- some in progress work for next release

This commit is contained in:
Mark Vejvoda 2011-01-21 22:41:05 +00:00
parent 9d369bb30e
commit dde0abd04b
2 changed files with 263 additions and 93 deletions

View File

@ -1670,6 +1670,132 @@ void Renderer::renderMessageBox(const GraphicMessageBox *messageBox) {
// ==================== complex rendering ====================
#if defined(ENABLE_VBO_CODE)
VisibleQuadContainerVBOCache Renderer::SetupSurfaceVBO(Vec2i &pos, SurfaceCell *cell, Vec2f surfCoord) {
const World *world= game->getWorld();
const Map *map= world->getMap();
const Rect2i mapBounds(0, 0, map->getSurfaceW()-1, map->getSurfaceH()-1);
float coordStep= world->getTileset()->getSurfaceAtlas()->getCoordStep();
if(cell == NULL) {
throw runtime_error("cell == NULL");
}
VisibleQuadContainerVBOCache item1;
//printf("In [%s::%s Line: %d] setting up a VBO...\n",__FILE__,__FUNCTION__,__LINE__);
assertGl();
// Generate And Bind The Vertex Buffer
glGenBuffersARB( 1, &item1.m_nVBOVertices ); // Get A Valid Name
glBindBufferARB( GL_ARRAY_BUFFER_ARB, item1.m_nVBOVertices ); // Bind The Buffer
// Load The Data
glBufferDataARB( GL_ARRAY_BUFFER_ARB, sizeof(Vec3f) * 1, cell->getVertex().ptr(), GL_STATIC_DRAW_ARB );
glBindBuffer(GL_ARRAY_BUFFER_ARB, 0);
assertGl();
// Generate And Bind The Texture Coordinate Buffer
glGenBuffersARB( 1, &item1.m_nVBOFowTexCoords ); // Get A Valid Name
glBindBufferARB( GL_ARRAY_BUFFER_ARB, item1.m_nVBOFowTexCoords ); // Bind The Buffer
// Load The Data
glBufferDataARB( GL_ARRAY_BUFFER_ARB, sizeof(Vec2f) * 1, cell->getFowTexCoord().ptr(), GL_STATIC_DRAW_ARB );
glBindBuffer(GL_ARRAY_BUFFER_ARB, 0);
assertGl();
// Generate And Bind The Texture Coordinate Buffer
glGenBuffersARB( 1, &item1.m_nVBOSurfaceTexCoords ); // Get A Valid Name
glBindBufferARB( GL_ARRAY_BUFFER_ARB, item1.m_nVBOSurfaceTexCoords ); // Bind The Buffer
// Load The Data
glBufferDataARB( GL_ARRAY_BUFFER_ARB, sizeof(Vec2f) * 1, surfCoord.ptr(), GL_STATIC_DRAW_ARB );
glBindBuffer(GL_ARRAY_BUFFER_ARB, 0);
assertGl();
// Generate And Bind The Normal Buffer
glGenBuffersARB( 1, &item1.m_nVBONormals ); // Get A Valid Name
glBindBufferARB( GL_ARRAY_BUFFER_ARB, item1.m_nVBONormals ); // Bind The Buffer
// Load The Data
glBufferDataARB( GL_ARRAY_BUFFER_ARB, sizeof(Vec3f) * 1, cell->getNormal().ptr(), GL_STATIC_DRAW_ARB );
glBindBuffer(GL_ARRAY_BUFFER_ARB, 0);
item1.hasBuiltVBOs = true;
/*
// Generate And Bind The Index Buffer
glGenBuffersARB( 1, &m_nVBOIndexes ); // Get A Valid Name
glBindBufferARB( GL_ELEMENT_ARRAY_BUFFER_ARB, m_nVBOIndexes ); // Bind The Buffer
// Load The Data
glBufferDataARB( GL_ELEMENT_ARRAY_BUFFER_ARB, sizeof(uint32)*indexCount, indices, GL_STATIC_DRAW_ARB );
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
*/
// Our Copy Of The Data Is No Longer Necessary, It Is Safe In The Graphics Card
//delete [] vertices; vertices = NULL;
//delete [] texCoords; texCoords = NULL;
//delete [] normals; normals = NULL;
//delete [] indices; indices = NULL;
return item1;
}
vector<VisibleQuadContainerVBOCache> & Renderer::GetSurfaceVBOs(Vec2i &pos) {
std::map<Vec2i,std::vector<VisibleQuadContainerVBOCache> >::iterator iterFind = mapSurfaceVBOCache.find(pos);
if(iterFind == mapSurfaceVBOCache.end()) {
const World *world= game->getWorld();
const Map *map= world->getMap();
const Rect2i mapBounds(0, 0, map->getSurfaceW()-1, map->getSurfaceH()-1);
float coordStep= world->getTileset()->getSurfaceAtlas()->getCoordStep();
SurfaceCell *tc00= map->getSurfaceCell(pos.x, pos.y);
SurfaceCell *tc10= map->getSurfaceCell(pos.x+1, pos.y);
SurfaceCell *tc01= map->getSurfaceCell(pos.x, pos.y+1);
SurfaceCell *tc11= map->getSurfaceCell(pos.x+1, pos.y+1);
std::vector<VisibleQuadContainerVBOCache> vboCache;
assertGl();
VisibleQuadContainerVBOCache item1 = SetupSurfaceVBO(pos, tc01, Vec2f(pos.x, pos.y+1));
vboCache.push_back(item1);
assertGl();
VisibleQuadContainerVBOCache item2 = SetupSurfaceVBO(pos, tc00, Vec2f(pos.x, pos.y));
vboCache.push_back(item2);
assertGl();
VisibleQuadContainerVBOCache item3 = SetupSurfaceVBO(pos, tc11, Vec2f(pos.x+1, pos.y+1));
vboCache.push_back(item3);
assertGl();
VisibleQuadContainerVBOCache item4 = SetupSurfaceVBO(pos, tc10, Vec2f(pos.x+1, pos.y));
vboCache.push_back(item4);
mapSurfaceVBOCache[pos] = vboCache;
}
return mapSurfaceVBOCache[pos];
}
void Renderer::ReleaseSurfaceVBOs() {
for(std::map<Vec2i,std::vector<VisibleQuadContainerVBOCache> >::iterator iterFind = mapSurfaceVBOCache.begin();
iterFind != mapSurfaceVBOCache.end(); ++iterFind) {
std::vector<VisibleQuadContainerVBOCache> &vboCache = iterFind->second;
for(int i = 0; i < vboCache.size(); ++i) {
assertGl();
VisibleQuadContainerVBOCache &item = vboCache[i];
if(item.hasBuiltVBOs == true) {
glDeleteBuffersARB( 1, &item.m_nVBOVertices ); // Get A Valid Name
glDeleteBuffersARB( 1, &item.m_nVBOFowTexCoords ); // Get A Valid Name
glDeleteBuffersARB( 1, &item.m_nVBOSurfaceTexCoords ); // Get A Valid Name
glDeleteBuffersARB( 1, &item.m_nVBONormals ); // Get A Valid Name
//glDeleteBuffersARB( 1, &item.m_nVBOIndexes ); // Get A Valid Name
}
}
}
mapSurfaceVBOCache.clear();
}
#endif
class SurfaceData {
public:
SurfaceData(){};
@ -1680,6 +1806,7 @@ public:
vector<Vec3f> normals;
};
void Renderer::renderSurface(const int renderFps) {
IF_DEBUG_EDITION(
if (getDebugRenderer().willRenderSurface()) {
@ -1687,7 +1814,7 @@ void Renderer::renderSurface(const int renderFps) {
} else {
)
int lastTex=-1;
int currTex;
int currTex=-1;
const World *world= game->getWorld();
const Map *map= world->getMap();
const Rect2i mapBounds(0, 0, map->getSurfaceW()-1, map->getSurfaceH()-1);
@ -1732,9 +1859,78 @@ void Renderer::renderSurface(const int renderFps) {
VisibleQuadContainerCache &qCache = getQuadCache();
if(qCache.visibleScaledCellList.size() > 0) {
bool legacyRendering = true;
#if defined(ENABLE_VBO_CODE)
for(int visibleIndex = 0;
visibleIndex < qCache.visibleScaledCellList.size(); ++visibleIndex) {
Vec2i &pos = qCache.visibleScaledCellList[visibleIndex];
SurfaceCell *tc00= map->getSurfaceCell(pos.x, pos.y);
SurfaceCell *tc10= map->getSurfaceCell(pos.x+1, pos.y);
SurfaceCell *tc01= map->getSurfaceCell(pos.x, pos.y+1);
SurfaceCell *tc11= map->getSurfaceCell(pos.x+1, pos.y+1);
if(tc00 == NULL) {
throw runtime_error("tc00 == NULL");
}
if(tc10 == NULL) {
throw runtime_error("tc10 == NULL");
}
if(tc01 == NULL) {
throw runtime_error("tc01 == NULL");
}
if(tc11 == NULL) {
throw runtime_error("tc11 == NULL");
}
triangleCount+= 2;
pointCount+= 4;
//set texture
if(tc00->getSurfaceTexture() == NULL) {
throw runtime_error("tc00->getSurfaceTexture() == NULL");
}
currTex= static_cast<const Texture2DGl*>(tc00->getSurfaceTexture())->getHandle();
if(currTex != lastTex) {
lastTex = currTex;
glBindTexture(GL_TEXTURE_2D, lastTex);
}
const Vec2f &surfCoord= tc00->getSurfTexCoord();
vector<VisibleQuadContainerVBOCache> &vboCache = GetSurfaceVBOs(pos);
glBegin(GL_TRIANGLE_STRIP);
assertGl();
//draw quad using immediate mode
for(int i = 0; i < vboCache.size(); ++i) {
assertGl();
glBindBufferARB( GL_ARRAY_BUFFER_ARB, vboCache[i].m_nVBOFowTexCoords );
glMultiTexCoord2fv(fowTexUnit, 0);
glBindBufferARB( GL_ARRAY_BUFFER_ARB, vboCache[i].m_nVBOSurfaceTexCoords );
glMultiTexCoord2fv(baseTexUnit, 0);
glBindBufferARB( GL_ARRAY_BUFFER_ARB, vboCache[i].m_nVBONormals );
glNormal3fv(0);
glBindBufferARB( GL_ARRAY_BUFFER_ARB, vboCache[i].m_nVBOVertices );
glVertex3fv(0);
assertGl();
}
assertGl();
glEnd();
}
#else
bool legacyRendering = true;
if(legacyRendering) {
//printf("\LEGACY qCache.visibleScaledCellList.size() = %d \n",qCache.visibleScaledCellList.size());
for(int visibleIndex = 0;
visibleIndex < qCache.visibleScaledCellList.size(); ++visibleIndex) {
Vec2i &pos = qCache.visibleScaledCellList[visibleIndex];
@ -1799,7 +1995,10 @@ void Renderer::renderSurface(const int renderFps) {
}
}
else {
int lastSurfaceDataIndex = -1;
std::vector<SurfaceData> surface;
//surface.reserve(qCache.visibleScaledCellList.size());
for(int visibleIndex = 0;
visibleIndex < qCache.visibleScaledCellList.size(); ++visibleIndex) {
Vec2i &pos = qCache.visibleScaledCellList[visibleIndex];
@ -1829,24 +2028,31 @@ void Renderer::renderSurface(const int renderFps) {
if(tc00->getSurfaceTexture() == NULL) {
throw runtime_error("tc00->getSurfaceTexture() == NULL");
}
currTex= static_cast<const Texture2DGl*>(tc00->getSurfaceTexture())->getHandle();
int surfaceDataIndex = -1;
for(int i = 0; i < surface.size(); ++i) {
SurfaceData &data = surface[i];
if(data.textureHandle == currTex) {
surfaceDataIndex = i;
break;
}
currTex= static_cast<const Texture2DGl*>(tc00->getSurfaceTexture())->getHandle();
if(currTex != lastTex) {
lastTex = currTex;
}
else {
surfaceDataIndex = lastSurfaceDataIndex;
}
if(surfaceDataIndex < 0) {
SurfaceData newData;
newData.textureHandle = currTex;
surface.push_back(newData);
surfaceDataIndex = surface.size()-1;
//surface[surfaceDataIndex].texCoords.reserve(100);
//surface[surfaceDataIndex].texCoordsSurface.reserve(100);
//surface[surfaceDataIndex].vertices.reserve(100);
//surface[surfaceDataIndex].normals.reserve(100);
}
lastSurfaceDataIndex = surfaceDataIndex;
const Vec2f &surfCoord= tc00->getSurfTexCoord();
//int dataIndex = surface[surfaceDataIndex].texCoords.size();
@ -1871,104 +2077,45 @@ void Renderer::renderSurface(const int renderFps) {
surface[surfaceDataIndex].normals.push_back(tc10->getNormal());
}
//printf("\nsurface.size() = %d vs qCache.visibleScaledCellList.size() = %d \n",surface.size(),qCache.visibleScaledCellList.size());
for(int i = 0; i < surface.size(); ++i) {
//for(int i = surface.size()-1; i >= 0; --i) {
SurfaceData &data = surface[i];
//Vec2f *texCoords = &data.texCoords[0];
//Vec2f *texCoordsSurface = &data.texCoordsSurface[0];
//Vec3f *vertices = &data.vertices[0];
//Vec3f *normals = &data.normals[0];
Vec2f *texCoords = &data.texCoords[0];
Vec2f *texCoordsSurface = &data.texCoordsSurface[0];
Vec3f *vertices = &data.vertices[0];
Vec3f *normals = &data.normals[0];
Vec2f *texCoords = new Vec2f[data.texCoords.size()];
Vec2f *texCoordsSurface = new Vec2f[data.texCoordsSurface.size()];
Vec3f *vertices = new Vec3f[data.vertices.size()];
Vec3f *normals = new Vec3f[data.normals.size()];
for(int j = 0; j < data.texCoords.size(); ++j) {
texCoords[j] = data.texCoords[j];
texCoordsSurface[j] = data.texCoordsSurface[j];
vertices[j] = data.vertices[j];
normals[j] = data.normals[j];
}
//memcpy( texCoords, &data.texCoords[0], sizeof( Vec2f ) * data.texCoords.size() );
//memcpy( texCoordsSurface, &data.texCoordsSurface[0], sizeof( Vec2f ) * data.texCoordsSurface.size() );
//memcpy( vertices, &data.vertices[0], sizeof( Vec3f ) * data.vertices.size() );
//memcpy( normals, &data.normals[0], sizeof( Vec3f ) * data.normals.size() );
assertGl();
glPushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT);
assertGl();
glEnableClientState(GL_VERTEX_ARRAY);
assertGl();
glEnableClientState(GL_NORMAL_ARRAY);
assertGl();
glClientActiveTexture(fowTexUnit);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
assertGl();
glTexCoordPointer(2, GL_FLOAT, 0,texCoords);
//glActiveTexture(baseTexUnit);
//glBindTexture(GL_TEXTURE_2D, fowTexUnit);
//glActiveTexture(GL_TEXTURE0 + 1);
// glActiveTexture(fowTexUnit);
// assertGl();
// glEnable(GL_TEXTURE_2D);
// assertGl();
// glBindTexture(GL_TEXTURE_2D, static_cast<const Texture2DGl*>(fowTex)->getHandle());
// assertGl();
// glClientActiveTexture(fowTexUnit);
// assertGl();
// glEnableClientState(GL_TEXTURE_COORD_ARRAY);
// assertGl();
// glTexCoordPointer(2, GL_FLOAT, 0,texCoords);
// assertGl();
glActiveTexture(baseTexUnit);
assertGl();
glEnable(GL_TEXTURE_2D);
assertGl();
glBindTexture(GL_TEXTURE_2D, data.textureHandle);
assertGl();
glClientActiveTexture(baseTexUnit);
assertGl();
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
assertGl();
glTexCoordPointer(2, GL_FLOAT, 0, texCoordsSurface);
assertGl();
assertGl();
glEnableClientState(GL_VERTEX_ARRAY);
assertGl();
glVertexPointer(3, GL_FLOAT, 0, vertices);
assertGl();
glEnableClientState(GL_NORMAL_ARRAY);
assertGl();
glVertexPointer(3, GL_FLOAT, 0, vertices);
glNormalPointer(GL_FLOAT, 0, normals);
assertGl();
glDrawArrays(GL_TRIANGLE_STRIP, 0, data.vertices.size());
assertGl();
// glDisableClientState(GL_TEXTURE_COORD_ARRAY);
// assertGl();
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
assertGl();
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
//assertGl();
glDisableClientState(GL_NORMAL_ARRAY);
assertGl();
glDisableClientState(GL_VERTEX_ARRAY);
assertGl();
//glPopAttrib();
assertGl();
glPopClientAttrib();
assertGl();
delete [] texCoords; texCoords = NULL;
delete [] texCoordsSurface; texCoordsSurface = NULL;
delete [] vertices; vertices = NULL;
delete [] normals; normals = NULL;
//assertGl();
}
}
#endif
}
//Restore

View File

@ -47,6 +47,17 @@ namespace Glest{ namespace Game{
using namespace Shared::Graphics;
using namespace Shared::PlatformCommon;
//non shared classes
class Config;
class Game;
class MainMenu;
class Console;
class MenuBackground;
class ChatManager;
class Object;
class ConsoleLineInfo;
class SurfaceCell;
// =====================================================
// class MeshCallbackTeamColor
// =====================================================
@ -62,15 +73,6 @@ public:
static bool noTeamColors;
};
//non shared classes
class Config;
class Game;
class MainMenu;
class Console;
class MenuBackground;
class ChatManager;
class Object;
class ConsoleLineInfo;
// ===========================================================
// class Renderer
//
@ -132,6 +134,19 @@ public:
std::vector<Vec2i> visibleScaledCellList;
};
#if defined(ENABLE_VBO_CODE)
class VisibleQuadContainerVBOCache {
public:
// Vertex Buffer Object Names
bool hasBuiltVBOs;
uint32 m_nVBOVertices; // Vertex VBO Name
uint32 m_nVBOFowTexCoords; // Texture Coordinate VBO Name
uint32 m_nVBOSurfaceTexCoords; // Texture Coordinate VBO Name
uint32 m_nVBONormals; // Normal VBO Name
//uint32 m_nVBOIndexes; // Indexes VBO Name
};
#endif
class Renderer : public RendererInterface, public BaseRenderer, public SimpleTaskCallbackInterface {
public:
@ -248,6 +263,14 @@ private:
std::map<Vec3f,Vec3f> worldToScreenPosCache;
#if defined(ENABLE_VBO_CODE)
std::map<Vec2i,std::vector<VisibleQuadContainerVBOCache> > mapSurfaceVBOCache;
VisibleQuadContainerVBOCache SetupSurfaceVBO(Vec2i &pos, SurfaceCell *cell, Vec2f surfCoord);
vector<VisibleQuadContainerVBOCache> & GetSurfaceVBOs(Vec2i &pos);
void ReleaseSurfaceVBOs();
#endif
private:
Renderer();
~Renderer();