/** * Set up all the uniforms for a shader pass. */ void TerrainRenderer::PrepareShader(const CShaderProgramPtr& shader, ShadowMap* shadow) { shader->Uniform("transform", g_Renderer.GetViewCamera().GetViewProjection()); const CLightEnv& lightEnv = g_Renderer.GetLightEnv(); if (shadow) { shader->BindTexture("shadowTex", shadow->GetTexture()); shader->Uniform("shadowTransform", shadow->GetTextureMatrix()); const float* offsets = shadow->GetFilterOffsets(); shader->Uniform("shadowOffsets1", offsets[0], offsets[1], offsets[2], offsets[3]); shader->Uniform("shadowOffsets2", offsets[4], offsets[5], offsets[6], offsets[7]); } CLOSTexture& los = g_Renderer.GetScene().GetLOSTexture(); shader->BindTexture("losTex", los.GetTexture()); shader->Uniform("losTransform", los.GetTextureMatrix()[0], los.GetTextureMatrix()[12], 0.f, 0.f); shader->Uniform("ambient", lightEnv.m_TerrainAmbientColor); shader->Uniform("sunColor", lightEnv.m_SunColor); shader->BindTexture("blendTex", g_Renderer.m_hCompositeAlphaMap); }
/** * Set up all the uniforms for a shader pass. */ void TerrainRenderer::PrepareShader(const CShaderProgramPtr& shader, ShadowMap* shadow) { shader->Uniform(str_transform, g_Renderer.GetViewCamera().GetViewProjection()); shader->Uniform(str_cameraPos, g_Renderer.GetViewCamera().GetOrientation().GetTranslation()); const CLightEnv& lightEnv = g_Renderer.GetLightEnv(); if (shadow) { shader->BindTexture(str_shadowTex, shadow->GetTexture()); shader->Uniform(str_shadowTransform, shadow->GetTextureMatrix()); int width = shadow->GetWidth(); int height = shadow->GetHeight(); shader->Uniform(str_shadowScale, width, height, 1.0f / width, 1.0f / height); } CLOSTexture& los = g_Renderer.GetScene().GetLOSTexture(); shader->BindTexture(str_losTex, los.GetTextureSmooth()); shader->Uniform(str_losTransform, los.GetTextureMatrix()[0], los.GetTextureMatrix()[12], 0.f, 0.f); shader->Uniform(str_ambient, lightEnv.m_TerrainAmbientColor); shader->Uniform(str_sunColor, lightEnv.m_SunColor); shader->Uniform(str_sunDir, lightEnv.GetSunDir()); shader->Uniform(str_fogColor, lightEnv.m_FogColor); shader->Uniform(str_fogParams, lightEnv.m_FogFactor, lightEnv.m_FogMax, 0.f, 0.f); }
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); glBegin(GL_QUADS); glColor4f(1.f, 1.f, 1.f, 1.f); glTexCoord2f(1.0, 1.0); glVertex2f(1,1); glTexCoord2f(0.0, 1.0); glVertex2f(-1,1); glTexCoord2f(0.0, 0.0); glVertex2f(-1,-1); glTexCoord2f(1.0, 0.0); glVertex2f(1,-1); glEnd(); shader->Unbind(); shaderTech1->EndPass(pass); glDepthMask(GL_TRUE); glEnable(GL_DEPTH_TEST); m_WhichBuffer = !m_WhichBuffer; }
void CLOSTexture::InterpolateLOS() { if (CRenderer::IsInitialised() && !g_Renderer.m_Options.m_SmoothLOS) return; if (m_Dirty) { RecomputeTexture(0); m_Dirty = false; } GLint originalFBO; glGetIntegerv(GL_FRAMEBUFFER_BINDING, &originalFBO); pglBindFramebufferEXT(GL_FRAMEBUFFER, m_smoothFbo); pglFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, whichTex ? m_TextureSmooth2 : m_TextureSmooth1, 0); GLenum status = pglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); if (status != GL_FRAMEBUFFER_COMPLETE_EXT) { LOGWARNING(L"LOS framebuffer object incomplete: 0x%04X", status); } m_smoothShader->BeginPass(); CShaderProgramPtr shader = m_smoothShader->GetShader(); shader->Bind(); shader->BindTexture("losTex1", m_Texture); shader->BindTexture("losTex2", whichTex ? m_TextureSmooth1 : m_TextureSmooth2); shader->Uniform("delta", (float)g_Renderer.GetTimeManager().GetFrameDelta() * 4.0f, 0.0f, 0.0f, 0.0f); glPushAttrib(GL_VIEWPORT_BIT); glViewport(0, 0, m_TextureSize, m_TextureSize); glBegin(GL_QUADS); glColor4f(1.f, 1.f, 1.f, 1.f); glTexCoord2f(1.0, 1.0); glVertex2f(1,1); glTexCoord2f(0.0, 1.0); glVertex2f(-1,1); glTexCoord2f(0.0, 0.0); glVertex2f(-1,-1); glTexCoord2f(1.0, 0.0); glVertex2f(1,-1); glEnd(); glPopAttrib(); shader->Unbind(); m_smoothShader->EndPass(); pglFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, originalFBO); whichTex = !whichTex; }
void CParticleEmitter::Bind(const CShaderProgramPtr& shader) { CLOSTexture& los = g_Renderer.GetScene().GetLOSTexture(); shader->BindTexture(str_losTex, los.GetTextureSmooth()); shader->Uniform(str_losTransform, los.GetTextureMatrix()[0], los.GetTextureMatrix()[12], 0.f, 0.f); const CLightEnv& lightEnv = g_Renderer.GetLightEnv(); shader->Uniform(str_sunColor, lightEnv.m_SunColor); shader->Uniform(str_fogColor, lightEnv.m_FogColor); shader->Uniform(str_fogParams, lightEnv.m_FogFactor, lightEnv.m_FogMax, 0.f, 0.f); shader->BindTexture(str_baseTex, m_Type->m_Texture); pglBlendEquationEXT(m_Type->m_BlendEquation); glBlendFunc(m_Type->m_BlendFuncSrc, m_Type->m_BlendFuncDst); }
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; }
void CParticleEmitter::Bind(const CShaderProgramPtr& shader) { shader->BindTexture("baseTex", m_Type->m_Texture); shader->Uniform("fogColor", g_Renderer.GetLightEnv().m_FogColor); shader->Uniform("fogParams", g_Renderer.GetLightEnv().m_FogFactor, g_Renderer.GetLightEnv().m_FogMax, 0.f, 0.f); pglBlendEquationEXT(m_Type->m_BlendEquation); glBlendFunc(m_Type->m_BlendFuncSrc, m_Type->m_BlendFuncDst); }
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(); }
int ShaderRenderModifier::BeginPass(int pass) { m_Technique.BeginPass(pass); CShaderProgramPtr shader = m_Technique.GetShader(pass); if (GetShadowMap() && shader->HasTexture("shadowTex")) { shader->BindTexture("shadowTex", GetShadowMap()->GetTexture()); shader->Uniform("shadowTransform", GetShadowMap()->GetTextureMatrix()); const float* offsets = GetShadowMap()->GetFilterOffsets(); shader->Uniform("shadowOffsets1", offsets[0], offsets[1], offsets[2], offsets[3]); shader->Uniform("shadowOffsets2", offsets[4], offsets[5], offsets[6], offsets[7]); } if (GetLightEnv()) { shader->Uniform("ambient", GetLightEnv()->m_UnitsAmbientColor); shader->Uniform("sunDir", GetLightEnv()->GetSunDir()); shader->Uniform("sunColor", GetLightEnv()->m_SunColor); } if (shader->HasTexture("losTex")) { CLOSTexture& los = g_Renderer.GetScene().GetLOSTexture(); shader->BindTexture("losTex", los.GetTexture()); // Don't bother sending the whole matrix, we just need two floats (scale and translation) shader->Uniform("losTransform", los.GetTextureMatrix()[0], los.GetTextureMatrix()[12], 0.f, 0.f); } m_BindingInstancingTransform = shader->GetUniformBinding("instancingTransform"); m_BindingShadingColor = shader->GetUniformBinding("shadingColor"); m_BindingObjectColor = shader->GetUniformBinding("objectColor"); m_BindingPlayerColor = shader->GetUniformBinding("playerColor"); return shader->GetStreamFlags(); }
void ShaderRenderModifier::BeginPass(const CShaderProgramPtr& shader) { shader->Uniform("transform", g_Renderer.GetViewCamera().GetViewProjection()); shader->Uniform("cameraPos", g_Renderer.GetViewCamera().GetOrientation().GetTranslation()); if (GetShadowMap() && shader->GetTextureBinding("shadowTex").Active()) { shader->BindTexture("shadowTex", GetShadowMap()->GetTexture()); shader->Uniform("shadowTransform", GetShadowMap()->GetTextureMatrix()); int width = GetShadowMap()->GetWidth(); int height = GetShadowMap()->GetHeight(); shader->Uniform("shadowScale", width, height, 1.0f / width, 1.0f / height); } if (GetLightEnv()) { shader->Uniform("ambient", GetLightEnv()->m_UnitsAmbientColor); shader->Uniform("sunDir", GetLightEnv()->GetSunDir()); shader->Uniform("sunColor", GetLightEnv()->m_SunColor); shader->Uniform("fogColor", GetLightEnv()->m_FogColor); shader->Uniform("fogParams", GetLightEnv()->m_FogFactor, GetLightEnv()->m_FogMax, 0.f, 0.f); } if (shader->GetTextureBinding("losTex").Active()) { CLOSTexture& los = g_Renderer.GetScene().GetLOSTexture(); shader->BindTexture("losTex", los.GetTextureSmooth()); // Don't bother sending the whole matrix, we just need two floats (scale and translation) shader->Uniform("losTransform", los.GetTextureMatrix()[0], los.GetTextureMatrix()[12], 0.f, 0.f); } m_BindingInstancingTransform = shader->GetUniformBinding("instancingTransform"); m_BindingShadingColor = shader->GetUniformBinding("shadingColor"); m_BindingPlayerColor = shader->GetUniformBinding("playerColor"); }
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); }
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); glPushAttrib(GL_VIEWPORT_BIT); glViewport(0, 0, inWidth / 2, inHeight / 2); glBegin(GL_QUADS); glColor4f(1.f, 1.f, 1.f, 1.f); glTexCoord2f(1.0, 1.0); glVertex2f(1,1); glTexCoord2f(0.0, 1.0); glVertex2f(-1,1); glTexCoord2f(0.0, 0.0); glVertex2f(-1,-1); glTexCoord2f(1.0, 0.0); glVertex2f(1,-1); glEnd(); glPopAttrib(); tech->EndPass(); }
// 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); }
/////////////////////////////////////////////////////////////////// // Render sky void SkyManager::RenderSky() { #if CONFIG2_GLES #warning TODO: implement SkyManager::RenderSky for GLES #else // Draw the sky as a small box around the camera position, with depth write enabled. // This will be done before anything else is drawn so we'll be overlapped by everything else. // Note: The coordinates for this were set up through a rather cumbersome trial-and-error // process - there might be a smarter way to do it, but this seems to work. // Do nothing unless SetSkySet was called if (m_SkySet.empty()) return; glDepthMask( GL_FALSE ); pglActiveTextureARB(GL_TEXTURE0_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glMatrixMode(GL_MODELVIEW); glPushMatrix(); // Translate so we are at the camera in the X and Z directions, but // put the horizon at a fixed height regardless of camera Y const CCamera& camera = g_Renderer.GetViewCamera(); CVector3D pos = camera.m_Orientation.GetTranslation(); glTranslatef( pos.X, m_HorizonHeight, pos.Z ); // Rotate so that the "left" face, which contains the brightest part of each // skymap, is in the direction of the sun from our light environment glRotatef( 90.0f + RADTODEG(g_Renderer.GetLightEnv().GetRotation()), 0.0f, 1.0f, 0.0f ); // Distance to draw the faces at const float D = 2000.0; CShaderProgramPtr shader; CShaderTechniquePtr skytech; if (g_Renderer.GetRenderPath() == CRenderer::RP_SHADER) { skytech = g_Renderer.GetShaderManager().LoadEffect("sky_simple"); skytech->BeginPass(); shader = skytech->GetShader(); } // Front face (positive Z) if (g_Renderer.GetRenderPath() == CRenderer::RP_SHADER) shader->BindTexture("baseTex", m_SkyTexture[FRONT]); else m_SkyTexture[FRONT]->Bind(); glBegin( GL_QUADS ); glTexCoord2f( 0, 1 ); glVertex3f( -D, -D, +D ); glTexCoord2f( 1, 1 ); glVertex3f( +D, -D, +D ); glTexCoord2f( 1, 0 ); glVertex3f( +D, +D, +D ); glTexCoord2f( 0, 0 ); glVertex3f( -D, +D, +D ); glEnd(); // Back face (negative Z) if (g_Renderer.GetRenderPath() == CRenderer::RP_SHADER) shader->BindTexture("baseTex", m_SkyTexture[BACK]); else m_SkyTexture[BACK]->Bind(); glBegin( GL_QUADS ); glTexCoord2f( 1, 1 ); glVertex3f( -D, -D, -D ); glTexCoord2f( 1, 0 ); glVertex3f( -D, +D, -D ); glTexCoord2f( 0, 0 ); glVertex3f( +D, +D, -D ); glTexCoord2f( 0, 1 ); glVertex3f( +D, -D, -D ); glEnd(); // Right face (negative X) if (g_Renderer.GetRenderPath() == CRenderer::RP_SHADER) shader->BindTexture("baseTex", m_SkyTexture[RIGHT]); else m_SkyTexture[RIGHT]->Bind(); glBegin( GL_QUADS ); glTexCoord2f( 0, 1 ); glVertex3f( -D, -D, -D ); glTexCoord2f( 1, 1 ); glVertex3f( -D, -D, +D ); glTexCoord2f( 1, 0 ); glVertex3f( -D, +D, +D ); glTexCoord2f( 0, 0 ); glVertex3f( -D, +D, -D ); glEnd(); // Left face (positive X) if (g_Renderer.GetRenderPath() == CRenderer::RP_SHADER) shader->BindTexture("baseTex", m_SkyTexture[LEFT]); else m_SkyTexture[LEFT]->Bind(); glBegin( GL_QUADS ); glTexCoord2f( 1, 1 ); glVertex3f( +D, -D, -D ); glTexCoord2f( 1, 0 ); glVertex3f( +D, +D, -D ); glTexCoord2f( 0, 0 ); glVertex3f( +D, +D, +D ); glTexCoord2f( 0, 1 ); glVertex3f( +D, -D, +D ); glEnd(); // Top face (positive Y) if (g_Renderer.GetRenderPath() == CRenderer::RP_SHADER) shader->BindTexture("baseTex", m_SkyTexture[TOP]); else m_SkyTexture[TOP]->Bind(); glBegin( GL_QUADS ); glTexCoord2f( 1, 0 ); glVertex3f( +D, +D, -D ); glTexCoord2f( 0, 0 ); glVertex3f( -D, +D, -D ); glTexCoord2f( 0, 1 ); glVertex3f( -D, +D, +D ); glTexCoord2f( 1, 1 ); glVertex3f( +D, +D, +D ); glEnd(); if (g_Renderer.GetRenderPath() == CRenderer::RP_SHADER) skytech->EndPass(); glPopMatrix(); glDepthMask( GL_TRUE ); #endif }
void GUIRenderer::Draw(DrawCalls& Calls, float Z) { // Called every frame, to draw the object (based on cached calculations) // TODO: batching by shader/texture/etc would be nice CMatrix3D matrix = GetDefaultGuiMatrix(); glDisable(GL_BLEND); // Set LOD bias so mipmapped textures are prettier #if CONFIG2_GLES #warning TODO: implement GUI LOD bias for GLES #else glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, -1.f); #endif // Iterate through each DrawCall, and execute whatever drawing code is being called for (DrawCalls::const_iterator cit = Calls.begin(); cit != Calls.end(); ++cit) { cit->m_Shader->BeginPass(); CShaderProgramPtr shader = cit->m_Shader->GetShader(); shader->Uniform(str_transform, matrix); if (cit->m_HasTexture) { shader->Uniform(str_color, cit->m_ShaderColorParameter); shader->BindTexture(str_tex, cit->m_Texture); if (cit->m_EnableBlending || cit->m_Texture->HasAlpha()) // (shouldn't call HasAlpha before BindTexture) { glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); } CRect TexCoords = cit->ComputeTexCoords(); // Ensure the quad has the correct winding order, and update texcoords to match CRect Verts = cit->m_Vertices; if (Verts.right < Verts.left) { std::swap(Verts.right, Verts.left); std::swap(TexCoords.right, TexCoords.left); } if (Verts.bottom < Verts.top) { std::swap(Verts.bottom, Verts.top); std::swap(TexCoords.bottom, TexCoords.top); } std::vector<float> data; #define ADD(u, v, x, y, z) STMT(data.push_back(u); data.push_back(v); data.push_back(x); data.push_back(y); data.push_back(z)) ADD(TexCoords.left, TexCoords.bottom, Verts.left, Verts.bottom, Z + cit->m_DeltaZ); ADD(TexCoords.right, TexCoords.bottom, Verts.right, Verts.bottom, Z + cit->m_DeltaZ); ADD(TexCoords.right, TexCoords.top, Verts.right, Verts.top, Z + cit->m_DeltaZ); ADD(TexCoords.right, TexCoords.top, Verts.right, Verts.top, Z + cit->m_DeltaZ); ADD(TexCoords.left, TexCoords.top, Verts.left, Verts.top, Z + cit->m_DeltaZ); ADD(TexCoords.left, TexCoords.bottom, Verts.left, Verts.bottom, Z + cit->m_DeltaZ); #undef ADD shader->TexCoordPointer(GL_TEXTURE0, 2, GL_FLOAT, 5*sizeof(float), &data[0]); shader->VertexPointer(3, GL_FLOAT, 5*sizeof(float), &data[2]); glDrawArrays(GL_TRIANGLES, 0, 6); } else { shader->Uniform(str_color, cit->m_BackColor); if (cit->m_EnableBlending) { glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); } // Ensure the quad has the correct winding order CRect Verts = cit->m_Vertices; if (Verts.right < Verts.left) std::swap(Verts.right, Verts.left); if (Verts.bottom < Verts.top) std::swap(Verts.bottom, Verts.top); std::vector<float> data; #define ADD(x, y, z) STMT(data.push_back(x); data.push_back(y); data.push_back(z)) ADD(Verts.left, Verts.bottom, Z + cit->m_DeltaZ); ADD(Verts.right, Verts.bottom, Z + cit->m_DeltaZ); ADD(Verts.right, Verts.top, Z + cit->m_DeltaZ); ADD(Verts.right, Verts.top, Z + cit->m_DeltaZ); ADD(Verts.left, Verts.top, Z + cit->m_DeltaZ); ADD(Verts.left, Verts.bottom, Z + cit->m_DeltaZ); shader->VertexPointer(3, GL_FLOAT, 3*sizeof(float), &data[0]); glDrawArrays(GL_TRIANGLES, 0, 6); if (cit->m_BorderColor != CColor()) { shader->Uniform(str_color, cit->m_BorderColor); data.clear(); ADD(Verts.left + 0.5f, Verts.top + 0.5f, Z + cit->m_DeltaZ); ADD(Verts.right - 0.5f, Verts.top + 0.5f, Z + cit->m_DeltaZ); ADD(Verts.right - 0.5f, Verts.bottom - 0.5f, Z + cit->m_DeltaZ); ADD(Verts.left + 0.5f, Verts.bottom - 0.5f, Z + cit->m_DeltaZ); shader->VertexPointer(3, GL_FLOAT, 3*sizeof(float), &data[0]); glDrawArrays(GL_LINE_LOOP, 0, 4); } #undef ADD } cit->m_Shader->EndPass(); glDisable(GL_BLEND); } #if CONFIG2_GLES #warning TODO: implement GUI LOD bias for GLES #else glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, 0.f); #endif }
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) static double last_time; const double cur_time = timer_Time(); if(cur_time - last_time > 0.5) { 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("MINIMAP_BASE", "1"); tech = g_Renderer.GetShaderManager().LoadEffect(CStrIntern("minimap"), g_Renderer.GetSystemShaderDefines(), defines); tech->BeginPass(); shader = tech->GetShader(); } else { shader = g_Renderer.GetShaderManager().LoadProgram("fixed:dummy", CShaderDefines()); shader->Bind(); } 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 //g_Renderer.BindTexture(0, m_TerrainTexture); shader->BindTexture("baseTex", 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(texCoordMax, angle, x, y, x2, y2, z); // Draw territory boundaries CTerritoryTexture& territoryTexture = g_Game->GetView()->GetTerritoryTexture(); shader->BindTexture("baseTex", territoryTexture.GetTexture()); //territoryTexture.BindTexture(0); glEnable(GL_BLEND); glMatrixMode(GL_TEXTURE); glLoadMatrixf(territoryTexture.GetMinimapTextureMatrix()); glMatrixMode(GL_MODELVIEW); DrawTexture(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("MINIMAP_LOS", "1"); tech = g_Renderer.GetShaderManager().LoadEffect(CStrIntern("minimap"), g_Renderer.GetSystemShaderDefines(), defines); tech->BeginPass(); shader = tech->GetShader(); } shader->BindTexture("baseTex", losTexture.GetTexture()); //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(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("MINIMAP_POINT", "1"); tech = g_Renderer.GetShaderManager().LoadEffect(CStrIntern("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"); // Don't enable GL_POINT_SMOOTH because it's far too slow // (~70msec/frame on a GF4 rendering a thousand points) glPointSize(3.f); float sx = (float)m_Width / ((m_MapSize - 1) * TERRAIN_TILE_SIZE); float sy = (float)m_Height / ((m_MapSize - 1) * TERRAIN_TILE_SIZE); CSimulation2::InterfaceList ents = sim->GetEntitiesWithInterface(IID_Minimap); std::vector<MinimapUnitVertex> vertexArray; vertexArray.reserve(ents.size()); for (CSimulation2::InterfaceList::const_iterator it = ents.begin(); it != ents.end(); ++it) { MinimapUnitVertex v; ICmpMinimap* cmpMinimap = static_cast<ICmpMinimap*>(it->second); entity_pos_t posX, posZ; 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; vertexArray.push_back(v); } } } if (!vertexArray.empty()) { glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_COLOR_ARRAY); shader->VertexPointer(2, GL_FLOAT, sizeof(MinimapUnitVertex), &vertexArray[0].x); shader->ColorPointer(4, GL_UNSIGNED_BYTE, sizeof(MinimapUnitVertex), &vertexArray[0].r); glDrawArrays(GL_POINTS, 0, (GLsizei)vertexArray.size()); glDisableClientState(GL_COLOR_ARRAY); glDisableClientState(GL_VERTEX_ARRAY); } PROFILE_END("minimap units"); if (g_Renderer.GetRenderPath() == CRenderer::RP_SHADER) { tech->EndPass(); CShaderDefines defines; defines.Add("MINIMAP_LINE", "1"); tech = g_Renderer.GetShaderManager().LoadEffect(CStrIntern("minimap"), g_Renderer.GetSystemShaderDefines(), defines); tech->BeginPass(); shader = tech->GetShader(); } DrawViewRect(); glPopMatrix(); glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); if (g_Renderer.GetRenderPath() == CRenderer::RP_SHADER) { tech->EndPass(); } else { shader->Unbind(); } // Reset everything back to normal glPointSize(1.0f); glEnable(GL_TEXTURE_2D); glDepthMask(1); }
void ShaderRenderModifier::PrepareTexture(int pass, CTexturePtr& texture) { CShaderProgramPtr shader = m_Technique.GetShader(pass); shader->BindTexture("baseTex", texture->GetHandle()); }
void CParticleEmitter::Bind(const CShaderProgramPtr& shader) { shader->BindTexture("baseTex", m_Type->m_Texture); pglBlendEquationEXT(m_Type->m_BlendEquation); glBlendFunc(m_Type->m_BlendFuncSrc, m_Type->m_BlendFuncDst); }
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); glPushAttrib(GL_VIEWPORT_BIT); glViewport(0, 0, inWidth, inHeight); glBegin(GL_QUADS); glColor4f(1.f, 1.f, 1.f, 1.f); glTexCoord2f(1.0, 1.0); glVertex2f(1,1); glTexCoord2f(0.0, 1.0); glVertex2f(-1,1); glTexCoord2f(0.0, 0.0); glVertex2f(-1,-1); glTexCoord2f(1.0, 0.0); glVertex2f(1,-1); glEnd(); glPopAttrib(); 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); glPushAttrib(GL_VIEWPORT_BIT); glViewport(0, 0, inWidth, inHeight); glBegin(GL_QUADS); glColor4f(1.f, 1.f, 1.f, 1.f); glTexCoord2f(1.0, 1.0); glVertex2f(1,1); glTexCoord2f(0.0, 1.0); glVertex2f(-1,1); glTexCoord2f(0.0, 0.0); glVertex2f(-1,-1); glTexCoord2f(1.0, 0.0); glVertex2f(1,-1); glEnd(); glPopAttrib(); tech->EndPass(); }
// 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); }
void OverlayRenderer::RenderForegroundOverlays(const CCamera& viewCamera) { PROFILE3_GPU("overlays (fg)"); #if CONFIG2_GLES #warning TODO: implement OverlayRenderer::RenderForegroundOverlays for GLES #else glEnable(GL_TEXTURE_2D); glEnable(GL_BLEND); glDisable(GL_DEPTH_TEST); CVector3D right = -viewCamera.m_Orientation.GetLeft(); CVector3D up = viewCamera.m_Orientation.GetUp(); glColor4f(1.0f, 1.0f, 1.0f, 1.0f); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); CShaderProgramPtr shader; CShaderTechniquePtr tech; if (g_Renderer.GetRenderPath() == CRenderer::RP_SHADER) { tech = g_Renderer.GetShaderManager().LoadEffect("foreground_overlay"); tech->BeginPass(); shader = tech->GetShader(); } else { shader = g_Renderer.GetShaderManager().LoadProgram("fixed:dummy", CShaderDefines()); shader->Bind(); } float uvs[8] = { 0,0, 1,0, 1,1, 0,1 }; shader->TexCoordPointer(GL_TEXTURE0, 2, GL_FLOAT, sizeof(float)*2, &uvs[0]); for (size_t i = 0; i < m->sprites.size(); ++i) { SOverlaySprite* sprite = m->sprites[i]; shader->BindTexture("baseTex", sprite->m_Texture); CVector3D pos[4] = { sprite->m_Position + right*sprite->m_X0 + up*sprite->m_Y0, sprite->m_Position + right*sprite->m_X1 + up*sprite->m_Y0, sprite->m_Position + right*sprite->m_X1 + up*sprite->m_Y1, sprite->m_Position + right*sprite->m_X0 + up*sprite->m_Y1 }; shader->VertexPointer(3, GL_FLOAT, sizeof(float)*3, &pos[0].X); glDrawArrays(GL_QUADS, 0, (GLsizei)4); g_Renderer.GetStats().m_DrawCalls++; g_Renderer.GetStats().m_OverlayTris += 2; } if (g_Renderer.GetRenderPath() == CRenderer::RP_SHADER) { tech->EndPass(); } else { shader->Unbind(); } glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glEnable(GL_DEPTH_TEST); glDisable(GL_BLEND); glDisable(GL_TEXTURE_2D); #endif }
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 }
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(); }