1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
|
//-----------------------------------------------------------------------------
// Name: terrainobject.cpp
// Developer: Wolfire Games LLC
// Author: David Rosen
// Description: The terrain object is an entity representing some terrain
// License: Read below
//-----------------------------------------------------------------------------
//
// Copyright 2022 Wolfire Games LLC
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//
//-----------------------------------------------------------------------------
#include "terrainobject.h"
#include <Graphics/camera.h>
#include <Graphics/graphics.h>
#include <Graphics/textures.h>
#include <Graphics/shaders.h>
#include <Graphics/sky.h>
#include <Physics/bulletworld.h>
#include <Physics/bulletobject.h>
#include <Internal/common.h>
#include <Internal/datemodified.h>
#include <Internal/filesystem.h>
#include <Internal/profiler.h>
#include <Internal/timer.h>
#include <Main/engine.h>
#include <Main/scenegraph.h>
#include <Timing/timingevent.h>
#include <Timing/intel_gl_perf.h>
#include <Compat/fileio.h>
#include <Math/vec3math.h>
#include <Objects/lightvolume.h>
#include <Wrappers/glm.h>
#include <Utility/compiler_macros.h>
#include <SDL.h>
extern bool g_simple_shadows;
extern bool g_level_shadows;
extern char* global_shader_suffix;
extern bool g_no_decals;
extern Timer game_timer;
extern bool g_no_reflection_capture;
extern bool g_debug_runtime_disable_terrain_object_draw_depth_map;
extern bool g_debug_runtime_disable_terrain_object_draw_terrain;
extern bool g_debug_runtime_disable_terrain_object_pre_draw_camera;
static void DrawPatchModel(Model& model, Graphics* graphics, Shaders* shaders, int shader, bool use_tesselation){
PROFILER_GPU_ZONE(g_profiler_ctx, "DrawPatchModel");
if(!model.vbo_loaded){
PROFILER_ZONE(g_profiler_ctx, "createVBO");
model.createVBO();
}
model.VBO_faces.Bind();
int attrib_ids[4];
for(int i=0; i<4; ++i){
const char* attrib_str;
int num_el;
VBOContainer* vbo;
switch(i){
case 0:
attrib_str = "vertex_attrib";
num_el = 3;
vbo = &model.VBO_vertices;
break;
case 1:
attrib_str = "tangent_attrib";
num_el = 3;
vbo = &model.VBO_tangents;
break;
case 2:
attrib_str = "tex_coord_attrib";
num_el = 2;
vbo = &model.VBO_tex_coords;
break;
case 3:
attrib_str = "detail_tex_coord";
num_el = 2;
vbo = &model.VBO_tex_coords2;
break;
default:
__builtin_unreachable();
break;
}
CHECK_GL_ERROR();
vbo->Bind();
CHECK_GL_ERROR();
attrib_ids[i] = shaders->returnShaderAttrib(attrib_str, shader);
if( attrib_ids[i] != -1 )
{
CHECK_GL_ERROR();
graphics->EnableVertexAttribArray(attrib_ids[i]);
CHECK_GL_ERROR();
glVertexAttribPointer(attrib_ids[i], num_el, GL_FLOAT, false, num_el*sizeof(GLfloat), 0);
CHECK_GL_ERROR();
}
}
CHECK_GL_ERROR();
graphics->DrawElements(use_tesselation?GL_PATCHES:GL_TRIANGLES, (unsigned int)model.faces.size(), GL_UNSIGNED_INT, 0);
CHECK_GL_ERROR();
graphics->ResetVertexAttribArrays();
CHECK_GL_ERROR();
graphics->BindArrayVBO(0);
graphics->BindElementVBO(0);
}
//Check for collision with a line
int TerrainObject::lineCheck(const vec3 &start, const vec3 &end, vec3 *point, vec3 *normal) {
if(bullet_object_){
bool hit = scenegraph_->bullet_world_->CheckRayCollisionObj(
start, end, *bullet_object_, point, normal) != -1;
if(hit) {
return 0;
} else {
return -1;
}
}
return -1;
}
void TerrainObject::ReceiveObjectMessageVAList( OBJECT_MSG::Type type, va_list args ) {
switch(type){
case OBJECT_MSG::LIGHTING_CHANGED:
terrain_.BakeTerrainTexture(terrain_.framebuffer, scenegraph_->sky->GetSpecularCubeMapTexture());
break;
default:
Object::ReceiveObjectMessageVAList(type, args);
break;
}
}
void TerrainObject::PreDrawFrame(float curr_game_time) {
CHECK_GL_ERROR();
terrain_.GLInit(scenegraph_->sky);
CHECK_GL_ERROR();
if(scenegraph_->sky->live_updated){
CHECK_GL_ERROR();
terrain_.BakeTerrainTexture(terrain_.framebuffer, scenegraph_->sky->GetSpecularCubeMapTexture());
scenegraph_->sky->BakeSecondPass(&terrain_.baked_texture_ref);
scenegraph_->sky->live_updated = false;
CHECK_GL_ERROR();
}
}
void TerrainObject::PreDrawCamera(float curr_game_time) {
if (g_debug_runtime_disable_terrain_object_pre_draw_camera) {
return;
}
static const mat4 identity;
for(std::list<DetailObjectSurface*>::iterator iter = terrain_.detail_object_surfaces.begin();
iter != terrain_.detail_object_surfaces.end(); ++iter)
{
(*iter)->PreDrawCamera(identity);
}
}
//Draw terrain
void TerrainObject::Draw() {
if(Graphics::Instance()->queued_screenshot && Graphics::Instance()->screenshot_mode == Graphics::kTransparentGameplay){
return;
}
DrawTerrain();
if(!terrain_info_.minimal) {
static const mat4 identity;
for(std::list<DetailObjectSurface*>::iterator iter = terrain_.detail_object_surfaces.begin();
iter != terrain_.detail_object_surfaces.end(); ++iter)
{
(*iter)->Draw(identity, DetailObjectSurface::TERRAIN, vec3(1.0f), scenegraph_->sky->GetSpecularCubeMapTexture(), &scenegraph_->light_probe_collection, scenegraph_);
}
}
}
bool CheckBoxAgainstPlanes(const vec3& start, const vec3& end,
const vec4* cull_planes, int num_cull_planes)
{
vec3 point;
for(int p = 0; p < num_cull_planes; ++p) {
int in_count = 8;
for (int i = 0; i < 8; ++i) {
if(i<4){
point[0]=start[0];
} else {
point[0]=end[0];
}
if(i%4<2) {
point[1]=start[1];
} else {
point[1]=end[1];
}
if(i%2==0){
point[2]=start[2];
} else {
point[2]=end[2];
}
// test this point against the planes
if( cull_planes[p][0] * point[0] +
cull_planes[p][1] * point[1] +
cull_planes[p][2] * point[2] +
cull_planes[p][3] < 0)
{
in_count--;
}
}
// were all the points outside of plane p?
if(in_count == 0) {
return false;
}
}
return true;
}
void TerrainObject::DrawDepthMap(const mat4& proj_view_matrix, const vec4* cull_planes, int num_cull_planes, Object::DrawType draw_type) {
if (g_debug_runtime_disable_terrain_object_draw_depth_map) {
return;
}
if(terrain_info_.minimal || preview_mode)
return;
PROFILER_GPU_ZONE(g_profiler_ctx, "TerrainObject::DrawDepthMap");
Graphics *graphics = Graphics::Instance();
Shaders* shaders = Shaders::Instance();
//Textures* textures = Textures::Instance();
//Camera* cam = ActiveCameras::Get();
graphics->setGLState(gl_state_);
mat4 t = GetTransform(); // this seems to always be identity
vec4 test(1.0, 1.0, 1.0, 1.0);
LOG_ASSERT(t * test == test);
bool use_tesselation = false;// GLEW_ARB_tessellation_shader;
const int kShaderStrSize = 1024;
char buf[2][kShaderStrSize];
char* shader_str[2] = {buf[0], buf[1]};
FormatString(shader_str[0], kShaderStrSize, "envobject #TERRAIN #DEPTH_ONLY");
if (draw_type == kDrawAllShadowCascades) {
FormatString(shader_str[1], kShaderStrSize, "%s #SHADOW_CASCADE", shader_str[0]);
std::swap(shader_str[0], shader_str[1]);
}
if(use_tesselation){
FormatString(shader_str[1], kShaderStrSize, "%s #FRACTAL_DISPLACE", shader_str[0]);
std::swap(shader_str[0], shader_str[1]);
}
int shader = shaders->returnProgram(shader_str[0], use_tesselation?Shaders::kTesselation:Shaders::kNone);
shaders->setProgram(shader);
shaders->SetUniformMat4("projection_view_mat", proj_view_matrix);
shaders->SetUniformFloat("time",game_timer.GetRenderTime());
shaders->SetUniformVec3("cam_pos",ActiveCameras::Get()->GetPos());
const vec3 translation = GetTranslation();
int vert_attrib_id = shaders->returnShaderAttrib("vertex_attrib", shader);
graphics->EnableVertexAttribArray(vert_attrib_id);
for(std::list<Model>::iterator iter = terrain_.terrain_patches.begin(); iter != terrain_.terrain_patches.end(); ++iter) {
Model& patch = (*iter);
const vec3 adjusted_min = patch.min_coords + translation;
const vec3 adjusted_max = patch.max_coords + translation;
if(CheckBoxAgainstPlanes(adjusted_min, adjusted_max, cull_planes, num_cull_planes)) {
if(!patch.vbo_loaded){
patch.createVBO();
}
patch.VBO_faces.Bind();
patch.VBO_vertices.Bind();
glVertexAttribPointer(vert_attrib_id, 3, GL_FLOAT, false, 3*sizeof(GLfloat), 0);
graphics->DrawElements(use_tesselation?GL_PATCHES:GL_TRIANGLES, (unsigned int) patch.faces.size(), GL_UNSIGNED_INT, 0);
}
}
for(std::list<Model>::iterator iter = terrain_.edge_terrain_patches.begin(); iter != terrain_.edge_terrain_patches.end(); ++iter) {
Model& patch = (*iter);
const vec3 adjusted_min = patch.min_coords + translation;
const vec3 adjusted_max = patch.max_coords + translation;
if(CheckBoxAgainstPlanes(adjusted_min, adjusted_max, cull_planes, num_cull_planes)) {
if(!patch.vbo_loaded){
patch.createVBO();
}
patch.VBO_faces.Bind();
patch.VBO_vertices.Bind();
glVertexAttribPointer(vert_attrib_id, 3, GL_FLOAT, false, 3*sizeof(GLfloat), 0);
graphics->DrawElements(use_tesselation?GL_PATCHES:GL_TRIANGLES, (unsigned int) patch.faces.size(), GL_UNSIGNED_INT, 0);
}
}
graphics->ResetVertexAttribArrays();
}
bool TerrainObject::Initialize() {
terrain_.level_name = scenegraph_->level_name_;
PROFILER_ZONE(g_profiler_ctx, "CalcDetailTextures");
terrain_.CalcDetailTextures();
return true;
}
void TerrainObject::GetShaderNames(std::map<std::string, int>& preload_shaders) {
const int kShaderStrSize = 1024;
char buf[2][kShaderStrSize];
char* shader_str[2] = {buf[0], buf[1]};
FormatString(shader_str[0], kShaderStrSize, "envobject #TERRAIN #DETAILMAP4 %s", shader_extra.c_str());
preload_shaders[shader_str[0]] = SceneGraph::kPreloadTypeAll;
preload_shaders["envobject #TERRAIN #DEPTH_ONLY"] = 0;
preload_shaders["envobject #TERRAIN #DEPTH_ONLY #SHADOW_CASCADE"] = 0;
terrain_.GetShaderNames(preload_shaders);
}
TerrainObject::TerrainObject(const TerrainInfo& _terrain_info):
bullet_object_(NULL),
preview_mode(false)
{
shader_extra = _terrain_info.shader_extra;
terrain_info_ = _terrain_info;
added_to_physics_scene_ = false;
terrain_.SetColorTexture(terrain_info_.colormap.c_str());
Textures::Instance()->setWrap(GL_REPEAT);
terrain_.weight_perturb_ref = Engine::Instance()->GetAssetManager()->LoadSync<TextureAsset>("Data/Textures/weight_perturb.tga");
terrain_.SetDetailTextures(terrain_info_.detail_map_info);
terrain_.SetWeightTexture(terrain_info_.weightmap.c_str());
if(_terrain_info.minimal)
terrain_.LoadMinimal(terrain_info_.heightmap.c_str(), terrain_info_.model_override);
else
terrain_.Load(terrain_info_.heightmap.c_str(), terrain_info_.model_override);
terrain_.SetDetailObjectLayers(terrain_info_.detail_object_info);
collidable=true;
transparent=false;
gl_state_.depth_test = true;
gl_state_.cull_face = true;
gl_state_.depth_write = true;
gl_state_.blend = false;
edge_gl_state_.depth_test = true;
edge_gl_state_.cull_face = true;
edge_gl_state_.depth_write = true;
edge_gl_state_.blend = true;
permission_flags = 0;
exclude_from_undo = true;
exclude_from_save = true;
}
TerrainObject::~TerrainObject() {
if(added_to_physics_scene_)
scenegraph_->bullet_world_->RemoveStaticObject(&bullet_object_);
}
void TerrainObject::PreparePhysicsMesh() {
static const bool kCachePhysicsShape = false;
if(!added_to_physics_scene_){
btBvhTriangleMeshShape* cached_shape = NULL;
const char* cache_path = "terrain_serialize.bullet";
if(kCachePhysicsShape){
/*char abs_path[kPathSize];
if(FindFilePath(cache_path, abs_path, kPathSize, kDataPaths|kModPaths|kWriteDir|kModWriteDirs) != -1) {
btBulletWorldImporter import(0);//don't store info into the world
PROFILER_ZONE(g_profiler_ctx, "Loading cache file");
if (import.loadFile(abs_path)){
int numShape = import.getNumCollisionShapes();
if (numShape) {
cached_shape = (btBvhTriangleMeshShape*)import.getCollisionShapeByIndex(0);
}
}
}*/
}
if(cached_shape) {
PROFILER_ZONE(g_profiler_ctx, "Adding cached shape to physics scene");
SharedShapePtr shape;
shape.reset(cached_shape);
BulletObject* obj = scenegraph_->bullet_world_->CreateRigidBody(shape, 0.0f, BW_NO_FLAGS);
obj->body->setCollisionFlags(obj->body->getCollisionFlags() | btCollisionObject::CF_CUSTOM_MATERIAL_CALLBACK);
bullet_object_ = obj;
} else {
PROFILER_ZONE(g_profiler_ctx, "Creating new static mesh");
bullet_object_ = scenegraph_->bullet_world_->CreateStaticMesh(&terrain_.GetModel(), -1, BW_NO_FLAGS);
if(kCachePhysicsShape){
/*PROFILER_ZONE(g_profiler_ctx, "Serializing cached mesh to disk");
int maxSerializeBufferSize = 1024*1024*10;
btDefaultSerializer* serializer = new btDefaultSerializer(maxSerializeBufferSize);
serializer->startSerialization();
bullet_object_->shape->serializeSingleShape(serializer);
serializer->finishSerialization();
char path[kPathSize];
FormatString(path, kPathSize, "%s%s", GetWritePath(CoreGameModID).c_str(), cache_path);
FILE* file = my_fopen(path, "wb");
fwrite(serializer->getBufferPointer(),serializer->getCurrentBufferSize(),1, file);
fclose(file);
delete serializer;*/
}
}
bullet_object_->owner_object = this;
added_to_physics_scene_ = true;
}
}
const Model* TerrainObject::GetModel() const {
return &terrain_.GetModel();
}
void TerrainObject::HandleMaterialEvent( const std::string &the_event, const vec3 &event_pos, int* tri ) {
terrain_.HandleMaterialEvent(the_event, event_pos, tri);
}
const MaterialEvent& TerrainObject::GetMaterialEvent( const std::string &the_event, const vec3 &event_pos, int* tri ) {
MaterialRef material_ref = terrain_.GetMaterialAtPoint(event_pos, tri);
return material_ref->GetEvent(the_event);
}
const MaterialEvent& TerrainObject::GetMaterialEvent( const std::string &the_event, const vec3 &event_pos, const std::string &mod, int* tri ) {
MaterialRef material_ref = terrain_.GetMaterialAtPoint(event_pos, tri);
return material_ref->GetEvent(the_event, mod);
}
const MaterialDecal& TerrainObject::GetMaterialDecal( const std::string &type, const vec3 &pos, int* tri ) {
MaterialRef material_ref = terrain_.GetMaterialAtPoint(pos, tri);
return material_ref->GetDecal(type);
}
const MaterialParticle& TerrainObject::GetMaterialParticle( const std::string &type, const vec3 &pos, int* tri ) {
MaterialRef material_ref = terrain_.GetMaterialAtPoint(pos, tri);
return material_ref->GetParticle(type);
}
void TerrainObject::GetDisplayName(char* buf, int buf_size) {
if( GetName().empty() ) {
FormatString(buf, buf_size, "%d: Terrain: %s", GetID(), terrain_info_.heightmap.c_str());
} else {
FormatString(buf, buf_size, "%s: Terrain: %s", GetName().c_str(), terrain_info_.heightmap.c_str());
}
}
vec3 TerrainObject::GetColorAtPoint( const vec3 &pos, int *tri ) {
return terrain_.SampleColorMapAtPoint(pos, tri);
}
MaterialRef TerrainObject::GetMaterial( const vec3 &pos, int* tri ) {
return terrain_.GetMaterialAtPoint(pos, tri);
}
void TerrainObject::DrawTerrain() {
if (g_debug_runtime_disable_terrain_object_draw_terrain) {
return;
}
Graphics *graphics = Graphics::Instance();
graphics->setGLState(gl_state_);
glDisable( GL_SAMPLE_ALPHA_TO_COVERAGE );
Shaders* shaders = Shaders::Instance();
Textures* textures = Textures::Instance();
Camera* cam = ActiveCameras::Get();
mat4 projection_view_mat = cam->GetProjMatrix() * cam->GetViewMatrix();
const int kShaderStrSize = 1024;
char buf[2][kShaderStrSize];
char* shader_str[2] = {buf[0], buf[1]};
// Tessellation is ignored when preloading shaders because the use-case is unclear.
// Where is it set? Is it per-object? Is it set once?
bool use_tesselation = false;//GLEW_ARB_tessellation_shader;
FormatString(shader_str[0], kShaderStrSize, "envobject #TERRAIN #DETAILMAP4 %s %s", shader_extra.c_str(), global_shader_suffix);
if(preview_mode) {
FormatString(shader_str[1], kShaderStrSize, "%s #HALFTONE_STIPPLE", shader_str[0]);
std::swap(shader_str[0], shader_str[1]);
}
if(use_tesselation){
FormatString(shader_str[1], kShaderStrSize, "%s #FRACTAL_DISPLACE", shader_str[0]);
std::swap(shader_str[0], shader_str[1]);
}
int shader = shaders->returnProgram(shader_str[0], use_tesselation?Shaders::kTesselation:Shaders::kNone);
shaders->setProgram(shader);
vec4 temp(0.0f, 1.0f, 2.0f, 3.0f);
shaders->SetUniformVec4("detail_color_indices", temp);
textures->bindTexture(terrain_.detail_texture_weights, 5);
textures->bindTexture(terrain_.color_texture_ref, 0);
textures->bindTexture(scenegraph_->sky->GetSpecularCubeMapTexture(), 2);
if(terrain_.normal_map_ref.valid()) {
textures->bindTexture(terrain_.normal_map_ref, 1);
} else {
textures->bindBlankNormalTexture(1);
}
if(g_simple_shadows || !g_level_shadows){
textures->bindTexture(graphics->static_shadow_depth_ref, 4);
} else {
textures->bindTexture(graphics->cascade_shadow_depth_ref, 4);
}
textures->bindTexture(terrain_.detail_texture_ref, 6);
textures->bindTexture(terrain_.detail_normal_texture_ref, 7);
textures->bindTexture(terrain_.weight_perturb_ref, 14);
if(scenegraph_->light_probe_collection.light_volume_enabled && scenegraph_->light_probe_collection.ambient_3d_tex.valid()){
textures->bindTexture(scenegraph_->light_probe_collection.ambient_3d_tex, 16);
}
textures->bindTexture(graphics->screen_color_tex, 17);
textures->bindTexture(graphics->screen_depth_tex, 18);
shaders->SetUniformInt("weight_component", 0);
shaders->SetUniformVec4("avg_color0",terrain_.detail_texture_color_srgb[0]);
shaders->SetUniformVec4("avg_color1",terrain_.detail_texture_color_srgb[1]);
shaders->SetUniformVec4("avg_color2",terrain_.detail_texture_color_srgb[2]);
shaders->SetUniformVec4("avg_color3",terrain_.detail_texture_color_srgb[3]);
shaders->SetUniformVec3("ws_light",scenegraph_->primary_light.pos);
shaders->SetUniformVec4("primary_light_color",vec4(scenegraph_->primary_light.color, scenegraph_->primary_light.intensity));
shaders->SetUniformFloat("time",game_timer.GetRenderTime());
shaders->SetUniformVec3("cam_pos",cam->GetPos());
shaders->SetUniformMat4("projection_view_mat", projection_view_mat);
shaders->SetUniformFloat("haze_mult", scenegraph_->haze_mult);
std::vector<mat4> shadow_matrix;
shadow_matrix.resize(4);
for(int i=0; i<4; ++i){
shadow_matrix[i] = cam->biasMatrix * graphics->cascade_shadow_mat[i];
}
if(g_simple_shadows || !g_level_shadows){
shadow_matrix[3] = cam->biasMatrix * graphics->simple_shadow_mat;
}
shaders->SetUniformInt("reflection_capture_num", (int) scenegraph_->ref_cap_matrix.size());
if(!scenegraph_->ref_cap_matrix.empty()){
assert(!scenegraph_->ref_cap_matrix_inverse.empty());
shaders->SetUniformMat4Array("reflection_capture_matrix", scenegraph_->ref_cap_matrix);
shaders->SetUniformMat4Array("reflection_capture_matrix_inverse", scenegraph_->ref_cap_matrix_inverse);
}
std::vector<mat4> light_volume_matrix;
std::vector<mat4> light_volume_matrix_inverse;
for(size_t i=0, len=scenegraph_->light_volume_objects_.size(); i<len; ++i){
Object* obj = scenegraph_->light_volume_objects_[i];
const mat4 &mat = obj->GetTransform();
light_volume_matrix.push_back(mat);
light_volume_matrix_inverse.push_back(invert(mat));
}
shaders->SetUniformInt("light_volume_num", (int) light_volume_matrix.size());
if(!light_volume_matrix.empty()){
assert(!light_volume_matrix_inverse.empty());
shaders->SetUniformMat4Array("light_volume_matrix", light_volume_matrix);
shaders->SetUniformMat4Array("light_volume_matrix_inverse", light_volume_matrix_inverse);
}
if( g_no_reflection_capture == false) {
textures->bindTexture(scenegraph_->cubemaps, 19);
}
shaders->SetUniformInt("num_tetrahedra", scenegraph_->light_probe_collection.ShaderNumTetrahedra());
shaders->SetUniformInt("num_light_probes", scenegraph_->light_probe_collection.ShaderNumLightProbes());
shaders->SetUniformVec3("grid_bounds_min", scenegraph_->light_probe_collection.grid_lookup.bounds[0]);
shaders->SetUniformVec3("grid_bounds_max", scenegraph_->light_probe_collection.grid_lookup.bounds[1]);
shaders->SetUniformInt("subdivisions_x", scenegraph_->light_probe_collection.grid_lookup.subdivisions[0]);
shaders->SetUniformInt("subdivisions_y", scenegraph_->light_probe_collection.grid_lookup.subdivisions[1]);
shaders->SetUniformInt("subdivisions_z", scenegraph_->light_probe_collection.grid_lookup.subdivisions[2]);
shaders->SetUniformInt(shaders->GetTexUniform(TEX_AMBIENT_COLOR_BUFFER), TEX_AMBIENT_COLOR_BUFFER);
shaders->SetUniformInt(shaders->GetTexUniform(TEX_AMBIENT_GRID_DATA), TEX_AMBIENT_GRID_DATA);
if(scenegraph_->light_probe_collection.light_probe_buffer_object_id != -1){
glBindBuffer(GL_TEXTURE_BUFFER, scenegraph_->light_probe_collection.light_probe_buffer_object_id);
}
scenegraph_->BindDecals(shader);
scenegraph_->BindLights(shader);
shaders->SetUniformMat4Array("shadow_matrix",shadow_matrix);
const vec3 translation = GetTranslation();
{
PROFILER_GPU_ZONE(g_profiler_ctx, "Draw opaque terrain patches");
for(std::list<Model>::iterator iter = terrain_.terrain_patches.begin(); iter != terrain_.terrain_patches.end(); ++iter) {
Model& patch = (*iter);
const vec3 adjusted_min = patch.min_coords + translation;
const vec3 adjusted_max = patch.max_coords + translation;
if(ActiveCameras::Get()->checkBoxInFrustum(adjusted_min,
adjusted_max))
{
DrawPatchModel(patch, graphics, shaders, shader, use_tesselation);
}
}
}
{
PROFILER_GPU_ZONE(g_profiler_ctx, "Draw edge terrain patches");
graphics->setGLState(edge_gl_state_);
for(std::list<Model>::iterator iter = terrain_.edge_terrain_patches.begin(); iter != terrain_.edge_terrain_patches.end(); ++iter) {
Model& patch = (*iter);
const vec3 adjusted_min = patch.min_coords + translation;
const vec3 adjusted_max = patch.max_coords + translation;
if(ActiveCameras::Get()->checkBoxInFrustum(adjusted_min,
adjusted_max))
{
DrawPatchModel(patch, graphics, shaders, shader, use_tesselation);
}
}
}
}
const TerrainInfo& TerrainObject::terrain_info() const {
return terrain_info_;
}
void TerrainObject::SetTerrainColorTexture(const char* path) {
terrain_.SetColorTexture(path);
terrain_info_.colormap = path;
}
void TerrainObject::SetTerrainWeightTexture(const char* path) {
terrain_.SetWeightTexture(path);
terrain_info_.weightmap = path;
}
void TerrainObject::SetTerrainDetailTextures(const std::vector<DetailMapInfo>& detail_map_info) {
terrain_.SetDetailTextures(detail_map_info);
terrain_.CalcDetailTextures();
terrain_info_.detail_map_info = detail_map_info;
}
|