void TerrainRenderer::RenderTerrainShader(ShadowMap* shadow, bool filtered) { ENSURE(m->phase == Phase_Render); std::vector<CPatchRData*>& visiblePatches = filtered ? m->filteredPatches : m->visiblePatches; std::vector<CDecalRData*>& visibleDecals = filtered ? m->filteredDecals : m->visibleDecals; if (visiblePatches.empty() && visibleDecals.empty()) return; CShaderManager& shaderManager = g_Renderer.GetShaderManager(); typedef std::map<CStr, CStr> Defines; Defines defBasic; if (shadow) { defBasic["USE_SHADOW"] = "1"; if (g_Renderer.m_Caps.m_ARBProgramShadow && g_Renderer.m_Options.m_ARBProgramShadow) defBasic["USE_FP_SHADOW"] = "1"; if (g_Renderer.m_Options.m_ShadowPCF) defBasic["USE_SHADOW_PCF"] = "1"; #if !CONFIG2_GLES defBasic["USE_SHADOW_SAMPLER"] = "1"; #endif } defBasic["LIGHTING_MODEL_" + g_Renderer.GetLightEnv().GetLightingModel()] = "1"; CShaderTechniquePtr techBase(shaderManager.LoadEffect("terrain_base", defBasic)); CShaderTechniquePtr techBlend(shaderManager.LoadEffect("terrain_blend", defBasic)); CShaderTechniquePtr techDecal(shaderManager.LoadEffect("terrain_decal", defBasic)); // render the solid black sides of the map first CShaderTechniquePtr techSolid = g_Renderer.GetShaderManager().LoadEffect("gui_solid"); techSolid->BeginPass(); CShaderProgramPtr shaderSolid = techSolid->GetShader(); shaderSolid->Uniform("transform", g_Renderer.GetViewCamera().GetViewProjection()); shaderSolid->Uniform("color", 0.0f, 0.0f, 0.0f, 1.0f); PROFILE_START("render terrain sides"); for (size_t i = 0; i < visiblePatches.size(); ++i) visiblePatches[i]->RenderSides(shaderSolid); PROFILE_END("render terrain sides"); techSolid->EndPass(); techBase->BeginPass(); PrepareShader(techBase->GetShader(), shadow); PROFILE_START("render terrain base"); CPatchRData::RenderBases(visiblePatches, techBase->GetShader(), false); PROFILE_END("render terrain base"); techBase->EndPass(); // render blends techBlend->BeginPass(); PrepareShader(techBlend->GetShader(), shadow); // switch on blending glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // no need to write to the depth buffer a second time glDepthMask(0); // render blend passes for each patch PROFILE_START("render terrain blends"); CPatchRData::RenderBlends(visiblePatches, techBlend->GetShader(), false); PROFILE_END("render terrain blends"); techBlend->EndPass(); // Render terrain decals techDecal->BeginPass(); PrepareShader(techDecal->GetShader(), shadow); PROFILE_START("render terrain decals"); for (size_t i = 0; i < visibleDecals.size(); ++i) visibleDecals[i]->Render(techDecal->GetShader(), false); PROFILE_END("render terrain decals"); techDecal->EndPass(); // restore OpenGL state g_Renderer.BindTexture(1, 0); g_Renderer.BindTexture(2, 0); g_Renderer.BindTexture(3, 0); glDepthMask(1); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_BLEND); }
void TerrainRenderer::RenderTerrainShader(const CShaderDefines& context, ShadowMap* shadow, bool filtered) { ENSURE(m->phase == Phase_Render); std::vector<CPatchRData*>& visiblePatches = filtered ? m->filteredPatches : m->visiblePatches; std::vector<CDecalRData*>& visibleDecals = filtered ? m->filteredDecals : m->visibleDecals; if (visiblePatches.empty() && visibleDecals.empty()) return; CShaderManager& shaderManager = g_Renderer.GetShaderManager(); CShaderTechniquePtr techBase(shaderManager.LoadEffect(CStrIntern("terrain_base"), context, CShaderDefines())); CShaderTechniquePtr techBlend(shaderManager.LoadEffect(CStrIntern("terrain_blend"), context, CShaderDefines())); CShaderTechniquePtr techDecal(shaderManager.LoadEffect(CStrIntern("terrain_decal"), context, CShaderDefines())); // render the solid black sides of the map first CShaderTechniquePtr techSolid = g_Renderer.GetShaderManager().LoadEffect("gui_solid"); techSolid->BeginPass(); CShaderProgramPtr shaderSolid = techSolid->GetShader(); shaderSolid->Uniform("transform", g_Renderer.GetViewCamera().GetViewProjection()); shaderSolid->Uniform("color", 0.0f, 0.0f, 0.0f, 1.0f); PROFILE_START("render terrain sides"); for (size_t i = 0; i < visiblePatches.size(); ++i) visiblePatches[i]->RenderSides(shaderSolid); PROFILE_END("render terrain sides"); techSolid->EndPass(); techBase->BeginPass(); PrepareShader(techBase->GetShader(), shadow); PROFILE_START("render terrain base"); CPatchRData::RenderBases(visiblePatches, techBase->GetShader(), false); PROFILE_END("render terrain base"); techBase->EndPass(); // render blends techBlend->BeginPass(); PrepareShader(techBlend->GetShader(), shadow); // switch on blending glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // no need to write to the depth buffer a second time glDepthMask(0); // render blend passes for each patch PROFILE_START("render terrain blends"); CPatchRData::RenderBlends(visiblePatches, techBlend->GetShader(), false); PROFILE_END("render terrain blends"); techBlend->EndPass(); // Render terrain decals techDecal->BeginPass(); PrepareShader(techDecal->GetShader(), shadow); PROFILE_START("render terrain decals"); for (size_t i = 0; i < visibleDecals.size(); ++i) visibleDecals[i]->Render(techDecal->GetShader(), false); PROFILE_END("render terrain decals"); techDecal->EndPass(); // restore OpenGL state g_Renderer.BindTexture(1, 0); g_Renderer.BindTexture(2, 0); g_Renderer.BindTexture(3, 0); glDepthMask(1); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_BLEND); }