Пример #1
0
void CParticleEmitter::RenderArray(const CShaderProgramPtr& shader)
{
	// Some drivers apparently don't like count=0 in glDrawArrays here,
	// so skip all drawing in that case
	if (m_Particles.empty())
		return;

	u8* indexBase = m_IndexArray.Bind();
	u8* base = m_VertexArray.Bind();

	GLsizei stride = (GLsizei)m_VertexArray.GetStride();

	shader->VertexPointer(3, GL_FLOAT, stride, base + m_AttributePos.offset);

	// Pass the sin/cos axis components as texcoords for no particular reason
	// other than that they fit. (Maybe this should be glVertexAttrib* instead?)
	shader->TexCoordPointer(GL_TEXTURE0, 2, GL_FLOAT, stride, base + m_AttributeUV.offset);
	shader->TexCoordPointer(GL_TEXTURE1, 2, GL_FLOAT, stride, base + m_AttributeAxis.offset);

	shader->ColorPointer(4, GL_UNSIGNED_BYTE, stride, base + m_AttributeColor.offset);

	shader->AssertPointersBound();
	glDrawElements(GL_TRIANGLES, (GLsizei)(m_Particles.size() * 6), GL_UNSIGNED_SHORT, indexBase);

	g_Renderer.GetStats().m_DrawCalls++;
	g_Renderer.GetStats().m_Particles += m_Particles.size();
}
Пример #2
0
void CPatchRData::RenderWater(CShaderProgramPtr& shader)
{
	ASSERT(m_UpdateFlags==0);

	if (!m_VBWater)
		return;

	SWaterVertex *base=(SWaterVertex *)m_VBWater->m_Owner->Bind();

	// setup data pointers
	GLsizei stride = sizeof(SWaterVertex);
	shader->ColorPointer(4, GL_UNSIGNED_BYTE, stride, &base[m_VBWater->m_Index].m_DepthData);
	shader->VertexPointer(3, GL_FLOAT, stride, &base[m_VBWater->m_Index].m_Position);
	shader->TexCoordPointer(GL_TEXTURE0, 4, GL_FLOAT, stride, &base[m_VBWater->m_Index].m_WaterData);

	shader->AssertPointersBound();

	// render
	if (!g_Renderer.m_SkipSubmit)
	{
		u8* indexBase = m_VBWaterIndices->m_Owner->Bind();
#if CONFIG2_GLES
#warning TODO: fix CPatchRData::RenderWater for GLES (avoid GL_QUADS)
#else
		glDrawElements(GL_QUADS, (GLsizei) m_VBWaterIndices->m_Count,
			GL_UNSIGNED_SHORT, indexBase + sizeof(u16)*(m_VBWaterIndices->m_Index));
#endif
	}

	// bump stats
	g_Renderer.m_Stats.m_DrawCalls++;
	g_Renderer.m_Stats.m_WaterTris += m_VBWaterIndices->m_Count / 2;

	CVertexBuffer::Unbind();
}
Пример #3
0
// 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);
}
Пример #4
0
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);
}
Пример #5
0
// 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);
}
Пример #6
0
void CPatchRData::RenderStreams(const std::vector<CPatchRData*>& patches, const CShaderProgramPtr& shader, int streamflags)
{
	// Each batch has a list of index counts, and a list of pointers-to-first-indexes
	typedef std::pair<std::vector<GLint>, std::vector<void*> > BatchElements;

	// Group batches by index buffer
	typedef std::map<CVertexBuffer*, BatchElements> IndexBufferBatches;

	// Group batches by vertex buffer
	typedef std::map<CVertexBuffer*, IndexBufferBatches> VertexBufferBatches;

 	VertexBufferBatches batches;

 	PROFILE_START("compute batches");

 	// Collect all the patches into their appropriate batches
 	for (size_t i = 0; i < patches.size(); ++i)
 	{
 		CPatchRData* patch = patches[i];
		BatchElements& batch = batches[patch->m_VBBase->m_Owner][patch->m_VBBaseIndices->m_Owner];

		batch.first.push_back(patch->m_VBBaseIndices->m_Count);

		u8* indexBase = patch->m_VBBaseIndices->m_Owner->GetBindAddress();
 		batch.second.push_back(indexBase + sizeof(u16)*(patch->m_VBBaseIndices->m_Index));
 	}

 	PROFILE_END("compute batches");

	ENSURE(!(streamflags & ~(STREAM_POS|STREAM_COLOR|STREAM_POSTOUV0|STREAM_POSTOUV1)));

 	// Render each batch
 	for (VertexBufferBatches::iterator itv = batches.begin(); itv != batches.end(); ++itv)
	{
		GLsizei stride = sizeof(SBaseVertex);
		SBaseVertex *base = (SBaseVertex *)itv->first->Bind();

		shader->VertexPointer(3, GL_FLOAT, stride, &base->m_Position);
		if (streamflags & STREAM_POSTOUV0)
			shader->TexCoordPointer(GL_TEXTURE0, 3, GL_FLOAT, stride, &base->m_Position);
		if (streamflags & STREAM_POSTOUV1)
			shader->TexCoordPointer(GL_TEXTURE1, 3, GL_FLOAT, stride, &base->m_Position);
		if (streamflags & STREAM_COLOR)
			shader->ColorPointer(4, GL_UNSIGNED_BYTE, stride, &base->m_DiffuseColor);

		shader->AssertPointersBound();

		for (IndexBufferBatches::iterator it = itv->second.begin(); it != itv->second.end(); ++it)
		{
			it->first->Bind();

			BatchElements& batch = it->second;

			if (!g_Renderer.m_SkipSubmit)
			{
				for (size_t i = 0; i < batch.first.size(); ++i)
					glDrawElements(GL_TRIANGLES, batch.first[i], GL_UNSIGNED_SHORT, batch.second[i]);
			}

			g_Renderer.m_Stats.m_DrawCalls++;
			g_Renderer.m_Stats.m_TerrainTris += std::accumulate(batch.first.begin(), batch.first.end(), 0) / 3;
		}
	}

	CVertexBuffer::Unbind();
}