1319 lines
39 KiB
C++
1319 lines
39 KiB
C++
/*
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Copyright (c) 2013 yvt
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This file is part of OpenSpades.
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OpenSpades is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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OpenSpades is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with OpenSpades. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include <cstdarg>
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#include <cstdlib>
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#include <Client/GameMap.h>
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#include <Core/Bitmap.h>
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#include <Core/Debug.h>
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#include <Core/Exception.h>
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#include <Core/Settings.h>
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#include <Core/Stopwatch.h>
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#include "GLAmbientShadowRenderer.h"
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#include "GLAutoExposureFilter.h"
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#include "GLBloomFilter.h"
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#include "GLColorCorrectionFilter.h"
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#include "GLDepthOfFieldFilter.h"
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#include "GLFXAAFilter.h"
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#include "GLFlatMapRenderer.h"
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#include "GLFogFilter.h"
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#include "GLFramebufferManager.h"
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#include "GLImage.h"
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#include "GLImageManager.h"
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#include "GLImageRenderer.h"
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#include "GLLensDustFilter.h"
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#include "GLLensFilter.h"
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#include "GLLensFlareFilter.h"
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#include "GLLongSpriteRenderer.h"
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#include "GLMapRenderer.h"
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#include "GLMapShadowRenderer.h"
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#include "GLModel.h"
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#include "GLModelManager.h"
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#include "GLModelRenderer.h"
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#include "GLNonlinearizeFilter.h"
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#include "GLOptimizedVoxelModel.h"
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#include "GLProfiler.h"
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#include "GLProgramAttribute.h"
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#include "GLProgramManager.h"
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#include "GLProgramUniform.h"
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#include "GLRadiosityRenderer.h"
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#include "GLRenderer.h"
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#include "GLSettings.h"
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#include "GLShadowMapShader.h"
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#include "GLSoftLitSpriteRenderer.h"
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#include "GLSoftSpriteRenderer.h"
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#include "GLSpriteRenderer.h"
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#include "GLVoxelModel.h"
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#include "GLWaterRenderer.h"
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#include "GLSSAOFilter.h"
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#include "IGLDevice.h"
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#include "IGLShadowMapRenderer.h"
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namespace spades {
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namespace draw {
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// TODO: raise error for any calls after Shutdown().
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GLRenderer::GLRenderer(IGLDevice *_device)
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: device(_device),
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fbManager(NULL),
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map(NULL),
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inited(false),
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sceneUsedInThisFrame(false),
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programManager(NULL),
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imageManager(NULL),
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modelManager(NULL),
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shadowMapRenderer(NULL),
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mapShadowRenderer(NULL),
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mapRenderer(NULL),
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imageRenderer(NULL),
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flatMapRenderer(NULL),
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modelRenderer(NULL),
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spriteRenderer(NULL),
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longSpriteRenderer(NULL),
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waterRenderer(NULL),
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ambientShadowRenderer(NULL),
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radiosityRenderer(NULL),
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cameraBlur(NULL),
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lensDustFilter(NULL),
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autoExposureFilter(NULL),
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lastColorBufferTexture(0),
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fogDistance(128.f),
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renderingMirror(false),
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lastTime(0),
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duringSceneRendering(false) {
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SPADES_MARK_FUNCTION();
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SPLog("GLRenderer bootstrap");
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fbManager = new GLFramebufferManager(_device, settings);
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programManager = new GLProgramManager(_device, shadowMapRenderer, settings);
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imageManager = new GLImageManager(_device);
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imageRenderer = new GLImageRenderer(this);
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profiler.reset(new GLProfiler(*this));
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smoothedFogColor = MakeVector3(-1.f, -1.f, -1.f);
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// ready for 2d draw
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device->BlendFunc(IGLDevice::One, IGLDevice::OneMinusSrcAlpha,
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IGLDevice::Zero, IGLDevice::One);
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device->Enable(IGLDevice::Blend, true);
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SPLog("GLRenderer started");
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}
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GLRenderer::~GLRenderer() {
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SPADES_MARK_FUNCTION();
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Shutdown();
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}
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void GLRenderer::Init() {
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if (modelManager != NULL) {
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// already initialized
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return;
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}
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SPLog("GLRenderer initializing for 3D rendering");
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shadowMapRenderer = GLShadowMapShader::CreateShadowMapRenderer(this);
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modelManager = new GLModelManager(this);
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if ((int)settings.r_softParticles >= 2)
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spriteRenderer = new GLSoftLitSpriteRenderer(this);
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else if (settings.r_softParticles)
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spriteRenderer = new GLSoftSpriteRenderer(this);
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else
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spriteRenderer = new GLSpriteRenderer(this);
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longSpriteRenderer = new GLLongSpriteRenderer(this);
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modelRenderer = new GLModelRenderer(this);
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// preload
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SPLog("Preloading Assets");
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GLMapRenderer::PreloadShaders(this);
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GLVoxelModel::PreloadShaders(this);
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GLOptimizedVoxelModel::PreloadShaders(this);
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if (settings.r_water)
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GLWaterRenderer::PreloadShaders(this);
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if (settings.r_cameraBlur) {
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cameraBlur = new GLCameraBlurFilter(this);
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}
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if (settings.r_fogShadow) {
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GLFogFilter(this);
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}
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if (settings.r_bloom) {
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lensDustFilter = new GLLensDustFilter(this);
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}
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if (settings.r_hdr) {
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autoExposureFilter = new GLAutoExposureFilter(this);
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}
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if (settings.r_lens) {
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GLLensFilter(this);
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}
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if (settings.r_lensFlare) {
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GLLensFlareFilter(this);
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}
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if (settings.r_colorCorrection) {
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GLColorCorrectionFilter(this);
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}
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if (settings.r_fxaa) {
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GLFXAAFilter(this);
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}
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if (settings.r_depthOfField) {
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GLDepthOfFieldFilter(this);
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}
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device->Finish();
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SPLog("GLRenderer initialized");
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}
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void GLRenderer::Shutdown() {
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// FIXME: remove itself from map's listener
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SPLog("GLRender finalizing");
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SetGameMap(nullptr);
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delete autoExposureFilter;
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autoExposureFilter = NULL;
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delete lensDustFilter;
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lensDustFilter = NULL;
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delete radiosityRenderer;
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radiosityRenderer = NULL;
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delete ambientShadowRenderer;
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ambientShadowRenderer = NULL;
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delete flatMapRenderer;
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flatMapRenderer = NULL;
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delete mapShadowRenderer;
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mapShadowRenderer = NULL;
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delete mapRenderer;
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mapRenderer = NULL;
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delete waterRenderer;
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waterRenderer = NULL;
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delete ambientShadowRenderer;
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ambientShadowRenderer = NULL;
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delete shadowMapRenderer;
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shadowMapRenderer = NULL;
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delete cameraBlur;
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cameraBlur = NULL;
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delete longSpriteRenderer;
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longSpriteRenderer = NULL;
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delete waterRenderer;
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waterRenderer = NULL;
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delete modelRenderer;
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modelRenderer = NULL;
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delete spriteRenderer;
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spriteRenderer = NULL;
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delete imageRenderer;
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imageRenderer = NULL;
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delete modelManager;
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modelManager = NULL;
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delete programManager;
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programManager = NULL;
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delete imageManager;
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imageManager = NULL;
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delete fbManager;
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fbManager = NULL;
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profiler.reset();
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SPLog("GLRenderer finalized");
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}
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client::IImage *GLRenderer::RegisterImage(const char *filename) {
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SPADES_MARK_FUNCTION();
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return imageManager->RegisterImage(filename);
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}
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client::IModel *GLRenderer::RegisterModel(const char *filename) {
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SPADES_MARK_FUNCTION();
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return modelManager->RegisterModel(filename);
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}
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void GLRenderer::ClearCache() {
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SPADES_MARK_FUNCTION();
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modelManager->ClearCache();
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imageManager->ClearCache();
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}
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client::IImage *GLRenderer::CreateImage(spades::Bitmap *bmp) {
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SPADES_MARK_FUNCTION();
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return GLImage::FromBitmap(bmp, device);
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}
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client::IModel *GLRenderer::CreateModel(spades::VoxelModel *model) {
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SPADES_MARK_FUNCTION();
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return new GLVoxelModel(model, this);
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}
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client::IModel *GLRenderer::CreateModelOptimized(spades::VoxelModel *model) {
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SPADES_MARK_FUNCTION();
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if (settings.r_optimizedVoxelModel) {
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return new GLOptimizedVoxelModel(model, this);
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} else {
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return new GLVoxelModel(model, this);
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}
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}
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void GLRenderer::EnsureInitialized() {
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SPADES_MARK_FUNCTION_DEBUG();
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if (modelManager == NULL) {
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SPRaise("Renderer is not initialized");
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}
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}
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void GLRenderer::SetGameMap(client::GameMap *mp) {
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SPADES_MARK_FUNCTION();
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if (mp)
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EnsureInitialized();
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client::GameMap *oldMap = map;
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SPLog("New map loaded; freeing old renderers...");
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delete radiosityRenderer;
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radiosityRenderer = NULL;
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delete mapRenderer;
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mapRenderer = NULL;
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delete flatMapRenderer;
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flatMapRenderer = NULL;
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delete mapShadowRenderer;
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mapShadowRenderer = NULL;
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delete waterRenderer;
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waterRenderer = NULL;
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delete ambientShadowRenderer;
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ambientShadowRenderer = NULL;
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if (mp) {
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SPLog("Creating new renderers...");
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SPLog("Creating Terrain Shadow Map Renderer");
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mapShadowRenderer = new GLMapShadowRenderer(this, mp);
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SPLog("Creating TerrainRenderer");
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mapRenderer = new GLMapRenderer(mp, this);
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SPLog("Creating Minimap Renderer");
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flatMapRenderer = new GLFlatMapRenderer(this, mp);
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SPLog("Creating Water Renderer");
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waterRenderer = new GLWaterRenderer(this, mp);
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if (settings.r_radiosity) {
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SPLog("Creating Ray-traced Ambient Occlusion Renderer");
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ambientShadowRenderer = new GLAmbientShadowRenderer(this, mp);
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SPLog("Creating Relective Shadow Maps Renderer");
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radiosityRenderer = new GLRadiosityRenderer(this, mp);
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} else {
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SPLog("Radiosity is disabled");
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}
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mp->AddListener(this);
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mp->AddRef();
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SPLog("Created");
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} else {
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SPLog("No map loaded");
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}
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this->map = mp;
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if (oldMap) {
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oldMap->RemoveListener(this);
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oldMap->Release();
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}
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}
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float GLRenderer::ScreenWidth() { return device->ScreenWidth(); }
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float GLRenderer::ScreenHeight() { return device->ScreenHeight(); }
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void GLRenderer::SetFogColor(spades::Vector3 v) {
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fogColor = v;
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if (smoothedFogColor.x < 0.f)
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smoothedFogColor = fogColor;
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}
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Vector3 GLRenderer::GetFogColorForSolidPass() {
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if (settings.r_fogShadow && mapShadowRenderer) {
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return MakeVector3(0, 0, 0);
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} else {
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return GetFogColor();
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}
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}
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#pragma mark - Resource Manager
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GLProgram *GLRenderer::RegisterProgram(const std::string &name) {
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return programManager->RegisterProgram(name);
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}
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GLShader *GLRenderer::RegisterShader(const std::string &name) {
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return programManager->RegisterShader(name);
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}
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#pragma mark - Scene Intiializer
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void GLRenderer::BuildProjectionMatrix() {
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SPADES_MARK_FUNCTION();
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float near = sceneDef.zNear;
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float far = sceneDef.zFar;
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float t = near * tanf(sceneDef.fovY * .5f);
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float r = near * tanf(sceneDef.fovX * .5f);
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float a = r * 2.f, b = t * 2.f, c = far - near;
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Matrix4 mat;
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mat.m[0] = near * 2.f / a;
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mat.m[1] = 0.f;
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mat.m[2] = 0.f;
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mat.m[3] = 0.f;
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mat.m[4] = 0.f;
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mat.m[5] = near * 2.f / b;
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mat.m[6] = 0.f;
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mat.m[7] = 0.f;
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mat.m[8] = 0.f;
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mat.m[9] = 0.f;
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mat.m[10] = -(far + near) / c;
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mat.m[11] = -1.f;
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mat.m[12] = 0.f;
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mat.m[13] = 0.f;
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mat.m[14] = -(far * near * 2.f) / c;
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mat.m[15] = 0.f;
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projectionMatrix = mat;
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}
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void GLRenderer::BuildView() {
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SPADES_MARK_FUNCTION();
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Matrix4 mat = Matrix4::Identity();
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mat.m[0] = sceneDef.viewAxis[0].x;
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mat.m[4] = sceneDef.viewAxis[0].y;
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mat.m[8] = sceneDef.viewAxis[0].z;
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mat.m[1] = sceneDef.viewAxis[1].x;
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mat.m[5] = sceneDef.viewAxis[1].y;
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mat.m[9] = sceneDef.viewAxis[1].z;
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mat.m[2] = -sceneDef.viewAxis[2].x;
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mat.m[6] = -sceneDef.viewAxis[2].y;
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mat.m[10] = -sceneDef.viewAxis[2].z;
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Vector4 v = mat * sceneDef.viewOrigin;
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mat.m[12] = -v.x;
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mat.m[13] = -v.y;
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mat.m[14] = -v.z;
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viewMatrix = mat;
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}
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void GLRenderer::BuildFrustrum() {
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// far/near
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frustrum[0] = Plane3::PlaneWithPointOnPlane(sceneDef.viewOrigin, sceneDef.viewAxis[2]);
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frustrum[1] = frustrum[0].Flipped();
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frustrum[0].w -= sceneDef.zNear;
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frustrum[1].w += sceneDef.zFar;
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float xCos = cosf(sceneDef.fovX * .5f);
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float xSin = sinf(sceneDef.fovX * .5f);
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float yCos = cosf(sceneDef.fovY * .5f);
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float ySin = sinf(sceneDef.fovY * .5f);
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frustrum[2] = Plane3::PlaneWithPointOnPlane(
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sceneDef.viewOrigin, sceneDef.viewAxis[2] * xSin - sceneDef.viewAxis[0] * xCos);
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frustrum[3] = Plane3::PlaneWithPointOnPlane(
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sceneDef.viewOrigin, sceneDef.viewAxis[2] * xSin + sceneDef.viewAxis[0] * xCos);
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frustrum[4] = Plane3::PlaneWithPointOnPlane(
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sceneDef.viewOrigin, sceneDef.viewAxis[2] * ySin - sceneDef.viewAxis[1] * yCos);
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frustrum[5] = Plane3::PlaneWithPointOnPlane(
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sceneDef.viewOrigin, sceneDef.viewAxis[2] * ySin + sceneDef.viewAxis[1] * yCos);
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}
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void GLRenderer::EnsureSceneStarted() {
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SPADES_MARK_FUNCTION_DEBUG();
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if (!duringSceneRendering) {
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SPRaise("Illegal call outside of StartScene ... EndScene");
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}
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}
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void GLRenderer::EnsureSceneNotStarted() {
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SPADES_MARK_FUNCTION_DEBUG();
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if (duringSceneRendering) {
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SPRaise("Illegal call between StartScene ... EndScene");
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}
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}
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void GLRenderer::StartScene(const client::SceneDefinition &def) {
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SPADES_MARK_FUNCTION();
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EnsureInitialized();
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if (def.radialBlur < 0.f || def.radialBlur > 1.f)
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SPRaise("Invalid value of radialBlur.");
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sceneDef = def;
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sceneUsedInThisFrame = true;
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duringSceneRendering = true;
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profiler->BeginFrame();
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// clear scene objects
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debugLines.clear();
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spriteRenderer->Clear();
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longSpriteRenderer->Clear();
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modelRenderer->Clear();
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lights.clear();
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device->DepthMask(true);
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BuildProjectionMatrix();
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BuildView();
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BuildFrustrum();
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projectionViewMatrix = projectionMatrix * viewMatrix;
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if (settings.r_srgb)
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device->Enable(IGLDevice::FramebufferSRGB, true);
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}
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#pragma mark - Add Scene Objects
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void GLRenderer::RenderModel(client::IModel *model, const client::ModelRenderParam ¶m) {
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SPADES_MARK_FUNCTION();
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GLModel *m = dynamic_cast<GLModel *>(model);
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if (!m) {
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SPInvalidArgument("model");
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}
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EnsureInitialized();
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EnsureSceneStarted();
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// TODO: early frustrum cull?
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modelRenderer->AddModel(m, param);
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}
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void GLRenderer::AddLight(const client::DynamicLightParam &light) {
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if (!settings.r_dlights)
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return;
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if (!SphereFrustrumCull(light.origin, light.radius))
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return;
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EnsureInitialized();
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EnsureSceneStarted();
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lights.push_back(GLDynamicLight(light));
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}
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void GLRenderer::AddDebugLine(spades::Vector3 a, spades::Vector3 b, spades::Vector4 color) {
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DebugLine line = {a, b, color};
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EnsureInitialized();
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EnsureSceneStarted();
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debugLines.push_back(line);
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}
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void GLRenderer::AddSprite(client::IImage *img, spades::Vector3 center, float radius,
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float rotation) {
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SPADES_MARK_FUNCTION_DEBUG();
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GLImage *im = dynamic_cast<GLImage *>(img);
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if (!im)
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SPInvalidArgument("im");
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if (!SphereFrustrumCull(center, radius * 1.5f))
|
|
return;
|
|
|
|
EnsureInitialized();
|
|
EnsureSceneStarted();
|
|
|
|
spriteRenderer->Add(im, center, radius, rotation, drawColorAlphaPremultiplied);
|
|
}
|
|
|
|
void GLRenderer::AddLongSprite(client::IImage *img, spades::Vector3 p1, spades::Vector3 p2,
|
|
float radius) {
|
|
SPADES_MARK_FUNCTION_DEBUG();
|
|
GLImage *im = dynamic_cast<GLImage *>(img);
|
|
if (!im)
|
|
SPInvalidArgument("im");
|
|
|
|
EnsureInitialized();
|
|
EnsureSceneStarted();
|
|
|
|
longSpriteRenderer->Add(im, p1, p2, radius, drawColorAlphaPremultiplied);
|
|
}
|
|
|
|
#pragma mark - Scene Finalizer
|
|
|
|
struct DebugLineVertex {
|
|
float x, y, z;
|
|
float r, g, b, a;
|
|
static DebugLineVertex Create(Vector3 v, Vector4 col) {
|
|
DebugLineVertex vv = {v.x, v.y, v.z, col.x, col.y, col.z, col.w};
|
|
return vv;
|
|
}
|
|
};
|
|
void GLRenderer::RenderDebugLines() {
|
|
SPADES_MARK_FUNCTION();
|
|
if (debugLines.empty())
|
|
return;
|
|
|
|
// build vertices
|
|
std::vector<DebugLineVertex> vertices;
|
|
vertices.resize(debugLines.size() * 2);
|
|
|
|
for (size_t i = 0, j = 0; i < debugLines.size(); i++) {
|
|
const DebugLine &line = debugLines[i];
|
|
vertices[j++] = DebugLineVertex::Create(line.v1, line.color);
|
|
vertices[j++] = DebugLineVertex::Create(line.v2, line.color);
|
|
}
|
|
|
|
GLProgram *program = RegisterProgram("Shaders/Basic.program");
|
|
program->Use();
|
|
|
|
static GLProgramAttribute positionAttribute("positionAttribute");
|
|
static GLProgramAttribute colorAttribute("colorAttribute");
|
|
|
|
positionAttribute(program);
|
|
colorAttribute(program);
|
|
|
|
device->VertexAttribPointer(positionAttribute(), 3, IGLDevice::FloatType, false,
|
|
sizeof(DebugLineVertex), vertices.data());
|
|
device->VertexAttribPointer(colorAttribute(), 4, IGLDevice::FloatType, false,
|
|
sizeof(DebugLineVertex),
|
|
(const char *)vertices.data() + sizeof(float) * 3);
|
|
|
|
device->EnableVertexAttribArray(positionAttribute(), true);
|
|
device->EnableVertexAttribArray(colorAttribute(), true);
|
|
|
|
static GLProgramUniform projectionViewMatrix("projectionViewMatrix");
|
|
projectionViewMatrix(program);
|
|
projectionViewMatrix.SetValue(GetProjectionViewMatrix());
|
|
|
|
device->DrawArrays(IGLDevice::Lines, 0, static_cast<IGLDevice::Sizei>(vertices.size()));
|
|
|
|
device->EnableVertexAttribArray(positionAttribute(), false);
|
|
device->EnableVertexAttribArray(colorAttribute(), false);
|
|
}
|
|
|
|
void GLRenderer::RenderObjects() {
|
|
|
|
// draw opaque objects, and do dynamic lighting
|
|
|
|
device->Enable(IGLDevice::DepthTest, true);
|
|
device->Enable(IGLDevice::Texture2D, true);
|
|
device->Enable(IGLDevice::Blend, false);
|
|
|
|
bool needsDepthPrepass = settings.r_depthPrepass || settings.r_ssao;
|
|
bool needsFullDepthPrepass = settings.r_ssao;
|
|
|
|
GLFramebufferManager::BufferHandle ssaoBuffer;
|
|
|
|
if (needsDepthPrepass) {
|
|
{
|
|
GLProfiler::Context p(*profiler, "Depth-only Prepass");
|
|
device->DepthFunc(IGLDevice::Less);
|
|
if (!sceneDef.skipWorld && mapRenderer) {
|
|
mapRenderer->Prerender();
|
|
}
|
|
if (needsFullDepthPrepass) {
|
|
modelRenderer->Prerender(false);
|
|
}
|
|
}
|
|
|
|
if (settings.r_ssao) {
|
|
{
|
|
GLProfiler::Context p(*profiler, "Screen Space Ambient Occlusion");
|
|
device->DepthMask(false);
|
|
device->Enable(IGLDevice::DepthTest, false);
|
|
device->Enable(IGLDevice::CullFace, false);
|
|
|
|
ssaoBuffer = GLSSAOFilter(this).Filter();
|
|
ssaoBufferTexture = ssaoBuffer.GetTexture();
|
|
|
|
device->BindTexture(IGLDevice::Texture2D, ssaoBufferTexture);
|
|
device->TexParamater(IGLDevice::Texture2D, IGLDevice::TextureMagFilter, IGLDevice::Nearest);
|
|
device->TexParamater(IGLDevice::Texture2D, IGLDevice::TextureMinFilter, IGLDevice::Nearest);
|
|
|
|
device->Enable(IGLDevice::CullFace, true);
|
|
}
|
|
GetFramebufferManager()->PrepareSceneRendering();
|
|
}
|
|
}
|
|
{
|
|
GLProfiler::Context p(*profiler, "Sunlight Pass");
|
|
|
|
device->DepthFunc(IGLDevice::LessOrEqual);
|
|
if (!sceneDef.skipWorld && mapRenderer) {
|
|
mapRenderer->RenderSunlightPass();
|
|
}
|
|
modelRenderer->RenderSunlightPass(false);
|
|
}
|
|
if (settings.r_ssao) {
|
|
device->BindTexture(IGLDevice::Texture2D, ssaoBufferTexture);
|
|
device->TexParamater(IGLDevice::Texture2D, IGLDevice::TextureMagFilter, IGLDevice::Linear);
|
|
device->TexParamater(IGLDevice::Texture2D, IGLDevice::TextureMinFilter, IGLDevice::Linear);
|
|
ssaoBuffer.Release();
|
|
}
|
|
|
|
{
|
|
GLProfiler::Context p(*profiler, "Dynamic Light Pass [%d light(s)]", (int)lights.size());
|
|
|
|
device->Enable(IGLDevice::Blend, true);
|
|
device->Enable(IGLDevice::DepthTest, true);
|
|
device->DepthFunc(IGLDevice::Equal);
|
|
device->BlendFunc(IGLDevice::SrcAlpha, IGLDevice::One,
|
|
IGLDevice::Zero, IGLDevice::One);
|
|
|
|
if (!sceneDef.skipWorld && mapRenderer) {
|
|
mapRenderer->RenderDynamicLightPass(lights);
|
|
}
|
|
modelRenderer->RenderDynamicLightPass(lights);
|
|
}
|
|
|
|
{
|
|
GLProfiler::Context p(*profiler, "Debug Line");
|
|
device->Enable(IGLDevice::Blend, false);
|
|
device->Enable(IGLDevice::DepthTest, true);
|
|
device->DepthFunc(IGLDevice::Less);
|
|
RenderDebugLines();
|
|
}
|
|
}
|
|
|
|
void GLRenderer::RenderGhosts() {
|
|
// Run a depth-only pass so that for each pixel, objects are drawn
|
|
// only once
|
|
{
|
|
GLProfiler::Context p(*profiler, "Depth-only Prepass");
|
|
device->DepthFunc(IGLDevice::Less);
|
|
modelRenderer->Prerender(true);
|
|
}
|
|
|
|
// Run a color pass
|
|
{
|
|
GLProfiler::Context p(*profiler, "Ghost Pass");
|
|
|
|
device->Enable(IGLDevice::Blend, true);
|
|
device->DepthMask(false);
|
|
device->BlendFunc(IGLDevice::SrcAlpha, IGLDevice::OneMinusSrcAlpha, IGLDevice::Zero,
|
|
IGLDevice::One);
|
|
device->DepthFunc(IGLDevice::Equal);
|
|
modelRenderer->RenderSunlightPass(true);
|
|
}
|
|
device->DepthMask(true);
|
|
device->DepthFunc(IGLDevice::Less);
|
|
device->Enable(IGLDevice::Blend, false);
|
|
device->Enable(IGLDevice::CullFace, false);
|
|
}
|
|
|
|
void GLRenderer::EndScene() {
|
|
SPADES_MARK_FUNCTION();
|
|
|
|
EnsureInitialized();
|
|
EnsureSceneStarted();
|
|
|
|
GLProfiler::Context pRoot(*profiler, "EndScene");
|
|
|
|
float dt = (float)(sceneDef.time - lastTime) / 1000.f;
|
|
if (dt > .1f)
|
|
dt = .1f;
|
|
if (dt < 0.f)
|
|
dt = 0.f;
|
|
|
|
duringSceneRendering = false;
|
|
renderingMirror = false;
|
|
|
|
{
|
|
GLProfiler::Context p(*profiler, "Upload Dynamic Data");
|
|
if (mapShadowRenderer) {
|
|
mapShadowRenderer->Update();
|
|
}
|
|
if (ambientShadowRenderer) {
|
|
ambientShadowRenderer->Update();
|
|
}
|
|
if (radiosityRenderer) {
|
|
radiosityRenderer->Update();
|
|
}
|
|
if (mapRenderer) {
|
|
mapRenderer->Realize();
|
|
}
|
|
}
|
|
|
|
if (settings.r_srgb)
|
|
device->Enable(IGLDevice::FramebufferSRGB, false);
|
|
|
|
// build shadowmap
|
|
{
|
|
GLProfiler::Context p(*profiler, "Shadow Map Pass");
|
|
device->Enable(IGLDevice::DepthTest, true);
|
|
device->DepthFunc(IGLDevice::Less);
|
|
if (shadowMapRenderer)
|
|
shadowMapRenderer->Render();
|
|
}
|
|
|
|
fbManager->PrepareSceneRendering();
|
|
|
|
if (settings.r_srgb)
|
|
device->Enable(IGLDevice::FramebufferSRGB, true);
|
|
|
|
Vector3 bgCol;
|
|
|
|
device->ClearDepth(1.f);
|
|
device->DepthRange(0.f, 1.f);
|
|
|
|
if ((int)settings.r_water >= 2) {
|
|
// for Water 2 (r_water >= 2), we need to render
|
|
// reflection
|
|
try {
|
|
|
|
IGLDevice::UInteger occQu =
|
|
waterRenderer ? waterRenderer->GetOcclusionQuery() : 0;
|
|
|
|
device->FrontFace(IGLDevice::CCW);
|
|
renderingMirror = true;
|
|
|
|
// save normal matrices
|
|
Matrix4 view;
|
|
view = viewMatrix * Matrix4::Translate(0, 0, 63);
|
|
view = view * Matrix4::Scale(1, 1, -1);
|
|
view = view * Matrix4::Translate(0, 0, -63);
|
|
|
|
std::swap(view, viewMatrix);
|
|
projectionViewMatrix = projectionMatrix * viewMatrix;
|
|
|
|
if (occQu) {
|
|
fbManager->ClearMirrorTexture(GetFogColor());
|
|
device->BeginConditionalRender(occQu, IGLDevice::QueryWait);
|
|
}
|
|
|
|
bgCol = GetFogColorForSolidPass();
|
|
if (settings.r_hdr) {
|
|
bgCol *= bgCol;
|
|
} // linearlize
|
|
{
|
|
GLProfiler::Context p(*profiler, "Clear (Mirrored Scene)");
|
|
device->ClearColor(bgCol.x, bgCol.y, bgCol.z, 1.f);
|
|
device->Clear(
|
|
(IGLDevice::Enum)(IGLDevice::ColorBufferBit | IGLDevice::DepthBufferBit));
|
|
}
|
|
|
|
// render scene
|
|
GLProfiler::Context p(*profiler, "Mirrored Objects");
|
|
RenderObjects();
|
|
|
|
// restore matrices
|
|
std::swap(view, viewMatrix);
|
|
projectionViewMatrix = projectionMatrix * viewMatrix;
|
|
|
|
if (settings.r_fogShadow && mapShadowRenderer &&
|
|
fogColor.GetPoweredLength() > .000001f) {
|
|
GLProfiler::Context p(*profiler, "Volumetric Fog");
|
|
|
|
GLFramebufferManager::BufferHandle handle;
|
|
GLFogFilter fogfilter(this);
|
|
|
|
handle = fbManager->StartPostProcessing();
|
|
handle = fogfilter.Filter(handle);
|
|
fbManager->CopyToMirrorTexture(handle.GetFramebuffer());
|
|
} else {
|
|
fbManager->CopyToMirrorTexture();
|
|
}
|
|
|
|
if (occQu) {
|
|
device->EndConditionalRender();
|
|
}
|
|
|
|
renderingMirror = false;
|
|
} catch (...) {
|
|
renderingMirror = false;
|
|
throw;
|
|
}
|
|
}
|
|
|
|
bgCol = GetFogColorForSolidPass();
|
|
if (settings.r_hdr) {
|
|
bgCol *= bgCol;
|
|
} // linearlize
|
|
{
|
|
GLProfiler::Context p(*profiler, "Clear");
|
|
device->ClearColor(bgCol.x, bgCol.y, bgCol.z, 1.f);
|
|
device->Clear((IGLDevice::Enum)(IGLDevice::ColorBufferBit | IGLDevice::DepthBufferBit));
|
|
}
|
|
|
|
device->FrontFace(IGLDevice::CW);
|
|
|
|
{
|
|
GLProfiler::Context p(*profiler, "Non-mirrored Objects");
|
|
RenderObjects();
|
|
}
|
|
|
|
device->Enable(IGLDevice::CullFace, false);
|
|
if (settings.r_water && waterRenderer) {
|
|
GLProfiler::Context p(*profiler, "Water");
|
|
waterRenderer->Update(dt);
|
|
waterRenderer->Render();
|
|
}
|
|
|
|
{
|
|
GLProfiler::Context p(*profiler, "Ghosts");
|
|
RenderGhosts();
|
|
}
|
|
|
|
device->Enable(IGLDevice::Blend, true);
|
|
|
|
device->DepthMask(false);
|
|
if (!settings.r_softParticles) { // softparticle is a part of postprocess
|
|
GLProfiler::Context p(*profiler, "Particles");
|
|
device->BlendFunc(IGLDevice::One, IGLDevice::OneMinusSrcAlpha,
|
|
IGLDevice::Zero, IGLDevice::One);
|
|
spriteRenderer->Render();
|
|
}
|
|
|
|
{
|
|
GLProfiler::Context p(*profiler, "Long Particles");
|
|
device->BlendFunc(IGLDevice::One, IGLDevice::OneMinusSrcAlpha,
|
|
IGLDevice::Zero, IGLDevice::One);
|
|
longSpriteRenderer->Render();
|
|
}
|
|
|
|
device->Enable(IGLDevice::DepthTest, false);
|
|
|
|
GLFramebufferManager::BufferHandle handle;
|
|
{
|
|
GLProfiler::Context p(*profiler, "Post-process");
|
|
|
|
// now process the non-multisampled buffer.
|
|
// depth buffer is also can be read
|
|
{
|
|
GLProfiler::Context p(*profiler, "Preparation");
|
|
handle = fbManager->StartPostProcessing();
|
|
}
|
|
if (settings.r_fogShadow && mapShadowRenderer &&
|
|
fogColor.GetPoweredLength() > .000001f) {
|
|
GLProfiler::Context p(*profiler, "Volumetric Fog");
|
|
GLFogFilter fogfilter(this);
|
|
handle = fogfilter.Filter(handle);
|
|
}
|
|
device->BindFramebuffer(IGLDevice::Framebuffer, handle.GetFramebuffer());
|
|
|
|
if (settings.r_softParticles) { // softparticle is a part of postprocess
|
|
GLProfiler::Context p(*profiler, "Soft Particle");
|
|
device->BlendFunc(IGLDevice::One, IGLDevice::OneMinusSrcAlpha,
|
|
IGLDevice::Zero, IGLDevice::One);
|
|
spriteRenderer->Render();
|
|
}
|
|
|
|
device->BlendFunc(IGLDevice::SrcAlpha, IGLDevice::OneMinusSrcAlpha,
|
|
IGLDevice::Zero, IGLDevice::One);
|
|
|
|
if (settings.r_depthOfField &&
|
|
(sceneDef.depthOfFieldFocalLength > 0.f || sceneDef.blurVignette > 0.f)) {
|
|
GLProfiler::Context p(*profiler, "Depth of Field");
|
|
handle = GLDepthOfFieldFilter(this).Filter(
|
|
handle, sceneDef.depthOfFieldFocalLength, sceneDef.blurVignette,
|
|
sceneDef.globalBlur, sceneDef.depthOfFieldNearBlurStrength,
|
|
sceneDef.depthOfFieldFarBlurStrength);
|
|
}
|
|
|
|
if (settings.r_cameraBlur && !sceneDef.denyCameraBlur) {
|
|
GLProfiler::Context p(*profiler, "Camera Blur");
|
|
// FIXME: better (correctly constructed) radial blur algorithm
|
|
handle = cameraBlur->Filter(handle, sceneDef.radialBlur);
|
|
}
|
|
|
|
if (settings.r_bloom) {
|
|
GLProfiler::Context p(*profiler, "Bloom");
|
|
handle = lensDustFilter->Filter(handle);
|
|
}
|
|
|
|
// do r_fxaa before lens filter so that color aberration looks nice
|
|
if (settings.r_fxaa) {
|
|
GLProfiler::Context p(*profiler, "FXAA");
|
|
handle = GLFXAAFilter(this).Filter(handle);
|
|
}
|
|
|
|
if (settings.r_lens) {
|
|
GLProfiler::Context p(*profiler, "Lens Filter");
|
|
handle = GLLensFilter(this).Filter(handle);
|
|
}
|
|
|
|
if (settings.r_lensFlare) {
|
|
GLProfiler::Context p(*profiler, "Lens Flare");
|
|
device->BindFramebuffer(IGLDevice::Framebuffer, handle.GetFramebuffer());
|
|
GLLensFlareFilter(this).Draw();
|
|
}
|
|
|
|
if (settings.r_lensFlare && settings.r_lensFlareDynamic) {
|
|
GLProfiler::Context p(*profiler, "Dynamic Light Lens Flare");
|
|
GLLensFlareFilter lensFlareRenderer(this);
|
|
device->BindFramebuffer(IGLDevice::Framebuffer, handle.GetFramebuffer());
|
|
for (size_t i = 0; i < lights.size(); i++) {
|
|
const GLDynamicLight &dl = lights[i];
|
|
const client::DynamicLightParam &prm = dl.GetParam();
|
|
if (!prm.useLensFlare)
|
|
continue;
|
|
Vector3 color = prm.color * 0.6f;
|
|
{
|
|
// distance attenuation
|
|
float rad = (prm.origin - sceneDef.viewOrigin).GetPoweredLength();
|
|
rad /= prm.radius * prm.radius * 18.f;
|
|
if (rad > 1.f)
|
|
continue;
|
|
color *= 1.f - rad;
|
|
}
|
|
|
|
if (prm.type == client::DynamicLightTypeSpotlight) {
|
|
// spotlight
|
|
Vector3 diff = (sceneDef.viewOrigin - prm.origin).Normalize();
|
|
Vector3 lightdir = prm.spotAxis[2];
|
|
lightdir = lightdir.Normalize();
|
|
float cosVal = Vector3::Dot(diff, lightdir);
|
|
float minCosVal = cosf(prm.spotAngle * 0.5f);
|
|
if (cosVal < minCosVal) {
|
|
// out of range
|
|
continue;
|
|
}
|
|
color *= (cosVal - minCosVal) / (1.f - minCosVal);
|
|
}
|
|
|
|
// view cull
|
|
if (Vector3::Dot(sceneDef.viewAxis[2], (prm.origin - sceneDef.viewOrigin)) <
|
|
0.f) {
|
|
continue;
|
|
}
|
|
|
|
lensFlareRenderer.Draw(prm.origin - sceneDef.viewOrigin, true, color,
|
|
false);
|
|
}
|
|
}
|
|
|
|
// FIXME: these passes should be combined for lower VRAM bandwidth usage
|
|
|
|
if (settings.r_hdr) {
|
|
GLProfiler::Context p(*profiler, "Auto Exposure");
|
|
handle = autoExposureFilter->Filter(handle, dt);
|
|
}
|
|
|
|
if (settings.r_hdr) {
|
|
GLProfiler::Context p(*profiler, "Gamma Correction");
|
|
handle = GLNonlinearlizeFilter(this).Filter(handle);
|
|
}
|
|
|
|
if (settings.r_colorCorrection) {
|
|
GLProfiler::Context p(*profiler, "Color Correction");
|
|
Vector3 tint = smoothedFogColor + MakeVector3(1.f, 1.f, 1.f) * 0.5f;
|
|
tint = MakeVector3(1.f, 1.f, 1.f) / tint;
|
|
tint = Mix(tint, MakeVector3(1.f, 1.f, 1.f), 0.2f);
|
|
tint *= 1.f / std::min(std::min(tint.x, tint.y), tint.z);
|
|
|
|
float exposure = powf(2.f, (float)settings.r_exposureValue * 0.5f);
|
|
handle = GLColorCorrectionFilter(this).Filter(handle, tint * exposure);
|
|
|
|
// update smoothed fog color
|
|
smoothedFogColor = Mix(smoothedFogColor, fogColor, 0.002f);
|
|
}
|
|
}
|
|
|
|
if (settings.r_srgb && settings.r_srgb2D) {
|
|
// in gamma corrected mode,
|
|
// 2d drawings are done on gamma-corrected FB
|
|
// see also: FrameDone
|
|
lastColorBufferTexture = handle.GetTexture();
|
|
device->BindFramebuffer(IGLDevice::Framebuffer, handle.GetFramebuffer());
|
|
device->Enable(IGLDevice::FramebufferSRGB, true);
|
|
|
|
} else {
|
|
// copy buffer to WM given framebuffer
|
|
if (settings.r_srgb)
|
|
device->Enable(IGLDevice::FramebufferSRGB, false);
|
|
|
|
GLProfiler::Context p(*profiler, "Copying to WM-given Framebuffer");
|
|
|
|
device->BindFramebuffer(IGLDevice::Framebuffer, 0);
|
|
device->Enable(IGLDevice::Blend, false);
|
|
device->Viewport(0, 0, handle.GetWidth(), handle.GetHeight());
|
|
Handle<GLImage> image(new GLImage(handle.GetTexture(), device, handle.GetWidth(),
|
|
handle.GetHeight(), false),
|
|
false);
|
|
SetColorAlphaPremultiplied(MakeVector4(1, 1, 1, 1));
|
|
DrawImage(image,
|
|
AABB2(0, handle.GetHeight(), handle.GetWidth(), -handle.GetHeight()));
|
|
imageRenderer->Flush();
|
|
}
|
|
|
|
handle.Release();
|
|
fbManager->MakeSureAllBuffersReleased();
|
|
|
|
// model renderer must be cleared because
|
|
// GLModelRenderer::Clear accesses added model and
|
|
// some models might be deleted before the next frame
|
|
modelRenderer->Clear();
|
|
|
|
// prepare for 2d drawing
|
|
device->BlendFunc(IGLDevice::One, IGLDevice::OneMinusSrcAlpha,
|
|
IGLDevice::Zero, IGLDevice::One);
|
|
device->Enable(IGLDevice::Blend, true);
|
|
}
|
|
|
|
//#pragma mark - 2D Drawings
|
|
|
|
void GLRenderer::MultiplyScreenColor(spades::Vector3 color) {
|
|
SPADES_MARK_FUNCTION();
|
|
void EnsureSceneNotStarted();
|
|
imageRenderer->Flush();
|
|
|
|
device->BlendFunc(IGLDevice::Zero, IGLDevice::SrcColor,
|
|
IGLDevice::Zero, IGLDevice::One);
|
|
|
|
Vector4 col = {color.x, color.y, color.z, 1};
|
|
|
|
// build vertices
|
|
DebugLineVertex vertices[4];
|
|
|
|
vertices[0] = DebugLineVertex::Create(MakeVector3(-1, -1, 0), col);
|
|
vertices[1] = DebugLineVertex::Create(MakeVector3(1, -1, 0), col);
|
|
vertices[2] = DebugLineVertex::Create(MakeVector3(1, 1, 0), col);
|
|
vertices[3] = DebugLineVertex::Create(MakeVector3(-1, 1, 0), col);
|
|
|
|
GLProgram *program = RegisterProgram("Shaders/Basic.program");
|
|
program->Use();
|
|
|
|
static GLProgramAttribute positionAttribute("positionAttribute");
|
|
static GLProgramAttribute colorAttribute("colorAttribute");
|
|
|
|
positionAttribute(program);
|
|
colorAttribute(program);
|
|
|
|
device->VertexAttribPointer(positionAttribute(), 3, IGLDevice::FloatType, false,
|
|
sizeof(DebugLineVertex), vertices);
|
|
device->VertexAttribPointer(colorAttribute(), 4, IGLDevice::FloatType, false,
|
|
sizeof(DebugLineVertex),
|
|
(const char *)vertices + sizeof(float) * 3);
|
|
|
|
device->EnableVertexAttribArray(positionAttribute(), true);
|
|
device->EnableVertexAttribArray(colorAttribute(), true);
|
|
|
|
static GLProgramUniform projectionViewMatrix("projectionViewMatrix");
|
|
projectionViewMatrix(program);
|
|
projectionViewMatrix.SetValue(Matrix4::Identity());
|
|
|
|
device->DrawArrays(IGLDevice::TriangleFan, 0, 4);
|
|
|
|
device->EnableVertexAttribArray(positionAttribute(), false);
|
|
device->EnableVertexAttribArray(colorAttribute(), false);
|
|
|
|
device->BlendFunc(IGLDevice::One, IGLDevice::OneMinusSrcAlpha,
|
|
IGLDevice::Zero, IGLDevice::One);
|
|
}
|
|
|
|
void GLRenderer::DrawImage(client::IImage *image, const spades::Vector2 &outTopLeft) {
|
|
SPADES_MARK_FUNCTION();
|
|
|
|
if (image == nullptr) {
|
|
SPRaise("Size must be specified when null image is provided");
|
|
}
|
|
|
|
DrawImage(image,
|
|
AABB2(outTopLeft.x, outTopLeft.y, image->GetWidth(), image->GetHeight()),
|
|
AABB2(0, 0, image->GetWidth(), image->GetHeight()));
|
|
}
|
|
|
|
void GLRenderer::DrawImage(client::IImage *image, const spades::AABB2 &outRect) {
|
|
SPADES_MARK_FUNCTION();
|
|
|
|
DrawImage(image, outRect,
|
|
AABB2(0, 0, image ? image->GetWidth() : 0, image ? image->GetHeight() : 0));
|
|
}
|
|
|
|
void GLRenderer::DrawImage(client::IImage *image, const spades::Vector2 &outTopLeft,
|
|
const spades::AABB2 &inRect) {
|
|
SPADES_MARK_FUNCTION();
|
|
|
|
DrawImage(image,
|
|
AABB2(outTopLeft.x, outTopLeft.y, inRect.GetWidth(), inRect.GetHeight()),
|
|
inRect);
|
|
}
|
|
|
|
void GLRenderer::DrawImage(client::IImage *image, const spades::AABB2 &outRect,
|
|
const spades::AABB2 &inRect) {
|
|
SPADES_MARK_FUNCTION();
|
|
|
|
DrawImage(image, Vector2::Make(outRect.GetMinX(), outRect.GetMinY()),
|
|
Vector2::Make(outRect.GetMaxX(), outRect.GetMinY()),
|
|
Vector2::Make(outRect.GetMinX(), outRect.GetMaxY()), inRect);
|
|
}
|
|
|
|
void GLRenderer::DrawImage(client::IImage *image, const spades::Vector2 &outTopLeft,
|
|
const spades::Vector2 &outTopRight,
|
|
const spades::Vector2 &outBottomLeft,
|
|
const spades::AABB2 &inRect) {
|
|
SPADES_MARK_FUNCTION();
|
|
|
|
void EnsureSceneNotStarted();
|
|
|
|
// d = a + (b - a) + (c - a)
|
|
// = b + c - a
|
|
Vector2 outBottomRight = outTopRight + outBottomLeft - outTopLeft;
|
|
GLImage *img = dynamic_cast<GLImage *>(image);
|
|
if (!img) {
|
|
if (!image) {
|
|
img = imageManager->GetWhiteImage();
|
|
} else {
|
|
// invalid type: not GLImage.
|
|
SPInvalidArgument("image");
|
|
}
|
|
}
|
|
|
|
imageRenderer->SetImage(img);
|
|
|
|
Vector4 col = drawColorAlphaPremultiplied;
|
|
if (legacyColorPremultiply) {
|
|
// in legacy mode, image color is
|
|
// non alpha-premultiplied.
|
|
col.x *= col.w;
|
|
col.y *= col.w;
|
|
col.z *= col.w;
|
|
}
|
|
|
|
imageRenderer->Add(outTopLeft.x, outTopLeft.y, outTopRight.x, outTopRight.y,
|
|
outBottomRight.x, outBottomRight.y, outBottomLeft.x, outBottomLeft.y,
|
|
inRect.GetMinX(), inRect.GetMinY(), inRect.GetMaxX(),
|
|
inRect.GetMinY(), inRect.GetMaxX(), inRect.GetMaxY(),
|
|
inRect.GetMinX(), inRect.GetMaxY(), col.x, col.y, col.z, col.w);
|
|
}
|
|
|
|
void GLRenderer::DrawFlatGameMap(const spades::AABB2 &outRect,
|
|
const spades::AABB2 &inRect) {
|
|
void EnsureSceneNotStarted();
|
|
if (flatMapRenderer)
|
|
flatMapRenderer->Draw(outRect, inRect);
|
|
}
|
|
|
|
void GLRenderer::SetColor(spades::Vector4 col) {
|
|
drawColorAlphaPremultiplied = col;
|
|
legacyColorPremultiply = true;
|
|
}
|
|
|
|
void GLRenderer::SetColorAlphaPremultiplied(spades::Vector4 col) {
|
|
legacyColorPremultiply = false;
|
|
drawColorAlphaPremultiplied = col;
|
|
}
|
|
|
|
void GLRenderer::FrameDone() {
|
|
SPADES_MARK_FUNCTION();
|
|
|
|
EnsureSceneNotStarted();
|
|
|
|
imageRenderer->Flush();
|
|
|
|
if (settings.r_debugTimingOutputScreen &&
|
|
settings.r_debugTiming) {
|
|
GLProfiler::Context p(*profiler, "Draw GLProfiler Results");
|
|
profiler->DrawResult();
|
|
imageRenderer->Flush();
|
|
}
|
|
|
|
if (settings.r_srgb && settings.r_srgb2D && sceneUsedInThisFrame) {
|
|
// copy buffer to WM given framebuffer
|
|
int w = device->ScreenWidth();
|
|
int h = device->ScreenHeight();
|
|
|
|
device->Enable(IGLDevice::FramebufferSRGB, false);
|
|
|
|
GLProfiler::Context p(*profiler, "Copying to WM-given Framebuffer");
|
|
|
|
device->BindFramebuffer(IGLDevice::Framebuffer, 0);
|
|
device->Enable(IGLDevice::Blend, false);
|
|
device->Viewport(0, 0, w, h);
|
|
Handle<GLImage> image(new GLImage(lastColorBufferTexture, device, w, h, false),
|
|
false);
|
|
SetColorAlphaPremultiplied(MakeVector4(1, 1, 1, 1));
|
|
DrawImage(image, AABB2(0, h, w, -h));
|
|
imageRenderer->Flush(); // must flush now because handle is released soon
|
|
}
|
|
|
|
lastTime = sceneDef.time;
|
|
|
|
// ready for 2d draw of next frame
|
|
device->BlendFunc(IGLDevice::One, IGLDevice::OneMinusSrcAlpha,
|
|
IGLDevice::Zero, IGLDevice::One);
|
|
device->Enable(IGLDevice::Blend, true);
|
|
|
|
profiler->EndFrame();
|
|
}
|
|
|
|
void GLRenderer::Flip() {
|
|
SPADES_MARK_FUNCTION();
|
|
|
|
EnsureSceneNotStarted();
|
|
|
|
device->Swap();
|
|
}
|
|
|
|
Bitmap *GLRenderer::ReadBitmap() {
|
|
SPADES_MARK_FUNCTION();
|
|
Bitmap *bmp;
|
|
EnsureSceneNotStarted();
|
|
bmp = new Bitmap(device->ScreenWidth(), device->ScreenHeight());
|
|
device->ReadPixels(0, 0, device->ScreenWidth(), device->ScreenHeight(), IGLDevice::RGBA,
|
|
IGLDevice::UnsignedByte, bmp->GetPixels());
|
|
return bmp;
|
|
}
|
|
|
|
void GLRenderer::GameMapChanged(int x, int y, int z, client::GameMap *map) {
|
|
if (mapRenderer)
|
|
mapRenderer->GameMapChanged(x, y, z, map);
|
|
if (flatMapRenderer)
|
|
flatMapRenderer->GameMapChanged(x, y, z, map);
|
|
if (mapShadowRenderer)
|
|
mapShadowRenderer->GameMapChanged(x, y, z, map);
|
|
if (waterRenderer)
|
|
waterRenderer->GameMapChanged(x, y, z, map);
|
|
if (ambientShadowRenderer)
|
|
ambientShadowRenderer->GameMapChanged(x, y, z, map);
|
|
}
|
|
|
|
bool GLRenderer::BoxFrustrumCull(const AABB3 &box) {
|
|
if (IsRenderingMirror()) {
|
|
// reflect
|
|
AABB3 bx = box;
|
|
std::swap(bx.min.z, bx.max.z);
|
|
bx.min.z = 63.f * 2.f - bx.min.z;
|
|
bx.max.z = 63.f * 2.f - bx.max.z;
|
|
return PlaneCullTest(frustrum[0], bx) && PlaneCullTest(frustrum[1], bx) &&
|
|
PlaneCullTest(frustrum[2], bx) && PlaneCullTest(frustrum[3], bx) &&
|
|
PlaneCullTest(frustrum[4], bx) && PlaneCullTest(frustrum[5], bx);
|
|
}
|
|
return PlaneCullTest(frustrum[0], box) && PlaneCullTest(frustrum[1], box) &&
|
|
PlaneCullTest(frustrum[2], box) && PlaneCullTest(frustrum[3], box) &&
|
|
PlaneCullTest(frustrum[4], box) && PlaneCullTest(frustrum[5], box);
|
|
}
|
|
bool GLRenderer::SphereFrustrumCull(const Vector3 ¢er, float radius) {
|
|
if (IsRenderingMirror()) {
|
|
// reflect
|
|
Vector3 vx = center;
|
|
vx.z = 63.f * 2.f - vx.z;
|
|
for (int i = 0; i < 6; i++) {
|
|
if (frustrum[i].GetDistanceTo(vx) < -radius)
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
for (int i = 0; i < 6; i++) {
|
|
if (frustrum[i].GetDistanceTo(center) < -radius)
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
}
|
|
}
|