pos.y);
		_rot[14] = float(pos.z);
		(*i).model->Render(_rot, &cityobj_params);

		// restore old ambient colour
		if (illumination <= minIllumination) 
			r->SetAmbientColor(oldSceneAmbientColor);
	}
}
Exemple #2
0
void CityOnPlanet::Render(Graphics::Renderer *r, const Camera *camera, const SpaceStation *station, const vector3d &viewCoords, const matrix4x4d &viewTransform)
{
	// Early frustum test of whole city.
	const vector3d stationPos = viewTransform * (station->GetPosition() + m_realCentre);
	const Graphics::Frustum frustum = camera->GetFrustum();
	//modelview seems to be always identity
	if (!frustum.TestPoint(stationPos, m_clipRadius))
		return;

	matrix4x4d rot[4];
	matrix4x4f rotf[4];
	rot[0] = station->GetOrient();

	// change detail level if necessary
	if (m_detailLevel != Pi::detail.cities) {
		RemoveStaticGeomsFromCollisionSpace();
		AddStaticGeomsToCollisionSpace();
	}

	rot[0] = viewTransform * rot[0];
	for (int i=1; i<4; i++) {
		rot[i] = rot[0] * matrix4x4d::RotateYMatrix(M_PI*0.5*double(i));
	}
	for (int i=0; i<4; i++) {
		for (int e=0; e<16; e++) {
			rotf[i][e] = float(rot[i][e]);
		}
	}

	for (std::vector<BuildingDef>::const_iterator iter=m_enabledBuildings.begin(), itEND=m_enabledBuildings.end(); iter != itEND; ++iter)
	{
		const vector3d pos = viewTransform * (*iter).pos;
		const vector3f posf(pos);
		if (!frustum.TestPoint(pos, (*iter).clipRadius))
			continue;

		matrix4x4f _rot(rotf[(*iter).rotation]);
		_rot.SetTranslate(posf);

		(*iter).model->Render(_rot);
	}
}
Exemple #3
0
void CityOnPlanet::Render(Graphics::Renderer *r, const SpaceStation *station, const vector3d &viewCoords, const matrix4x4d &viewTransform)
{
	matrix4x4d rot[4];
	station->GetRotMatrix(rot[0]);

	// change detail level if necessary
	if (m_detailLevel != Pi::detail.cities) {
		RemoveStaticGeomsFromCollisionSpace();
		AddStaticGeomsToCollisionSpace();
	}
	
	rot[0] = viewTransform * rot[0];
	for (int i=1; i<4; i++) {
		rot[i] = rot[0] * matrix4x4d::RotateYMatrix(M_PI*0.5*double(i));
	}

	Graphics::Frustum frustum = Graphics::Frustum::FromGLState();
	//modelview seems to be always identity

	memset(&cityobj_params, 0, sizeof(LmrObjParams));
	cityobj_params.time = Pi::game->GetTime();

	for (std::vector<BuildingDef>::const_iterator i = m_buildings.begin();
			i != m_buildings.end(); ++i) {

		if (!(*i).isEnabled) continue;

		vector3d pos = viewTransform * (*i).pos;
		if (!frustum.TestPoint(pos, (*i).clipRadius))
			continue;

		matrix4x4f _rot;
		for (int e=0; e<16; e++) _rot[e] = float(rot[(*i).rotation][e]);
		_rot[12] = float(pos.x);
		_rot[13] = float(pos.y);
		_rot[14] = float(pos.z);
		(*i).model->Render(_rot, &cityobj_params);
	}
}
Exemple #4
0
	void Render(Graphics::Renderer *renderer, const vector3d &campos, const matrix4x4d &modelView, const Graphics::Frustum &frustum) {
		if (!frustum.TestPoint(clipCentroid, clipRadius))
			return;

		Graphics::Material *mat = gasSphere->GetSurfaceMaterial();
		Graphics::RenderState *rs = gasSphere->GetSurfRenderState();

		const vector3d relpos = clipCentroid - campos;
		renderer->SetTransform(modelView * matrix4x4d::Translation(relpos));

		Pi::statSceneTris += 2*(ctx->edgeLen-1)*(ctx->edgeLen-1);

		renderer->DrawBufferIndexed(m_vertexBuffer.get(), ctx->indexBuffer.Get(), rs, mat);
	}
Exemple #5
0
void GeoPatch::Render(vector3d &campos, const Graphics::Frustum &frustum) {
	if (kids[0]) {
		for (int i=0; i<NUM_KIDS; i++) kids[i]->Render(campos, frustum);
	} else if (heights.Valid()) {
		_UpdateVBOs();

		if (!frustum.TestPoint(clipCentroid, clipRadius))
			return;

		vector3d relpos = clipCentroid - campos;
		glPushMatrix();
		glTranslated(relpos.x, relpos.y, relpos.z);

		Pi::statSceneTris += 2*(ctx->edgeLen-1)*(ctx->edgeLen-1);
		glEnableClientState(GL_VERTEX_ARRAY);
		glEnableClientState(GL_NORMAL_ARRAY);
		glEnableClientState(GL_COLOR_ARRAY);

		// update the indices used for rendering
		ctx->updateIndexBufferId(determineIndexbuffer());

		glBindBufferARB(GL_ARRAY_BUFFER, m_vbo);
		glVertexPointer(3, GL_FLOAT, sizeof(GeoPatchContext::VBOVertex), 0);
		glNormalPointer(GL_FLOAT, sizeof(GeoPatchContext::VBOVertex), reinterpret_cast<void *>(3*sizeof(float)));
		glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(GeoPatchContext::VBOVertex), reinterpret_cast<void *>(6*sizeof(float)));
		glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, ctx->indices_vbo);
		glDrawElements(GL_TRIANGLES, ctx->indices_tri_count*3, GL_UNSIGNED_SHORT, 0);
		glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
		glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER, 0);

		glDisableClientState(GL_VERTEX_ARRAY);
		glDisableClientState(GL_NORMAL_ARRAY);
		glDisableClientState(GL_COLOR_ARRAY);
		glPopMatrix();
	}
}
Exemple #6
0
void CityOnPlanet::Render(Graphics::Renderer *r, const Graphics::Frustum &frustum, const SpaceStation *station, const vector3d &viewCoords, const matrix4x4d &viewTransform)
{
	// Early frustum test of whole city.
	const vector3d stationPos = viewTransform * (station->GetPosition() + m_realCentre);
	//modelview seems to be always identity
	if (!frustum.TestPoint(stationPos, m_clipRadius))
		return;

	matrix4x4d rot[4];
	matrix4x4f rotf[4];
	rot[0] = station->GetOrient();

	// change detail level if necessary
	const bool bDetailChanged = m_detailLevel != Pi::detail.cities;
	if (bDetailChanged) {
		RemoveStaticGeomsFromCollisionSpace();
		AddStaticGeomsToCollisionSpace();
	}

	rot[0] = viewTransform * rot[0];
	for (int i=1; i<4; i++) {
		rot[i] = rot[0] * matrix4x4d::RotateYMatrix(M_PI*0.5*double(i));
	}
	for (int i=0; i<4; i++) {
		for (int e=0; e<16; e++) {
			rotf[i][e] = float(rot[i][e]);
		}
	}

	Uint32 uCount = 0;
	std::vector<Uint32> instCount;
	std::vector< std::vector<matrix4x4f> > transform;
	instCount.resize(s_buildingList.numBuildings);
	transform.resize(s_buildingList.numBuildings);
	memset(&instCount[0], 0, sizeof(Uint32) * s_buildingList.numBuildings);
	for(Uint32 i=0; i<s_buildingList.numBuildings; i++) {
		transform[i].reserve(m_buildingCounts[i]);
	}

	for (std::vector<BuildingDef>::const_iterator iter=m_enabledBuildings.begin(), itEND=m_enabledBuildings.end(); iter != itEND; ++iter)
	{
		const vector3d pos = viewTransform * (*iter).pos;
		const vector3f posf(pos);
		if (!frustum.TestPoint(pos, (*iter).clipRadius))
			continue;

		matrix4x4f _rot(rotf[(*iter).rotation]);
		_rot.SetTranslate(posf);

		// increment the instance count and store the transform
		instCount[(*iter).instIndex]++;
		transform[(*iter).instIndex].push_back( _rot );

		++uCount;
	}
	
	// render the building models using instancing
	for(Uint32 i=0; i<s_buildingList.numBuildings; i++) {
		s_buildingList.buildings[i].resolvedModel->Render(transform[i]);
	}

	r->GetStats().AddToStatCount(Graphics::Stats::STAT_BUILDINGS, uCount);
	r->GetStats().AddToStatCount(Graphics::Stats::STAT_CITIES, 1);
}