static DOUBLE TrisTroughputPass(INDEX ct) { if( !_pdp->Lock()) { ASSERT(FALSE); return 0.0; } StartTimer(); gfxSetFrustum( -0.5f, +0.5f, -0.5f, +0.5f, 0.5f, 2.0f); gfxSetViewMatrix(NULL); gfxCullFace(GFX_NONE); _pdp->Fill(C_GRAY|255); _pdp->FillZBuffer(1.0f); if(_bTexture) { gfxEnableTexture(); } else { gfxDisableTexture(); } if(_bBlend) { gfxEnableBlend(); gfxBlendFunc( GFX_ONE, GFX_ONE); } else { gfxDisableBlend(); } if(_bDepth) { gfxEnableDepthTest(); gfxEnableDepthWrite(); } else { gfxDisableDepthTest(); gfxDisableDepthWrite(); } gfxDisableAlphaTest(); gfxSetVertexArray( &_avtx[0], _avtx.Count()); gfxLockArrays(); gfxSetTexCoordArray( &_atex[0], FALSE); gfxSetColorArray( &_acol[0]); if(_bMultiTexture) { gfxSetTextureUnit(1); gfxEnableTexture(); gfxSetTexture( _ulTexObject, _tpLocal); gfxSetTexCoordArray( &_atex[0], FALSE); gfxSetTextureUnit(0); } for( INDEX i=0; i<ct; i++) gfxDrawElements( _aiElements.Count(), &_aiElements[0]); gfxUnlockArrays(); if(_bMultiTexture) { gfxSetTextureUnit(1); gfxDisableTexture(); gfxSetTextureUnit(0); } _pdp->Unlock(); gfxFinish(); _pvp->SwapBuffers(); return StopTimer(); }
void shaDisableAlphaTest(void) { gfxDisableAlphaTest(); }
// Render one tile static void RenderTile(INDEX itt) { ASSERT(_ptrTerrain!=NULL); CTerrainTile &tt = _ptrTerrain->tr_attTiles[itt]; INDEX ctVertices = tt.GetVertices().Count(); extern INDEX ter_bOptimizeRendering; // if tile is in posible lowest lod and doesn't have any border vertices if(ter_bOptimizeRendering && tt.GetFlags()&TT_IN_LOWEST_LOD) { // delay tile rendering BatchTile(itt); return; } GFXVertex4 *pavVertices; // if vertex lerping is requested if(ter_bLerpVertices==1) { // Prepare smoth vertices PrepareSmothVertices(itt); pavVertices = &_avLerpedVerices[0]; } else { // use non smoth vertices pavVertices = &tt.GetVertices()[0]; } // if tile is in highest lod if(tt.tt_iLod==0) { gfxBlendFunc(GFX_SRC_ALPHA, GFX_INV_SRC_ALPHA); gfxSetVertexArray(pavVertices,ctVertices); gfxLockArrays(); // for each tile layer INDEX cttl= tt.GetTileLayers().Count(); for(INDEX itl=0;itl<cttl;itl++) { CTerrainLayer &tl = _ptrTerrain->tr_atlLayers[itl]; // if layer isn't visible if(!tl.tl_bVisible) { continue; // skip it } TileLayer &ttl = tt.GetTileLayers()[itl]; // Set tile stretch Matrix12 m12; SetMatrixDiagonal(m12,tl.tl_fStretchX); gfxSetTextureMatrix2(&m12); // Set tile blend mode if(tl.tl_fSmoothness==0) { gfxDisableBlend(); gfxEnableAlphaTest(); } else { gfxEnableBlend(); gfxDisableAlphaTest(); } // if this tile has any polygons in this layer INDEX ctIndices = ttl.tl_auiIndices.Count(); if(ctIndices>0) { gfxSetTextureWrapping(GFX_REPEAT,GFX_REPEAT); tl.tl_ptdTexture->SetAsCurrent(); // if this is tile layer if(tl.tl_ltType==LT_TILE) { gfxUnlockArrays(); GFXVertex4 *pavLayerVertices; if(ter_bLerpVertices==1) { PrepareSmothVerticesOnTileLayer(itt,itl); pavLayerVertices = &_avLerpedTileLayerVertices[0]; } else { pavLayerVertices = &ttl.tl_avVertices[0]; } gfxSetVertexArray(pavLayerVertices,ttl.tl_avVertices.Count()); gfxLockArrays(); // gfxSetColorArray(&ttl.tl_acColors[0]); gfxSetTexCoordArray(&ttl.tl_atcTexCoords[0], FALSE); // set wireframe mode /* gfxEnableDepthBias(); gfxPolygonMode(GFX_LINE); gfxDisableTexture();*/ gfxSetConstantColor(0xFFFFFFFF); // Draw tiled layer gfxDrawElements(ttl.tl_auiIndices.Count(),&ttl.tl_auiIndices[0]); _ctTris +=ttl.tl_auiIndices.Count()/2; /* // set fill mode gfxDisableDepthBias(); gfxPolygonMode(GFX_FILL);*/ // Set old vertex array gfxUnlockArrays(); gfxSetVertexArray(pavVertices,ctVertices); gfxLockArrays(); // if this is normal layer } else { // render layer gfxSetColorArray(&ttl.tl_acColors[0]); gfxSetTexCoordArray(&ttl.tl_atcTexCoords[0], FALSE); gfxDrawElements(ctIndices,&ttl.tl_auiIndices[0]); _ctTris +=ctIndices/2; } } } gfxSetTextureMatrix2(NULL); INDEX ctIndices = tt.GetIndices().Count(); if(ctIndices>0) { INDEX *paiIndices = &tt.GetIndices()[0]; // if detail map exists if(_ptrTerrain->tr_ptdDetailMap!=NULL) { gfxSetTextureWrapping(GFX_REPEAT,GFX_REPEAT); gfxDisableAlphaTest(); shaBlendFunc( GFX_DST_COLOR, GFX_SRC_COLOR); gfxEnableBlend(); gfxSetTexCoordArray(&tt.GetDetailTC()[0], FALSE); _ptrTerrain->tr_ptdDetailMap->SetAsCurrent(); gfxDrawElements(ctIndices,paiIndices); } // if shadows are visible if(_wrpWorldRenderPrefs.wrp_shtShadows!=CWorldRenderPrefs::SHT_NONE) { gfxDisableAlphaTest(); shaBlendFunc( GFX_DST_COLOR, GFX_SRC_COLOR); gfxEnableBlend(); gfxSetTextureWrapping(GFX_CLAMP,GFX_CLAMP); gfxSetTexCoordArray(&tt.GetShadowMapTC()[0], FALSE); _ptrTerrain->tr_tdShadowMap.SetAsCurrent(); gfxDrawElements(ctIndices,paiIndices); } } // if tile is not in highest lod } else { gfxSetTextureWrapping(GFX_CLAMP,GFX_CLAMP); // if tile is in lowest lod if(tt.tt_iLod == _ptrTerrain->tr_iMaxTileLod) { // use terrains global top map _ptrTerrain->tr_tdTopMap.SetAsCurrent(); // else tile is in some midle lod } else { // use its own topmap tt.GetTopMap()->SetAsCurrent(); } // Render tile INDEX ctIndices = tt.GetIndices().Count(); gfxEnableAlphaTest(); gfxDisableBlend(); gfxSetVertexArray(pavVertices,ctVertices); gfxSetTexCoordArray(&tt.GetTexCoords()[0], FALSE); FillConstColorArray(ctVertices); gfxSetColorArray(&_acolVtxConstColors[0]); gfxLockArrays(); gfxDrawElements(ctIndices,&tt.GetIndices()[0]); _ctTris +=ctIndices/2; gfxDisableAlphaTest(); // if shadows are visible if(_wrpWorldRenderPrefs.wrp_shtShadows!=CWorldRenderPrefs::SHT_NONE) { gfxDepthFunc(GFX_EQUAL); INDEX ctIndices = tt.GetIndices().Count(); INDEX *paiIndices = &tt.GetIndices()[0]; gfxSetTextureWrapping(GFX_CLAMP,GFX_CLAMP); gfxBlendFunc(GFX_DST_COLOR,GFX_SRC_COLOR); gfxEnableBlend(); gfxSetTexCoordArray(&tt.GetShadowMapTC()[0], FALSE); _ptrTerrain->tr_tdShadowMap.SetAsCurrent(); gfxDrawElements(ctIndices,paiIndices); gfxDepthFunc(GFX_LESS_EQUAL); } } if(_ptrTerrain->GetFlags()&TR_HAS_FOG) { RenderFogLayer(itt); } if(_ptrTerrain->GetFlags()&TR_HAS_HAZE) { RenderHazeLayer(itt); } gfxUnlockArrays(); }
static void RenderFogLayer(INDEX itt) { FLOATmatrix3D &mViewer = _aprProjection->pr_ViewerRotationMatrix; FLOAT3D vObjPosition = _ptrTerrain->tr_penEntity->en_plPlacement.pl_PositionVector; // get viewer -z in object space _vFViewerObj = FLOAT3D(0,0,-1) * !_mObjectToView; // get fog direction in object space _vHDirObj = _fog_vHDirAbs * !(!mViewer*_mObjectToView); // get viewer offset _fFogAddZ = _vViewer(1) * (vObjPosition(1) - _aprProjection->pr_vViewerPosition(1)); _fFogAddZ += _vViewer(2) * (vObjPosition(2) - _aprProjection->pr_vViewerPosition(2)); _fFogAddZ += _vViewer(3) * (vObjPosition(3) - _aprProjection->pr_vViewerPosition(3)); // get fog offset _fFogAddH = (_fog_vHDirAbs % vObjPosition) + _fog_fp.fp_fH3; GFXVertex *pvVtx; INDEX *piIndices; INDEX ctVertices; INDEX ctIndices; // if this is tile if(itt>=0) { CTerrainTile &tt = _ptrTerrain->tr_attTiles[itt]; pvVtx = &tt.GetVertices()[0]; piIndices = &tt.GetIndices()[0]; ctVertices = tt.GetVertices().Count(); ctIndices = tt.GetIndices().Count(); // else this are batched tiles } else { pvVtx = &_avDelayedVertices[0]; piIndices = &_aiDelayedIndices[0]; ctVertices = _avDelayedVertices.Count(); ctIndices = _aiDelayedIndices.Count(); } GFXTexCoord *pfFogTC = _atcHaze.Push(ctVertices); GFXColor *pcolFog = _acolHaze.Push(ctVertices); const COLOR colF = AdjustColor( _fog_fp.fp_colColor, _slTexHueShift, _slTexSaturation); GFXColor colFog(colF); // for each vertex in tile for(INDEX ivx=0;ivx<ctVertices;ivx++) { GetFogMapInVertex(pvVtx[ivx],pfFogTC[ivx]); pcolFog[ivx] = colFog; } // render fog layer gfxDepthFunc(GFX_EQUAL); gfxSetTextureWrapping( GFX_CLAMP, GFX_CLAMP); gfxSetTexture( _fog_ulTexture, _fog_tpLocal); gfxSetTexCoordArray(pfFogTC, FALSE); gfxSetColorArray(pcolFog); gfxBlendFunc( GFX_SRC_ALPHA, GFX_INV_SRC_ALPHA); gfxEnableBlend(); gfxDisableAlphaTest(); gfxDrawElements(ctIndices,piIndices); gfxDepthFunc(GFX_LESS_EQUAL); _atcHaze.PopAll(); _acolHaze.PopAll(); }
void ShowSelectionInternal(CTerrain *ptrTerrain, Rect &rcExtract, CTextureData *ptdBrush, GFXColor colSelection, FLOAT fStrenght, SelectionFill sfFill) { ASSERT(ptrTerrain!=NULL); ASSERT(ptdBrush!=NULL); Rect rcSelection; FLOATaabbox3D bboxSelection; // Clamp rect used for extraction rcSelection.rc_iLeft = Clamp(rcExtract.rc_iLeft , 0, ptrTerrain->tr_pixHeightMapWidth); rcSelection.rc_iTop = Clamp(rcExtract.rc_iTop , 0, ptrTerrain->tr_pixHeightMapHeight); rcSelection.rc_iRight = Clamp(rcExtract.rc_iRight , 0, ptrTerrain->tr_pixHeightMapWidth); rcSelection.rc_iBottom = Clamp(rcExtract.rc_iBottom , 0, ptrTerrain->tr_pixHeightMapHeight); // Prepare box for vertex selection bboxSelection = FLOAT3D(rcSelection.rc_iLeft, 0, rcSelection.rc_iTop); bboxSelection |= FLOAT3D(rcSelection.rc_iRight, 0, rcSelection.rc_iBottom); // Stretch selection box bboxSelection.minvect(1) *= ptrTerrain->tr_vStretch(1); bboxSelection.minvect(3) *= ptrTerrain->tr_vStretch(3); bboxSelection.maxvect(1) *= ptrTerrain->tr_vStretch(1); bboxSelection.maxvect(3) *= ptrTerrain->tr_vStretch(3); // Set selection box height FLOATaabbox3D bboxAllTerrain; ptrTerrain->GetAllTerrainBBox(bboxAllTerrain); bboxSelection.minvect(2) = bboxAllTerrain.minvect(2); bboxSelection.maxvect(2) = bboxAllTerrain.maxvect(2); GFXVertex *pavVertices; INDEX *paiIndices; INDEX ctVertices; INDEX ctIndices; // Extract vertices in selection rect ExtractVerticesInRect(ptrTerrain, rcSelection, &pavVertices, &paiIndices, ctVertices, ctIndices); if(ctVertices!=rcSelection.Width()*rcSelection.Height()) { ASSERT(FALSE); return; } // if no vertices if(ctVertices==0) { return; } // Prepare vertex colors for selection preview PIX pixWidth = rcSelection.Width(); PIX pixHeight = rcSelection.Height(); INDEX iStepX = ptdBrush->GetWidth() - pixWidth; INDEX iFirst = 0; if(rcExtract.rc_iTop<0) { iFirst += -rcExtract.rc_iTop*ptdBrush->GetWidth(); } if(rcExtract.rc_iLeft<0) { iFirst += -rcExtract.rc_iLeft; } _aiExtColors.Push(ctVertices); GFXColor *pacolColor = (GFXColor*)&_aiExtColors[0]; GFXColor *pacolBrush = (GFXColor*)&ptdBrush->td_pulFrames[iFirst]; // Fill vertex colors for selection preview SLONG slStrength = (SLONG) (Clamp(Abs(fStrenght),0.0f,1.0f) * 256.0f); // for each row for(INDEX iy=0;iy<pixHeight;iy++) { // for each col for(INDEX ix=0;ix<pixWidth;ix++) { pacolColor->ul.abgr = colSelection.ul.abgr; pacolColor->ub.a = (pacolBrush->ub.r*slStrength)>>8; pacolColor++; pacolBrush++; } pacolBrush+=iStepX; } // Render selected polygons for selection preview if(sfFill == SF_WIREFRAME) { gfxPolygonMode(GFX_LINE); gfxEnableDepthBias(); } if(sfFill != SF_POINTS) { // Draw selection gfxDisableTexture(); gfxDisableAlphaTest(); gfxEnableBlend(); gfxBlendFunc(GFX_SRC_ALPHA, GFX_INV_SRC_ALPHA); gfxSetVertexArray(pavVertices,ctVertices); gfxSetColorArray(&_aiExtColors[0]); gfxLockArrays(); gfxDrawElements(ctIndices,paiIndices); gfxUnlockArrays(); gfxDisableBlend(); } if(sfFill == SF_WIREFRAME) { gfxDisableDepthBias(); gfxPolygonMode(GFX_FILL); } if(sfFill == SF_POINTS) { DrawSelectedVertices(pavVertices,&_aiExtColors[0],ctVertices); } }
// read depth buffer and update visibility flag of depth points static void UpdateDepthPointsVisibility( const CDrawPort *pdp, const INDEX iMirrorLevel, DepthInfo *pdi, const INDEX ctCount) { const GfxAPIType eAPI = _pGfx->gl_eCurrentAPI; ASSERT(GfxValidApi(eAPI)); ASSERT( pdp!=NULL && ctCount>0); const CRaster *pra = pdp->dp_Raster; // OpenGL if( eAPI==GAT_OGL) { _sfStats.StartTimer(CStatForm::STI_GFXAPI); FLOAT fPointOoK; // for each stored point for( INDEX idi=0; idi<ctCount; idi++) { DepthInfo &di = pdi[idi]; // skip if not in required mirror level or was already checked in this iteration if( iMirrorLevel!=di.di_iMirrorLevel || _iCheckIteration!=di.di_iSwapLastRequest) continue; const PIX pixJ = pra->ra_Height-1 - di.di_pixJ; // OpenGL has Y-inversed buffer! pglReadPixels( di.di_pixI, pixJ, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &fPointOoK); OGL_CHECKERROR; // it is visible if there is nothing nearer in z-buffer already di.di_bVisible = (di.di_fOoK<fPointOoK); } // done _sfStats.StopTimer(CStatForm::STI_GFXAPI); return; } // Direct3D #ifdef SE1_D3D if( eAPI==GAT_D3D) { _sfStats.StartTimer(CStatForm::STI_GFXAPI); // ok, this will get really complicated ... // We'll have to do it thru back buffer because darn DX8 won't let us have values from z-buffer; // Anyway, we'll lock backbuffer, read color from the lens location and try to write little triangle there // with slightly modified color. Then we'll readout that color and see if triangle passes z-test. Voila! :) // P.S. To avoid lock-modify-lock, we need to batch all the locks in one. Uhhhh ... :( COLOR col; INDEX idi; SLONG slColSize; HRESULT hr; D3DLOCKED_RECT rectLocked; D3DSURFACE_DESC surfDesc; LPDIRECT3DSURFACE8 pBackBuffer; // fetch back buffer (different for full screen and windowed mode) const BOOL bFullScreen = _pGfx->gl_ulFlags & GLF_FULLSCREEN; if( bFullScreen) { hr = _pGfx->gl_pd3dDevice->GetBackBuffer( 0, D3DBACKBUFFER_TYPE_MONO, &pBackBuffer); } else { hr = pra->ra_pvpViewPort->vp_pSwapChain->GetBackBuffer( 0, D3DBACKBUFFER_TYPE_MONO, &pBackBuffer); } // what, cannot get a back buffer? if( hr!=D3D_OK) { // to hell with it all _sfStats.StopTimer(CStatForm::STI_GFXAPI); return; } // keep format of back-buffer pBackBuffer->GetDesc(&surfDesc); const D3DFORMAT d3dfBack = surfDesc.Format; // prepare array that'll back-buffer colors from depth point locations _acolDelayed.Push(ctCount); // store all colors for( idi=0; idi<ctCount; idi++) { DepthInfo &di = pdi[idi]; // skip if not in required mirror level or was already checked in this iteration if( iMirrorLevel!=di.di_iMirrorLevel || _iCheckIteration!=di.di_iSwapLastRequest) continue; // fetch pixel _acolDelayed[idi] = 0; const RECT rectToLock = { di.di_pixI, di.di_pixJ, di.di_pixI+1, di.di_pixJ+1 }; hr = pBackBuffer->LockRect( &rectLocked, &rectToLock, D3DLOCK_READONLY); if( hr!=D3D_OK) continue; // skip if lock didn't make it // read, convert and store original color _acolDelayed[idi] = UnpackColor_D3D( (UBYTE*)rectLocked.pBits, d3dfBack, slColSize) | CT_OPAQUE; pBackBuffer->UnlockRect(); } // prepare to draw little triangles there with slightly adjusted colors _sfStats.StopTimer(CStatForm::STI_GFXAPI); gfxEnableDepthTest(); gfxDisableDepthWrite(); gfxDisableBlend(); gfxDisableAlphaTest(); gfxDisableTexture(); _sfStats.StartTimer(CStatForm::STI_GFXAPI); // prepare array and shader _avtxDelayed.Push(ctCount*3); d3dSetVertexShader(D3DFVF_CTVERTEX); // draw one trianle around each depth point INDEX ctVertex = 0; for( idi=0; idi<ctCount; idi++) { DepthInfo &di = pdi[idi]; col = _acolDelayed[idi]; // skip if not in required mirror level or was already checked in this iteration, or wasn't fetched at all if( iMirrorLevel!=di.di_iMirrorLevel || _iCheckIteration!=di.di_iSwapLastRequest || col==0) continue; const ULONG d3dCol = rgba2argb(col^0x20103000); const PIX pixI = di.di_pixI - pdp->dp_MinI; // convert raster loc to drawport loc const PIX pixJ = di.di_pixJ - pdp->dp_MinJ; // batch it and advance to next triangle CTVERTEX &vtx0 = _avtxDelayed[ctVertex++]; CTVERTEX &vtx1 = _avtxDelayed[ctVertex++]; CTVERTEX &vtx2 = _avtxDelayed[ctVertex++]; vtx0.fX=pixI; vtx0.fY=pixJ-2; vtx0.fZ=di.di_fOoK; vtx0.ulColor=d3dCol; vtx0.fU=vtx0.fV=0; vtx1.fX=pixI-2; vtx1.fY=pixJ+2; vtx1.fZ=di.di_fOoK; vtx1.ulColor=d3dCol; vtx1.fU=vtx0.fV=0; vtx2.fX=pixI+2; vtx2.fY=pixJ; vtx2.fZ=di.di_fOoK; vtx2.ulColor=d3dCol; vtx2.fU=vtx0.fV=0; } // draw a bunch hr = _pGfx->gl_pd3dDevice->DrawPrimitiveUP( D3DPT_TRIANGLELIST, ctVertex/3, &_avtxDelayed[0], sizeof(CTVERTEX)); D3D_CHECKERROR(hr); // readout colors again and compare to old ones for( idi=0; idi<ctCount; idi++) { DepthInfo &di = pdi[idi]; col = _acolDelayed[idi]; // skip if not in required mirror level or was already checked in this iteration, or wasn't fetched at all if( iMirrorLevel!=di.di_iMirrorLevel || _iCheckIteration!=di.di_iSwapLastRequest || col==0) continue; // fetch pixel const RECT rectToLock = { di.di_pixI, di.di_pixJ, di.di_pixI+1, di.di_pixJ+1 }; hr = pBackBuffer->LockRect( &rectLocked, &rectToLock, D3DLOCK_READONLY); if( hr!=D3D_OK) continue; // skip if lock didn't make it // read new color const COLOR colNew = UnpackColor_D3D( (UBYTE*)rectLocked.pBits, d3dfBack, slColSize) | CT_OPAQUE; pBackBuffer->UnlockRect(); // if we managed to write adjusted color, point is visible! di.di_bVisible = (col!=colNew); } // phew, done! :) D3DRELEASE( pBackBuffer, TRUE); _acolDelayed.PopAll(); _avtxDelayed.PopAll(); _sfStats.StopTimer(CStatForm::STI_GFXAPI); return; } #endif // SE1_D3D }