// Draw all tiles that are in lowest lod static void RenderBatchedTiles(void) { // Set texture wrapping gfxSetTextureWrapping(GFX_CLAMP,GFX_CLAMP); // Use terrains global top map as texture _ptrTerrain->tr_tdTopMap.SetAsCurrent(); GFXVertex4 *pavVertices = &_avDelayedVertices[0]; GFXTexCoord *pauvTexCoords = &_auvDelayedTexCoords[0]; GFXTexCoord *pauvShadowMapTC = &_auvDelayedShadowMapTC[0]; INDEX *paiIndices = &_aiDelayedIndices[0]; INDEX ctVertices = _avDelayedVertices.Count(); INDEX ctIndices = _aiDelayedIndices.Count(); // Prepare white color array FillConstColorArray(ctVertices); GFXColor *pacolColors = &_acolVtxConstColors[0]; gfxEnableAlphaTest(); gfxDisableBlend(); gfxSetVertexArray(pavVertices,ctVertices); gfxSetTexCoordArray(pauvTexCoords, FALSE); gfxSetColorArray(pacolColors); gfxLockArrays(); gfxDrawElements(ctIndices,paiIndices); gfxDisableAlphaTest(); _ctTris +=ctIndices/2; // if shadows are visible if(_wrpWorldRenderPrefs.wrp_shtShadows!=CWorldRenderPrefs::SHT_NONE) { gfxDepthFunc(GFX_EQUAL); gfxBlendFunc(GFX_DST_COLOR,GFX_SRC_COLOR); gfxEnableBlend(); gfxSetTexCoordArray(pauvShadowMapTC, FALSE); _ptrTerrain->tr_tdShadowMap.SetAsCurrent(); gfxDrawElements(ctIndices,paiIndices); gfxDepthFunc(GFX_LESS_EQUAL); } if(_ptrTerrain->GetFlags()&TR_HAS_FOG) { RenderFogLayer(-1); } if(_ptrTerrain->GetFlags()&TR_HAS_HAZE) { RenderHazeLayer(-1); } gfxUnlockArrays(); // Popall delayed arrays _avDelayedVertices.PopAll(); _auvDelayedTexCoords.PopAll(); _auvDelayedShadowMapTC.PopAll(); _aiDelayedIndices.PopAll(); }
static void RenderHazeLayer(INDEX itt) { FLOAT3D vObjPosition = _ptrTerrain->tr_penEntity->en_plPlacement.pl_PositionVector; _fHazeAdd = -_haze_hp.hp_fNear; _fHazeAdd += _vViewer(1) * (vObjPosition(1) - _aprProjection->pr_vViewerPosition(1)); _fHazeAdd += _vViewer(2) * (vObjPosition(2) - _aprProjection->pr_vViewerPosition(2)); _fHazeAdd += _vViewer(3) * (vObjPosition(3) - _aprProjection->pr_vViewerPosition(3)); GFXVertex *pvVtx; INDEX *piIndices; INDEX ctVertices; INDEX ctIndices; // if this is tile if(itt>=0) { CTerrainTile &tt = _ptrTerrain->tr_attTiles[itt]; pvVtx = &tt.GetVertices()[0]; piIndices = &tt.GetIndices()[0]; ctVertices = tt.GetVertices().Count(); ctIndices = tt.GetIndices().Count(); // else this are batched tiles } else { pvVtx = &_avDelayedVertices[0]; piIndices = &_aiDelayedIndices[0]; ctVertices = _avDelayedVertices.Count(); ctIndices = _aiDelayedIndices.Count(); } GFXTexCoord *pfHazeTC = _atcHaze.Push(ctVertices); GFXColor *pcolHaze = _acolHaze.Push(ctVertices); const COLOR colH = AdjustColor( _haze_hp.hp_colColor, _slTexHueShift, _slTexSaturation); GFXColor colHaze(colH); // for each vertex in tile for(INDEX ivx=0;ivx<ctVertices;ivx++) { GetHazeMapInVertex(pvVtx[ivx],pfHazeTC[ivx]); pcolHaze[ivx] = colHaze; } // render haze layer gfxDepthFunc(GFX_EQUAL); gfxSetTextureWrapping( GFX_CLAMP, GFX_CLAMP); gfxSetTexture( _haze_ulTexture, _haze_tpLocal); gfxSetTexCoordArray(pfHazeTC, FALSE); gfxSetColorArray(pcolHaze); gfxBlendFunc( GFX_SRC_ALPHA, GFX_INV_SRC_ALPHA); gfxEnableBlend(); gfxDrawElements(ctIndices,piIndices); gfxDepthFunc(GFX_LESS_EQUAL); _atcHaze.PopAll(); _acolHaze.PopAll(); }
// Set depth buffer compare mode void shaDepthFunc(GfxComp eComp) { gfxDepthFunc(eComp); }
// Render one tile static void RenderTile(INDEX itt) { ASSERT(_ptrTerrain!=NULL); CTerrainTile &tt = _ptrTerrain->tr_attTiles[itt]; INDEX ctVertices = tt.GetVertices().Count(); extern INDEX ter_bOptimizeRendering; // if tile is in posible lowest lod and doesn't have any border vertices if(ter_bOptimizeRendering && tt.GetFlags()&TT_IN_LOWEST_LOD) { // delay tile rendering BatchTile(itt); return; } GFXVertex4 *pavVertices; // if vertex lerping is requested if(ter_bLerpVertices==1) { // Prepare smoth vertices PrepareSmothVertices(itt); pavVertices = &_avLerpedVerices[0]; } else { // use non smoth vertices pavVertices = &tt.GetVertices()[0]; } // if tile is in highest lod if(tt.tt_iLod==0) { gfxBlendFunc(GFX_SRC_ALPHA, GFX_INV_SRC_ALPHA); gfxSetVertexArray(pavVertices,ctVertices); gfxLockArrays(); // for each tile layer INDEX cttl= tt.GetTileLayers().Count(); for(INDEX itl=0;itl<cttl;itl++) { CTerrainLayer &tl = _ptrTerrain->tr_atlLayers[itl]; // if layer isn't visible if(!tl.tl_bVisible) { continue; // skip it } TileLayer &ttl = tt.GetTileLayers()[itl]; // Set tile stretch Matrix12 m12; SetMatrixDiagonal(m12,tl.tl_fStretchX); gfxSetTextureMatrix2(&m12); // Set tile blend mode if(tl.tl_fSmoothness==0) { gfxDisableBlend(); gfxEnableAlphaTest(); } else { gfxEnableBlend(); gfxDisableAlphaTest(); } // if this tile has any polygons in this layer INDEX ctIndices = ttl.tl_auiIndices.Count(); if(ctIndices>0) { gfxSetTextureWrapping(GFX_REPEAT,GFX_REPEAT); tl.tl_ptdTexture->SetAsCurrent(); // if this is tile layer if(tl.tl_ltType==LT_TILE) { gfxUnlockArrays(); GFXVertex4 *pavLayerVertices; if(ter_bLerpVertices==1) { PrepareSmothVerticesOnTileLayer(itt,itl); pavLayerVertices = &_avLerpedTileLayerVertices[0]; } else { pavLayerVertices = &ttl.tl_avVertices[0]; } gfxSetVertexArray(pavLayerVertices,ttl.tl_avVertices.Count()); gfxLockArrays(); // gfxSetColorArray(&ttl.tl_acColors[0]); gfxSetTexCoordArray(&ttl.tl_atcTexCoords[0], FALSE); // set wireframe mode /* gfxEnableDepthBias(); gfxPolygonMode(GFX_LINE); gfxDisableTexture();*/ gfxSetConstantColor(0xFFFFFFFF); // Draw tiled layer gfxDrawElements(ttl.tl_auiIndices.Count(),&ttl.tl_auiIndices[0]); _ctTris +=ttl.tl_auiIndices.Count()/2; /* // set fill mode gfxDisableDepthBias(); gfxPolygonMode(GFX_FILL);*/ // Set old vertex array gfxUnlockArrays(); gfxSetVertexArray(pavVertices,ctVertices); gfxLockArrays(); // if this is normal layer } else { // render layer gfxSetColorArray(&ttl.tl_acColors[0]); gfxSetTexCoordArray(&ttl.tl_atcTexCoords[0], FALSE); gfxDrawElements(ctIndices,&ttl.tl_auiIndices[0]); _ctTris +=ctIndices/2; } } } gfxSetTextureMatrix2(NULL); INDEX ctIndices = tt.GetIndices().Count(); if(ctIndices>0) { INDEX *paiIndices = &tt.GetIndices()[0]; // if detail map exists if(_ptrTerrain->tr_ptdDetailMap!=NULL) { gfxSetTextureWrapping(GFX_REPEAT,GFX_REPEAT); gfxDisableAlphaTest(); shaBlendFunc( GFX_DST_COLOR, GFX_SRC_COLOR); gfxEnableBlend(); gfxSetTexCoordArray(&tt.GetDetailTC()[0], FALSE); _ptrTerrain->tr_ptdDetailMap->SetAsCurrent(); gfxDrawElements(ctIndices,paiIndices); } // if shadows are visible if(_wrpWorldRenderPrefs.wrp_shtShadows!=CWorldRenderPrefs::SHT_NONE) { gfxDisableAlphaTest(); shaBlendFunc( GFX_DST_COLOR, GFX_SRC_COLOR); gfxEnableBlend(); gfxSetTextureWrapping(GFX_CLAMP,GFX_CLAMP); gfxSetTexCoordArray(&tt.GetShadowMapTC()[0], FALSE); _ptrTerrain->tr_tdShadowMap.SetAsCurrent(); gfxDrawElements(ctIndices,paiIndices); } } // if tile is not in highest lod } else { gfxSetTextureWrapping(GFX_CLAMP,GFX_CLAMP); // if tile is in lowest lod if(tt.tt_iLod == _ptrTerrain->tr_iMaxTileLod) { // use terrains global top map _ptrTerrain->tr_tdTopMap.SetAsCurrent(); // else tile is in some midle lod } else { // use its own topmap tt.GetTopMap()->SetAsCurrent(); } // Render tile INDEX ctIndices = tt.GetIndices().Count(); gfxEnableAlphaTest(); gfxDisableBlend(); gfxSetVertexArray(pavVertices,ctVertices); gfxSetTexCoordArray(&tt.GetTexCoords()[0], FALSE); FillConstColorArray(ctVertices); gfxSetColorArray(&_acolVtxConstColors[0]); gfxLockArrays(); gfxDrawElements(ctIndices,&tt.GetIndices()[0]); _ctTris +=ctIndices/2; gfxDisableAlphaTest(); // if shadows are visible if(_wrpWorldRenderPrefs.wrp_shtShadows!=CWorldRenderPrefs::SHT_NONE) { gfxDepthFunc(GFX_EQUAL); INDEX ctIndices = tt.GetIndices().Count(); INDEX *paiIndices = &tt.GetIndices()[0]; gfxSetTextureWrapping(GFX_CLAMP,GFX_CLAMP); gfxBlendFunc(GFX_DST_COLOR,GFX_SRC_COLOR); gfxEnableBlend(); gfxSetTexCoordArray(&tt.GetShadowMapTC()[0], FALSE); _ptrTerrain->tr_tdShadowMap.SetAsCurrent(); gfxDrawElements(ctIndices,paiIndices); gfxDepthFunc(GFX_LESS_EQUAL); } } if(_ptrTerrain->GetFlags()&TR_HAS_FOG) { RenderFogLayer(itt); } if(_ptrTerrain->GetFlags()&TR_HAS_HAZE) { RenderHazeLayer(itt); } gfxUnlockArrays(); }
static void RenderFogLayer(INDEX itt) { FLOATmatrix3D &mViewer = _aprProjection->pr_ViewerRotationMatrix; FLOAT3D vObjPosition = _ptrTerrain->tr_penEntity->en_plPlacement.pl_PositionVector; // get viewer -z in object space _vFViewerObj = FLOAT3D(0,0,-1) * !_mObjectToView; // get fog direction in object space _vHDirObj = _fog_vHDirAbs * !(!mViewer*_mObjectToView); // get viewer offset _fFogAddZ = _vViewer(1) * (vObjPosition(1) - _aprProjection->pr_vViewerPosition(1)); _fFogAddZ += _vViewer(2) * (vObjPosition(2) - _aprProjection->pr_vViewerPosition(2)); _fFogAddZ += _vViewer(3) * (vObjPosition(3) - _aprProjection->pr_vViewerPosition(3)); // get fog offset _fFogAddH = (_fog_vHDirAbs % vObjPosition) + _fog_fp.fp_fH3; GFXVertex *pvVtx; INDEX *piIndices; INDEX ctVertices; INDEX ctIndices; // if this is tile if(itt>=0) { CTerrainTile &tt = _ptrTerrain->tr_attTiles[itt]; pvVtx = &tt.GetVertices()[0]; piIndices = &tt.GetIndices()[0]; ctVertices = tt.GetVertices().Count(); ctIndices = tt.GetIndices().Count(); // else this are batched tiles } else { pvVtx = &_avDelayedVertices[0]; piIndices = &_aiDelayedIndices[0]; ctVertices = _avDelayedVertices.Count(); ctIndices = _aiDelayedIndices.Count(); } GFXTexCoord *pfFogTC = _atcHaze.Push(ctVertices); GFXColor *pcolFog = _acolHaze.Push(ctVertices); const COLOR colF = AdjustColor( _fog_fp.fp_colColor, _slTexHueShift, _slTexSaturation); GFXColor colFog(colF); // for each vertex in tile for(INDEX ivx=0;ivx<ctVertices;ivx++) { GetFogMapInVertex(pvVtx[ivx],pfFogTC[ivx]); pcolFog[ivx] = colFog; } // render fog layer gfxDepthFunc(GFX_EQUAL); gfxSetTextureWrapping( GFX_CLAMP, GFX_CLAMP); gfxSetTexture( _fog_ulTexture, _fog_tpLocal); gfxSetTexCoordArray(pfFogTC, FALSE); gfxSetColorArray(pcolFog); gfxBlendFunc( GFX_SRC_ALPHA, GFX_INV_SRC_ALPHA); gfxEnableBlend(); gfxDisableAlphaTest(); gfxDrawElements(ctIndices,piIndices); gfxDepthFunc(GFX_LESS_EQUAL); _atcHaze.PopAll(); _acolHaze.PopAll(); }