////////////////////////////////////////////////////////////////////// // // Crytek CryENGINE Source code // // File:GLObjSprites.cpp // Description: Implementation of vegetation sprites rendering // // History: // 05/05/2003 Created by Vladimir Kajalin // ////////////////////////////////////////////////////////////////////// #include "RenderPCH.h" #include "GL_Renderer.h" #include "GLCGVProgram.h" #include "GLCGPShader.h" #include #include #include "../common/shadow_renderer.h" #include "limits.h" #include "I3DEngine.h" #include "../../Cry3DEngine/Cry3denginebase.h" #include "../../Cry3DEngine/Terrain.h" #include "../../Cry3DEngine/StatObj.h" #include "../../Cry3DEngine/ObjMan.h" #ifdef WIN32 // duplicated definition (first one is in 3dengine) ISystem * Cry3DEngineBase::m_pSys=0; IRenderer * Cry3DEngineBase::m_pRenderer=0; ITimer * Cry3DEngineBase::m_pTimer=0; ILog * Cry3DEngineBase::m_pLog=0; IPhysicalWorld * Cry3DEngineBase::m_pPhysicalWorld=0; IConsole * Cry3DEngineBase::m_pConsole=0; I3DEngine * Cry3DEngineBase::m_p3DEngine=0; CVars * Cry3DEngineBase::m_pCVars=0; ICryPak * Cry3DEngineBase::m_pCryPak=0; int Cry3DEngineBase::m_nRenderStackLevel=0; int Cry3DEngineBase::m_dwRecursionDrawFlags[2]={0,0}; #endif // WIN32 void CGLRenderer::DrawObjSprites_NoBend (list2 *pList, float fMaxViewDist, CObjManager *pObjMan) { float max_view_dist = fMaxViewDist*0.8f; const Vec3d & vCamPos = m_RP.m_ViewOrg; const float rad2deg = 180.0f/PI; const float far_tex_angle = (FAR_TEX_ANGLE*0.5f); CGLTexMan::BindNULL(1); m_TexMan->SetTexture(TX_FIRSTBIND, eTT_Base); Vec3d vWorldColor = iSystem->GetI3DEngine()->GetWorldColor(); int prev_tid=-1; m_RP.m_FlagsModificators &= ~7; m_RP.m_PersFlags &= ~RBPF_PS1NEEDSET | RBPF_PS2NEEDSET | RBPF_VSNEEDSET | RBPF_TSNEEDSET; EF_CommitPS(); EF_CommitVS(); EF_SetColorOp(eCO_MODULATE2X, eCO_MODULATE, DEF_TEXARG0, DEF_TEXARG0); float paramf[2][4]; float paramfe[2][4]; int nVerts = 0; bool bVolFog = false; bool bVolFogInit = false; CFColor FogColor; CStatObjInst *o, *oNext; o = pList->GetAt(pList->Count()-1); for( int i=pList->Count()-1; i>=0; i-- ) { assert(o); if(!o) continue; o = pList->GetAt(i); // Prefetch next object in cache if (i) { oNext = pList->GetAt(i-1); cryPrefetchT0SSE(oNext); } assert(SRendItem::m_RecurseLevel>=1 && SRendItem::m_RecurseLevel-1<=2); float fDistance = (((IEntityRender*)o))->m_arrfDistance[SRendItem::m_RecurseLevel-1]; float fMaxDist = o->GetMaxViewDist(); // note: move into sort by size if(fMaxDist > max_view_dist) fMaxDist = max_view_dist; float fFadeOut; if(pObjMan->m_lstStaticTypes[o->m_nObjectTypeID].bFadeSize) { fFadeOut = (1.f-(fDistance*pObjMan->m_fZoomFactor)/(fMaxDist))*8.f; if (fFadeOut <= 0) continue; if(fFadeOut>1.f) fFadeOut=1.f; } else fFadeOut = 1.f; float fBright = CHAR_TO_FLOAT*max((float)o->m_ucBright,32.f); // apply brightness from vegetation group settings fBright *= pObjMan->m_lstStaticTypes[o->m_nObjectTypeID].fBrightness; // get full lod to get tex id and lowest lod to take size CStatObj * pStatObjLOD0 = pObjMan->m_lstStaticTypes[o->m_nObjectTypeID].GetStatObj(); CStatObj * pStatObjLODLowest = pStatObjLOD0; if(pStatObjLOD0->m_nLoadedLodsNum && pStatObjLOD0->m_arrpLowLODs[pStatObjLOD0->m_nLoadedLodsNum-1]) pStatObjLODLowest = pStatObjLOD0->m_arrpLowLODs[pStatObjLOD0->m_nLoadedLodsNum-1]; assert(pStatObjLODLowest); if(!pStatObjLODLowest) continue; Vec3d vCenter = pStatObjLODLowest->GetCenter() * o->m_fScale; float DX = o->m_vPos.x - vCamPos.x; float DY = o->m_vPos.y - vCamPos.y; float DX1 = vCenter.x + DX; float DY1 = vCenter.y + DY; float fAngle = rad2deg*cry_atan2f(DX1, DY1); while(fAngle<0) fAngle+=360; int nSlotId = QRound(fAngle/FAR_TEX_ANGLE+0.5f)%FAR_TEX_COUNT; assert(nSlotId>=0 && nSlotIdm_arrSpriteTexID[nSlotId]; if(SRendItem::m_RecurseLevel==1) o->m_ucAngleSlotId = nSlotId; // store sprite id for morfing if(prev_tid != tid) { m_TexMan->SetTexture(tid, eTT_Base); prev_tid = tid; } fBright = min(fBright, 1.0f); UCol col; col.bcolor[0] = (byte)QInt(fBright * vWorldColor.x * 255.0f); col.bcolor[1] = (byte)QInt(fBright * vWorldColor.y * 255.0f); col.bcolor[2] = (byte)QInt(fBright * vWorldColor.z * 255.0f); col.bcolor[3] = 255; if(CV_r_VolumetricFog && o->m_nFogVolumeID>0) { // setup Volume Fog Texgen planes if (!bVolFogInit) { bVolFogInit = true; if (!m_RP.m_RCSprites_FV) m_RP.m_RCSprites_FV = CPShader::mfForName("CGRCTreeSprites_FV"); SMFog *fb = &m_RP.m_FogVolumes[o->m_nFogVolumeID/*o->m_nFogVolumeID*/]; if (fb->m_FogInfo.m_WaveFogGen.m_eWFType) { float f = SEvalFuncs::EvalWaveForm(&fb->m_FogInfo.m_WaveFogGen); fb->m_fMaxDist = f; } float intens = fb->m_fMaxDist; if (intens <= 0) intens = 1.0f; intens = -0.25f / intens; paramf[0][0] = intens*m_CameraMatrix(0,2); paramf[0][1] = intens*m_CameraMatrix(1,2); paramf[0][2] = intens*m_CameraMatrix(2,2); paramf[0][3] = intens*m_CameraMatrix(3,2) + 0.5f; paramf[1][0] = paramf[1][1] = paramf[1][2] = 0; paramf[1][3] = 0.49f; paramfe[0][0] = 0; paramfe[0][1] = 0; paramfe[0][2] = 0; paramfe[0][3] = fb->m_Normal.Dot(m_RP.m_ViewOrg) - fb->m_Dist; float fSmooth; FogColor = fb->m_Color; if (paramfe[0][3] < -0.5f) fSmooth = 1.0f; else fSmooth = 0.1f; paramfe[0][3] = paramfe[0][3] * fSmooth + 0.5f; paramfe[1][0] = fb->m_Normal.x * fSmooth; paramfe[1][1] = fb->m_Normal.y * fSmooth; paramfe[1][2] = fb->m_Normal.z * fSmooth; paramfe[1][3] = -(fb->m_Dist) * fSmooth + 0.5f; } if (!bVolFog) { bVolFog = true; EF_SelectTMU(1); gRenDev->m_TexMan->m_Text_Fog->Set(); glTexGenfv(GL_S, GL_OBJECT_PLANE, paramf[0]); glTexGenfv(GL_T, GL_OBJECT_PLANE, paramf[1]); glEnable(GL_TEXTURE_GEN_S); glEnable(GL_TEXTURE_GEN_T); EF_SelectTMU(2); gRenDev->m_TexMan->m_Text_Fog_Enter->Set(); glTexGenfv(GL_S, GL_OBJECT_PLANE, paramfe[0]); glTexGenfv(GL_T, GL_OBJECT_PLANE, paramfe[1]); glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); glEnable(GL_TEXTURE_GEN_S); glEnable(GL_TEXTURE_GEN_T); EF_SelectTMU(0); float param[4]; if (m_RP.m_RCSprites_FV) { m_RP.m_RCSprites_FV->mfSet(true, NULL); param[0] = FogColor[0]; param[1] = FogColor[1]; param[2] = FogColor[2]; param[3] = FogColor[3]; CCGPShader_GL *pRC = (CCGPShader_GL *)m_RP.m_RCSprites_FV; pRC->mfParameter4f("FogColor", param); } //EF_PushFog(); //EnableFog(false); } } else { if (bVolFog) { bVolFog = false; EF_SelectTMU(1); EnableTMU(false); glDisable(GL_TEXTURE_GEN_S); glDisable(GL_TEXTURE_GEN_T); EF_SelectTMU(2); EnableTMU(false); glDisable(GL_TEXTURE_GEN_S); glDisable(GL_TEXTURE_GEN_T); EF_SelectTMU(0); //EF_PopFog(); if (m_RP.m_RCSprites_FV) m_RP.m_RCSprites_FV->mfSet(false); } } float fSpriteScaleV = o->m_fScale*pStatObjLODLowest->GetRadiusVert()*fFadeOut; float fSpriteScaleH = o->m_fScale*pStatObjLODLowest->GetRadiusHors()*pObjMan->m_fZoomFactor*fFadeOut; Vec3d vPos = o->m_vPos + vCenter*fFadeOut; float dy = DX*fSpriteScaleH/fDistance; float dx = DY*fSpriteScaleH/fDistance; Vec3d vUp(0,0,-fSpriteScaleV); if(o->m_ucLodAngle!=127) // rotate sprite to much it with 3d object vUp = vUp.rotated(Vec3d(-dx,dy,0).normalized(), o->m_ucLodAngle/255.f-0.5f); float fX0 = vPos.x+dx; float fX1 = vPos.x-dx; float fY0 = vPos.y+dy; float fY1 = vPos.y-dy; glColor4ubv(&col.bcolor[0]); glBegin(GL_TRIANGLE_STRIP); glTexCoord2f(0, 0); glVertex3f(fX0+vUp.x, fY1+vUp.y, vPos.z+vUp.z); glTexCoord2f(-1.0f, 0); glVertex3f(fX1+vUp.x, fY0+vUp.y, vPos.z+vUp.z); glTexCoord2f(0, 1.0f); glVertex3f(fX0-vUp.x, fY1-vUp.y, vPos.z-vUp.z); glTexCoord2f(-1.0f, 1.0f); glVertex3f(fX1-vUp.x, fY0-vUp.y, vPos.z-vUp.z); glEnd(); m_nPolygons += 2; } if (bVolFog) { bVolFog = false; EF_SelectTMU(1); EnableTMU(false); glDisable(GL_TEXTURE_GEN_S); glDisable(GL_TEXTURE_GEN_T); EF_SelectTMU(2); EnableTMU(false); glDisable(GL_TEXTURE_GEN_S); glDisable(GL_TEXTURE_GEN_T); EF_SelectTMU(0); //EF_PopFog(); if (m_RP.m_RCSprites_FV) m_RP.m_RCSprites_FV->mfSet(false); } m_TexMan->SetTexture(0, eTT_Base); } static CObjManager *sObjMan; static _inline int Compare(CStatObjInst *& p1, CStatObjInst *& p2) { CStatObj * pStatObj1 = sObjMan->m_lstStaticTypes[p1->m_nObjectTypeID].GetStatObj(); CStatObj * pStatObj2 = sObjMan->m_lstStaticTypes[p2->m_nObjectTypeID].GetStatObj(); if((UINT_PTR)p1 > (UINT_PTR)p2) //AMD Port return 1; else if((UINT_PTR)p1 < (UINT_PTR)p2) //AMD Port return -1; return 0; } struct SSpriteInfo { short m_TexID; uchar m_nFogVolumeID; uchar m_LodAngle; Vec3d m_vPos; float m_fDX; float m_fDY; float m_fScaleV; UCol m_Color; /*_inline SSpriteInfo& operator=(const SSpriteInfo& src) { _asm { mov eax, src; mov edx, this; movq mm0, [eax+0] // Read in source data movq mm1, [eax+8] movq [edx+0], mm0 movq [edx+8], mm1 movq mm2, [eax+16] // Read in source data movq mm3, [eax+24] movq [edx+16], mm2 movq [edx+24], mm3 emms } return *this; }*/ }; static _inline int Compare(SSpriteInfo& p1, SSpriteInfo& p2) { if(p1.m_TexID > p2.m_TexID) return 1; else if(p1.m_TexID < p2.m_TexID) return -1; return 0; } void CGLRenderer::DrawObjSprites_NoBend_Merge (list2 *pList, float fMaxViewDist, CObjManager *pObjMan) { int i; float max_view_dist = fMaxViewDist*0.8f; const Vec3d & vCamPos = m_RP.m_ViewOrg; const float rad2deg = 180.0f/PI; const float far_tex_angle = (FAR_TEX_ANGLE*0.5f); Vec3d vWorldColor = iSystem->GetI3DEngine()->GetWorldColor() * 255.0f; static TArray sSPInfo; sSPInfo.SetUse(0); CStatObjInst *o, *oNext; o = pList->GetAt(pList->Count()-1); for (i=pList->Count()-1; i>=0; i--) { o = pList->GetAt(i); //assert(o); //if(!o) // continue; // Prefetch next object in cache if (i) { oNext = pList->GetAt(i-1); cryPrefetchT0SSE(oNext); } assert(SRendItem::m_RecurseLevel>=1 && SRendItem::m_RecurseLevel-1<=2); float fDistance = (((IEntityRender*)o))->m_arrfDistance[SRendItem::m_RecurseLevel-1]; float fMaxDist = o->GetMaxViewDist(); // note: move into sort by size if(fMaxDist > max_view_dist) fMaxDist = max_view_dist; float fFadeOut; if(pObjMan->m_lstStaticTypes[o->m_nObjectTypeID].bFadeSize) { fFadeOut = (1.f-(fDistance*pObjMan->m_fZoomFactor)/(fMaxDist))*8.f; if (fFadeOut <= 0) continue; if(fFadeOut>1.f) fFadeOut=1.f; } else fFadeOut = 1.f; Vec3d vBright = Vec3d(CHAR_TO_FLOAT,CHAR_TO_FLOAT,CHAR_TO_FLOAT)*max((float)o->m_ucBright,32.f); // apply brightness from vegetation group settings vBright *= pObjMan->m_lstStaticTypes[o->m_nObjectTypeID].fBrightness; // get full lod to get tex id and lowest lod to take size CStatObj * pStatObjLOD0 = pObjMan->m_lstStaticTypes[o->m_nObjectTypeID].GetStatObj(); CStatObj * pStatObjLODLowest = pStatObjLOD0; if(pStatObjLOD0->m_nLoadedLodsNum && pStatObjLOD0->m_arrpLowLODs[pStatObjLOD0->m_nLoadedLodsNum-1]) pStatObjLODLowest = pStatObjLOD0->m_arrpLowLODs[pStatObjLOD0->m_nLoadedLodsNum-1]; assert(pStatObjLODLowest); if(!pStatObjLODLowest) continue; Vec3d vCenter = pStatObjLODLowest->GetCenter() * o->m_fScale; int nSPInf = sSPInfo.Num(); sSPInfo.AddIndex(1); SSpriteInfo *pSP = &sSPInfo[nSPInf]; float DX = o->m_vPos.x - vCamPos.x; float DY = o->m_vPos.y - vCamPos.y; float DX1 = vCenter.x + DX; float DY1 = vCenter.y + DY; float fAngle = rad2deg*cry_atan2f(DX1, DY1); while(fAngle<0) fAngle+=360; int nSlotId = QRound(fAngle/FAR_TEX_ANGLE+0.5f)%FAR_TEX_COUNT; assert(nSlotId>=0 && nSlotIdm_TexID = pStatObjLOD0->m_arrSpriteTexID[nSlotId]; if(SRendItem::m_RecurseLevel==1) o->m_ucAngleSlotId = nSlotId; // store sprite id for morfing float fSpriteScaleV = o->m_fScale*pStatObjLODLowest->GetRadiusVert()*fFadeOut; float fSpriteScaleH = o->m_fScale*pStatObjLODLowest->GetRadiusHors()*pObjMan->m_fZoomFactor*fFadeOut; pSP->m_vPos = o->m_vPos + vCenter*fFadeOut; pSP->m_fDY = DX*fSpriteScaleH/fDistance; pSP->m_fDX = DY*fSpriteScaleH/fDistance; pSP->m_LodAngle = o->m_ucLodAngle; pSP->m_fScaleV = fSpriteScaleV; vBright.CheckMin(Vec3d(1,1,1)); pSP->m_Color.bcolor[0] = (byte)QInt(vBright.x * vWorldColor.x); pSP->m_Color.bcolor[1] = (byte)QInt(vBright.y * vWorldColor.y); pSP->m_Color.bcolor[2] = (byte)QInt(vBright.z * vWorldColor.z); pSP->m_Color.bcolor[3] = 255; pSP->m_nFogVolumeID = o->m_nFogVolumeID; } ::Sort(&sSPInfo[0], sSPInfo.Num()); int prev_tid = -1; CGLTexMan::BindNULL(1); EF_SelectTMU(0); m_TexMan->SetTexture(TX_FIRSTBIND, eTT_Base); m_RP.m_FlagsModificators &= ~7; m_RP.m_PersFlags &= ~RBPF_PS1NEEDSET | RBPF_PS2NEEDSET | RBPF_VSNEEDSET | RBPF_TSNEEDSET; EF_CommitPS(); EF_CommitVS(); EF_SetColorOp(eCO_MODULATE2X, eCO_MODULATE, DEF_TEXARG0, DEF_TEXARG0); float paramf[2][4]; float paramfe[2][4]; int nVerts = 0; bool bVolFog = false; bool bVolFogInit = false; CFColor FogColor; for (i=0; im_TexID) { if (nVerts) { glEnd(); nVerts = 0; } m_TexMan->SetTexture(pSP->m_TexID, eTT_Base); prev_tid = pSP->m_TexID; } if(CV_r_VolumetricFog && pSP->m_nFogVolumeID>0) { // setup Volume Fog Texgen planes if (!bVolFogInit) { bVolFogInit = true; if (!m_RP.m_RCSprites_FV) m_RP.m_RCSprites_FV = CPShader::mfForName("CGRCTreeSprites_FV"); SMFog *fb = &m_RP.m_FogVolumes[pSP->m_nFogVolumeID]; if (fb->m_FogInfo.m_WaveFogGen.m_eWFType) { float f = SEvalFuncs::EvalWaveForm(&fb->m_FogInfo.m_WaveFogGen); fb->m_fMaxDist = f; } float intens = fb->m_fMaxDist; if (intens <= 0) intens = 1.0f; intens = -0.25f / intens; paramf[0][0] = intens*m_CameraMatrix(0,2); paramf[0][1] = intens*m_CameraMatrix(1,2); paramf[0][2] = intens*m_CameraMatrix(2,2); paramf[0][3] = intens*m_CameraMatrix(3,2) + 0.5f; paramf[1][0] = paramf[1][1] = paramf[1][2] = 0; paramf[1][3] = 0.49f; paramfe[0][0] = 0; paramfe[0][1] = 0; paramfe[0][2] = 0; paramfe[0][3] = fb->m_Normal.Dot(m_RP.m_ViewOrg) - fb->m_Dist; float fSmooth; FogColor = fb->m_Color; if (paramfe[0][3] < -0.5f) fSmooth = 1.0f; else fSmooth = 0.1f; paramfe[0][3] = paramfe[0][3] * fSmooth + 0.5f; paramfe[1][0] = fb->m_Normal.x * fSmooth; paramfe[1][1] = fb->m_Normal.y * fSmooth; paramfe[1][2] = fb->m_Normal.z * fSmooth; paramfe[1][3] = -(fb->m_Dist) * fSmooth + 0.5f; } if (!bVolFog) { if (nVerts) { glEnd(); nVerts = 0; } bVolFog = true; EF_SelectTMU(1); gRenDev->m_TexMan->m_Text_Fog->Set(); glTexGenfv(GL_S, GL_OBJECT_PLANE, paramf[0]); glTexGenfv(GL_T, GL_OBJECT_PLANE, paramf[1]); glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); glEnable(GL_TEXTURE_GEN_S); glEnable(GL_TEXTURE_GEN_T); EF_SelectTMU(2); gRenDev->m_TexMan->m_Text_Fog_Enter->Set(); glTexGenfv(GL_S, GL_OBJECT_PLANE, paramfe[0]); glTexGenfv(GL_T, GL_OBJECT_PLANE, paramfe[1]); glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); glEnable(GL_TEXTURE_GEN_S); glEnable(GL_TEXTURE_GEN_T); EF_SelectTMU(0); float param[4]; if (m_RP.m_RCSprites_FV) { m_RP.m_RCSprites_FV->mfSet(true, NULL); param[0] = FogColor[0]; param[1] = FogColor[1]; param[2] = FogColor[2]; param[3] = FogColor[3]; CCGPShader_GL *pRC = (CCGPShader_GL *)m_RP.m_RCSprites_FV; pRC->mfParameter4f("FogColor", param); } EF_CommitPS(); //EF_PushFog(); //EnableFog(false); } } else { if (bVolFog) { if (nVerts) { glEnd(); nVerts = 0; } bVolFog = false; EF_SelectTMU(1); EnableTMU(false); glDisable(GL_TEXTURE_GEN_S); glDisable(GL_TEXTURE_GEN_T); EF_SelectTMU(2); EnableTMU(false); glDisable(GL_TEXTURE_GEN_S); glDisable(GL_TEXTURE_GEN_T); EF_SelectTMU(0); //EF_PopFog(); if (m_RP.m_RCSprites_FV) m_RP.m_RCSprites_FV->mfSet(false); EF_CommitPS(); } } float fX0 = pSP->m_vPos.x+pSP->m_fDX; float fX1 = pSP->m_vPos.x-pSP->m_fDX; float fY0 = pSP->m_vPos.y+pSP->m_fDY; float fY1 = pSP->m_vPos.y-pSP->m_fDY; Vec3d vUp = Vec3d(0,0,-pSP->m_fScaleV); if(pSP->m_LodAngle!=127) // rotate sprite to much it with 3d object vUp = vUp.rotated(Vec3d(-pSP->m_fDX,pSP->m_fDY,0).normalized(), pSP->m_LodAngle/255.f-0.5f); if (!nVerts) glBegin(GL_TRIANGLES); glColor3ubv(&pSP->m_Color.bcolor[0]); // 0 glTexCoord2f(0, 0); glVertex3f(fX0+vUp.x, fY1+vUp.y, pSP->m_vPos.z+vUp.z); // 1 glTexCoord2f(-1.0f, 0); glVertex3f(fX1+vUp.x, fY0+vUp.y, pSP->m_vPos.z+vUp.z); // 2 glTexCoord2f(0, 1.0f); glVertex3f(fX0-vUp.x, fY1-vUp.y, pSP->m_vPos.z-vUp.z); // 3 glTexCoord2f(-1.0f, 0); glVertex3f(fX1+vUp.x, fY0+vUp.y, pSP->m_vPos.z+vUp.z); // 4 glTexCoord2f(-1.0f, 1.0f); glVertex3f(fX1-vUp.x, fY0-vUp.y, pSP->m_vPos.z-vUp.z); // 5 glTexCoord2f(0, 1.0f); glVertex3f(fX0-vUp.x, fY1-vUp.y, pSP->m_vPos.z-vUp.z); nVerts += 6; m_nPolygons += 2; } if (nVerts) glEnd(); if (bVolFog) { bVolFog = false; EF_SelectTMU(1); EnableTMU(false); glDisable(GL_TEXTURE_GEN_S); glDisable(GL_TEXTURE_GEN_T); EF_SelectTMU(2); EnableTMU(false); glDisable(GL_TEXTURE_GEN_S); glDisable(GL_TEXTURE_GEN_T); EF_SelectTMU(0); //EF_PopFog(); if (m_RP.m_RCSprites_FV) m_RP.m_RCSprites_FV->mfSet(false); } m_TexMan->SetTexture(0, eTT_Base); } void CGLRenderer::DrawObjSprites (list2 *pList, float fMaxViewDist, CObjManager *pObjMan) { PROFILE_FRAME(Draw_ObjSprites); if(CV_r_VegetationSpritesAlphaBlend) EF_SetState(GS_BLSRC_SRCALPHA | GS_BLDST_ONEMINUSSRCALPHA | GS_ALPHATEST_GREATER0); else EF_SetState(GS_ALPHATEST_GEQUAL128 | GS_DEPTHWRITE); SetColorOp(eCO_MODULATE, eCO_MODULATE, DEF_TEXARG0, DEF_TEXARG0); SetCullMode(R_CULL_DISABLE); // Sorting far objects front to back since we use alphablending // if(CV_r_VegetationSpritesAlphaBlend) // ::Sort(&(*pList)[0], pList->Count()); //pList->SortByDistanceMember_(true); if (CV_r_VegetationSpritesNoBend) { if (CV_r_VegetationSpritesNoBend==1) DrawObjSprites_NoBend(pList, fMaxViewDist, pObjMan); else DrawObjSprites_NoBend_Merge(pList, fMaxViewDist, pObjMan); return; } float max_view_dist = fMaxViewDist*0.8f; const Vec3d & vCamPos = m_RP.m_ViewOrg; const float rad2deg = 180.0f/PI; const float far_tex_angle = (FAR_TEX_ANGLE*0.5f); CGLTexMan::BindNULL(0); m_TexMan->SetTexture(TX_FIRSTBIND, eTT_Base); float v[4]; v[3] = 1.0f; CVProgram *pVP = NULL; CVProgram *pVP_FV = NULL; // If device supports vertex shaders use advanced bending for sprites if (!m_RP.m_VPPlantBendingSpr && (GetFeatures() & RFT_HW_VS)) { pVP = CVProgram::mfForName("CGVProgSimple_Plant_Bended_Sprite"); pVP_FV = CVProgram::mfForName("CGVProgSimple_Plant_Bended_Sprite_FV"); //pVP = CVProgram::mfForName("VProgSimple_Plant_Bended_Sprite", false); m_RP.m_VPPlantBendingSpr = pVP; m_RP.m_VPPlantBendingSpr_FV = pVP_FV; } else { pVP = m_RP.m_VPPlantBendingSpr; pVP_FV = m_RP.m_VPPlantBendingSpr_FV; } SCGBind *pBindBend = NULL; SCGBind *pBindPos = NULL; CCGVProgram_GL *vpGL = NULL; SMFog *fb = NULL; SCGBind *pBindTG00, *pBindTG01, *pBindTG10, *pBindTG11; SCGBind *pBindBend_FV = NULL; SCGBind *pBindPos_FV = NULL; CCGVProgram_GL *vpGL_FV = NULL; CFColor FogColor; Plane plane00, plane01, plane10, plane11; SCGBind *pCurBindBend = NULL; SCGBind *pCurBindPos = NULL; CCGVProgram_GL *lastvpGL = NULL; SWaveForm2 wfMain; if (!m_RP.m_RCSprites) m_RP.m_RCSprites = CPShader::mfForName("CGRCTreeSprites"); if (pVP) { wfMain.m_eWFType = eWF_Sin; wfMain.m_Amp = 0.002f; wfMain.m_Level = 0; pVP->mfSet(true, NULL); pVP->mfSetVariables(false, NULL); vpGL = (CCGVProgram_GL *)pVP; lastvpGL = vpGL; pBindBend = vpGL->mfGetParameterBind("Bend"); pBindPos = vpGL->mfGetParameterBind("ObjPos"); pCurBindBend = pBindBend; pCurBindPos = pBindPos; if (m_RP.m_RCSprites) m_RP.m_RCSprites->mfSet(true); } Vec3d vWorldColor = iSystem->GetI3DEngine()->GetWorldColor(); int prev_tid=-1; if (m_bHeatVision) { float param[4]; if (!m_RP.m_RCSprites_Heat) m_RP.m_RCSprites_Heat = CPShader::mfForName("CGRCHeat_TreesSprites"); if (m_RP.m_RCSprites_Heat) { m_RP.m_RCSprites_Heat->mfSet(true); param[0] = param[1] = 0; param[2] = 1.0f; param[3] = 1.0f; CCGPShader_GL *pSH = (CCGPShader_GL *)m_RP.m_RCSprites_Heat; pSH->mfParameter4f("Heat", param); } } m_RP.m_PersFlags |= RBPF_PS1NEEDSET | RBPF_VSNEEDSET; m_RP.m_PersFlags &= ~RBPF_TSNEEDSET; EF_CommitPS(); EF_CommitVS(); //EF_SelectTMU(1); //EnableTMU(true); float param0[4]; param0[0] = m_WorldColor[0]; param0[1] = m_WorldColor[1]; param0[2] = m_WorldColor[2]; param0[3] = m_WorldColor[3]; CCGPShader_GL *curRC = (CCGPShader_GL *)m_RP.m_RCSprites; if (!m_bHeatVision) curRC->mfParameter4f("Ambient", param0); for( int i=pList->Count()-1; i>=0; i-- ) { CStatObjInst * o = pList->GetAt(i); assert(o); if(!o) continue; assert(SRendItem::m_RecurseLevel>=1 && SRendItem::m_RecurseLevel-1<=2); float fDistance = (((IEntityRender*)o))->m_arrfDistance[SRendItem::m_RecurseLevel-1]; // if(SRendItem::m_RecurseLevel==1) // m_fDistance was changed during reqursion // fDistance = fDistance0; // float fMaxDist = 1000;//o->m_fMaxDist*pObjMan->m_lstStaticTypes[o->m_nObjectTypeID].fMaxViewDistRatio; //o->scale*pStatObj->GetRadius()*80; float fMaxDist = o->GetMaxViewDist();// m_fScale*pStatObjLOD0->GetRadiusHors()*60; // note: move into sort by size if(fMaxDist > max_view_dist) fMaxDist = max_view_dist; float fFadeOut = (1.f-(fDistance*pObjMan->m_fZoomFactor)/(fMaxDist))*8.f; if (fFadeOut <= 0) continue; if(fFadeOut>1.f) fFadeOut=1.f; Vec3d vBright = Vec3d(CHAR_TO_FLOAT,CHAR_TO_FLOAT,CHAR_TO_FLOAT)*max((float)o->m_ucBright,32.f); // apply brightness from vegetation group settings vBright *= pObjMan->m_lstStaticTypes[o->m_nObjectTypeID].fBrightness; // get full lod to get tex id and lowest lod to take size CStatObj * pStatObjLOD0 = pObjMan->m_lstStaticTypes[o->m_nObjectTypeID].GetStatObj(); CStatObj * pStatObjLODLowest = pStatObjLOD0; if(pStatObjLOD0->m_nLoadedLodsNum && pStatObjLOD0->m_arrpLowLODs[pStatObjLOD0->m_nLoadedLodsNum-1]) pStatObjLODLowest = pStatObjLOD0->m_arrpLowLODs[pStatObjLOD0->m_nLoadedLodsNum-1]; float DX = o->m_fScale*pStatObjLODLowest->GetCenter().x + o->m_vPos.x - vCamPos.x; float DY = o->m_fScale*pStatObjLODLowest->GetCenter().y + o->m_vPos.y - vCamPos.y; float fAngle = rad2deg*cry_atan2f( DX, DY ); while(fAngle<0) fAngle+=360; DX = o->m_vPos.x - vCamPos.x; DY = o->m_vPos.y - vCamPos.y; assert(pStatObjLODLowest); if(!pStatObjLODLowest) continue; int nSlotId = int(fAngle/FAR_TEX_ANGLE+0.5f)%FAR_TEX_COUNT; assert(nSlotId>=0 && nSlotIdm_arrSpriteTexID[nSlotId]; if(SRendItem::m_RecurseLevel==1) o->m_ucAngleSlotId = nSlotId; // store sprite id for morfing if(prev_tid != tid) { //EF_SelectTMU(0); m_TexMan->SetTexture(tid, eTT_Base); //EF_SelectTMU(1); //m_TexMan->SetTexture(tid, eTT_Base); //param0[3] = 1.0f; //CPShader_GL::mfSetFloat4f(0, param0); prev_tid = tid; } vBright.CheckMin(Vec3d(1,1,1)); vBright.x *= vWorldColor.x; vBright.y *= vWorldColor.y; vBright.z *= vWorldColor.z; glColor4f(vBright.x, vBright.y, vBright.z, 1.f);//o->m_ucAlpha/255.f); float fSpriteScaleV = o->m_fScale*pStatObjLODLowest->GetRadiusVert()*fFadeOut; float fSpriteScaleH = o->m_fScale*pStatObjLODLowest->GetRadiusHors()*pObjMan->m_fZoomFactor*fFadeOut; Vec3d vPos = o->m_vPos + pStatObjLODLowest->GetCenter()*o->m_fScale*fFadeOut; /* DrawLabel(o->m_vPos,2,"P"); Draw3dPrim(o->m_vPos-Vec3d(0.01f,0.01f,0.01f),o->m_vPos+Vec3d(0.01f,0.01f,0.01f), DPRIM_SOLID_SPHERE); DrawLabel(vPos,2,"C"); Draw3dPrim(vPos-Vec3d(0.01f,0.01f,0.01f),vPos+Vec3d(0.01f,0.01f,0.01f), DPRIM_SOLID_SPHERE); */ // slow lod switch /* if(o->m_ucAlpha<255) { float fK = (1.f - o->m_ucAlpha/255.f)*fSpriteScaleH; Vec3d vOffset = (vPos-vCamPos)/fDistance; vPos += vOffset * fK; float fOffsetScale = 1.f + fK/fDistance; fSpriteScaleH *= fOffsetScale; fSpriteScaleV *= fOffsetScale; }*/ if(CV_r_VolumetricFog && o->m_nFogVolumeID>0) { //continue; // setup Volume Fog Texgen planes if (!vpGL_FV) { vpGL_FV = (CCGVProgram_GL *)pVP_FV; pBindBend_FV = vpGL->mfGetParameterBind("Bend"); pBindPos_FV = vpGL->mfGetParameterBind("ObjPos"); pVP_FV->mfSet(true, NULL); pVP_FV->mfSetVariables(false, NULL); if (!m_RP.m_RCSprites_FV) m_RP.m_RCSprites_FV = CPShader::mfForName("CGRCTreeSprites_FV"); fb = &m_RP.m_FogVolumes[o->m_nFogVolumeID]; if (fb->m_FogInfo.m_WaveFogGen.m_eWFType) { float f = SEvalFuncs::EvalWaveForm(&fb->m_FogInfo.m_WaveFogGen); fb->m_fMaxDist = f; } float intens = fb->m_fMaxDist; if (intens <= 0) intens = 1.0f; intens = -0.25f / intens; plane00.n.x = intens*m_CameraMatrix(0,2); plane00.n.y = intens*m_CameraMatrix(1,2); plane00.n.z = intens*m_CameraMatrix(2,2); plane00.d = intens*m_CameraMatrix(3,2); plane00.d += 0.5f; pBindTG00 = vpGL_FV->mfGetParameterBind("TexGen00"); plane01.n.x = plane01.n.y = plane01.n.z = 0; plane01.d = 0.49f; pBindTG01 = vpGL_FV->mfGetParameterBind("TexGen01"); plane11.n.x = 0; plane11.n.y = 0; plane11.n.z = 0; plane11.d = fb->m_Normal.Dot(m_RP.m_ViewOrg) - fb->m_Dist; float fSmooth; FogColor = fb->m_Color; if (plane11.d < -0.5f) fSmooth = 1.0f; else fSmooth = 0.1f; plane11.d *= fSmooth; plane11.d += 0.5f; pBindTG10 = vpGL_FV->mfGetParameterBind("TexGen10"); plane10.n.x = fb->m_Normal.x * fSmooth; plane10.n.y = fb->m_Normal.y * fSmooth; plane10.n.z = fb->m_Normal.z * fSmooth; plane10.d = -(fb->m_Dist) * fSmooth; plane10.d += 0.5f; pBindTG11 = vpGL_FV->mfGetParameterBind("TexGen11"); } if (lastvpGL != vpGL_FV) { pCurBindBend = pBindBend_FV; pCurBindPos = pBindPos_FV; lastvpGL = vpGL_FV; curRC = (CCGPShader_GL *)m_RP.m_RCSprites_FV; if (pVP_FV) { pVP_FV->mfSet(true, NULL); pVP->mfSetVariables(false, NULL); if (pBindTG00) vpGL_FV->mfParameter4f(pBindTG00, &plane00.n.x); if (pBindTG01) vpGL_FV->mfParameter4f(pBindTG01, &plane01.n.x); if (pBindTG10) vpGL_FV->mfParameter4f(pBindTG10, &plane11.n.x); if (pBindTG11) vpGL_FV->mfParameter4f(pBindTG11, &plane10.n.x); } EF_SelectTMU(1); gRenDev->m_TexMan->m_Text_Fog->Set(); EF_SelectTMU(2); gRenDev->m_TexMan->m_Text_Fog_Enter->Set(); EF_SelectTMU(0); float param[4]; if (curRC) { curRC->mfSet(true, NULL); param[0] = FogColor[0]; param[1] = FogColor[1]; param[2] = FogColor[2]; param[3] = FogColor[3]; curRC->mfParameter4f("FogColor", param); param0[0] = m_WorldColor[0]; param0[1] = m_WorldColor[1]; param0[2] = m_WorldColor[2]; param0[3] = m_WorldColor[3]; curRC->mfParameter4f("Ambient", param0); } EF_PushFog(); EnableFog(false); } } else { if (lastvpGL != vpGL) { pCurBindBend = pBindBend; pCurBindPos = pBindPos; curRC = (CCGPShader_GL *)m_RP.m_RCSprites; if (lastvpGL == vpGL_FV) EF_PopFog(); lastvpGL = vpGL; if (pVP) { pVP->mfSet(true, NULL); pVP->mfSetVariables(false, NULL); } if (curRC) { curRC->mfSet(true, NULL); float param0[4]; param0[0] = m_WorldColor[0]; param0[1] = m_WorldColor[1]; param0[2] = m_WorldColor[2]; param0[3] = m_WorldColor[3]; curRC->mfParameter4f("Ambient", param0); } EF_SelectTMU(1); EnableTMU(false); EF_SelectTMU(2); EnableTMU(false); EF_SelectTMU(0); } } float dy = DX*fSpriteScaleH/fDistance; float dx = DY*fSpriteScaleH/fDistance; if (lastvpGL) { // float fGroupBending = pObjMan->m_lstStaticTypes[o->m_nObjectTypeID].fBending; float fIrv = 1.0f / pStatObjLODLowest->GetRadiusVert(); float fIScale = 1.0f / o->m_fScale; wfMain.m_Freq = fIrv/8.0f+0.2f; wfMain.m_Phase = vPos.x/8.0f; v[2] = o->m_fFinalBending; // Min(1.5f,2.5f*(o->m_fCurrentBending + pObjMan->m_fWindForce)*fGroupBending*fIrv) * 1.8f; // Bending factor v[0] = SEvalFuncs::EvalWaveForm(&wfMain) * fIScale; // x amount wfMain.m_Freq = fIrv/7.0f+0.2f; wfMain.m_Phase = vPos.y/8.0f; v[1] = SEvalFuncs::EvalWaveForm(&wfMain) * fIScale; // y amount //CVProgram_GLBase::mfParameter(GL_VERTEX_PROGRAM_NV, 20, v); if (pCurBindBend) lastvpGL->mfParameter4f(pCurBindBend, v); v[0] = o->m_vPos.x; v[1] = o->m_vPos.y; v[2] = o->m_vPos.z; //CVProgram_GLBase::mfParameter(GL_VERTEX_PROGRAM_NV, 21, v); // Object position if (pCurBindPos) lastvpGL->mfParameter4f(pCurBindPos, v); } Vec3d vUp(0,0,-fSpriteScaleV); if(o->m_ucLodAngle!=127) // rotate sprite to much it with 3d object vUp = vUp.rotated(Vec3d(-dx,dy,0).normalized(), o->m_ucLodAngle/255.f-0.5f); glBegin(GL_TRIANGLE_STRIP); glTexCoord2f( 0, 0); glVertex3f ( dx+vPos.x+vUp.x,-dy+vPos.y+vUp.y,vPos.z+vUp.z); glTexCoord2f( -1, 0); glVertex3f (-dx+vPos.x+vUp.x, dy+vPos.y+vUp.y,vPos.z+vUp.z); glTexCoord2f( 0, 0.5f); glVertex3f ( dx+vPos.x,-dy+vPos.y, vPos.z); glTexCoord2f( -1, 0.5f); glVertex3f ( -dx+vPos.x,dy+vPos.y, vPos.z); glTexCoord2f( 0, 1); glVertex3f ( dx+vPos.x-vUp.x, -dy+vPos.y-vUp.y, vPos.z-vUp.z); glTexCoord2f( -1, 1); glVertex3f ( -dx+vPos.x-vUp.x,dy+vPos.y-vUp.y, vPos.z-vUp.z); glEnd(); m_nPolygons += 4; } if (lastvpGL) { if (lastvpGL == vpGL_FV) { //EF_PopFog(); if (m_RP.m_RCSprites_FV) m_RP.m_RCSprites_FV->mfSet(false); EF_SelectTMU(1); EnableTMU(false); EF_SelectTMU(2); EnableTMU(false); EF_SelectTMU(0); } lastvpGL->mfSet(false, NULL); } if (m_bHeatVision) { if (m_RP.m_RCSprites_Heat) m_RP.m_RCSprites_Heat->mfSet(false); } else if (m_RP.m_RCSprites) m_RP.m_RCSprites->mfSet(false); m_RP.m_LastVP = NULL; m_TexMan->SetTexture(0, eTT_Base); } //======================================================================= uint CGLRenderer::MakeSprite(float _fSpriteDistance, int nTexSize, float angle, IStatObj * pStatObj, uchar * _pTmpBuffer, uint def_tid) { char name[256]; int flags = FT_HASALPHA; int flags2 = FT2_DISCARDINCACHE | FT2_FORCEDXT; Vec3d vSunColor = iSystem->GetI3DEngine()->GetSunColor(); Vec3d vSunPos = iSystem->GetI3DEngine()->GetSunPosition(); sprintf(name, "Spr_$%s$_%d(%d,%d,%.2f,%.2f,%.2f,%.1f,%.1f,%.1f)", pStatObj->GetFileName(), (int)angle, (int)_fSpriteDistance, nTexSize, vSunColor.x, vSunColor.y, vSunColor.z, vSunPos.x, vSunPos.y, vSunPos.z); STexPic *ti = m_TexMan->LoadFromCache(NULL, flags, flags2, name, pStatObj->GetFileName(), eTT_Base); if (ti) return ti->m_Bind; int bFog=0; // remember fog value glGetIntegerv(GL_FOG,&bFog); glDisable(GL_FOG); glReadBuffer(GL_BACK); glDrawBuffer(GL_BACK); // render object ///glClearColor(0.3f, 0.3f, 0.3f, 1.0); //glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); ClearColorBuffer(Vec3d(0.15f, 0.15f, 0.15f)); ClearDepthBuffer(); // cals vertical/horisontal radiuses /* float dxh = (float)max( fabs(pStatObj->GetBoxMax().x), fabs(pStatObj->GetBoxMin().x)); float dyh = (float)max( fabs(pStatObj->GetBoxMax().y), fabs(pStatObj->GetBoxMin().y)); float fRadiusHors = (float)sqrt(dxh*dxh + dyh*dyh);//max(dxh,dyh); float fRadiusVert = (pStatObj->GetBoxMax().z-pStatObj->GetBoxMin().z)*0.5f; */ float fRadiusHors = pStatObj->GetRadiusHors(); float fRadiusVert = pStatObj->GetRadiusVert(); float fDrawDist = fRadiusVert*_fSpriteDistance; glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective( 0.565f/_fSpriteDistance*200.f, fRadiusHors/fRadiusVert, fDrawDist-fRadiusHors, fDrawDist+fRadiusHors); glMatrixMode(GL_MODELVIEW); glViewport(0, 0, nTexSize, nTexSize); glLoadIdentity(); Vec3d vCenter = (pStatObj->GetBoxMax()+pStatObj->GetBoxMin())*0.5f; gluLookAt( 0,0,0, -1,0,0, 0,0,1 ); glColor4f(1,1,1,1); glPushMatrix(); glTranslatef(-fDrawDist,0,0); glRotatef(angle, 0,0,1); glTranslatef(-vCenter.x,-vCenter.y,-vCenter.z); ResetToDefault(); EF_SetWorldColor(0.5f,0.5f,0.5f); // float plane[] = {0,0,1,0}; //gRenDev->SetClipPlane(0,plane); gRenDev->SetClipPlane(0,NULL); EF_StartEf(); SRendParams rParms; // rParms.nShaderTemplate = -1; pStatObj->Render(rParms,Vec3(zero),0); EF_EndEf3D(true); gRenDev->SetClipPlane(0,NULL); glPopMatrix(); // read into buffer and make texture assert(nTexSize<=1024);//just warning uchar * pMemBuffer = _pTmpBuffer; if(!pMemBuffer) pMemBuffer = new uchar [nTexSize*nTexSize*4]; glReadPixels(0, 0, nTexSize, nTexSize, GL_BGRA_EXT, GL_UNSIGNED_BYTE, pMemBuffer); SetTextureAlphaChannelFromRGB(pMemBuffer, nTexSize); STexPic *tp = m_TexMan->CreateTexture(name, nTexSize, nTexSize, 1, flags, flags2, pMemBuffer, eTT_Base, -1.0f, -1.0f, 0, NULL, 0, eTF_8888, pStatObj->GetFileName()); /*{ int width = 64; int height = 64; static int imid=0; char buff[32]=""; sprintf(buff, "sprite%d.tga", imid); imid++; for(int x=0; xSetTexture(0, eTT_Base); if(bFog) glEnable(GL_FOG); return tp->m_Bind; }