# New territory border rendering.

Add textured line overlay rendering.
Change terrain height calculations to be triangulation-dependent for
improved accuracy.
Add triangulation-dependent terrain normal function.
Support separate S/T wrap modes for textures.
Rename CVector2D_Maths since it no longer conflicts with simulation
CVector2D.
Coalesce freed chunks in vertex buffers, to avoid excessive
fragmentation.
Add some things to help debug vertex buffer allocation a little.

This was SVN commit r9929.
This commit is contained in:
Ykkrosh
2011-07-30 00:56:45 +00:00
parent 239685d754
commit 8fee3d8ef8
36 changed files with 1084 additions and 143 deletions
+268 -3
View File
@@ -19,17 +19,59 @@
#include "OverlayRenderer.h"
#include "graphics/LOSTexture.h"
#include "graphics/Overlay.h"
#include "graphics/ShaderManager.h"
#include "graphics/Terrain.h"
#include "graphics/TextureManager.h"
#include "lib/ogl.h"
#include "ps/Game.h"
#include "ps/Profile.h"
#include "renderer/Renderer.h"
#include "renderer/VertexBuffer.h"
#include "renderer/VertexBufferManager.h"
#include "simulation2/Simulation2.h"
#include "simulation2/components/ICmpWaterManager.h"
struct OverlayRendererInternals
{
std::vector<SOverlayLine*> lines;
std::vector<SOverlayTexturedLine*> texlines;
std::vector<SOverlaySprite*> sprites;
};
class CTexturedLineRData : public CRenderData
{
public:
CTexturedLineRData(SOverlayTexturedLine* line) :
m_Line(line), m_VB(NULL), m_VBIndices(NULL)
{
}
~CTexturedLineRData()
{
if (m_VB)
g_VBMan.Release(m_VB);
if (m_VBIndices)
g_VBMan.Release(m_VBIndices);
}
struct SVertex
{
SVertex(CVector3D pos, short u, short v) : m_Position(pos) { m_UVs[0] = u; m_UVs[1] = v; }
CVector3D m_Position;
GLshort m_UVs[2];
};
cassert(sizeof(SVertex) == 16);
void Update();
SOverlayTexturedLine* m_Line;
CVertexBuffer::VBChunk* m_VB;
CVertexBuffer::VBChunk* m_VBIndices;
};
OverlayRenderer::OverlayRenderer()
{
m = new OverlayRendererInternals();
@@ -40,9 +82,22 @@ OverlayRenderer::~OverlayRenderer()
delete m;
}
void OverlayRenderer::Submit(SOverlayLine* overlay)
void OverlayRenderer::Submit(SOverlayLine* line)
{
m->lines.push_back(overlay);
ENSURE(line->m_Coords.size() % 3 == 0);
m->lines.push_back(line);
}
void OverlayRenderer::Submit(SOverlayTexturedLine* line)
{
// Simplify the rest of the code by guaranteeing non-empty lines
if (line->m_Coords.empty())
return;
ENSURE(line->m_Coords.size() % 2 == 0);
m->texlines.push_back(line);
}
void OverlayRenderer::Submit(SOverlaySprite* overlay)
@@ -53,6 +108,7 @@ void OverlayRenderer::Submit(SOverlaySprite* overlay)
void OverlayRenderer::EndFrame()
{
m->lines.clear();
m->texlines.clear();
m->sprites.clear();
// this should leave the capacity unchanged, which is okay since it
// won't be very large or very variable
@@ -60,12 +116,30 @@ void OverlayRenderer::EndFrame()
void OverlayRenderer::PrepareForRendering()
{
PROFILE("prepare overlays");
// This is where we should do something like sort the overlays by
// colour/sprite/etc for more efficient rendering
for (size_t i = 0; i < m->texlines.size(); ++i)
{
SOverlayTexturedLine* line = m->texlines[i];
if (!line->m_RenderData)
{
line->m_RenderData = shared_ptr<CRenderData>(new CTexturedLineRData(line));
static_cast<CTexturedLineRData*>(line->m_RenderData.get())->Update();
// We assume the overlay line will get replaced by the caller
// if terrain changes, so we don't need to detect that here and
// call Update again. Also we assume the caller won't change
// any of the parameters after first submitting the line.
}
}
}
void OverlayRenderer::RenderOverlays()
void OverlayRenderer::RenderOverlaysBeforeWater()
{
PROFILE("render overlays (before water)");
glDisable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
@@ -90,8 +164,76 @@ void OverlayRenderer::RenderOverlays()
glDisable(GL_BLEND);
}
void OverlayRenderer::RenderOverlaysAfterWater()
{
PROFILE("render overlays (after water)");
// Only supported in shader modes
// (TODO: should support in non-shader too)
if (g_Renderer.GetRenderPath() != CRenderer::RP_SHADER)
return;
if (!m->texlines.empty())
{
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glDepthMask(0);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
CShaderManager& shaderManager = g_Renderer.GetShaderManager();
CShaderProgramPtr shaderTexLine(shaderManager.LoadProgram("overlayline", std::map<CStr, CStr>()));
shaderTexLine->Bind();
CLOSTexture& los = g_Renderer.GetScene().GetLOSTexture();
shaderTexLine->BindTexture("losTex", los.GetTexture());
shaderTexLine->Uniform("losTransform", los.GetTextureMatrix()[0], los.GetTextureMatrix()[12], 0.f, 0.f);
for (size_t i = 0; i < m->texlines.size(); ++i)
{
SOverlayTexturedLine* line = m->texlines[i];
if (!line->m_RenderData)
continue;
shaderTexLine->BindTexture("baseTex", line->m_TextureBase->GetHandle());
shaderTexLine->BindTexture("maskTex", line->m_TextureMask->GetHandle());
shaderTexLine->Uniform("objectColor", line->m_Color);
CTexturedLineRData* rdata = static_cast<CTexturedLineRData*>(line->m_RenderData.get());
GLsizei stride = sizeof(CTexturedLineRData::SVertex);
CTexturedLineRData::SVertex* base = reinterpret_cast<CTexturedLineRData::SVertex*>(rdata->m_VB->m_Owner->Bind());
glVertexPointer(3, GL_FLOAT, stride, &base->m_Position[0]);
glTexCoordPointer(2, GL_SHORT, stride, &base->m_UVs[0]);
u8* indexBase = rdata->m_VBIndices->m_Owner->Bind();
glDrawElements(GL_QUAD_STRIP, rdata->m_VBIndices->m_Count, GL_UNSIGNED_SHORT, indexBase + sizeof(u16)*rdata->m_VBIndices->m_Index);
g_Renderer.GetStats().m_OverlayTris += rdata->m_VBIndices->m_Count - 2;
}
shaderTexLine->Unbind();
// TODO: the shader should probably be responsible for unbinding its textures
g_Renderer.BindTexture(1, 0);
g_Renderer.BindTexture(0, 0);
CVertexBuffer::Unbind();
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDepthMask(1);
glDisable(GL_BLEND);
}
}
void OverlayRenderer::RenderForegroundOverlays(const CCamera& viewCamera)
{
PROFILE("render overlays (fg)");
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
@@ -132,3 +274,126 @@ void OverlayRenderer::RenderForegroundOverlays(const CCamera& viewCamera)
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
}
void CTexturedLineRData::Update()
{
if (m_VB)
{
g_VBMan.Release(m_VB);
m_VB = NULL;
}
if (m_VBIndices)
{
g_VBMan.Release(m_VBIndices);
m_VBIndices = NULL;
}
CmpPtr<ICmpWaterManager> cmpWaterManager(*g_Game->GetSimulation2(), SYSTEM_ENTITY);
std::vector<SVertex> vertices;
std::vector<u16> indices;
short v = 0;
size_t n = m_Line->m_Coords.size() / 2;
ENSURE(n >= 1);
CTerrain* terrain = m_Line->m_Terrain;
// TODO: this assumes paths are closed loops; probably should extend this to
// handle non-closed paths too
// In each iteration, p1 is the position of vertex i, p0 is i-1, p2 is i+1.
// To avoid slightly expensive terrain computations we cycle these around and
// recompute p2 at the end of each iteration.
CVector3D p0 = CVector3D(m_Line->m_Coords[(n-1)*2], 0, m_Line->m_Coords[(n-1)*2+1]);
CVector3D p1 = CVector3D(m_Line->m_Coords[0], 0, m_Line->m_Coords[1]);
CVector3D p2 = CVector3D(m_Line->m_Coords[(1 % n)*2], 0, m_Line->m_Coords[(1 % n)*2+1]);
bool p1floating = false;
bool p2floating = false;
// Compute terrain heights, clamped to the water height (and remember whether
// each point was floating on water, for normal computation later)
// TODO: if we ever support more than one water level per map, recompute this per point
float w = cmpWaterManager->GetExactWaterLevel(p0.X, p0.Z);
p0.Y = terrain->GetExactGroundLevel(p0.X, p0.Z);
if (p0.Y < w)
p0.Y = w;
p1.Y = terrain->GetExactGroundLevel(p1.X, p1.Z);
if (p1.Y < w)
{
p1.Y = w;
p1floating = true;
}
p2.Y = terrain->GetExactGroundLevel(p2.X, p2.Z);
if (p2.Y < w)
{
p2.Y = w;
p2floating = true;
}
for (size_t i = 0; i < n; ++i)
{
// For vertex i, compute bisector of lines (i-1)..(i) and (i)..(i+1)
// perpendicular to terrain normal
// Normal is vertical if on water, else computed from terrain
CVector3D norm;
if (p1floating)
norm = CVector3D(0, 1, 0);
else
norm = m_Line->m_Terrain->CalcExactNormal(p1.X, p1.Z);
CVector3D b = ((p1 - p0).Normalized() + (p2 - p1).Normalized()).Cross(norm);
// Adjust bisector length to match the line thickness, along the line's width
float l = b.Dot((p2 - p1).Normalized().Cross(norm));
if (fabs(l) > 0.000001f) // avoid unlikely divide-by-zero
b *= m_Line->m_Thickness / l;
// Raise off the terrain a little bit
const float raised = 0.2f;
vertices.push_back(SVertex(p1 + b + norm*raised, 0, v));
indices.push_back(vertices.size() - 1);
vertices.push_back(SVertex(p1 - b + norm*raised, 1, v));
indices.push_back(vertices.size() - 1);
// Alternate V coordinate for debugging
v = 1 - v;
// Cycle the p's and compute the new p2
p0 = p1;
p1 = p2;
p1floating = p2floating;
p2 = CVector3D(m_Line->m_Coords[((i+2) % n)*2], 0, m_Line->m_Coords[((i+2) % n)*2+1]);
p2.Y = terrain->GetExactGroundLevel(p2.X, p2.Z);
if (p2.Y < w)
{
p2.Y = w;
p2floating = true;
}
else
p2floating = false;
}
// Close the path
indices.push_back(0);
indices.push_back(1);
m_VB = g_VBMan.Allocate(sizeof(SVertex), vertices.size(), GL_STATIC_DRAW, GL_ARRAY_BUFFER);
m_VB->m_Owner->UpdateChunkVertices(m_VB, &vertices[0]);
// Update the indices to include the base offset of the vertex data
for (size_t k = 0; k < indices.size(); ++k)
indices[k] += m_VB->m_Index;
m_VBIndices = g_VBMan.Allocate(sizeof(u16), indices.size(), GL_STATIC_DRAW, GL_ELEMENT_ARRAY_BUFFER);
m_VBIndices->m_Owner->UpdateChunkVertices(m_VBIndices, &indices[0]);
}