//******************************************************************************* void CWaterEnvMap::renderTestMesh(IDriver &driver) { doInit(); CMaterial testMat; testMat.setLighting(false); testMat.texEnvOpRGB(0, CMaterial::Modulate); testMat.texEnvArg0RGB(0, CMaterial::Texture, CMaterial::SrcColor); testMat.texEnvArg0RGB(1, CMaterial::Diffuse, CMaterial::SrcColor); testMat.texEnvOpAlpha(0, CMaterial::Replace); testMat.texEnvArg0Alpha(0, CMaterial::Constant, CMaterial::SrcAlpha); testMat.texConstantColor(0, CRGBA(255, 255, 255, 255)); testMat.setDoubleSided(true); testMat.setZWrite(false); testMat.setZFunc(CMaterial::always); // tmp : test cubemap driver.activeVertexProgram(&testMeshVP); driver.activeVertexBuffer(_TestVB); driver.activeIndexBuffer(_TestIB); driver.setConstantMatrix(0, IDriver::ModelViewProjection, IDriver::Identity); // tmp _MaterialPassThruZTest.setTexture(0, _EnvCubic); driver.setConstantMatrix(0, IDriver::ModelViewProjection, IDriver::Identity); driver.setConstant(4, 2.f, 1.f, 0.f, 0.f); //driver.renderTriangles(testMat, 0, TEST_VB_NUM_TRIS); driver.renderTriangles(_MaterialPassThruZTest, 0, TEST_VB_NUM_TRIS); driver.activeVertexProgram(NULL); }
// TMP TMP void tempDumpColPolys() { CPackedWorld *pw = R2::getEditor().getIslandCollision().getPackedIsland(); if (pw) { static CMaterial material; static CMaterial wiredMaterial; static CMaterial texturedMaterial; static CVertexBuffer vb; static bool initDone = false; if (!initDone) { vb.setVertexFormat(CVertexBuffer::PositionFlag); vb.setPreferredMemory(CVertexBuffer::AGPVolatile, false); material.initUnlit(); material.setDoubleSided(true); material.setZFunc(CMaterial::lessequal); wiredMaterial.initUnlit(); wiredMaterial.setDoubleSided(true); wiredMaterial.setZFunc(CMaterial::lessequal); wiredMaterial.setColor(CRGBA(255, 255, 255, 250)); wiredMaterial.texEnvOpAlpha(0, CMaterial::Replace); wiredMaterial.texEnvArg0Alpha(0, CMaterial::Diffuse, CMaterial::SrcAlpha); wiredMaterial.setBlend(true); wiredMaterial.setBlendFunc(CMaterial::srcalpha, CMaterial::invsrcalpha); texturedMaterial.initUnlit(); texturedMaterial.setDoubleSided(true); texturedMaterial.setZFunc(CMaterial::lessequal); initDone = true; } // just add a projected texture R2::getEditor().getIslandCollision().loadEntryPoints(); R2::CScenarioEntryPoints &sep = R2::CScenarioEntryPoints::getInstance(); CVectorD playerPos = UserEntity->pos(); R2::CScenarioEntryPoints::CCompleteIsland *island = sep.getCompleteIslandFromCoords(CVector2f((float) playerPos.x, (float) playerPos.y)); static CSString currIsland; if (island && island->Island != currIsland) { currIsland = island->Island; CTextureFile *newTex = new CTextureFile(currIsland + "_sp.tga"); newTex->setWrapS(ITexture::Clamp); newTex->setWrapT(ITexture::Clamp); texturedMaterial.setTexture(0, newTex); texturedMaterial.texEnvOpRGB(0, CMaterial::Replace); texturedMaterial.texEnvArg0RGB(0, CMaterial::Texture, CMaterial::SrcColor); texturedMaterial.setTexCoordGen(0, true); texturedMaterial.setTexCoordGenMode(0, CMaterial::TexCoordGenObjectSpace); CMatrix mat; CVector scale((float) (island->XMax - island->XMin), (float) (island->YMax - island->YMin), 0.f); scale.x = 1.f / favoid0(scale.x); scale.y = 1.f / favoid0(scale.y); scale.z = 0.f; mat.setScale(scale); mat.setPos(CVector(- island->XMin * scale.x, - island->YMin * scale.y, 0.f)); // CMatrix uvScaleMat; // uint texWidth = (uint) (island->XMax - island->XMin); uint texHeight = (uint) (island->YMax - island->YMin); float UScale = (float) texWidth / raiseToNextPowerOf2(texWidth); float VScale = (float) texHeight / raiseToNextPowerOf2(texHeight); // uvScaleMat.setScale(CVector(UScale, - VScale, 0.f)); uvScaleMat.setPos(CVector(0.f, VScale, 0.f)); // texturedMaterial.enableUserTexMat(0, true); texturedMaterial.setUserTexMat(0, uvScaleMat * mat); } const CFrustum &frust = MainCam.getFrustum(); // IDriver *driver = ((CDriverUser *) Driver)->getDriver(); driver->enableFog(true); const CRGBA clearColor = CRGBA(0, 0, 127, 0); driver->setupFog(frust.Far * 0.8f, frust.Far, clearColor); CViewport vp; vp.init(0.f, 0.f, 1.f, 1.f); driver->setupViewport(vp); CScissor scissor; viewportToScissor(vp, scissor); driver->setupScissor(scissor); // driver->setFrustum(frust.Left, frust.Right, frust.Bottom, frust.Top, frust.Near, frust.Far, frust.Perspective); driver->setupViewMatrix(MainCam.getMatrix().inverted()); driver->setupModelMatrix(CMatrix::Identity); // // const CVector localFrustCorners[8] = { CVector(frust.Left, frust.Near, frust.Top), CVector(frust.Right, frust.Near, frust.Top), CVector(frust.Right, frust.Near, frust.Bottom), CVector(frust.Left, frust.Near, frust.Bottom), CVector(frust.Left * frust.Far / frust.Near, frust.Far, frust.Top * frust.Far / frust.Near), CVector(frust.Right * frust.Far / frust.Near, frust.Far, frust.Top * frust.Far / frust.Near), CVector(frust.Right * frust.Far / frust.Near, frust.Far, frust.Bottom * frust.Far / frust.Near), CVector(frust.Left * frust.Far / frust.Near, frust.Far, frust.Bottom * frust.Far / frust.Near) }; // roughly compute covered zones // /* sint frustZoneMinX = INT_MAX; sint frustZoneMaxX = INT_MIN; sint frustZoneMinY = INT_MAX; sint frustZoneMaxY = INT_MIN; for(uint k = 0; k < sizeofarray(localFrustCorners); ++k) { CVector corner = camMat * localFrustCorners[k]; sint zoneX = (sint) (corner.x / 160.f) - zoneMinX; sint zoneY = (sint) floorf(corner.y / 160.f) - zoneMinY; frustZoneMinX = std::min(frustZoneMinX, zoneX); frustZoneMinY = std::min(frustZoneMinY, zoneY); frustZoneMaxX = std::max(frustZoneMaxX, zoneX); frustZoneMaxY = std::max(frustZoneMaxY, zoneY); } */ const uint TRI_BATCH_SIZE = 10000; // batch size for rendering static std::vector<TPackedZoneBaseSPtr> zones; zones.clear(); pw->getZones(zones); for(uint k = 0; k < zones.size(); ++k) { zones[k]->render(vb, *driver, texturedMaterial, wiredMaterial, MainCam.getMatrix(), TRI_BATCH_SIZE, localFrustCorners); } } }